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Author Topic: Elfin Refugees - Rage Against the Dying of the Light  (Read 30950 times)

Weirdsound

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Re: Elfin Refugees - Spontaneous Combustion
« Reply #105 on: January 01, 2011, 04:21:33 am »

Sorry for the double post, But I ran out of room on the OP while putting in Dwarmin's character. I will put it here for now. I will likely move all the character sheets here later.

Character name: Disaed
Player name: Dwarmin

Subspecies: Mule elf (Human/Elven)

Physical Description: Disaed is a bit taller, but no less wide than a normal elf, making him look lanky and ungainly to the untrained eye-essentially, like a human. He seems to prefer a shaved head like a monk, and his eyes are often murky and hooded with some strange intent. His ears have the tell tale shortness of a half breed, and he often lapses into a Human like speech pattern, further betraying his ancestry and years living among them as a spy.
 
Age and Generation: 72, Sorrowborn

Character History:
Spoiler (click to show/hide)
Disead was born into sorrow-the orphaned child of a deserter Human soldier named Longark and his Elven lover. He has few memories of that time, but he believes his father, despite being a Human, was a brave and honorable man who never believed in the war, and helped him and his mother escape at the cost of his own life. His own mother was a truly Nobleborne Elf, from an older family, of which few remain today. Her name was Liqouli, and she was an Elf who enjoyed the wilds and the beauty and fury of living things-often being gone for years, wandering at whim of the natural forces only she seemed to understand. Even today, Disead has only just begun to realize his mothers fey moods-which ranged from preserving a single rare seed from a dying plant and planting it on a hill soon to be consumed by fire, being present for a powerful thunderstorm or witnessing the leadership ritual of a wolf pack. Her empathy for living things was what likely led her to sparing the life of a young Longark who had become seperated from his unit..at least this is the story he was told.

Creative fiction or not, he clings to this belief-that not all Humans are so bad, and could even they could be convinced to think otherwise, if cooler heads might prevail for once.

He was spirited away by his living relatives to the safety of one of the few unsacked Elven strongholds, where he lived his young life. Though in this time, he preferred to work with wood as was his peoples joy, he also took joy in experimenting with chemicals and simple clockwork devices, things Dwarves more often were fond of.

In his 18th year, his meager home was sacked-he was on the run again, but this time, he was ready to fight back. He joined with a small group of forward thinking Elves-mostly other half breeds-and took the fight to Human cities, smearing warmongering leaders and spreading information about their plight to build sympathy, using disguise and subterfuge. His particular group was mostly non-violent, through they had no qualms sheltering fellow agents who engaged in blood work.

50 years later, his cell (one of many) disbanded and escaped before their enemies could close in, and he made his way to the fortress. If he would be shot on sight or let in, he was willing to risk it.

Attributes:
Strength (For bashing and lifting): -1
Dexterity (For precision and swiftness): 0
Intelligence (For planning and scheming): 1
Charisma (For socializing and bargaining): 2
Spirit (For control of the natural and supernatural): 0

RP:  Disead is known for a quick wit and a silver tongue-he’s more of an intellectual. He lacks the brute strength of someone who spends their time in more physical pursuits.


Combat Skills:
Longblades: 0
Shortblades: 1
Unarmed Combat: 0
Bows: 0
Dodging: 1
Shield Use: 0
Stealth: 1
Tracking: 0

Non Combat Skills:
Gathering (Finding natural resources): 0
Processing (Breaking something down for resources): 0
Survival Crafting (Simple crafting without the need for a workstation): 0
Pacification (Making creatures not want to make you dead): 1
Barter (Getting what you want from other creatures): 3
Medicine (Keeping creatures alive): 3
Carpentry (Making big and complex things with wood): 1
Chemistry (Making drugs, poisons, and explosives): 1

RP:  During his time in the city, Disead enjoyed his cover as an herbalist-driving hard but fair bargains and selling  rare and exotic cure-alls to various ills which plagued the poor Humans. Needless to say, he became quite fluent in “Human talk”-the rapid chatter of a born salesman-by nature. He needed that on his “other” job-convincing Humans who were willing to listen, and a sixth sense for detecting liars. He didn’t entirely neglect his martial training-the cities were dangerous enough for non-elves as it was, and many a cutthroat who sought to waylay him found himself scurrying home minus an ear or a index finger…

Perks:
   Inherited Perks
1.   Scheming Nature: You think in the big picture, like a human. You and those working with you get a small bonus when performing actions that work towards a plan that you though up.

