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You are here: Home --> Forum Home --> Recent posts by Celtia
Topic: "Fallout" game series, an RPG.
Subject: Almost...


Well, the game's got 3 characters good to go. Once Grugg puts his in, we'll have a total of 4 and the game will get underway. Expect the game to open as soon as Grugg and Jozan's sheets are finalized on the Q&A.

Once again, good luck everyone. The wasteland can be a dangerous place.

Posted on 2011-09-23 at 12:34:06.

Topic: Fallout RPG Character Creation
Subject: Level 4+ Perks


(Coming Later)

Posted on 2011-09-22 at 03:23:45.
Edited on 2011-09-28 at 04:31:05 by Celtia

Topic: Fallout RPG Character Creation
Subject: Level 2+ Perks


-"...Without a single drop of Rum": Alcoholic beverages, in addition to their ordinary effects, give a temporary bonus to Luck. (Requires Survival 50 and Luck 5)

-"Cat amongst the pigeons": Gain a significant bonus to Speech against members of a faction that views you negatively. (Requires Sneak 30 and Speech 30)

-"Like a house on fire": Gain a minor bonus to Speech and Barter against members of a faction that views you positively. (Requires Speech 30 and Charisma 4)

-"Enigma": Faction Reputation Penalties are halved. (Requires Luck 5 OR Charisma 5)

-"Laser Optician": Laser Weaponry accuracy is significantly increased. (Requires Energy Weapons 40)

-"I think in Metric": Guns using 5mm, 9mm or 10mm ammunition automatically ignore 2 points of Damage Threshold, in addition to any other benefits. (Requires Guns 40)

-"Bloodied": When using Unarmed or Melee Weapons, AP usage is decreased. (Requires Strength 6 OR Unarmed 30 OR Melee Weapons 30)

-"":

(More Coming Soon)

Posted on 2011-09-22 at 03:09:29.

Topic: "Fallout" game series, an RPG.
Subject: Still open for more?


Sorry. I still have only two character sheets. One from clockwork demise and one from Kaelyn.

I shall put them up on the Q&A page ASAP, but I would like three players before beginning. We'll have to start with just two if no-one else offers to join or sends a sheet.

Posted on 2011-09-22 at 02:14:41.

Topic: Footprints: Part One, Chapter Five
Subject: Now! Go go go!


Varis took his chance, throwing his sword blindly forward at the assassin - meaning it as far more of a distraction than a genuine attempt to do damage, before almost divine forward, hoping to the Lords once more that this worked, throwing his entire body into an attempt to slam the Catalium chunk against that bracer on Barbant's arm...

Posted on 2011-09-21 at 11:50:23.

Topic: Webcomics
Subject: Wow. Woo!


Well Darren, you just reminded me to go and check.

And...that's...epicly brilliant.

Posted on 2011-09-21 at 06:14:13.

Topic: Footprints Discussion
Subject: Er.


Well took me long enough, but I finally worked out your hints. ^^

Of course, I think I'll wait until Karrain's spell takes his effect before doing my planned dramatic swing down of the Catalium chunk onto Barbant's bracer.

Posted on 2011-09-20 at 13:06:34.

Topic: Footprints: Part One, Chapter Five
Subject: Revelation. Both for character *and* player.


Varis blinked. He was alive, but how long that might last was doubtful. That bracer, whatever magic...

...Magic?

Varis drew his sword with his right hand, reaching into a belt puch with his left as he did so, bringing out the small chunk of catalium he was given so long ago.

The councillor you must defend. When Red attacks, aim for the right arm.

Varis blinked. How could he not have seen it before? He looked up at Barbant, approaching slowly, switching his sword to his less comfortable left hand, clutching the "no-magic" chunk tight in his right as he stepped slowly forward towards Barbant, aiming carefully. Varis was merely average in throwing things, he wanted to know he had the best possible shot at the bracer on the Red Assassin's right arm.

Posted on 2011-09-20 at 04:09:20.

Topic: Footprints: Part One, Chapter Five
Subject: Revelation. Both for character *and* player.


Varis blinked. He was alive, but how long that might last was doubtful. That bracer, whatever magic...

...Magic?

Varis drew his sword with his right hand, reaching into a belt puch with his left as he did so, bringing out the small chunk of catalium he was given so long ago.

The councillor you must defend. When Red attacks, aim for the right arm.

