Heimurn Chronicles (No, SV, you're a young valkyrie in the middle of a bizarre and dangerous journey)

Who is the bae? (Yes, we know that it's Lucy, but still - who's your favorite character)


  • Total voters
    101
Character(s) sheet(s)
your team of lunatics so far
Lucifina (aka you, aka Lu, aka Lucy, aka Sparkling, aka Gosling)



Race: the new nameless humanoid species
Gender: Female
Age: biological - around 21 in human years; actual(?) - almost half a year (?).
Background: protege of a natural science scholar, unknown origins
Status: Healthy

Perk(s):
"Follow the white cat" - you have a moody guiding spirit at your side who can boost your spirit aspect advancement should you get on its better side (+1 spirit arcane charge point after passing hard charisma attribute check (18)), expect its occasional interference.

"No one is an island" - you get 1 + n bonus to all social influence skills and CHA rolls when applied to teammates, where n is the number of steps of the target's affection tier beyond neutral (applies to both positive and negative affection dimensions). Additionally, get +3 to the mentioned bonuses if Amalia is around and can provide quick advice. Passive effect: unearth more insights on followers.

"It's in my blood" - you get a permanent +1 bonus to Intelligence and +1 to arcane skill. Actions that train arcane aspects have a 1/6 chance to double the yields unless the base earning equals or exceeds one full level. You are more prone to magic-related actions and thoughts. You might find it harder to resist the allure of magic in some situations.

Attributes Base value Modified value Total value Dice bonus
Strength 9 9 4
Constitution 16 16 11
Mobility 10 (+2 cond.) 10 (12 cond.) 5 (7 cond.)
Perception 11 11 6
Coordination 14 14 9
Micromotorics 13 13 8
Intellect 18(+1/3) 18 13
Wisdom 17 17 12
Charisma 20 20 15
Luck 4 4 4
Misfortune 2 2 2
Skill​
Attribute value​
Learned value​
Modified value​
Dice bonus​
Melee combat​
1​
4​
5​
Ranged combat​
2​
2​
Arcane skill​
7​
7​
(+1 cnd.day)​
14 (15 cnd.day)​
Defense​
3​
4​
1 (+2 cnd.w.)​
8 (10 cnd.w.)​
Objects usage​
2​
2​
Mounted combat​
3​
3​
Willpower​
7​
1​
8​
Balance​
2​
(+2 cnd.w.)​
2 (4 cnd.w.)​
Sneaking​
3​
3​
Reconnaissance​
5​
1​
6​
Persuasion​
10​
2​
12​
Intimidation​
6​
6​
Haggle​
7​
7​
Performance​
8​
8​
Seduction​
8​
8​
Geography lore​
7​
2​
9​
Nature lore​
7​
1​
8​
Arcane lore​
7​
5​
12​
Social and cultural lore​
9​
2​
11​
Craft lore​
7​
2​
9​
Lingual lore​
9​
9​
Daily craft​
6​
2​
8​
Pharma and treatment​
7​
3​
10​
Weaponsmithing​
4​
4​
Armorsmithing​
6​
6​
Tailoring​
7​
2​
9​
Art​
7​
7​
Artificery​
6​
1​
7​
Burglary​
5​
5​
Huntsmanship​
4​
4​
Alchemy​
7​
7​
Sorcery​
7​
7​

Flight and wing-related traits
Wings skill level​

13​
Flight mastery level​
advanced​
Normal speed​
above average, can forcefully accelerate to considerably fast​
Maximum range​
considerably far, anywhere up to twenty-eight kilometers.​
Maximum height​
considerably high (up to 250 meters)​
Maximum extra lifting weight​
low (10 kg)​
Balance​
above average, withstands weather and can try to regain without landing​
Launching surfaces​
solid grounds​
Air feats​
diving, gliding, hovering, thrusting, basic aerial spellcasting​
Land feats​
dodge extra propulsion, posing, enhanced balance, enhanced surface acceleration, shielding with wings​
#1) Thaumaturgy level 7 (6/7 to level 8):
  • You can sense the activity of the entropic aspects within ~1000 meters radius, and unusual concentration/malfunction of other aspects within ~200 meters radius.​
  • You have gained the permanent +1 bonus to constitution​
  • You have gained the permanent +1 bonus to wisdom​
  • You regain mental strengths a little bit faster during the daytime.​
  • Using thaumaturgy during the daytime requires less mental and physical effort.,​
  • You can allegedly see prophetic dreams​
  • You can temporarily nullify magic in ~30 meters radius or in a 45 meters-long 30' cone a few times a day, or emit an anti-magic field up to ~15 meters radius a few times a day.​
  • you can temporarily amplify the aspects power around you once a day​
  • you can temporarily amplify or suppress the aspects power of a target up to two times a day​
  • You can try to scan surrounding areas for traces of planar breaching with very high odds to succeed and sense the short residue of extraplanar entities.​
  • You can conjure light on the basic level (sparks, flashes, rays)​
  • You can shape light on the basic level (flash explosions, molding into orbs, luminal barriers, luminal domes, wedges of solidified light, sparks strike)​
  • You passively gain +1 to arcane skill when exposed to the sun but also get -1 to arcane skill at night AND in dark places.​
#2) Spirit level 7:
  • You are able of an advanced Nether-realm vision​
  • You can assess the memory traces of objects and entities via nether-realm vision and tactile contact​
  • You can sense soul sparks in ~75 meters radius​
  • You can sense the sparks of the living, undead, minor spiritual beings, bound spirits, phantasms, genius loci, and some other spirits​
  • You can sense concentrations of the Limbus energies, the thickness of the barrier, and traces of spirits from the material plane​
  • You have gained the permanent +1 bonus to perception​
  • You have gained the permanent +1 bonus to wisdom​
  • You can scan the target's soul characteristics and receive advanced-depth results​
  • You can try to smite a spirit​
  • You can try to disperse a spirit​
  • You can try to temporarily bind or scare off a singular lesser spiritual being​
  • You can communicate with discovered spiritual beings​
#3) ~Open affinity slot~
Your journal, a comfortable set of clothes, a plain dress, a custom-made set of lightened composite armor, an arming sword ("Holly"), a high-quality rondel ("Mercy"), a decorative blue ribbon, a silver necktie with a bounded spirit, superb leather harness.​
Capable of crudely repairing clothes, making basic tailoring items like belts and patches, and producing low-effort/cost items like stuffed toys. Capable of applying first aid to prevent bleeding. Knows how to make and disinfect bandageware.​

Ulren Kyres (aka Ren, aka Mountain boy)



Race: Bhiroth
Gender: Male
Age: 68
Background: mercenary, former soldier, outcast
Status: Healthy

Perk(s):
"Not on my watch, not again" - shields Lucy from considerable harm in combat situations at own expense.

