Sorcerer Itinerant (A Mage Errant Quest)

Should tie-breakers be determined via dice rolls or waiting for additional posts?


  • Total voters
    6
  • Poll closed .
I suggest picking up Spiral Shield as soon as possible, it's likely our best bet for a solid Magic defense.
It does sound good.
If projectile based magics where they don't have full influence after launching are common enough, we should also look into making enemy projectiles spiral around us before flinging away from us.
 
Adhoc vote count started by Donk on Feb 2, 2024 at 4:34 PM, finished with 16 posts and 8 votes.

  • [X] [Locomotion Pool] - 3d6. You're no stranger to childhood play, but you've never been quite interested. Sure, you'll play a game of ball or climb the mountains with your friends, but you've never put your all into it. You preferred staying around your home town rather than being more adventurous.
    [X] [Stat Boost] Sweating a fair bit. - +3 MP. Who needs to work out when you can simply read? Running long distances isn't your forte, but you're of average fitness.
    [X] [Locomotion Pool] - 4d6. Speed is life, and you've lived yours to the fullest. Whether it be clambering up a tree, dashing down a hill, or swimming through a river, you've done it all and with great vigor.
    [X] [Stat Boost] Ready to keep going. - +1 HP. You're well used to exertion. You've got plenty of vim and vigor to face the challenges ahead.


Pretty clear results here. Voting's closed, we'll be going with 3d6 Loco and +3 MP. Post will be up sometime tonight. Also it seems like people have voted for tiebreakers to be decided via roll, so we'll have to stick with that for the foreseeable future.
 
Ink 1.05
Gritting your teeth, you do your best.

Running down the track, you scramble up a series of bars. Your pace isn't the best, and by the time you reach halfway you're already panting. Stuff like this isn't your forte. While you're definitely not unhealthy or out of shape, your body is not one that most would call athletic. That, and you're too fond of sweets to truly pick up a slim figure.

But you're better than several of the participants, whose luxurious lifestyle has made them slow and breathless. Panting your way to the finish line, you lean over and let a bit of sweat drip off. That was definitely a workout.

"Adequate," the official says, nodding and recording your time as he flips over a minuteglass. "Next!"

Moving to the side, you recover your breath and wait for the rest to finish. It's not a long course, and eventually everyone has gone through it. There's a bit of private discussions between the three adults, but eventually they return to the group.

Clearing his throat, "Alright. That concludes the testing for today. You'll all be shown to the nearest dinin-"

The man is interrupted as another person enters abruptly. A tall man with shortly cropped black hair and a muscular body you can see even through his robes. One eye on his face is missing, covered up with a tasteful looking eyepatch. He scowls, yellow eye glaring. "So this is where you took my newest batch, Stenvir."

You finally have a name for the official, who swallows. "Apologies, Professor Galdrin. I wasn't aware you were going to be... well, what exactly is it you want?" Stenvir looks a bit confused, sending glances to his compatriots who don't know anything either. This leaves them somewhat flabbergasted.

Galdrin laughs and his harsh demeanor fades away. "Why, for more testing! After all, I'll need to approve anyone trying to apply to the Magical Combat Course."

"Surely we can do this later..."

"Now's the best time. Before any of them can get any ideas in their head about being battlemages without the proper training. Now, follow me, you lot!"

The poor official seems to sigh before calling for everyone to follow. "Come on, everyone."

Leading your group through yet more halls, Galdrin opens the doors to a wide room. Spacious and housing several marked squares, each filled with equidistant pillars. He surveys the room like it is his kingdom. "This here is the seventh floor sparring room. You're all free to come here at any time and practice."

He walks over to a line of shelves upon which sit what appear to be training weapons. Spears, staves, swords, hammers. All well-worn, from what you can tell. He picks up an unassuming halberd, the metal head blunted.

You can tell there are no embellishments in his movements as he arms himself. No fancy tricks, no artful flourishes. Utterly efficient.

Choice automatically assigned. Core statistics set.
[X] - 4d6 Skirmish Pool. You've got a good head on your shoulders when it comes to combat. Parry, thrust, riposte. Blast, protect, dodge. Most might not expect a girl of your age to know how to brawl, but you've got the basics down at least.

The man reminds you of your grandfather. He was a guardsman once, in service to Highvale. Much to your father's disapproval, he taught you what you know about how to fight. His affinity was that of light, one he used to his advantage during your spars. Blinding magics followed by well-trained skill. You learned a fair bit from him.