Varis blinked. How could he not have seen it before? He looked up at Barbant, approaching slowly, switching his sword to his less comfortable left hand, clutching the "no-magic" chunk tight in his right as he stepped slowly forward towards Barbant, aiming carefully. Varis was merely average in throwing things, he wanted to know he had the best possible shot at the bracer on the Red Assassin's right arm.

Posted on 2011-09-20 at 04:08:57.

Topic: Footprints: Part One, Chapter Five
Subject: Revelation. Both for character *and* player.


Varis blinked. He was alive, but how long that might last was doubtful. That bracer, whatever magic...

...Magic?

Varis drew his sword with his right hand, reaching into a belt puch with his left as he did so, bringing out the small chunk of catalium he was given so long ago.

The councillor you must defend. When Red attacks, aim for the right arm.

Varis blinked. How could he not have seen it before? He looked up at Barbant, approaching slowly, switching his sword to his less comfortable left hand, clutching the "no-magic" chunk tight in his right as he stepped slowly forward towards Barbant, aiming carefully. Varis was merely average in throwing things, he wanted to know he had the best possible shot at the bracer on the Red Assassin's right arm.

Posted on 2011-09-20 at 04:06:43.

Topic: Fallout: New Vegas - Full House RPG
Subject: Fallout: New Vegas - Full House RPG


War. War never changes.

Driven by hatred, the Courier - Hunter of the Mojave – left a swathe of destruction in the scant months since he was left for dead in the town of Goodsprings. Killing Benny in cold blood, it seemed to many of the powers of the wasteland that the Courier could be seen as a potential ally, but it was not to be so.

When Mr. House called the Courier to prepare his upgraded, extended Securitron army, the Courier instead destroyed the army utterly, and the Platinum Chip in the process. When Caesar attempted to recruit him, the Courier killed every Praetorian in the room before shooting Caesar between the eyes. When the New California Republic told him to gather allies, he intentionally goaded the Fiends, the Kings and the Great Khans – bolstered by the addition of ex Powder Gangers - against the NCR, and gave the Brotherhood the knowledge and technology they needed to fight back as well. Having never met Yes Man nor killed Mr. House, the Courier’s plan all along was clear, a many-layered project to result in the relative independence of the region.

Though areas such as Jacobstown, Goodsprings, Novac and Primm survived, even prospered with the Courier’s aid, the lack of security both Mr. House and the NCR once offered took a toll on the safety of the roads, leaving Fiends, Gangers and worse loose along the highways.

In the end, at the Second Battle for Hoover Dam, the Courier and the Enclave Remnants took advantage of the battle, arriving to drive out the Legion one last time, killing their last leader and throwing their ‘empire’ into anarchy. The Remnants and Courier both disappeared without a trace, and were never known to return from the East side of the Colorado.

Even with the Legion crumbling once again into squabbling tribes, the NCR’s grasp on the region weakened. Renewed Fiend attacks and direct, organized attacks by the Great Khans saw great losses by the NCR, and renewed hostility by the Kings and Mr. House both saw them ejected from the New Vegas Strip and Freeside both. Regardless, the NCR stubbornly hold what military bases they can, even with their Monorail destroyed, Hoover Dam included.

Mr. House, his best-laid plans ruined by the destructive nature of the Courier, finds himself in a hopeless scenario. Riots in Freeside destroyed many of his Securitrons, and even with the treachery amongst the Omertas stomped out, his grasp on the Strip was weaker than ever before. Trusting the Families and his remaining Securitrons to hold a semblance of peace in the Strip without the NCR’s military to contend with, he retreats to make new plans to establish dominance, despite the impossible situation he finds himself in.

The day is June the 20th, 2281; exactly two months after the Second Battle for Hoover Dam.

Posted on 2011-09-19 at 07:55:13.

Topic: "Fallout" game series, an RPG.
Subject: Places still open!


Excellent. The game's hit its goal of three confirmed players easily. Anyone else who's welcome to join may do so.

Now that the setting has been finalized, I'm able to place up a description of events leading up to and including the Second Battle for Hoover Dam. To prevent repeating myself (as I wrote them as an introduction to the game), I'm making a Game thread and posting the introduction there. Despite that, the game has yet to officially start.

Posted on 2011-09-19 at 07:44:37.

Topic: Footprints Discussion
Subject: Hmm...


Well good to know he's alive, but I'm gonna have to post tomorrow.

Anyway, what else Varis has? Not healing potions, so unless the 'no-magic' chunk means something now, I only have the poison, which might be useful now but was pointless when a crossbow was levelled at him across the room.