"I promise you that" - when in the same group as Lucifina, will make the second set of saving rolls to avoid critical health conditions.

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).
Attributes Base value Modified value Total value Dice bonus
Strength 21 +1 22 17
Constitution 21 +1 22 17
Mobility 14 -1 13 8
Perception 12 12 7
Coordination 15 15 10
Micromotorics 13 13 8
Intellect 14 14 9
Wisdom 18 18 13
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 9 9 18
Ranged combat 5 5 10
Arcane skill 6 6
Defense 10 10 20
Objects usage 6 3 9
Mounted combat 8 8
Willpower 6 -3 3
Balance 7 7
Sneaking 4 -5 -1
Reconnaissance 5 4 9
Persuasion 4 4
Intimidation 9 9
Haggle 3 3
Performance 3 3
Seduction 5 5
Geography lore 6 5 11
Nature lore 6 3 9
Arcane lore 6 6
Social and cultural lore 5 5
Craft lore 6 6 12
Lingual lore 5 5
Daily craft 6 4 10
Pharma and treatment 5 2 7
Weaponsmithing 6 6 12
Armorsmithing 6 6 12
Tailoring 3 3
Art 4 4
Artificery 5 7 12
Burglary 4 4
Huntsmanship 5 2 7
Alchemy 6 6
Sorcery 6 6
Unknown, but he demonstrated feats of great balance, stability, and hardiness. Perhaps, he might have an undiscovered arcane aspect bound.​
A very worn half-plate armor set, worn set of clothes, a glaive, mechanical mace with spare heads, heater shield, hand crossbow, one quiver of bolts, enchanted amulet (+1 STR +1 CON - MOB)
Semi-proficient in the daily craft. Adept in smithing (martial-level weapons and armor). Proficient in artificiery (lesser contraptions). Expert in picking/maintaining war gear, and capable of minor mechanical upgrades of such. Knows the basics of hunting and skinning.


Sephorah of house Terphor (aka Seph, aka Sephie, aka Princess)



Race: Daeva
Gender: Female
Age: Adult
Background: Rosaline's agent, former slave, voluntary expatriate.
Status: Healthy

Perk(s):

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).​

Attributes Base value Modified value Total value Dice bonus
Strength 15 15 10
Constitution 15 15 10
Mobility 16 16 11
Perception 14 14 9
Coordination 18 18 13
Micromotorics 12 12 7
Intellect 14 14 9
Wisdom 12 12 7
Charisma 18 18 13
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 7 6 1 14
Ranged combat 4 4
Arcane skill 4 4
Defense 6 5 2 13
Objects usage 4 5 9
Mounted combat 7 7
Willpower 4 4
Balance 8 8 16
Sneaking 7 8 15
Reconnaissance 4 4 8
Persuasion 6 5 11
Intimidation 7 7
Haggle 6 2 8
Performance 6 7 13
Seduction 8 7 15
Geography lore 4 4
Nature lore 4 4
Arcane lore 4 4
Social and cultural lore 5 6 11
Craft lore 3 3
Lingual lore 5 5
Daily craft 3 2 5
Pharma and treatment 4 4
Weaponsmithing 4 4
Armorsmithing 4 4
Tailoring 5 5
Art 5 5
Artificery 3 3
Burglary 4 6 10
Huntsmanship 6 6
Alchemy 4 4
Sorcery 4 4
Unknown if any. No signs of her having seeds of arcane aspects bound so far.​
A set of clothes and undergarments, a superb set of compositive medium armor (manticore materials), a superb leather harness for bags and tools, a qualitative longsword "Ember", a parrying dagger, a quiver of tossing knives, a kit with burglar's tools.​
You suspect she's incapable of legal manual labor aside from the bare basics of daily routines.​

Karl Norskov (aka Mage, aka 'that' mage)




Race: Human (unknown heritage)
Gender: Male
Age: appears to be in the late thirties to early forties
Background: elementalist mage, major arcane enthusiast, disowned son of a noble family.
Status: Healthy

Perk(s):

"Old habits die hard" - when making an offensive arcane skill roll in combat and getting less or equal to four, reroll it (only the highest score counts). This perk also applies to combat rounds where Karl makes an arcane skill roll only for the defensive score.​

Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 11 11 6
Perception 13 13 8
Coordination 10 10 5
Micromotorics 16 16 11
Intellect 20 20 15
Wisdom 16 16 11
Charisma 14 14 9
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 1 1
Ranged combat 4 4
Arcane skill 8 9 17
Defense 1 2 3
Objects usage 5 5 10
Mounted combat 2 2
Willpower 7 6 -2 11
Balance 1 1
Sneaking 2 2
Reconnaissance 6 6
Persuation 7 7
Intimidation 2 2
Haggle 5 1 6
Performance 6 6
Seduction 3 3
Geography lore 7 7
Nature lore 7 7
Arcane lore 7 9 16
Social and cultural lore 8 5 13
Craft lore 8 8
Lingual lore 8 7 15
Daily craft 8 8
Pharma and treatment 9 9
Weaponsmithing 7 7
Armorsmithing 7 7
Tailorng 8 8
Art 6 6
Artificery 8 8
Burglary 7 7
Huntsmanship 3 3
Alchemy 9 9
Sorcery 8 3 11
#1) Conflagration and radiation level 7:
  • You have gained the permanent +1 bonus to strength.
  • You have gained the permanent +1 bonus to intellect.
  • Your casting in dry weather or nearby fire sources amplifies pyromancy.
  • You can regain mental strengths faster near the heat sources.
  • You can sense and read the heat sources in a vast area.
  • You can channel the arcane powers to temporarily amplify own physical strength.
  • Your spellcasting uses both mental and physical strengths or the varying proportions of such.
  • You can temporarily infuse objects (including tools and weapons) with pyromancy powers.
  • You can conjure heat on the intermediate level (sufficient to melt iron)
  • You can suppress and channel heat on the intermediate level (rays, waves, charges, orbs, tactile)
  • You passively gain +1 to arcane skill for every 3 points of STR above 10. This trait also applies -1 penalty to arcane skill for every 2 points of STR below 10. Does not apply in the case of arcane self-empowerment.​
A worn set of travel clothes, a backpack, a grimoire (or a diary), an old pocket chornometer with a chain, an intricate smoking pipe
None you know about​