2.    Fast Learner: You have a distinctly human flair for picking up new things. You learn new skills faster.

   Experience Perks
1.   Multi-Lingual: You have studied and can understand all the written and spoken languages of the major civilizations. You also learn new tongues quickly.

Flaws:
   Inherited Flaws
1.   Jealous Nature: You suffer occasional penalties to actions triggered by the success of other.

2.   Conflicting Instincts: Your natural urges sometimes contradict and undermine one another. When this happens you just lock up and freeze or do something incredibly stupid.

   Experience Flaws
1.   Paranoid: You fear that at any given moment you may be attacked or betrayed. You gain a penalty to all actions unless you are holding a weapon. This penalty is amplified if others nearby are armed

RP:  Disead is very much an Elf of two worlds.  On one side, he is an Elf, born and raised…the other is more Human than he can admit. Notions  like assembly lines and manufactories consuming the forest to produce massive amounts of goods war with his inherent respect of the natural world…
He’s not been among his people in a long time. All too Human emotions-spite, jealousy and paranoia have begun to play Hell on him, and those around him…

Starting Gear:
Human City Dweller Gear
-Iron Short Sword  (a nicked and dented blade Disead won in a card game years ago)
-A rope reed Poncho, camouflaged (A distinctly Human design, with an Elven twist-it’s a large hooded poncho,  painted in green and black hiding colors, designed to cover the entire body and provide meager resistance to wind, rain and cold)
-A small engraved ruby ring (a last minute bartering as he closed up his shop-it’s very pretty, but it was slightly damaged in his travels.  He’ll need to do a few careful repairs to make it shine again.)
-A Human Cotton Cloth “multisack” (another name for a small, ergonomic rucksack, designed to be both durable fashionable , and  easy to wear. He bought this before he left. Has lots of nifty little pockets for storing things and distributing weight equally. Of course, it’s pretty empty…)
-Cotton Cloth Waterskin (Disead went cheap and dependable here.  It’s empty!)
-Big Wild Plump Helmet (Disead found a big juicy plump Helmet when he entered the cave. He knows little about Dwarves except this was one of the things they loved to eat)
« Last Edit: January 04, 2011, 01:43:03 am by Weirdsound »
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Ochita

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Re: Elfin Refugees - Spontaneous Combustion
« Reply #106 on: January 01, 2011, 04:55:55 pm »

Give me some specs for each room (Size, furniture/inv) and I'll do an ASCII map.
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Weirdsound

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Re: Elfin Refugees - Spontaneous Combustion
« Reply #107 on: January 01, 2011, 07:47:29 pm »

Cool.

The hospital is an average sized room. It has 10 beds, a table and chair, and a bin containing medical supplies.

The mint is the same size as the hospital. It contains a forge, a tightly locked Iron Safe, and a bunch of mostly empty bins.

The meat room is the same size as the hospital. It contains a leatherworks, tannery, and butchers shop. And a bunch of century and a half old food barrels dot the room.

The dining hall is somewhat larger than the hospital. It is well adorned with engravings and seats 50 comfortably.

The living area is huge compared to everything else and consists of 25 small rooms.

The narrow corridor is at least as long as the living area - your geomancy wouldn't let you see much further.

Since it dosen't look like anything further is going to be revealed this turn map wise you can get started now. I'll give you a plus 2 bonus to any action you choose in next turn, and a +1 every time you need to update the map if you choose to be my official cartographer. KineseN keep the cartography bonus this turn. Thanks guys for making this easy and fun for me to do!