"Alright. I'll need a volunteer. Who is willing to go first? Who among you has the grit to call themselves a true mage?"

For a moment you hesitate, before finding your inner strength. "I will, sir."

"Good!" He grins widely, raising his spear to point directly at you. "What is your name, student?"

"Nia Nya." For once you're annoyed at your parent's humor. With their last name sounding so similar to the call of a cat, they just had to make your first name pronounced the same.

"Very well. Grab yourself a weapon and join me in this ring."

Nodding, you walk over to the shelf and scan the contents. While your grandfather primarily taught you how to use the spear, axe, and sword, you've grown to have your own personal preferences.

[] [Weapon Proficiency] - Blades. The art of a swordswoman has always called to you. Tales of the Lord of Bells and his resonating blade have pushed you to try to one day match the lost art of wielding a sword. Be it a katana, longsword, bastard, or short, you like it.
[] [Weapon Proficency] - Bludgeons. Eschewing precision for raw force, you've always preferred hitting things with something really hard. You favor maces, hammers, and morningstars.
[] [Weapon Proficiency] - Axes. Cut, cleave, hew. The enemy can't beat you if you've already sliced them in half. Weapons like axes, falchions, cleavers, and bardiches favor you.
[] [Weapon Proficiency] - Polearms. Reach is king on the battlefield. When you need to get into melee, you prefer doing it at the end of a two meter stick. Spears, ranseurs, glaives, and voulges are something you enjoy.
[] [Weapon Proficiency] - Whips. Somewhat of a recent choice, but it became the best fit given your affinity. Corded weapons can naturally form spirals, allowing you to wield them much easier.
[] [Weapon Proficiency] - Write-in. Any kind of weapon type as long as it isn't too exotic.

Picking the weapon from the shelf, you test its weight and balance for a moment before finding it acceptable. Turning to face Professor Galdrin, you stride into the arena and take up a defensive stance. You can see that he has taken up a relaxed stance, and is seemingly lowering his skills in order to make this a fairer fight.

[Combat Initialized!]
HP 3/3 - MP 9/9 - Skirmish Pool 4d6 - Unarmored - Skirmish Defense: 16

Enemy Statistics
HP ??/?? - MP ??/?? - Skirmish Pool 3d6 - Gambeson Armor +8 - Skirmish Defense: 20.

With your novice skill level you can only take one disposition at a time.
[] [Attack Disposition] - Heavy Strike. Forgo accuracy for raw damage. Halve your total dice pool in order to deal double damage.
[] [Attack Disposition] - Defensive Strike. Fight defensively at the cost of accuracy. Boost your Skirmish Defense's dice value to a 5 instead of a 4. (SD is determined by multiplying your SP's die total by a roll of 4.) Treat each of your attack rolls at 1 lower.
[] [Attack Disposition] - Cleaving Strike. Attack multiple enemies by lowering your accuracy. Halve your total dice pool in order to treat the attack as targeting all current opponents. Not applicable at this time.

With your novice skill level you can only wield one weapon choice at a time.
[] [Weapon Choice] - Melee Weapon. Adds +2d6 to the roll. Physical Attack.
[] [Weapon Choice] - Spiral Affinity. Adds +3d6 to the roll. Costs 1 MP to use. Physical Attack.
[] [Weapon Choice] - Frost Affinity. Adds +2d6 to the roll. Costs 1 MP to use. Elemental Attack - Cold.
[] [Weapon Choice] - Sight Affinity. Adds +4 to your Skirmish Defense. Costs 1 MP to use.

[] [Mana Usage] - Arcane Attack. Spend MP in order to roll higher. 1 MP = +1d6. 3 MP = +4d6. 5 MP = +7d6.
[] [Mana Usage] - Arcane Defense. Spend MP in order to increase your SD. 1 MP = +4. 3 MP = +16. 5 MP = +28.

[] [Stunt] - Write in. How will you go about this battle and what strategies will you take with your weapons and magic? Basic stunts will grant a +1d6 and impose a minor negative result on failure. Standard stunts will grant a +3d6 and impose a moderate negative result on failure. Advanced stunts will grant a +6d6 and impose a highly negative results on failure. Stunts are subject to QM approval and need to be logical.
 