Amalia Brant (aka Lia)




Race: Human (Eastlander)
Gender: Female
Age: Young adult
Background: Former maidservant
Status: Healthy

Perk(s):
"Shipper on deck" - +3 To all social skill rolls against the companions with positive affection levels (neutrality affection level excluded). If previously gossiped with about other characters that she knows, can provide a one-time boost of +3 to all types of social interaction skill rolls to the requester.
Attributes Base value Modified value Total value Dice bonus
Strength 12 12 7
Constitution 15 15 10
Mobility 11 11 6
Perception 16 16 11
Coordination 12 12 7
Micromotorics 18 18 13
Intellect 12 12 7
Wisdom 20 20 15
Charisma 11 11 6
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 7 3 10
Arcane skill 5 5
Defense 4 1 5
Objects usage 7 3 10
Mounted combat 4 4
Willpower 8 3 11
Balance 2 2
Sneaking 4 4
Reconnaissance 7 7
Persuasion 5 5
Intimidation 4 4
Haggle 5 4 9
Performance 6 6
Seduction 3 3
Geography lore 8 2 10
Nature lore 8 8
Arcane lore 8 8
Social and cultural lore 6 2 8
Craft lore 8 3 11
Lingual lore 6 6
Daily craft 8 10 18
Pharma and treatment 7 7
Weaponsmithing 6 6
Armorsmithing 6 6
Tailoring 5 9 14
Art 7 3 10
Artificery 8 8
Burglary 7 7
Huntsmanship 7 7
Alchemy 7 7
Sorcery 6 6
Uknown if any
Leather camisole of fair quality, compositive crossbow, a quiver of bolts, a bag of small tools, a rucksack, a set of road clothes, a plain cloak, a knife, a belt water bag.​
Master of daily craft and inventory management. Fairly good cook (specializes in fried snacks) and knows how to correctly ration different foods. Good tailor, capable of qualitative repair of clothes and production of professional effort/materials goods like suits and dresses. Her designs lean towards practicality rather than fanciness.​


Isaac



Race: Human (unknown heritage)
Gender: Male
Age: Young adult
Background: Healer apprentice
Status: Healthy

Perk(s):
"We are of one blood" - Any non-hostile actions towards animals or beast folk have +4 bonus to attributes or skill rolls. Can use WIS instead of CHA for interactions with animals and beast folk (aka empathetic approach).
Attributes Base value Modified value Total value Dice bonus
Strength 13 13 8
Constitution 15 15 10
Mobility 12 12 7
Perception 14 14 9
Coordination 10 10 5
Micromotorics 17 17 12
Intellect 15 15 10
Wisdom 14 14 9
Charisma 7 7 2
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 -5 -3
Ranged combat 5 -5 0
Arcane skill 6 6 12
Defense 4 1 5
Objects usage 6 -5 1
Mounted combat 3 -7 -4
Willpower 5 7 12
Balance 2 2
Sneaking 2 2
Reconnaissance 5 5
Persuasion 1 1
Intimidation 3 3
Haggle 1 1
Performance 2 2
Seduction 1 1
Geography lore 5 5
Nature lore 5 2 7
Arcane lore 5 5 10
Social and cultural lore 3 3
Craft lore 6 6
Lingual lore 3 3
Daily craft 6 3 9
Pharma and treatment 6 7 13
Weaponsmithing 6 6
Armorsmithing 7 7
Tailoring 5 5
Art 4 4
Artificery 7 7
Burglary 7 7
Huntsmanship 3 3
Alchemy 6 6
Sorcery 5 5
#1) Body level 5:
  • You can sense breathing and blood pulse of living entities in ~100 meters radius.​
  • You gain the permanent +1 bonus to constitution.​
  • You gain the permanent +1 bonus to charisma​
  • You can scan the detailed physiological state of a target in many details including sicknesses, inflammations, as well as the state of physical integrity.​
  • You can make an attempt for a minuscule boost of the physical performance of oneself or a target at the cost of own mental strengths.​
  • You can accelerate the metabolism (and so, often times, the recovery from ailments or traumas) of living creatures at the cost of own mental and physical strengths.​
  • You can try to numb the minor pain of a target living creature at the cost of both mental and physical strengths or share it with yourself with the low transference loss ratio​
A robe with a hood, a bag with bandages and medications, an old iron amulet, a belt with tincures​
Good at applying and synthesizing remedies. Capable of providing first and complex medical aid. Has some skills in inventory management.​

Jorgen Ostgard (aka Jory, aka Craven)


Race: Human (Lyflander?)
Gender: Male
Age: Young adult
Background: Alchemist assistant
Status: Healthy
Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 12 12 7
Perception 18 18 13
Coordination 12 12 7
Micromotorics 15 15 10
Intellect 16 16 11
Wisdom 13 13 8
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 6 1 7
Arcane skill 5 5
Defense 2 2
Objects usage 6 4 10
Mounted combat 3 3
Willpower 6 6
Balance 2 2
Sneaking 5 4 9
Reconnaissance 7 5 12
Persuation 2 2
Intimidation 1 1
Haggle 3 3
Performance 2 2
Seduction 1 1
Geography lore 6 6
Nature lore 6 4 10
Arcane lore 6 3 9
Social and cultural lore 4 4
Craft lore 5 6 11
Lingual lore 4 4
Daily craft 5 3 8
Pharma and treatment 6 6
Weaponsmithing 5 5
Armorsmithing 5 5
Tailoring 5 5
Art 3 3
Artificery 6 6
Burglary 7 7
Huntsmanship 6 6
Alchemy 6 6 12
Sorcery 6 6
Unknown if any
A robe with a hood, a traveling cane, a bag with small instruments, a belt with glasses, a rucksack
Good at synthesizing remedies or other compounds from both organic and inorganic ingredients. Fairly good at understanding how chemistry works and has an eye for experimentation. Capable of locating and recognizing substances. Has basic skills in inventory management and knows a thing or two about craftworks.​

General condition: High morale, everyone's healthy, two weeks worth of food supplies, sufficiently-budgeted, low on alchemic reagents.
Money: 1081 Talers
Food: 82 food units (9 full days of sustenance on Bloom 28)
Food consumption: 8.5 food units per day
Lucifina - 1
Ulren - 2
Sephorah - 1.5
Karl - 1
Amalia - 1
Isaac -1
Jory - 1
Mount(s) - n/a (pasturing season)
Medication: 5 medicine units
Alchemy stash: 4 reagent units, 5 blank alchemical basis compounds (crafting boosters & subsidizes)