I may have time to roll again tonight, so hopefully Twi posts an action in time. In that vein you guys should set some guidelines for what your character should do when you don't post in time. I hate skipping people but I want to get as many updates in as possible before I school starts.
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Pillow_Killer

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Re: Elfin Refugees - Spontaneous Combustion
« Reply #108 on: January 01, 2011, 09:10:53 pm »

Spoiler (click to show/hide)
How is this for a map?
-edit-
And yes I know all those bins suck ass, but I forgot to save the image, so I had to photoshop them all in na na is it vital?
« Last Edit: January 01, 2011, 09:14:16 pm by Pillow_Killer »
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Ochita

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Re: Elfin Refugees - Spontaneous Combustion
« Reply #109 on: January 01, 2011, 09:23:02 pm »

Oh, mines via ASCII draw and stuff... I'll finish my map and then we can compare :|
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Weirdsound

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Re: Elfin Refugees - Spontaneous Combustion
« Reply #110 on: January 01, 2011, 09:26:10 pm »

Yay. Map fight!
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Pillow_Killer

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Re: Elfin Refugees - Spontaneous Combustion
« Reply #111 on: January 01, 2011, 09:47:51 pm »

Oh, mines via ASCII draw and stuff... I'll finish my map and then we can compare :|
S'okay dude, if you want to map it yourself, go for it. I dont need those bonuses, and even if mine gets picked, you spend them.
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every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

Weirdsound

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Re: Elfin Refugees - Spontaneous Combustion
« Reply #112 on: January 02, 2011, 04:11:35 am »

The turn is rolled, but I am way to tired to write it up now. I will however say that Zrallin survived the operation despite Ochita suffering a maximum severity symptom of magical contamination while operating.
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Weirdsound

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Re: Elfin Refugees - Spontaneous Combustion
« Reply #113 on: January 02, 2011, 05:31:23 pm »

All Elves (except Zrallin)

You gather around the dineing hall to eat lunch. Zrallin is left in the hospital to decide his fate alone. Lunch is unusually quiet and consists of plump helmets and the last of the pickled horse meat. Selande stealthly swaps her serving with Miriam while nobody else is looking before going off to the corner to eat by herself. With poison now in the fortress one can not be to careful. Ochtia and Disaed eat hurriedly so that they can return to Zrallin's bedside before the bronze cools. Ochtia grabs two of the bone handled daggers for the potential surgery while Disaed fills his wineskin with river spirits to numb the patient.

-6 servings of plump helmet
-2 servings of pickled horse meat


Zrallin

You ponder your future and your life so far as you wait for your caretakers to return. The group cannot afford to look after a crippled elf at this point, and you can't stand being a burden. You decide to go through with the surgery knowing that whether you live or die the inhabitants of this fortress will be better off after the procedure. You inform Disaed and Ochita of your decision and the Dawnelf leads you through a prayer to the earth in general, as no local gods are yet known. You are then given enough booze to waste two elves your size.

-3 servings of river spirits

You are carried back to the dining hall and placed on a table. For the next couple hours you float in and out of consciousness. The only thing you really notice are your caretakers faces constantly hovering over your own. At one point you feel a slight twinge and hear an elf scream, before seeing the spectral form of a beautiful woman pass through your field of vision. Thinking the end has come you black out.

You wake up some time latter. Your head is burning but your not sure if that is due to the booze or the surgery. You feel your head and relies that your hair has been cut off! Shocked by this turn of events you leap to your feet, only to fall flat on your face. You try to stand up but your coordination feels way off and you fall again. Eventually you work your way to your feet and stay their. Your body feels clunky and clumsy.

Your head has become more reseliant to injury
Your skull is healed
You have suffered minor damage to the motor nerves in your head (Dex -1, can be cured by supernatural means)


Ochita:

You cut off the patients hair with your dagger and help Disead scalp the poor night elf. You begin to pick out the chipped skull fragments one by one when suddenly your body locks up. Your hand begins to shake uncontrolably causing you to tear into the patients brain with a bone fragment. You fall to all fours and begin to wretch uncontrollably, before vomiting out a seemingly endless stream of brown ectoplasm. You then pass out.

