Shadows of the Past

So... anyone willing to hazard a guess what the mystery attribute is?

I think is is something directly magical, more so than even alchemy.
We know from that one mural where we found the sun pendant (and the existence of alchemy and spirts) that magic is a real thing. Maybe it's a slow awakening of passive magic within us?
 
So... anyone willing to hazard a guess what the mystery attribute is?

I think is is something directly magical, more so than even alchemy.

Second this. I'd like to keep the same theme (new beginnings) but still evolve. I'm not sure if keeping the same name is wise? Could it offend our friends, or the rest of the tribe? Make them not consider us a full adult?
 
After reading more the the last couple updates, I'll say I still don't understand what triggers a trait roll and what doesn't.

Anyway, that was a nice send off chapter for the end of the prologue.
 
So, let's see how we did in the tutorial:
Attributes
Strength - 6
Dexterity - 8
Constitution - 6

Intelligence - 5
Charisma - 5
Concentration - 6
Physically, we have Strenght and Constitution above average and awesome Dexterity, Manauia herself has 9 IIRC.

Intellectually, we are surprisingly average for a Shaman, with average Int and Cha, and only above average Concentration.

@Azel the super average guy has flat 5s across the board, yes? But is that an experienced adult?

Also, on skill level, does if follow somewhat like this:
0 - Maybe common knowledge, aka "wash your hands" and "hold a cloth to that bleeding wound".
1 - Familiar with the terms and gets general overview of the field. Actually knows the basic "do"s and "don't"s.
2 - A trained/experienced apprentice. You took First Aid classes with the local firefighters/EMTs.
3 - Someone trusted enough to do things that need to be done without overview. To continue the metaphos, you'd be a Nurse.
4 - A qualified assistant/junior partner. Like a Resident.
5 - Fully fledged professional. Doctor.
?
Skills
Bladed Weapons - 3 (821/1000)
Archery - 3 (300/1000)
Evasion - 3 (362/1000)
Sneaking - 3 (247/1000)

Survival - 4 (4/1500)
Tracking - 2 (159/600)
Endurance - 3 (809/1000)
Perception - 3 (965/1000)

Herbalism - 3 (510/1000)
Medicine - 3 (359/1000)
Surgery - 2 (138/600)
Animal Lore - 2 (224/600)
Spirit Lore - 4 (23/1500)
Spirit Talking - 3 (502/1000)
Astronomy - 3 (453/1000)

Diplomacy - 3 (485/1000)
Intrigue - 3 (427/1000)
Charm - 2 (565/600)

Alchemy - 2 (52/600)
I would say we are in a pretty good place, skill-wise.

We can fight well with blades or bow, we have started to learn how to DODGE, we are a decent sneak.

Our Survival skills could be considered professional, if on the lower bounds of it. Our Tracking is sub-par but we are beyond dabblers, and we are this close to having the perception and endurance of a newly minted hunter, aka professional.

Herbalism and Medicine are, again, competent. The rare skill Surgery is starting to be something, same for the brand spanking new Animal Handling. Spirit Lore 4 is, I think, perfectly acceptable for a newly minted shaman, we are downright knowledgeable about it. Spirit Talking and Astronomy are a little behind, but also at a skilled enough level so we can say we are, in fact, skilled at it.

Socials are, again, decent, and alchemy is surprisingly high for something that can't be trained.

All in all, I'd say we are sort of a super 16 old. Could really use one more turn of training to level up several skills to 4, but hey.
Traits

Knife Fighter
You are trained in the use of knives for combat. Add +20 to your Bladed Weapons skill when using a knife, dagger or similar weapon. Add +10 if you are using a short sword.

Living of the Land
When using your Herbalism skill, add +5 per rank in Survival and when using Survival, add +5 per rank in Herbalism.

Combat Awareness
You have learned to watch your surroundings closely and even subconsciously, giving you an edge in combat. When you defend yourself in combat, add +5 per point of your Concentration attribute to your result.

Positioning
You have learned that just evading attacks isn't enough to win a fight. At the beginning of a combat turn, you can announce an enemy to position yourself against and determine a number that is detracted from every Evasion check made in this turn. You can only use Evasion to defend against attacks in this turn. In the next round of combat, you gain the same value as a bonus on all attack rolls against the picked enemy.