Free stash space: up to 130 kg
1 Incindiary bomb (great)
1 Regeneration potion (superb)
1 Regeneration potion (weak)
1 Stimulator/painkiller potion (weak)
1 Potion of momentum (Temp: +3 STR +3 SPD +3 COOR - 1 INT - 1 WIS - 1 CHA) (standard)
A bundle of books from Dalgaard's library, Yvie's ulchaar (Morinth's parcel)
Mounts: 1 workhorse (Softie)
Team's reputation:
Kheree hunters (Tevon-Talab militia) - CELEBRATED
The Lyf Kingdom (Lyflanders) - WELCOMED
Eastern Freelanders (Baathorians) - CELEBRATED
Central Freelanders (Tevons) - UNKNOWN
Western Freelanders (Ertanghalians) - UNKNOWN
Nyth-Rhathon (Bhiroths) - UNKNOWN?
Olfadir (Westlanders) - UNKNOWN?
Ship-o-meterLucifinaUlrenSephorahKarlAmaliaIsaacJorgen
LucifinaXDevotion (96)Comradery (82)
Amiability (12)
Friendship (70)
Sympathy (44)
Neutrality (10)
UlrenDevotion (96)XFriendship (58)Amiability (13)Sympathy (38)Amiability (20)Neutrality (4)
SephorahComradery (82)Friendship (58)XSuspicion (-11)Sympathy (34)Amiability (16)Neutrality (0)
Karl
Amiability (12)
Amiability (13)Suspicion (-11)XNeutrality (9)Amiability (13)Amiability (14)
AmaliaFriendship (70)Sympathy (38)Sympathy (34)Neutrality (9)XSympathy (47)Sympathy (32)
IsaacSympathy (44)Amiability (20)Amiability (16)Amiability (13)Sympathy (47)XFriendship (51)
JorgenNeutrality (10)Neutrality (4)Neutrality (0)Amiability (14)Sympathy (32)Friendship (51)X
Tier Relative numeric scale Description
Devotion 91 to 100 You would likely self-sacrifice for each other if necessary
Comradery 71 to 90 You are deeply loyal to each other
Friendship 51 to 70 You have each other's trust
Sympathy 31 to 50 You have common interests, views, or simply find each other nice
Amiability 11 to 30 You are polite and good-willing toward each other
Neutrality -10 to 10 You are strangers or largely indifferent towards each other
Suspicion -11 to -30 You question each other's views and values
Distaste -31 to -50 You avoid and distrust each other, but remain rational
Intolerance -51 to -70 You dislike and disrespect each other
Scorn -71 to -90 You avert and loathe each other, even if irrationally
Hatred -91 to -100 You are at each other's throats
 
Last edited:
This looks like a heavy combat mission?
Outpost's personnel was butchered overnight with Inga asking for Lucy's help in investigating the scene in the ways local militia can't. Rather a detective investigation situation than a combative one. Not entirely without risks, though.
 
Last edited:
[x] "I'd like you to proceed with the..."
-[x] "third design. It might be the best one despite the flaws as all this time I had to face the dangers without any non-magical protection to speak of. So, leaving hands uncovered is still better than being universally underarmored or encumbered."


[x] Your team
(up to three members aside from yourself)
-[locked] Ulren (He wasn't joking about not letting you go without him)
-[x] Sephorah
-[x] Amalia

or


[x] Your team
(up to three members aside from yourself)
-[locked] Ulren (He wasn't joking about not letting you go without him)
-[x] Sephorah
-[x] Karl


The third armor seems to be the best fit for me because we seem to be more of mid-range combatant than a long range one. We need to be at the center of the group to deliver magical protection, obstruction, or just plain deleting Entrophic entities. I prefer having insurance we don't die from a nasty hit. We could either learn to dodge more or get a shield, a buckler atleast. The shield would help with our "warpriest build".

As for companion choices; Sephorah is a must as always for detective missions require someone stealthy and a possible face. Plus should things get ugly, she gets a chance to show off her new armor. Also familiarity with the previous set of hunter.

Amalia is a good choice by being our reference to lore, best maid skills, range option, overall best friend, and hast met the previous set of hunters, so there's familiarity.

I left Karl as a possible maybe as he can see heat sources acc to his aspects, literal heavy firepower while we can focus on being support/defense, decent knowledge scores, and possibly therapeutic to burn another enthropic being.
 
[x] "I'd like you to proceed with the..."
-[x] "third design. It might be the best one despite the flaws as all this time I had to face the dangers without any non-magical protection to speak of. So, leaving hands uncovered is still better than being universally underarmored or encumbered."

[x] Your team
(up to three members aside from yourself)
-[locked] Ulren (He wasn't joking about not letting you go without him)
-[x] Sephorah
-[x] Karl


And yeah the place is still dark fantasy is probably the chararter can handle themselves and for a while it dosent feel like they will die any moment now.
 
[x] "I'd like you to proceed with the..."
-[x] "third design. It might be the best one despite the flaws as all this time I had to face the dangers without any non-magical protection to speak of. So, leaving hands uncovered is still better than being universally underarmored or encumbered."

[x] Your team (up to three members aside from yourself)
-[locked] Ulren (He wasn't joking about not letting you go without him)
-[x] Sephorah
-[x] Karl
 
Attribute rolls ovehaul, next in the pipleine, and some trivia
With all the stuff that's going on in the world, when this story would come to an end I'll be writing an epilogue with the "behind the scenes" section, the latter would likely be the size of a huge update. Seriously: this quest is becoming somewhat autobiographic.

As the title says, I'm changing the rules for attribute checks in order to decrease the influence of the random element. In order to do so, the dice bonus for attributes will use the value 5 as the "equator", meaning Strength at the value of 14 would provide 9 dice bonus while Charisma at 4 would be -1.
In order to balance things out, the difficulties checks table for attributes was altered as well, and now looks like this:

Nonsense
5​
Elementary
7​
Trivial
9​
Very easy
11​
Easy
13​
Normal
16​
Hard
20​
Very hard
24​
Epic
28​
Legendary
32​
Godly
36​

After playtesting, I can confirm that the average performance of the characters against the non-extremum difficulty tiers remained the same while the number of situations where trained characters flop at simple tasks decreased drastically. The change of rules does not affect the contribution of attributes to natural skills bonuses.

