So four huh? Four is death happens to be a trope, so I hope the dice aren't saying something..... Seriously speaking though, since word of god claims that higher dice rolls means better outcomes on this 1D6, 3 probably meant that we survived unscathed, and 4 meant that we get a choice of a modest, helpful reward that might open up new avenues in the plot. 5 probably means we get more than one reward or higher quality rewards that makes Mathilde terrifyingly good at something related to Ragnald's sphere. 6 probably meant that we just took our first baby steps to apothesis.
I suspect 4 is enough for the QM to justify why Mathilde's apparent age freezes around her late 20s for the duration of the quest - heisting Divine championship off to a god of thievery through a feat accomplished largely by Ulgu (even without the ??? buffs, we would have passed most of our stealth rolls, IIRC) may well be the kind of feat that essentially take us to that level where aging is not much of a concern as a Magister. Especially if something of the Gork and Mork energies remains in us, after Ranald get's his cut.
Also, I remembered that there was that 80 DC roll regarding Ragnald and Van Haal, which makes me wonder how the dice roll tables look like for this one. A sadistic GM would probably make it so that the DC is the same, which means you need to roll 5 to live, and 6 to get the goodies. That being said, I doubt BonnyM is quite that type of GM, and a divine heist and fencing operation is well within Ragnald's sphere, contra to healing.
So four huh? Four is death happens to be a trope, so I hope the dice aren't saying something.....
Also, I remembered that there was that 80 DC roll regarding Ragnald and Van Haal, which makes me wonder how the dice roll tables look like for this one. A sadistic GM would probably make it so that the DC is the same, which means you need to roll 5 to live, and 6 to get the goodies. That being said, I doubt BonnyM is quite that type of GM, and a divine heist and fencing operation is well within Ragnald's sphere, contra to healing.
4 is a pretty thematic number for Ranald though, afterall cards have four suits and four sided dice are a thing, and it's in the upper half of possible results and i doubt Ranald would do something moderate in a situation like this, and four can also represent knowledge so we will soon see.
Guys Boney said the results arent on a scale from good to bad. Its more of "really good" to "ok we didnt die." All you guys saying "oh its a middling roll" are completely off base
So four huh? Four is death happens to be a trope, so I hope the dice aren't saying something..... Seriously speaking though, since word of god claims that higher dice rolls means better outcomes on this 1D6, 3 probably meant that we survived unscathed, and 4 meant that we get a choice of a modest, helpful reward that might open up new avenues in the plot. 5 probably means we get more than one reward or higher quality rewards that makes Mathilde terrifyingly good at something related to Ragnald's sphere. 6 probably meant that we just took our first baby steps to apothesis.
I suspect 4 is enough for the QM to justify why Mathilde's apparent age freezes around her late 20s for the duration of the quest - heisting Divine championship off to a god of thievery through a feat accomplished largely by Ulgu (even without the ??? buffs, we would have passed most of our stealth rolls, IIRC) may well be the kind of feat that essentially take us to that level where aging is not much of a concern as a Magister.
Also, I remembered that there was that 80 DC roll regarding Ragnald and Van Haal, which makes me wonder how the dice roll tables look like for this one. A sadistic GM would probably make it so that the DC is the same, which means you need to roll 5 to live, and 6 to get the goodies. That being said, I doubt BonnyM is quite that type of GM, and a divine heist and fencing operation is well within Ragnald's sphere, contra to healing.
On the Van Hal thing, I took that super high DC as more because Ranald is not known as a god of healing at all, so asking him to act so far outside his wheelhouse was gonna take a lot to work.
Maybe Ranald's Blessing will kick in here and give +1 to the d6 or something, unless that was already denied by GM.
You know it only just occurred to me that this probably made blowing out the candles in our first kill in the Gork temple freakishly easy...it is probably really easy to enact those movie scenes where with a gust of (un)natural wind all the candles go out, and dark rushes in.
You know it only just occurred to me that this probably made blowing out the candles in our first kill in the Gork temple freakishly easy...it is probably really easy to enact those movie scenes where with a gust of (un)natural wind all the candles go out, and dark rushes in.
This is the first half of the coming update. It will be part of the next update when completed and threadmarked appropriately, and minor edits may be made as I revise. It is shown early here for those waiting for results.
[*] You are a faithful of Ranald, being in the right place at the right time to unbalance the scales. Try to steal the energies.
As unleashed greenskin energy whirls, you have a scant few seconds to use Mork's withdrawal to think clearly. Your act of cunning had allowed Mork to make you the conduit for his Cunning. But you already were a conduit for a God of Cunning, were you not? More than any mere worshipper. You have witnessed His battles, channelled His favour, and dedicated shrines to Him. Somewhere within you was the part where your own Ulgu-entwined soul reached out to Ranald, just as inside you was the part where Mork had slipped behind your eyes and used you as his puppet. All you have to do is bridge the two...
On another plane, Mork has just found himself sitting at a dice table with a man who always smiles, never blinks, and has every ace to ever exist up his sleeve.
What other result could there be but Four, for the Fourfold God?
Mork had poured His terrible power into you, and with typical greenskin carelessness had done nothing to seal that connection after his purpose had concluded. As a single strand of Ulgu touches the aperture that Mork had torn in your soul, and its other end extended into nothingness, offered freely to your oldest and most infuriating companion. And with a delighted laugh, he accepted.
And then he pulled.