Quickdraw
You have learned how to always keep a knife in reach. As long as you have a knife on you and a free hand to draw it, you can retrieve it without spending any time or effort. This trait does not apply when you are ambushed.

Vital Strike
Extensive knowledge about the vital areas of humans and animals allow you to make devastating attacks with weapons that offer the necessary precision. When using a Light close combat weapon, increase the base damage by one step. If the target is unaware of the attack, increase it by two steps.

Shooting in Movement
You have trained to fire a bow while on the move. Receive no penalty for using the Archery skill while sneaking or running.

Sneak Attack
You have learned to ambush your foes. When you attack someone out of hiding, you gain +5 on your attack for every degree of success of your Sneaking check against the targets Perception check.

Misdirection
You have learned to artfully steer a conversation to or away from topics without others even noticing. With a successful Intrigue check, you can make others reveal information you desire and make them think they told you it voluntarily. Likewise, you can avoid answering a question in the same fashion.
We've accrueda fairly decent trait collection, I think. Some are better than others.

Knife Fighter: +1 to Bladed (Knife), essentially, and +0.5 to Shortswords. Simple, effective, I expect more or less everyone that takes fighting somewhat seriously to have this.

Living off the Land: Surprisingly good, currently gives +1 Herbalism and +0.75 Survival.

Combat Awareness: Really good, currently gives +1.5 Evasion.

Positioning: Our first "active" feat, it enables for risky gambits. Good to, say, nicking a superior opponent with your Black Lotus Extract-coated knife. Not something I want us to use often, actually. We should be at the back, shooting or, in the future, casting, or perhaps healing because wound penalties are an absolute bitch in this system, so mid-combat healing actually sounds good.

Quickdraw: Needs to evolve to really be useful, so we can use our Bladed skill to defend from ambushes.

Vital Damage: A good bit of bonus damage. You have to hit first, but if you do, you hurt them bad. Very nice while sneak attacking.

Shooting in Movement: We can into kiting.

Sneak Attack: Good for being universal.

Misdirection: Spirits hold me, this is awesome.

@Azel another question: If we prepared an ambush, can we "take 50" or "take 100"? Do they always roll perception, or must they suspect something is amiss?
 
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0 - Maybe common knowledge, aka "wash your hands" and "hold a cloth to that bleeding wound".
1 - Familiar with the terms and gets general overview of the field. Actually knows the basic "do"s and "don't"s.
2 - A trained/experienced apprentice. You took First Aid classes with the local firefighters/EMTs.
3 - Someone trusted enough to do things that need to be done without overview. To continue the metaphos, you'd be a Nurse.
4 - A qualified assistant/junior partner. Like a Resident.
5 - Fully fledged professional. Doctor.
?
I greatly look forward to the upper levels of these skills.

But yeah, generally agreed that next turn should be a training turn to get whatever skills we can to level up.
 
@Azel the super average guy has flat 5s across the board, yes? But is that an experienced adult?
Experienced people will most likely have a few attributes above 5 and a few below, but yes. Average people you will meet are roughly around 5 in everything.

You've got a better start due to your rather active lifestyle in the tribe and taking a good deal of combat training. It bears to keep in mind that you basically trained for combat since you where 8.

Also, on skill level, does if follow somewhat like this:
0 - Maybe common knowledge, aka "wash your hands" and "hold a cloth to that bleeding wound".
1 - Familiar with the terms and gets general overview of the field. Actually knows the basic "do"s and "don't"s.
2 - A trained/experienced apprentice. You took First Aid classes with the local firefighters/EMTs.
3 - Someone trusted enough to do things that need to be done without overview. To continue the metaphos, you'd be a Nurse.
4 - A qualified assistant/junior partner. Like a Resident.
5 - Fully fledged professional. Doctor.
That sums it up rather nicely.

All in all, I'd say we are sort of a super 16 old. Could really use one more turn of training to level up several skills to 4, but hey.
That's the price you pay for having spread out your training over all available fields. You have a lot of things you are competent in, but few areas where you are really good.
Benefit is that you can survive just fine on your own and are pretty independent. A pure shaman trained character like Icnoyotl would not survive long in the wilderness.