These changes would be the default rules to the spinoff story which I launched a month ago, too.

Now, what's next in the pipeline? I'll try to drop a lore chunk post sometime this weekend and write an update to the spinoff before the end of the ongoing voting period in this thread. The current state of the IRL circumstances would hopefully allow me to pull it off (unless something akin to a supervolcano eruption or alien invasion happens. It's 2020s, after all...)

Regarding art posts: the plans have changed a little, so the next art piece would not be a character art but something related to the worldbuilding and something I probably should've commissioned first. Before it's posted, I'll leave it to your imagination.

@SnowSpartan @Bladesguy You might want to throw your votes for Lucy's armor since there's a hefty chance her art update would include it :D

That's all for now. I hope you'd enjoy the latest update and stay safe wherever you are.

Oh! And happy easter for those of you who celebrates it!
 
Last edited:
[x] "I'd like you to proceed with the..."
-[x] "second design. It sounds the most well-rounded option, even though it may not work as a universal solution in all situations."

As far as I can tell, this gives a base layer of armor that should be able to layered on top with plate or mail of if we ever get stronger. And offers *some* all round protection for when we are unaware which I consider more important since we do have magical shielding when we are aware. Also would have preferred hand protection over foot for #3

So the question on Karl vs Amalia - Amalia's wins geography, nature, craft, daily, tailoring, art, huntsman. Probably only geography and nature are relevant for this one, and they're still not super great; we still really lack an expert in recon/geography/nature (like the mystery rangers). Karl beats out on arcane and culture, and obviously combat.

[x] Your team (up to three members aside from yourself)
-[locked] Ulren (He wasn't joking about not letting you go without him)
-[x] Sephorah
-[x] Karl
 
Last edited:
[x] "I'd like you to proceed with the..."
-[x] "second design. It sounds the most well-rounded option, even though it may not work as a universal solution in all situations."
[x] Your team
(up to three members aside from yourself)
-[locked] Ulren (He wasn't joking about not letting you go without him)
-[x] Sephorah
-[x]Jory (If he's willing.)

Jory is more than just a potion maker. We just haven't given him any chances at all to shine and figure out his skills. Let's start amending that. We're gonna be stuck with him for the long haul anyway and goddamit i want to give him some redemption.
Otherwise
-[x] Amelia


>He did not even ask to touch your silky ivory feathers (preposterous!)
Luci is cute. CUUUUTE!

Also, am really happy with our visit to the old spirit. It was a lot. We regained some ease of mind, got info on Luci's inner being, and a jumping off point for the demon investigation.
 
[x] "I'd like you to proceed with the..."
-[x] "third design. It might be the best one despite the flaws as all this time I had to face the dangers without any non-magical protection to speak of. So, leaving hands uncovered is still better than being universally underarmored or encumbered."

[x] Your team (up to three members aside from yourself)
-[locked] Ulren (He wasn't joking about not letting you go without him)
-[x] Sephorah
-[x] Karl
 
[X] "I'd like you to proceed with the..."
-[X] "second design. It sounds the most well-rounded option, even though it may not work as a universal solution in all situations."


Being lightweight is pretty important when you rely on flight, so I'm leaning towards this option.

[X] Your team (up to three members aside from yourself)
-[locked] Ulren (He wasn't joking about not letting you go without him)
-[X] Sephorah
-[X] Karl


Let's give Karl a chance to stretch his legs after being bedridden for so long. Despite Lucy's concerns, I've found myself liking this 'unmasked' version of Karl. Let's spend some more time with him so we can get a better read on his character.
 
[X] "I'd like you to proceed with the..."
-[X] "third design. It might be the best one despite the flaws as all this time I had to face the dangers without any non-magical protection to speak of. So, leaving hands uncovered is still better than being universally underarmored or encumbered."


When it comes to the armor, not compromising Lucy's flight was a pretty significant consideration for me. That said, I picked the third design because it seems riskier, more unique, and therefore more fun. It could possibly be worse for flight than the second design, but if it is I doubt it's by very much. Protection-wise, I can't pick one over the other, so it's the smaller considerations that made my choice.

[X] Your team (up to three members aside from yourself)
-[locked] Ulren (He wasn't joking about not letting you go without him)
-[X] Sephorah
-[X] Karl


As for Amelia vs Karl, we just got Karl back, so I want to use him.
 
Vote closed
Scheduled vote count started by Teloch on Apr 14, 2022 at 6:30 PM, finished with 15 posts and 9 votes.

  • [x] Your team (up to three members aside from yourself)
    -[x] Sephorah
    -[x] Karl
    [x] "I'd like you to proceed with the..."
    -[x] "third design. It might be the best one despite the flaws as all this time I had to face the dangers without any non-magical protection to speak of. So, leaving hands uncovered is still better than being universally underarmored or encumbered."
    [x] "I'd like you to proceed with the..."
    -[x] "second design. It sounds the most well-rounded option, even though it may not work as a universal solution in all situations."
    [x] Your team (up to three members aside from yourself)
    -[x] Sephorah
    -[x] Amalia
    [x] Your team (up to three members aside from yourself)
    -[x] Sephorah
    -[x]Jory (If he's willing.)
    -[x] Amelia
 
So, Lucy is getting her very first warpriest's beginner harness and takes all the party's adults with her. what could possibly go wrong?
 
When it comes to the armor, not compromising Lucy's flight was a pretty significant consideration for me. That said, I picked the third design because it seems riskier, more unique, and therefore more fun. It could possibly be worse for flight than the second design, but if it is I doubt it's by very much. Protection-wise, I can't pick one over the other, so it's the smaller considerations that made my choice.

The third option is basically respectable medium-tier protection grade crammed under the upper limit of the lightweight tier. With Lucy's current strength/endurance balance, the thing would slow her flight and limit aerial feats, but won't even prevent the cruise-range flights. Oh, and there won't be any obstructions for her spellcasting capacities also.
 
Last edited:
Thaumaturgy
Fragment of conversation with Karl Norskov on 16 Bloom of the year 1469

Thaumaturgy? Pardon me, but isn't it you who should've been explaining to me instead of the other way around? So that you know, you put me in a disadvantageous situation when I'd have to scramble for something to tell while avoiding sounding like an old theorist fart patronizing a young practitioner. Do you think so? Fair, fair...