The power of the Waaagh flowed into you again, and then through and out once more in a continuous raging deluge. The maelstrom that had been on the verge of exploding outwards had its rush to freedom arrested, the wasted energies of a failed gambit falling into the orbit of the torrent of power rushing through you. Every instinct the Grey College cultivated in you is screaming to reject the non-Ulgu magics, but you allow them to flow into you and be caught up in the the torrent, disappearing into the part of you that knew implicitly that when you bowed your head and prayed, you would be answered, and the answer would most likely be irritating. The bond between god and worshipper, transformed into a yawning abyss that thirsted for Godly energies - energies that could obliterate you in an instant.
[Survive: Piety, 56+21+20(Ranald's Gift)=97.]
But you remain untouched.
Mork's deliberate attention had forced your muscles to accept and use the energies of the Waaagh, but the second his purpose was fulfilled he had turned his attention elsewhere. Now Waaagh energy flowed through you without touching you, the flesh of man utterly inert to the magics of the Waaagh. Energy poured through you like water through your fingers, and into the waiting grasp of Ranald. It took mere seconds for Mork to notice, and several more for him to howl in outrage, and only then did he recoil back from Karag Nar, if direction can be said to have meaning to the Gods. How much power can a God unleash, or be made to unleash, in a handful of seconds?
A lot.
With Mork's power torn away, the power of Gork spinning through the air rushes to fill the void and it too was accepted by Ranald. For an instant you could feel a tugging at your very soul as Ranald's siphon tugged at the magical energies that had become a part of it, but then it stilled, and you slumped amidst the wreckage of the Idol of Gork. Sensation returns slowly to your limbs as they remember how to operate without the power of Mork flooding them, and you have to remind yourself to breathe. Finally, using your gore-soaked greatsword as a crutch, you pull yourself onto shaky feet.
The room was empty of magical energies now, apart from your own and a trickle of Shyish forming around the bodies. As if nothing had happened. But when you close your eyes and turn your attention towards a familiar presence, you almost stagger backwards before you manage to brace yourself. You'd felt Ranald's presence before, both when he acted and when he merely provided company. It hasn't changed, but it hasn't changed in the way that a candlelight doesn't change when you ignite a bonfire - it is still fire, just so much more of it.
He laughs again, in a tone laced with weariness and satisfaction, and you catch a glimpse of a featureless man sitting before a table with four towering stacks of jade-green tokens, which have already began to fade to various shades of grey. He takes one token from each pile, conceals them in the palm of his hand, and with a gesture reveals a single coin which he flips through the air to you. You refuse to catch it, because that is what you do when Ranald is feeling especially pleased with himself, and it doesn't matter as the coin hangs in the air as if you caught it anyway. When you finally do accept the coin, the sigil on top is the dice of the Gambler, and underneath is the cat of the Night Prowler, but when you turn the coin back the top now has the cloak of the Deceiver, and a final inversion shows the dagger of the Protector. A four-sided coin, made of what looks like steel streaked with veins of jade. A cute trick, and already punched with a convenient hole for hanging from a chain or string.
With an internal sigh, you roll one of the more intact corpses over and check its filthy clothes for pockets, and you can't even muster an act of surprise when it happens to have a length of string in it. You slip your new amulet on, and slip it out of sight under your robe. Ranald's markings are not to be worn visibly, after all.
---
Ranald's Coin is worn showing one of its four faces. During normal turns, you can choose which face you will be showing.
- The Gambler: As per Ranald's Gift, but can occur twice during one action.
- The Night Prowler: As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to.
- The Deceiver: Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.
- The Protector: When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so.
1: One Less God.
2: Two Gods Notice.
3: Man In The Middle.
4: Split Four Ways.
5: A Fifth Aspect.
6: The Sacred Number.
I think this was the best outcome, all things considered.
As fun as 5 and 6 look to have been, I completely forgot that 4 was Ranald's Sacred Number (in so far as he has one). And as such, this was absolutely the most positively hilarious result to get.
Man, what the hell would 6 have been? It's the Sacred Number of Slaanesh, but yikes.
Still, that's one hell of a potent Relic we got there for our career.
Ranald's Coin is worn showing one of its four faces. During normal turns, you can choose which face you will be showing.
- The Gambler: As per Ranald's Gift, but can occur twice during one action.
- The Night Prowler: As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to.
- The Deceiver: Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.
- The Protector: When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so.
I can guess what 1-5 would have done(1 being Ranald's or Gork's death, 2 being the notice of G and M, 3 being Mathilde stuck between a god fight, 4 being what we got and 5 being a fifth face for ranald) but what would 6 have done?
I can guess what 1-5 would have done(1 being Ranald's or Gork's death, 2 being the notice of G and M, 3 being Mathilde stuck between a god fight, 4 being what we got and 5 being a fifth face for ranald) but what would 6 have done?
5 looks like it would have used Ranald's 'Winnings' here in the heist, combined with Mathilde's conduit, to form an Aspect of Ranald supporting Magic (The 'Ranald the Magician' theory that was brought up).
Six though.
Man, what the fuck would Six have been? "The Sacred Number", but Ranald's number (In so far as he has one) is 4. It's Slaanesh who holds 6 to be their Sacred Number.
As it is, Ranald basically swindled all the god power Mork (And by extension, Gork) had invested in this using Mathilde as his proxy, split it across all four of his current Aspects, and then used Mathilde's cut to forge a Divine Relic for her.
oh my god, this coin is so good, thank you Ranald, the four faced bro. Now i want to wear the Protector for a while and help out Stirland from the shadows, just to mess with Roswita