Knife Fighter: +1 to Bladed (Knife), essentially, and +0.5 to Shortswords. Simple, effective, I expect more or less everyone that takes fighting somewhat seriously to have this.
It is in fact the start of the knives trait tree. Quickdraw and Vital Damage required it.
This is what differentiates you from a trained swordsman who just uses knives now and then.

Misdirection: Spirits hold me, this is awesome.
Keep in mind that this is no Jedi Mindtrick. Getting a guard to blather about what he is doing there is perfectly possible with it, but grilling him on the organisation of his group for minutes is likely to fail sooner or later.
It is however one of the stronger Traits you could have picked up there and the reward for a Nat 100.

@Azel another question: If we prepared an ambush, can we "take 50" or "take 100"? Do they always roll perception, or must they suspect something is amiss?
They can always roll Perception and get a bonus to it when they suspect something.
Likewise, you can get bonuses by preparing the ambush site.

Say you want to attack a caravan in the jungle? You can boost your ambush changes by using Survival to prepare a hiding place for yourself. Tactics and preparedness will always greatly affect combat and ambushes are no exception there.
 
After running a few numbers, I will change the way quality of poisons and alchemical compounds works a bit. They will use the same progression as skill levels.

1 Success -> Quality 1
3 Successes -> Quality 2
6 Successes -> Quality 3
10 Successes -> Quality 4
And so on.

This is mainly to make sure that simple poisons don't become game-breaking as you gain more skill in the area.

On a related note, you will get 5 doses of Curare when setting out.
 
So, I went to a friends house to party and lost a whole day of voting and talking... Sorry guys, I would've changed some my vote after reading it all, social seems really important for right now =X

This would be nice, but everything we've seen gives me the sense that the spirits are either spiteful assholes whenever it suits them or actively fucking demonic. Shit, just look at the one we ran into. o_O I don't think being friends with them is in the cards.

If we find a nice spirit I will be astonished, I'll tell you that much.

I actually think there are friendly spirits, they seem more animalistic than smart, and thus they follow instinct, a virus is not evil for killing a person, it's a natural thing. Sure, they are supernatural, but they still act in animalistic ways, and thus we could find a friendly spirit that we can tame or something. It is one of the main reasons why I wanted to train dealing with animals :3

Done.

We've got to start somewhere. I'm not at all fond of them either, but I will drag these fuckers kicking and screaming into an empire reborn. :mad: The second we find a better more accepting tribe I'd happily abandon these assholes so long as we can convince Icnoyotl (why did he change from such a simple name? :facepalm:) and Manauia to come with us.
I'd like that, but isn't her job essentially "protecting the shaman"?

We aren't getting Atl, so I doubt we would be getting her.

I could see her swinging that way because she likes us better, but I'm not confident on it.

I don't think we should take her with us, actually. At least not now, we can't guarantee her survival in spirit related situations, and we might actually be dragged down from finding some rare and secret things. Later, when we stop training and start doing? Then she would be a SUPERB ally. But I don't think this is right now .-.

[X] [Name] Ipampa

I would like if someone finds Dawn or something related, but I don't like the idea of keeping the name, and yet a difficult or too big name won't do... Ipampa is simple, and translates as a question. What are we if not a walking question? ^^

Edit: And imagine Atl's and Manauia's faces when they hear this name? :D
 
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[X] [Name] Ipampa

I would like if someone finds Dawn or something related, but I don't like the idea of keeping the name, and yet a difficult or too big name won't do... Ipampa is simple, and translates as a question. What are we if not a walking question? ^^

Edit: And imagine Atl's and Manauia's faces when they hear this name? :D

Wouldn't that be like saying 'I have no identity and am still looking'? So effectively declaring that the PC feels she is not ready for adulthood.
 
Wouldn't that be like saying 'I have no identity and am still looking'? So effectively declaring that the PC feels she is not ready for adulthood.

I don't think so, we are leaving the tribe to look for answers, and what really caught both our mentors eyes at first was how curious we were, and besides, this is not an open question, the true meaning of the name is "because of it" or "because of him/her", in a sense of "this is because of that". So, not an interrogation mark, but a questioning that never ends :3
 
I don't think so, we are leaving the tribe to look for answers, and what really caught both our mentors eyes at first was how curious we were, and besides, this is not an open question, the true meaning of the name is "because of it" or "because of him/her", in a sense of "this is because of that". So, not an interrogation mark, but a questioning that never ends :3

So we would effectively be naming ourselves 'Causality.' Not really feeling it.
 