Well then, telling you that thaumaturgy is an arcane aspect centered around light, moderation of other magical branches, and the sun would be a waste of time, so why don't we delve into some finer details? For example, have you often used the arcane archetype trees concept or paid attention to the theories explaining their structure? In most of them - if not all - thaumaturgy would be placed near the system's root, but have you wondered why?

That is a curious theory of yours, but that's not the reason. There are two theories, one of which states that the arcane aspects emerged not simultaneously but one after another in all the eons that separate us from the hypothetical moment of the birth of existence. Its sibling theory mirrors this logic and applies it to the known contemporary species, extrapolating the central tendencies of arcane aspects' natural spread among demographics. But let's return to the more "philosophical" sibling for now, shall we?

According to this theory, the theoretical core of existence - the primordial Logos - is the original seed of every matter and process. Perhaps, you remember our old talk about the metaphysics of the core. If you do, it would be easier for you to draw my attempts at describing within your imagination. So, as the core - or the Logos - aged, it began to fill the void around itself, eventually separating its "territory" with the matter & elementals arcane aspects belt. And ever since then, the metaphorical wall of corporality and its functions separated Logos from the original chaos. At this point, the "biological" sibling of the theory finds a correlation between the age of Roths as a race and their unparalleled aptitude for elemental magic.

With the establishment of the "playing field," Logos did not stop there - propelled by the accelerating complexity of the overall architecture of essence, Original life as we know it came into the realm. It is represented by the workings of the life aspects layer — namely, spirit, emotions, reason, and organics. Same as the previous correlation, one can be found here: while not barred from the elementalism gift, many Alvizians are born with the bound to one of the life aspects, or sometimes even two. Coincidentally or not, Alvizians are considered to be the second oldest of the contemporary races.

And finally, we come to the most mysterious part: with how thaumaturgy regulates and interacts with all other aspects, it is safe to assume that it carries out the intermediary or "interfacing" functions of the Logos, noticeably without the gift of metaphysical shaping. The central mystery that haunts the minds of numerous theorists in arcane and philosophers is whether thaumaturgy as an aspect existed way before the elemental belt came to be or is it, perhaps, the most recent product of the Logose's core. The organicists tend to claim the latter, putting in front the fact that only humans - arguably the youngest race - can be born with the gift of thaumaturgy. However, Soltsveig Alvizians - in their traditional alvizian manner - seemed to be poking holes in this theory in the two last decades as their archeologists reportedly uncovered evidence of the precursor races being aware of thaumaturgy and even operated with it. Believe me when I tell you how mightily their possible findings divided the frequently dogmatic academics of Lyf. But that's straying off the point while the gist is, as of now, the intellectuals are debating whether thaumaturgy existed for about as long as Logos itself or is it the most recent product of its metamorphosis.

Now, if you find what I just said confusing, I might have some food for your thoughts which, in your case, don't require extensive familiarity with theory. With how you seem to naturally conjure, shape, and disperse the luminal barriers and blades, have you ever wondered about the material from which you make them? Oh, I see it from your eyes that you don't know. Well, to be frank, no one knows for sure - not even the Olfadirian thaumaturgists who claim it to be the essence of Highfather. Although, if we swap Highfather for Logos or the Existence's Core, admittedly, it stops sounding so outrageous.

But anyway, this matter you conjure is a unique trait of thaumaturgy. From solid to ethereal, from matter to pure energy, this substance is ludicrously convertible from one state to another. Some call it the "condensed light," the "solar glass," or just "luminite." Its properties are unknown mainly due to the scarcity of scholastic thaumaturgists, but the sun is known to be its source in a way, proving the innate link between thaumaturgy and the celestial body. Another theory states that luminite might be the "rudimentum" - the rawest primal mater, which is the product of the Arcane Core's existence and from which all other forms of essence might have branched out. The fact thaumaturgists seem to be unable to form it into more complex states while still having a degree of control over it confirms the link between the Arcane Core and thaumaturgy, in which they act as a conduit.

And here' comes the most intriguing part, Lucifina, the one which might be of your utmost enthusiasm: as thaumaturgy is native only to humankind, whose low natural arcane threshold does not allow to reach the peak in any of the aspects, the higher workings of thaumaturgy are unknown. Aside from legends of the Highfathers' divine beasts and exaggerated tales about Saint Aethlig, we have no clue what lies at the peak of the thaumaturgy "tower." For all we know, assuming the previous "rudimentum" theory is correct, and thaumaturgy is indeed an intermediary of the Arcane Core, it can be the bending of time and matter, the gift of the unconditional creation, or it may contain the key to understanding the nature of Logos itself. And here you are - the rare entity whose magical saturation already surpasses that of simple humans like myself while still having access to thaumaturgy. Unironically, your efforts to master it might eventually lead to the most significant scientific and philosophical discoveries in written history.

Now, there. I'm not trying to intimidate or flatter you: just stating the obvious. This potential that lies within you is one of the reasons why I agreed to take part in this journey in the first place. The less personal reason, anyway.
 
Last edited:
Racial groups of Heimurn
Entry excerpt from Lucifina's journal dated 16 Bloom 1469



Lately, I've been musing about races that inhabit this world. Not only because of what Karl told me concerning the distribution of arcane aspects between the denizens of Heim, but also due to the sheer variety of them and my own concerns regarding my belonging.

After Ren, Sephie, and I returned from our visit to Rene's ruined belltower, I had a hard time turning in for the night due to all the thoughts circling on my mind and referred to writing this entry instead. And Amalia, being herself, sniffed out my mood with ease, after which we engaged in a discussion about all the significant species populating the known world. While doing so, she, to my surprise, snatched my journal and began to sketch all the main racial groups. This quickly drew Sephie's attention and transformed into a cozy bedtime gossip party with jokes, birch juice drinking, and illustrating. We always knew that Amalia is a girl of numerous talents, but, until now, we did not suspect that drawing is one of them.


Also, I wasn't expecting Amalia to draw me, too. But thinking of it now, it seems like she did so for me to not feel like a lonely alien in this vast and sometimes scary world. Lia, if, by any chance, you are peeking into my diary and reading this entry, I want to say 'Thank you.' Thank you for being so kind and caring to all of us and myself.
 
Last edited:
Also, I wasn't expecting Amalia to draw me, too. But thinking of it now, it seems like she did so for me to not feel like a lonely alien in this vast and sometimes scary world. Lia, if, by any chance, you are peeking into my diary and reading this entry, I want to say 'Thank you.' Thank you for being so kind and caring to all of us and myself.