[x] [Weapon Proficiency] - Whips
Wind this around someone than spread.
[X] [Attack Disposition] - Heavy Strike
[X] [Weapon Choice] - Spiral Affinity.
[X] [Mana Usage] - Arcane Attack -5 Mana

Stunt idea: The basics of any plan Is using what we can do at base, and incorporating it altogether. We possess Spiral, Frost, and sight all at an amateur level, but we know he's looking at us, a valuable skill as we fight. If we can attack using our Spiral affinity trying to identify spots his sight fails to pick up on, it should be able to cause more attacks to succeed than we otherwise would. So, use Spiral affinity for manipulation and sights sense.
 
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I should probably also specify that generally you'll be using all your affinities. Just because you chose Spiral Affinity as your Weapon Choice doesn't mean you're not doing anything else like using your sword. It's just a representation of your true focus. Spending extra MP also generally just adds effect from your other magics too.
 
[X] [Weapon Proficiency] - Whips. Somewhat of a recent choice, but it became the best fit given your affinity. Corded weapons can naturally form spirals, allowing you to wield them much easier.
[X] [Attack Disposition] - Heavy Strike. Forgo accuracy for raw damage. Halve your total dice pool in order to deal double damage.
[X] [Weapon Choice] - Spiral Affinity.
[X] [Mana Usage] - Arcane Attack
 
Oh yeah, if you're adding additional Mana Usage for Arcane Attack or Arcane Defense, please specify how much.
 
Let'd do all of it. All of our mana. Disintegrate the poor fool who thought this was normal basic combat training
The best defense is they'll never get far enough into the fight to hit you.
Remove them not only from the fight, but from the face of the planet as well.
 
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Let'd do all of it. All of our mana. Disintegrate the poor fool who thought this was normal basic combat training
The best defense is they'll never get far enough into the fight to hit you.
Remove them not only from the fight, but from the face of the planet as well.

Unfortunately, you're still a novice mage and the most you can do is moderate frostbite, but you can still give it your best! Galdrin has ??/?? in his stats for a reason.
 
[X] [Weapon Proficiency] - Blades.
[X] [Attack Disposition] - Defensive Strike.
[X] [Weapon Choice] - Sight Affinity

I don't know about stunts, I just don't want to use a whip.
 
Heavy hit doubles, shouldn't a critical make it 4? But, aside from that how is a crit achieved?

Critting will add your base damage to the result. You can crit by exceeding their Skirmish Defense by at least double, but certain enemies will have higher thresholds.
 
Critting will add your base damage to the result. You can crit by exceeding their Skirmish Defense by at least double, but certain enemies will have higher thresholds.
So, final question, Skirmish Defense is the dc of the d6's we're rolling right?

So without Arcane attack using a heavy strike 7d6 vs 20? Nothing else going on there?
 
So, final question, Skirmish Defense is the dc of the d6's we're rolling right?

So without Arcane attack using a heavy strike 7d6 vs 20? Nothing else going on there?

Yep. Skirmish Defense is determined by multiplying your Skirmish Pool's dice total by 4 normally. Then you add equipment like armor to the total you need to roll against.
 
Yep. Skirmish Defense is determined by multiplying your Skirmish Pool's dice total by 4 normally. Then you add equipment like armor to the total you need to roll against.
Alright now it's a simple math challenge. We can crit with Arcane attack... once. We'd have to do the largest Mana investment we can and it would make for a cool scene, but it's not very practical.

Then there's the Arcane Defense it makes sense. But, against a 3d6 roll our defense is high enough to deal with that. I'm assuming we're dealing with what's shown, if there's more to it than what's shown for our opponent it's alarming tbh...

We don't know the hp, and we should treat Mana as infinite. We do know he's going to be dealing with many students However so let's assume his hp is 3-5.

If it's 3 a crit makes sense, if it's 5 it still makes sense to do so. So, 5 Mana investment Heavy strike is probably our best bet, and gives us brownie points for our fellow students.

This entire thought process goes awry if and only if his skirmish defense is higher than 20.
 
Note that the Professor is intentionally lowering his skills to match your level. He's significantly stronger.
 
A nice and cuddly kitten that will absolutely scratch your eyes out in a fight.