[X] [Name] Ipampa

I would like if someone finds Dawn or something related, but I don't like the idea of keeping the name, and yet a difficult or too big name won't do... Ipampa is simple, and translates as a question. What are we if not a walking question? ^^

Edit: And imagine Atl's and Manauia's faces when they hear this name? :D
I just don't want to change at all. Yaxkin is a nice and simple name.
 
Sorry for the delay. I've got seriously sidetracked by real-life and then some necessary research.

The good news: I've managed to turn vague "xxx years ago" statements into dates. Which includes a birthday for Yaxkin.
The bad news: It's all in a slightly modified meso-american calendar (read: tweaked Mayan Calendar). Which will have some impact on certain tasks and is otherwise mostly for flavor.

Explanation dump on how that works later, since I think a chapter is in order.

Vote closed.
Adhoc vote count started by Azel on Jan 7, 2018 at 5:13 PM, finished with 498 posts and 11 votes.
 
Chapter 1: First Steps
1.6.17.10.7.6 - 6th day of Water

You are Yaxkin, the new sun, from a tribe of hunters that is roaming the wilds of shattered Cualli to eke out a living among ravenous spirits and the endless jungle. For eight years, you have learned under Mahuizoh the shaman, who has taught you the workings of the spirits, how to heal the sick and wounded, and the how to convince others of your wisdom. For five years, you have also learned under Manauia the huntress. Her lessons were harsh, but thanks to her you know the dangers lurking in the jungle and how to defend yourself from them. Always you were driven by curiosity and even if there were troubles because of it, it has served you well. The glinting of a golden pendant around your neck is a proof of that. For the last year, you have taken care of your old master who was slowly fading from sickness. His death is still recent, but he always said that you should remember those gone with fondness and not grieve their passing.

Today you begin your journey in earnest. The lost lore of your ancestors and the secrets of their workings beckon you to leave your tribe behind and venture out into the world. Manauia had accompanied you for part of the way here, but turned back yesterday to rejoin Icnoyotl, the young man, now shaman of the tribe, who learned along with you. The village you approach is not foreign to you, for your tribe stops here every year to trade with the farmers, and yet it looks distinctly different as you walk up to the gate of its palisade.

When the tribe comes, the village is in uproar. Every of the farmers wants to be the first to snatch some meat and pelts from you for a good price. The village elders and your chieftain have some rather loud talks out in the fields. The whole tribe is busy setting up tents and unpacking this and that to get settled in for the short stay. Traders hawk their wares from the pens where they keep their Lamas and Alpacas. You idly suspect that those too know all too well when your tribe would come to this village, for the number is much smaller now. The route between Tlamaca and Zacatl is the only one you know and so you can hardly judge it large or important, but it always seemed so to you. The village looks so calm and peaceful as you step to its gate that you are surprised to see a guard stepping out behind the palisade to bar your way.

"Halt! Who are you and what is your business here?" The man is not much older then you and garbed in the ayate and cotton that the farmers favor. You must look quite out of place with a loincloth and chest wrappings from raw pelts, you realize. A well-known tribe of people like you is one thing, and a lone wanderer another it seems. Idly you note how awkwardly he grips the spear on his side. Not a true fighter then.

"I'm Yaxkin, don't you recognize me?" Assuming to be known here on sight by everyone was probably a bit presumptuous, but you did spend a good portion of your stay every year taking care of the farmers ills.

He looks rather confused for a moment, but then visibly relaxes. "The little shaman... What are you doing here? We're not expecting your tribe for another two moons."

"Passing through so to speak. I'm on my own and looking for someone to travel with. Though there don't seem to be any traders here right now."

"Oh there are. Two caravans actually, but they camp further in. However, it might be a bit before they depart. Just follow the sound of squabbling." With that he walks back over to the bench you spot behind the palisade and so you walk on.