Damn, I admit im something of a edgelord and I want thing dark and brutal but this.....men, is wholesomely touchy.
 
Writing the next mainline update, ETA: about a day from now or so (it won't be that big I promise!)

Meanwhile, for those who haven't seen it yet, the spinoff story update has been posted

Oh, and I intend to kickstart another art commission very soon. Or, rather, restart.
 
Last edited:
4.7.1 Bloom 17 of the year 1469. Grim suspense
Once again, you found your wings restrained under the wrapping of the faux bag. Itchy, uncomfortable, borderline aching, you might have voiced your displeasure aloud if only the circumstances that brought you out weren't this appalling, and there wasn't one outsider inbound. You could only resign yourself to following Inga's hasty gait for the time being. Speaking of Inga, you could feel the tension building up inside her with each step that brought you closer to the ill-fated outpost. Most likely, she did not witness the scene first-hand and only relied on the news brought to her by others. Oddly, she reminded you of Ulren when he tried his best to hide his emotions. However, she wasn't the only one with a heavy heart: with all four combatants of your group taken for the raid, there was a nagging feeling that coming back to Hjorn's yard might warrant surprises. You weren't paranoid of the assassins that assailed Rosaline's manor taking your other groupies as hostages. Instead, you had this nagging feeling that leaving Jory and Isaac unsupervised might bring troubles. But enough of that: you can hardly afford to be distracted by your gut feelings when there's a chance to shed more light on the series of murders plaguing Tevon.

"Would it make things easier if we had that Elgar fellow of yours with his pooch?" Ulren spoke to Inga, causing her to recoil from what appeared to be a deep contemplation state.

"Why, indeed, and I hope to see him on the spot along with the previous shift's rotation group." Right after saying this, Inga's face employed a pained expression.

"That's not a whole lot of confidence."

"The last time I saw him was yesterday evening. He's still recovering from the lurks' jaws, so it's not like he's actively sent on assignments, which makes his absence this morning confusing." After saying this, Inga endured what seemed to be a little struggle for whether to disclose more or not, eventually following up with: "He seemed concerned for the last two days; maybe even frustrated by something. But even then, he still turned down my offer to listen him out; all he said to me yesterday was him having a pretty darn bad feeling." She sneered sadly and shook her head, "five men dead, and one missing is beyond bad if you'd ask me. If this goes on, by this year's Dawnstar, there won't be any of us left."

To this, Ulren only shook his head slightly and produced a grumpy sigh.

"But, let's not get ahead of ourselves," Inga attempted to derail the conversation, "I see you brought two new people with you today."

"Two? Haven't you met the daeva already?"

Reacting to Ren's notion, Inga looked back at Sephie, who walked by your side somewhat behind the roths. Noticing this confusion, Sephie, clad in her new armor, lifted the visor mask of her helmet, outright gracing Inga with a sassy face. Perhaps, the meeting's somber atmosphere was the only reason that prevented your friend from sticking out her tongue to drive her message further.

"Oh, didn't recognize her at first," Inga tried to grin, but it wasn't looking very convincing, "thought it's someone else from your merc band." You caught Inga's assessing from-bottom-to-top gaze scanning Sephie. "Fancy harness you've got out there," the gvuroth murmured, "what's with the hue, though?"

"The set's made out of the remnants of what they described as a royal manticore." From Sephorah's smugness, you could have seen how she barely resisted mentioning how the beast tried to mess with her bosom but ended up being worn by her.

"Wonder what Hjorn would've made out of a behemoth's pelt," Inga mumbled nearly undistinguishably while briefly focusing on Karl. The latter noticed being investigated but did not comment as Inga made the first move: "We weren't introduced, no?"

"Indeed. While my companions told me about you, it's rude of me not to present myself, still — name's Karl. I'm what you could describe as fire support of this roaming mob."

"Fire... support?" For a moment, Inga looked more confused than low-key nervous, "Like... boiler watcher?"

"When our group's dear logistician doesn't feel like fiddling with flint and tinder, then I indeed am," If only Amalia were around to hear this, she would've probably burst out in laughter or tossed something at Karl (most likely a shoe), "but otherwise I am an elementalist; a pyromancer, if to be pedantic, or a fire bender, primitively speaking."

"Ah... I see," For a long moment, Inga's expression lost some of the undersurface tension as she delved into her musings, "That must be so nifty: scaring off some predators, camping with less regard to the weather, walking into the night without having to carry torches, and just having a heat source whether you need it for cooking or craft. So many possible utilities... It's hard not to be envious."

To this comment of the gvuroth lass, Karl tried to retort with something - he even raised his hand with the index finger pointing upwards to articulate his objection but then reconsidered, settling on a silent headshake with a bemused expression. A part of you wished Lia were here to witness this.

Alas, minor distractions like these failed to lift the uneasy atmosphere of the group and its guide. The road to the destination took you all about two hours in total, aiming South-East - right in the direction of the cursed valley your group came across on the way to Tevon. The involuntarily troubled recollection of that night sent a chill down your spine. To avoid sinking deeper into the memories of the event you wish you could forget, you tried chatting up Inga about local fauna. To your relief, she seemed eager to oblige, presumably keen on jumping on a convenient opportunity to flee from her own concerns, at least temporarily. And so, with Sephie and Ren distancing to have their separate chatter, Karl quietly basking in his melancholy, and you mining knowledge out of Inga, your group eventually made its way towards the Kherees outpost.

The outpost overlooked a crossroad cutting into the spacious meadow, full of sweet grasses and early wildflowers. Like an ambush predator hiding in the bushes, only parts of the fortification, such as the watchtower and fragments of the fence, were visible behind the compact woodland. The surrounding trees were trying on the dresses made of the fresh green, spawned after the winter dormancy and sheltering the building from the outside world. Hence, the landmark looked like anything but the associations with the killing grounds that your mind painted on the way here - No cues of destruction, skirmishes, or arson whatsoever. And, perhaps comforted by the ambient, you might have even felt the tiny yearning to take off the twice-damned leather wrap restraining your wings and let yourself flop onto this fresh, grassy carpet below you.

Yet, it was a poor time to indulge such urges: not only were there strangers nearby, but the sense of sparse chaotic aether trails in the surroundings ruffled you too much for comfort. And it wasn't just the singular pesky trail of entropic sediment - the background fone contained a higher density of void radiation than in the town. It was as if the picket itself and the adjunct outdoors were caught in an invisible fog or stream of entropic energies emanating from somewhere else. Was it the work of the demonic entity? Or was it due to the higher proximity of the spot to that damned valley your group barely escaped? If it was the latter, then could it be that blowouts of the void aether hotbeds can cause a chain reaction, exacerbating corruption of the surrounding chaos-corrupted nodules?