Disaed brings you around a couple minutes later, informing you that the Zrallin is still alive and that bone fragment cleanup has concluded. He inquires about the gostly creature behind you. You turn to see the worst nightmare of any earth-mage; a terraspirit. Summoned by an out of control build up of earth magic within you it has fed on your memories and taken the form of your late wife Sarifa. Its emotions are tied to the temperature of the earth and it will not become violent until just before dawn, when the ground is at its coldest. You compose yourself. It will not harm you now.

Shaken, you return to the surgery. You pour the contents of the lead pot onto Zrallin's exposed head, using mineral magic to prevent the molten mass from coming into contact with the patients brain while you fuse it with his living bone. Several times you almost slip as the spirit distracts you with flirtatious words or a cold yet powerful hand on your shoulder. However you succeed, granting Zrallin a mighty skull of living bronze.

You turn your attention to your own wounds. You are in no condition to go out in search of water, as you are being stalked by a monster and your legs are injured. You tap into the local booze supply instead, bathing your legs in River Spirits to clean them. It hurts like hell but the spirit offers you words of encouragement and sympathy. You wrap your legs in cloth, and pray to the earth that they are in decent condition for fighting or running when the spirit attacks.

-1 Serving of River Spirits
-2 Units of rope reed fiber cloth
Your leg injuries are now minor


Karratan

You grab your pick and step out into the caverns. You skillfully dig out a couple large boulders without bothering to identify them. You then return to the Fortress and fetch the mighty Miriam who helps you haul the rocks upstairs.

+2 Large Boulders


You then retire to the mint and begin to sketch out the design of a furnace with your chisel on the ground. It takes you hours but eventually you have the blueprint for a smelter that would rival those of the old deep elf Capital in grandeur and beauty.

+1 well designed smelter (Awaiting construction)

Slende


After lunch you go back to sleep for another couple hours. When you awake you decide it is time to butcher some corpses. You haul the Moose to the butchers shop careful to avoid the traps in the room. You then set to work, but the poor condition of the carcass along with your general inexperience in the field of butchery make the process difficult. Eventualy you finish but the knowledge that much of the moose has gone to waste sickens you.

-1 mutilated moose corpse
-15 servings of moose meat
-2 globs of moose fat
-3 units of moose fur
-5 units of moose bone

You then drag the alligator to the butchery. You stare at the fallen beast for several minutes. Its scales are rugged yet beautiful despite Miriams best effort to ruin them. You resolve to work carefully and effectively so that the gator will have not died for naught. You cut hack and slice away and eventually finish, feeling that you have done a much better job on this one.

-1 mutilated Alligator corpse
-27 servings of gator meat
-12 globs of gator fat
-12 units of gator scale
- 9 units of gator bone


After the surgery is over you sneak into the hospital and claim the lead pot and stash your chemically potent plants inside it.

Disaed:

You assist Ochita with the initial scalping of the patient before deferring to his centuries of experience for the complex task of cleaning the bone fragments. During the procedure however Ochita spazes out, tears the patients brain, and drops spasming to the ground. You quickly take matters into your own hands. You quickly identify the part of the brain that was tagged as Zrallin's motor center - the damage should only result in minor impairments to his movement. You then remove the remaining bone fragments yourself. You then turn your attention to Ochita only to notice that a female ghost is standing over him.

You are freaked out but remain in control. You bring Ochita back to consciousness with a couple well placed slaps to the face. The dawn elf immediately sees the creature and panics. After a couple minutes of stareing at it in fear and awe Ochita informs you that the ghost is not a threat. You can tell he is lying through his teeth. Nevertheless he returns to the patient. You spend the next hour and a half keeping an eye on the spirit and watching Ochita's incredible display of geomancy, concentration, and medicine.

After the surgery you return to the hospital and begin to break down one of the empty wooden bins with your new dagger. The destruction takes some time and yields relatively little wood, but you feel you could craft some small containers once you get your hands on some twine or nails.

+3 units of Pinewood

Dusk:

You enter the caverns and wander a bit before coming upon a murky pool. Inside the body of water is a massive cave shark and 8 of its offspring. You bravely, swiftly, and expertly reach into the pool and grab one of the young cave sharks by its tail. You sling the young yet relatively large fish over your shoulder and run off to find a less dangerous pool of water.

