An Age of High Adventure: Difference between revisions

From AAFNRPWiki
Jump to navigationJump to search
Line 61: Line 61:
# Legion
# Legion
# Carram
# Carram
# Phiona


= PCs =
= PCs =

Revision as of 19:32, 30 August 2015

Between the time when the oceans drank Atlantis, and the rise of the sons of Aryas, there was an age undreamed of.

Game Logs

Create a new game log

Recent logs:

Chapter Oracles

Chapter 0 - Whispers of the Serpent God - God-Kings of War

  • 2D - A cask of honey wine, tribute to a fierce bandit-queen.
  • 8D - An order of magician-monks who punish blasphemers.
  • 9D - A much-decorated company of the enemy’s light cavalry.
  • JD - A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.

Chapter 1 - Driven Before the Storm - Blood & Sex

  • 3C - The arrival at a way house of four unusual travelers.
  • 6D - A practitioner of luck-magics traveling ahead of a ferocious storm.
  • 8H - The local lord’s daughter, tramping after strawberries.
  • 10H - The child of a great and renowned theologist, forced into priesthood against both inclination and nature.

Chapter 2 - Demon Interruptus - Nest of Vipers

  • 4D - The proprietress of a wanton-house, with her manservant.
  • AD - A great convocation of mages, with many orders attending.
  • KH - A night-wisp, who devours its victims' magical potency.
  • 10H - A wizard jealousy guarding her magical territory.

Chapter 3 - Tomb of the Warrior Queen - The Unquiet Past

  • 8D - A long-dead queen still trying to defend her realm.
  • 8C - The father of a child possessed by a voracious spirit.
  • 6S - A convocation of a ruins, ghouls, gaunts, and whisps.
  • 9S - A woman's long red hair incorporated into a bird's nest.

Chapter 4 - Helen, paging Helen of Troy - God Kings of War

  • 4D - The arrival of a hundred fearsome warships on an unprepared prosperous peaceful coast.
  • 7D - The sight of a pitched battle, ground churned and stinking, and the widows mourning there.
  • 5S - A great warship, set with a ram and mangonel, and its crew.
  • 7S - The guardian spirits of a foolhardy, naive, reckless, and impressionable young person

Owe List

  1. Teru
  2. Set
  3. Damrina
  4. Damrina
  5. Set
  6. Legion
  7. Arkheb
  8. Legion
  9. Carram
  10. Phiona

PCs

Add a PC:

Enter a new character in the following format: Character Name/C# where # is the number of the Chapter the character appears in

NPCs

NameRoleChapter
ArrochLieutenant of Sorcha, famed commander of her light cavalry.Chapter 0 - Whispers of the Serpent God
JamalCarter and alderman of GurbekhanChapter 0 - Whispers of the Serpent God
SekharothLieutenant/co-conspirator to TeruChapter 0 - Whispers of the Serpent God
GamanServant to Rahar, bodyguard to LarsaChapter 1 - Driven Before The Storm
KekhmetPriestess-to-be on the run.Chapter 1 - Driven Before The Storm
RaharStygian lordChapter 1 - Driven Before The Storm
SimaApprentice to Teru, travellerChapter 1 - Driven Before The Storm


Places


House Rules

Changing Forms - Players can choose to change Forms mid-conflict if they accept Injury or Exhaustion first.

Conflict Quick Reference

CONFLICT – ONE ON ONE

  1. Opposing players pick two forms and pick up the corresponding dice.
    1. If players have an applicable particular Strength, pick up its die as well.
  2. Players roll their dice and compare their highest results.
  3. If all die rolls match, players can mutually agree to back away from the fight. If they decline, each re-roll the lower die.
  4. The player who wins lets their dice stand. They dictate their action and challenge.
  5. The answering player re-rolls their dice.
  6. If the highest die of the challenger at least doubles the highest die of the defender, the fight is over. Set terms.
  7. If the highest die of the challenger DOES NOT at least double the highest die of the defender, then 1 of 3 things happens:
    1. If the challenger's die matched or was better than the defender's die, the attacker takes the advantage die and the fight continues.
    2. If the challenger's die is less than the defender's die but better than half, the defender takes the advantage due and the fight continues.
    3. If the challenger's die is half or less than the defender's die, the fight is over. Set terms.
  8. The character that rolled lower dice in Round 1 goes on the Owe list at the beginning of Round 2.
  9. Negotiate if you want, continue rolling if not.
  10. In each additional round, both players re-roll their dice as above but advantage dice are added to their highest result. Perform steps 3 through 6.
  11. If the challenger's die match or beat the defender's die in Round 3, they win absolutely. The defender wins absolutely if the challenger's die falls short. Set terms.

CONFLICT – TWO ON ONE OR MORE

  1. Challengers should name their target. The defender(s) will re-roll their dice as above.
  2. If a defender answers before their turn comes, they don't get a move later.
  3. If someone is not challenged, they re-roll their dice and make a challenge and name their target.
  4. Multiple combatants can earn advantage dice.

EXHAUSTION: lose a die size from directly and with violence. NPC: lose a die size from both action dice.
INJURED: lose a die size from covertly and for others. NPC: lose a die size from both maneuvering dice.
HUMILIATED: lose a die size from with love and for myself. NPC: lose a die size from both self-protection dice.
TAKEN OUT: If any two Forms go to 0, the character is taken out for the rest of the Chapter.