While you pondered this newly-born theory outside the fence, where your guide told your group to wait, Inga returned from the outpost's inner yard, visibly pale as milk. She tried to put on an impenetrable face, but the way she leaned with her back against the wicket the soonest it was closed left you no room for optimism: the scene she must have witnessed just now was, without a doubt, ghastly. No one, including you, managed to scramble for the words appropriate to the situation, seeing a formidable huntress in such a state. It was Inga herself who broke the grim suspense with the words spoken out so quietly one could've taken them for mutter.

"One at the entrance, three in the barrack, and one beyond the fence," she murmured, "the rotation team, Elgar, and Loїс, which came here before us, haven't yet found the sixth hunter."

The gvroth huntress made a loud gulp, closed her eyes for a long moment, and repeated a couple of deep breaths before continuing: "After what we've been through at the lakeshore manor, I'm sure you know what to do now. I informed others of your presence and cooperation." After saying this, she permitted a couple of tiny nods, with you nonverbally replying to her with a more defined one.
________________________

Phase 1 out of 3
Assign characters to the tasks. One character can only investigate one zone during one phase. Each character will make rolls mentioned in the tasks. The higher the scores, the more & better clues would be discovered. If more than one character is assigned to a single site, the highest score will be taken into account, with a chance of getting additional bonuses.
Each character has unique expertise and talents, which may yield extra clues.
More options might open in later phases, depending on the progress made.



[] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[] Lucy
-[] Ulren
-[] Sephorah
-[] Karl

[] Study the location around the skirmish scene.
(Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[] Lucy
-[] Ulren
-[] Sephorah
-[] Karl

[] Inspect bodies.
(normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[] Lucy
-[] Ulren
-[] Sephorah
-[] Karl

[] Seek for the missing person.
(Reconnaissance skill roll, geography lore skill roll, huntsmanship skill roll, nature skill roll, perception attribute roll, luck roll)
-[] Lucy
-[] Ulren
-[] Sephorah
-[] Karl

[] Talk to someone regarding the series of murders.
(Hard CHA check (20) OR Hard persuasion check (24), Luck roll)
-[] talk to Inga
--[] Lucy
---[] Disclose the leads on the murderer
---[] Do not disclose the leads on the murderer
--[] Ulren
--[] Sephorah
--[] Karl
-[] talk to Loїс
--[] Lucy
---[] Disclose the leads on the murderer
---[] Do not disclose the leads on the murderer
--[] Ulren
--[] Sephorah
--[] Karl
-[] talk to Elgar
--[] Lucy
---[] Disclose the leads on the murderer
---[] Do not disclose the leads on the murderer
--[] Ulren
--[] Sephorah
--[] Karl
 
Lucy has 51/22/37/27 total bonus
Ulren has 82/25/43/43
Seph has 78/53/38/31
Karl has 44/29/44/31

If we want a balanced approach
[] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[] Lucy
[] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[] Sephorah
[] Inspect bodies. (normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[] Karl
[] Seek for the missing person. (Reconnaissance skill roll, geography lore skill roll, huntsmanship skill roll, nature skill roll, perception attribute roll, luck roll)
-[] Ulren

If we try to stack as much dice as possible across all categories we can swap Ulren and Lucy (gain 39 total bonus from Ren, lose 24 on Lucy)
[] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[] Ulren
[] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[] Sephorah
[] Inspect bodies. (normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[] Karl
[] Seek for the missing person. (Reconnaissance skill roll, geography lore skill roll, huntsmanship skill roll, nature skill roll, perception attribute roll, luck roll)
-[] Lucy

Also do we think there's a survivor to recon out that's time critical? If not, we can stack the body with Lucy/Karl and do that later?
 
Last edited:
Also do we think there's a survivor to recon out that's time critical? If not, we can stack the body with Lucy/Karl and do that later?

Nah, all the open investigation sites/venues will stay for the duration of clues gathering. Sending a character/characters to seek out the MIA kheree might make them unavailable for more than one phase if things go poorly, though.

Some characters have special opportunities on certain sites AND when teamed with others, so you'd have to decide whether you'd like to squeeze some of the zones dry for clues or gather from everywhere but without harvesting absolutely everything.

Also...


View: https://imgur.com/hcS0jan

Ren Seph OP pls nerf
 
Last edited:
Lucy's a bit of a wildcard here since she can atually see the aether trails and so has something to add to the nature of revelations.

[] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)

Ulren got this, I think.

[] Study the location around the skirmish scene. [/B](Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)

Sephorah can do it. Given the Sneaking roll, probably should make sure anyone coming with her is at least as subtle.

[] Inspect bodies. (normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)

Looks like a Karl job, good Willpower, excellent Intellect, adequate Perception, good Pharma skill.
No Melee to speak of however, and his luck is sad. He'd miss something if he's not working with somebody who knows violence. Might reveal something to do with the nature of the killer.


[] Talk to someone regarding the series of murders. (Hard CHA check (20) OR Hard persuasion check (24), Luck roll)

A Sephorah or Lucy job.

So I'd go for

[X] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[X] Lucy
-[X] Ulren


[X] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[X] Sephorah

[X] Inspect bodies. [/B](normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[X] Karl

Sephorah on the stealth mission as usual.
Lucy knows something is screwy with the environment, so she gets to inspect one of the locations to try to narrow down the reason...but Lucy cannot sneak for shit, so it has to be the skirmish scene. And Ulren goes with her, seeing both a Melee and Defense skill roll suggests it might involve some kind of actual combat?
Karl checks out the bodies. Lucy might be able to get out a bit more insight on the supernatural nature of the causes, but the important part is how and why they died first.
 
Lucy's a bit of a wildcard here since she can atually see the aether trails and so has something to add to the nature of revelations.

Ability to read memories from items, communicating with the dead when it's dark, sense all sorts of entities and saturation of environment with the elements, and even have vague divination dreams sporadically. In a civil lifestyle, she could've been an ultimate detective assistant.


seeing both a Melee and Defense skill roll suggests it might involve some kind of actual combat?

Okay, there's been a lot of sudden violence in this story already, but at least in this sequence it won't be the case for now. "action"-y skills stand here purely for the degree of expertise in the mentioned fields
 
Last edited:
Back
Top