Still, we'll see where that gets us, I imagine.
(Go Karrain!)

Posted on 2011-09-18 at 09:45:08.

Topic: Footprints Discussion
Subject: Er....Darn?


Er. I hope he isn't, but if Varis is killed here do I get control of another character?

(Facepalm) Sorry, even as I play him, he gets out of hand with his whole sacrifice-himself-for-others. -_-'

Posted on 2011-09-18 at 07:40:22.

Topic: Footprints: Part One, Chapter Five
Subject: Oh S#@&


Varis had no doubt that Barbant had overextended himself. Even if he had some way of avoiding or surviving a powerful spell from Karrain, or some method of surviving the force and heat Magemead created, the only thing capable of doing either would be magic, as far as Varis knew. And no enchantment in Tithuana would be able to last both, at least none that Varis knew of.

It was that knowledge that helped him make the decision to step in front of the councillor. He wasn't sure why he felt so confident. Perhaps it was that he would be following his failures of keeping Thomas and An'inglefar alive. Perhaps it was how much it meant to Tithuana if Barbant was killed. Perhaps he wasn't even going to die by this action, with his luck.

Strangely, his mind flitted to the conman who'd Varis bought the so-called 'lucksticks' from, as he waited to feel the crossbow bolts, the heat of a spell or the blast of a magemead. He couldn't draw his own vial before the crossbow fired, for certain.

Come on, Bon. Come on, Karrain.

Posted on 2011-09-18 at 07:38:25.

Topic: "Fallout" game series, an RPG.
Subject: The final countdown, after so long.


Excellent! All information required for Character Creation is know on the linked page. If you want a unique Background or need clarification on something, just ask either on one of the forum threads or on a Private Message.

A bit over half of the perks and traits will be familiar to Fallout players, but in order to accomodate the increased variety many more have been added.

Send me a finished 'Character Sheet' from the attached thread. It will take me a while to do all of the required calculations for each character, but as long as I get at least three players soon this should be underway within the next few days. Good luck.

Posted on 2011-09-18 at 06:44:59.

Topic: New here
Subject: Come on in(n)!


Welcome on board, it's always good to have another member.

In all honesty - don't worry about the game systems. I think, on balance, only about half (give or take depending upon the genre) of adventures here actually rely on a pre-published set of rules, such as Dungeons and Dragons. I myself only know the rules of a very rarely played version of the game, myself.

If you're looking for freeform, there's plenty out there looking for a new player. I'll take this chance to plug a couple of games I'm a part of - Flux Wars and Footprints: Corruption in Tithuania.

Even if you're not interested in anything just yet, and don't want to start your own game; there's plenty to do. The creativity forums and the chat forums, for example.

Anyway, first round's on me. Cheers.

Posted on 2011-09-18 at 04:11:08.

Topic: Fallout RPG Character Creation
Subject: Character Creation Rules


Okay, now for simplicity's sake, similar to the games themselves: Character creation is as simple as picking what you do and don't want, more or less. The exact values of your skills, bonuses and penalties are what I will calculate and get back to you on.

So, here is a 'Sheet' to copy and fill out to create your character. Do not attempt to calculate your own skills, or point out bonuses and penalties to attributes. They will be integrated afterwards, to keep things as simple as possible for the players.


Name: [Insert first and last names, if applicable]

Gender: [Insert Gender]

Character Background: [Insert the name of your chosen Background]

SPECIAL scores: [SPECIAL attributes act identical as in Fallout: New Vegas with the following exceptions:
1. Speech (Coercion) is affected by both Strength and Charisma
2. Though V.A.T.S no longer exists, except in rare cases, AP gained from Agility is still used to pull off particular combat stunts, such as difficult Grenade tosses, Sniping/long range shots and Melee/Unarmed special attacks
3. Instead of having 40 points to spend on SPECIAL scores, you ONLY HAVE 30 POINTS TO SPEND. This is to enhance the value of working in a group, and promote the individuality of the characters]

Strength:
Perception:
Endurance:
Charisma:
Intelligence:
Agility:
Luck:

Tagged Skills: [As usual, unless your background states otherwise, choose 3 Tag Skills.]

Traits: [Select up to 3 Traits for your character.]

Perks: [Select a Level 1 perk for your character. If you're unsure if your Skills will be high enough for the prerequisites of a perk, simply state what you want and a 'backup' perk or change if you want to make it regardless. Later 'level ups' will be easier to see whether you meet the prerequisites or not.]