+1 Young Caveshark


Several hours later you come across another pool. To your good fortune the surface of the body of water is covered in the spawn of flying cave fish. You scoop up as much of the stuff as you can carry and return to the fortress without incident.

+13 serving of cave caviar


Caboose:

You prostrate yourself and stare at the ceiling, begging the cosmos to grant you knowledge of local higher powers. After several hours of pleading several engraved wallpannels begin to glow in your mind's eye. You inspect the panels closer: The pictures definitely imply that they relate to gods, however the text is in a dwarven tongue that you can't understand. Perhaps one of the other elves can help you decipher them.

You then turn your attention the the less than holy forces screaming in your head. They continue to promise you whatever your heart desires should you release them from their Adamantine prison. You inform them that you know they are lying.

"If we must earn your trust" Argus Bloodripper muses "then so be it. Right now strangers to your group are scaling the steep slope to this fortress. Look down the pass and know that we speak only the truth."

You step outside and look down to the valley below. To your amazement and shock three figures, two goblins and a dwarf, are heading up the pass to the fortress. You note that one of the goblins is carrying a dead wolf, and the whole group is clothed in leather armor and wielding crossbows. It is a hunting party, and they seem to be looking at the ground as if following footprints. You run back inside to warn the others and get their advice on how to procede.

It is now dusk. The next turn will start with the visit from the hunting party and end with a boss fight for Ochita and anyone around him when the spirit turns hostile near dawn. Don't forget to get your sleep!
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Ochita

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Re: Elfin Refugees - Bronze ColossELF
« Reply #114 on: January 02, 2011, 06:15:18 pm »

Ummmm.... Sorry about the minus -1 dex. Still you can now help out and after this I can fix the damage. I suggest we stay together.

Get ready for the hunting party just outside the cave. Earth magic some stones on their heads.
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KineseN

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Re: Elfin Refugees - Bronze ColossELF
« Reply #115 on: January 02, 2011, 06:42:07 pm »

Curses! Of course they will find us if we don't cover our tracks after us... or did that dwarf from my dream...? No, now I'm just being paranoid.

Selande will stealthily sneak out without getting seen by any of the goblins or dwarf. If possible divert their attention on the tracks with a small rock thrown away from the tracks. If it looks like they get too close to the fort anyway, stab the goblins in the back but keep the dwarf impaired, just enough to keep the dwarf from running away. Interrogate the dwarf.
If they don't get to the fort Selande will keep an eye on them until they are gone for sure. She will then patrol the area while in low profile.
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Weirdsound

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Re: Elfin Refugees - Bronze ColossELF
« Reply #116 on: January 02, 2011, 06:42:48 pm »

Ummmm.... Sorry about the minus -1 dex. Still you can now help out and after this I can fix the damage. I suggest we stay together.

Get ready for the hunting party just outside the cave. Earth magic some stones on their heads.

This is a 12 hour turn. You wanna do something else, or do you want to be well rested for your battle?
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Lillipad

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Re: Elfin Refugees - Bronze ColossELF
« Reply #117 on: January 02, 2011, 06:44:48 pm »

I'll stick with Ochita until tomorrow. Don't use any rocks that can kill them, we can use the dwarf. During any time that nothing is happening I'll be meditating.
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Pillow_Killer

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Re: Elfin Refugees - Bronze ColossELF
« Reply #118 on: January 02, 2011, 07:03:51 pm »

Start the construction.
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every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

rarborman

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Re: Elfin Refugees - Bronze ColossELF
« Reply #119 on: January 02, 2011, 07:29:47 pm »

Try to convince the elves to use deplomacy with the goblins and dwarves, since friends are always nice, and also try to make friends with Ochita's ghost, after that butcher the shark and tan its skin keeping it claimed.
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"But to that second circle of sad hell, Where ‘mid the gust, the whirlwind, and the flaw Of rain and hail-stones, lovers need not tell Their sorrows. Pale were the sweet lips I saw, Pale were the lips I kiss’d, and fair the form I floated with, about that melancholy storm."
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