A few more curious glances follow you through the village as you pass the houses, smaller fields and gardens. The statement of the guard has you a bit worried over your travel plans and soon enough, you hear what he meant. Two men are arguing rather loudly with each other, and from the small size of the crowd you see around the source of the voices you can already guess that this isn't the first time they make a ruckus. Nonetheless, you don't really like the idea of traveling alone in parts unknown, and so you squeeze past an elderly man to find out what this is about. The two man are standing at the divide between two small pastures and wildly gesticulate as they yell at each other. The left pen holds a bit over a dozen beasts of burden, while the right only has two. On the human side the roles are reversed and five rather fierce looking men and woman back up the man on the right, while the left has only two.

"And I tell you again, we can't just turn back. The Wise Men expect this delivery and if I delay it any further, I can close down my business. They won't pay anything for a two months late shipment of half-spoiled fish." With this the man on the left gestures to his wares again. A rather large pile of pots and barrels sit on the side of the pen.

"So what would you have me do? Toss my cargo instead? I've lost most of it to the bandits, may the spirits feast on their bones. I need every man I have to haul what is left. I'm nearly ruined already with those losses, and even if I could get someone else to move everything to Zacatl I'm not risking another attack."

"All I want from you is three of them! And I would even pay you on top of what I pay them! I will give you a Quachtli for every warrior you lend me and another one to the men or woman himself. Isn't that a good offer? Is this not tempting to you?"

"Bah! You want me to throw away wares worth ten times that!"

You drown out the argument which gains a lot more vitriol again and pays for it by loosing all substance. It is not the first time you have heard of bandits, but their attacks are rare due to the caravans being usually rather well-guarded. Either they were strong enough to overcome the defenders or the trader was a bit careless. Given that he still has five warriors here, it's probably the latter. At least it looks as if both of them would hire you if you offer, but joining with them would also make their problems yours. Navigating the trading route on your own shouldn't be that hard, even if you don't know the land, and evading bandits sounds a lot easier for you alone than with a whole bunch of animals in tow. The other question is where to go in the first place.

Mentally you review what you know of their destinations. Zacatl is a rather large trading community near a major river and close to a large ruin called just the Sunken City. Not a safe place from the stories you have heard, and the swamp surrounding it is said to be deadly on its own, even if you don't factor in the spirits living there. However, if you wish to see the world, no other place would offer nearly as many routes to travel on, either on land to other nearby settlements or over the river with the boats that have been said to reach even to the sea. Tlamaca on the other hand hosts the fabled Wise Men and their place of learning that you heard sometimes about. Your master had recommended you to go there if you wished to learn more about the world, and it's also the source of the metal goods you've always had an eye on since you knew what they were. There was certainly a lot you could gain from going there.

What will you do?
[] Join the fish trader on the way to Tlamaca.
-[] Offer to scout for him, so that he can evade the bandits.
-[] Offer to act as a guard and fight the bandits if they come.

[] Join the trader that was robbed to haul his goods to Zacatl.

[] Go alone. You can make the trip on your own and will be safer to boot.
-[] To Tlamaca.
-[] To Zacatl.



AN: A Quacthli is piece of woven cotton and a middling unit of currency. Smaller purchases are done with cacao beans (300 beans to a Quachtli) and large with Tlaltepoztli (also known as hoe money, worth 8000 beans a piece), which are small tokens made out of copper. That took another round of lengthy research to get the ratios right. :confused:

And yes, you will get paid for your troubles if you join a caravan.
 
[X] Join the fish trader on the way to Tlamaca.
-[X] Offer to scout for him, so that he can evade the bandits


[X] Join the fish trader on the way to Tlamaca.
-[X] Offer to scout for him, so that he can evade the bandits
--[X] Make sure to bill for your healer skills as well.

Reasons:
1. I've wanted to visit the library ever since I heard about it, and we need somewhere to finish up our training anyway. Also, this is where we need to go to learn any alchemy.
2. This is how we stop being illiterate. That's been bugging me for the entire quest. :mad:
3. We can learn the history of our people, and what the mural of that war we saw in the ruins was about.
4. Metal is there.
5. The merchant is boasting about his supposedly lucrative goods, so I'm assuming he can pay quite handsomely. And we're going to need money when we get to an actual city. Offering services as an amateur healer won't cut it.
6. By traveling with the merchant I'm hoping for some minor encounters to get us XP.
7. If we play our cards right and end up guiding these guys to the library city we now have a contact and good credibility with said contact.
8. That swamp sounds dangerous AF. It's a death trap with the mosquitos along and I'm not interested just yet.
 
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