[X] [Weapon Proficiency] - Whips
The obvious affinity related choice.
Secondary choice would be spears, more distance and a general like of them.
[X] [Attack Disposition] - Heavy Strike
[X] [Weapon Choice] - Spiral Affinity.
[X] [Mana Usage] - Arcane Attack -5 Mana
<Edit>
[X] [Stunt] - The Professor may be holding back a bit, but this is our chance to show what we can do if we give it all (against an opponent who can take it), snap the whip close to him, then use spiralling to wrap the whip around his throat and spiralknot it before pulling the knot tighter. (Keep it at choking, do not break anything healing can't easily fix and be prepared to use spiralling to undo the knot and remove the whip asap If he surrenders)
</edit>
One stunt, though it may require other stunts to distract him: flick the whip so it gets close to his throat then use spiral affinity to wrap it around his throat and tighten (obviously not enough to break the neck and instantly release If he surrenders).

Alternate stunt if opportunity for above isn't reasonably available: Wrap the whip around his spear. Use power+affinity to pull the weapon from his grasp. Just avoid stabbing yourself.

Tertiary stunt: Wrap whip around his ankle and pull when he is about to make a step to pull him Off balance. Issue: Spears have long range, he probably isn't gonna need to step towards us. (Not suitable for this matchup unless we have a long enough whip AND enough space in the arena)

<edit>
Oh yeah, weapon independent stunt (if there is a round two with different weapons/all our other stunts being got revealed (and defense shifted to protect against them) or we get disarmed):
Pluck a few hairs, spiral them on the eye of the opponent.
Distracts sight.
Distracts via cleaning eye instincts & squick factor.
Hard to defend against unless opponent keeps their eyes shut, which would severely limit their offense & defense, unless they got special skills/fitting affinities to make up for lack of sight.
</edit>

Some details needed for stunt purposes:
Does our training foe have long hair (long enough to wrap around the head at eyelevel and make a knot)?
Is the floor bare stone or is the sand/gravel/woodchips as a cover?
Does the robe include loose fabric like a hood (gonna presume he is not wearing a scarf during the day in the desert)?
 
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Some details needed for stunt purposes:
Does our training foe have long hair (long enough to wrap around the head at eyelevel and make a knot)?
Is the floor bare stone or is the sand/gravel/woodchips as a cover?
Does the robe include loose fabric like a hood (gonna presume he is not wearing a scarf during the day in the desert)?
  • Your foe has short hair, but one thing to note is that directly affecting the bodies of others is very difficult and far beyond your current skill levels.
  • The floor is bare stone. Try not to fall.
  • His robe is fairly light, no hood or scarf.
Something else to note is that you're not quite at the level of manipulating very fine objects. Macro and micro manipulation is impossible right now. Also your current whip is about matching the length of his polearm. Six-ish feet.
 
  • Your foe has short hair, but one thing to note is that directly affecting the bodies of others is very difficult and far beyond your current skill levels.
  • The floor is bare stone. Try not to fall.
  • His robe is fairly light, no hood or scarf.
Something else to note is that you're not quite at the level of manipulating very fine objects. Macro and micro manipulation is impossible right now. Also your current whip is about matching the length of his polearm. Six-ish feet.
So no environment opportunities, no manipulating single hair.
But whip is in the right range.

New stunt idea:
Use spiralling to wind one of the whips still on the weaponrack around his throat, to surprise him.

But probably just "dump lots of mana into a spiral assisted whip strike to the throat" and hope we win before we run out of MP.

How does MP regeneration work?
~5 min of not excerting to start regaining?
An Hour?
An afternoon?
A full nights sleep?

Edit:
Or we don't treat it like a fight against a superior enemy.
No big mana dump and less aggressive stunts.
 
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[X] [Weapon Proficiency] - Whips. Somewhat of a recent choice, but it became the best fit given your affinity. Corded weapons can naturally form spirals, allowing you to wield them much easier.
[X] [Attack Disposition] - Heavy Strike. Forgo accuracy for raw damage. Halve your total dice pool in order to deal double damage.
[X] [Weapon Choice] - Spiral Affinity.
[X] [Mana Usage] - Arcane Attack
 
Edit:
Or we don't treat it like a fight against a superior enemy.
No big mana dump and less aggressive stunts.
To be clear that actually works, we don't really need to use mana on this, just doing defensive strikes unless the teacher fights harder would cause us to eventually win. Without any mana investment stunts helping, but not actually needed. If i'm correct in how i understand this.
 
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