Equipment: [If you wish to have a specific weapon, specific apparel, particular survival tools or additional supplies of something, add it/them here. If your background allows additional supplies of some kind, note what you'd like them to be as well.

The less items you choose the more starting Caps you'll have.

SPECIAL RULE, PIP-BOY 3000: The Pip-Boy, only able to be recieved through certain backstories or in-game, serves a variety of survival-based functions. An inbuilt Geiger Counter help those with less survival skill, as well as scanning items that allow for better bartering skill. Inbuilt Maps can also come in handy, and the wielder often has to carry less weight as Holotapes are simply loaded onto the Pip-Boy, rather than carried around in bulk. Finally, the V.A.T.S system allows you to use AP for quick superhuman bursts of reflexes and speed in combat, working even with low Combat Skills.]

Appearance: [Give a quick description of your character. You may note unusual apparel/accessories, scarring, hair colour, accent, height, etc. Please also mention what descent your character is (Asian, Caucasian, African American, Hispanic, etc).]

Backstory: [Give a backstory for your character. Be sure it relates to your background.]

Posted on 2011-09-17 at 18:37:32.
Edited on 2011-09-18 at 09:52:29 by Celtia

Topic: Fallout RPG Character Creation
Subject: Skills & Level 1+ Perks


Everybody is unique, individual. Everybody has their talents, their tricks, their exclusive styles. It is their skills and traits that define how they will solve problems, and how they intend to survive the paths they walk.

Below is the list of skills. Most heavily inspired off Fallout: New Vegas, these skills will have as many uses as you can think of. Perhaps, if a door isn't too tough, you might blow it through with some C4, rather than picking its lock? In addition, similar to the game, I will on occasion PM players additional information that may help them when searching around or conversing with someone that is related to their skills (Example: Only laser weapons leave bodily burns like this)

All skills in this adventure are identical to Fallout: New Vegas, with the exception of 'Speech' which has been broken down into Coercion and Persuasion. Coercion is part modified by your Charisma, and part on your Strength. Though coercing/forcing/intimidating people has overall fewer uses (in general) than Persuasion, it is commonly more effective. When a Perk or otherwise mentions "Speech", it applies to both Coercion and Persuasion.

Unless your background allows otherwise, choose 3 'Tagged' skills to recieve bonuses in.


-Guns
-Energy Weapons
-Explosives
-Unarmed
-Melee Weapons

-Lockpick
-Medicine
-Repair
-Science
-Sneak
-Survival

-Barter
-Speech (Coercion)
-Speech (Persuasion)



Below is a list of Traits and Level 1+ Perks, with a quick description given to each one as well as their prerequisites. There are a vastly greater number of Perks in this game in order to make your character as individual as possible, and each perk may help you in conversation and dealing with problems it may not have originally been intended for (example - Shotgun Surgeon helping you shoot just where you need to at a basic door to blow the lock off).

Choose up to three Traits at first level, and one Perk for your First Level. The list of Perks will be updated in time, and you get one perk at every level, and two perks at every second level (2, 4, 6, 8, 10, etc)

You'll see new Traits and Perks, particularly Perks, that weren't in any of the Fallout Games. Be sure to read through carefully. Some perks are not there for balance reasons, such as Intense Training, but are offset by others instead. For example, the 'Visionary', 'Practical' and 'Oppurtunist' perks are something of replacements for Intense Training, and deal with every attribute except luck, but have their own restrictions as you can read below.


Traits

-"Built to Destroy": Increases Critical Hit chance, weapon condition decays faster.

-"Four Eyes": +1 Perception when wearing Glasses, -1 without.

-"Fast Shot": Increased firing speed for Guns and Energy Weapons, but decreased accuracy.

-"Good Natured": Bonuses to Speech (Persuasion), Medicine, Repair, Science and Barter; but Penalty to Energy Weapons, Explosives, Guns, Melee Weapons, Unarmed and Speech (Coercion).

-"Heavy handed": Melee and Unarmed attacks do more damage, but less Critical Hit damage.

-"Small Frame": +1 to Agility, but your limbs take more damage than usual.

-"Trigger Discipline": Increased accuracy for Energy Weapons and Guns, but decreased firing speed.

-"Claustrophobia": +1 Bonus to all attributes outside, -1 penalty to all attributes indoors.

-"Early Bird": +2 Bonus to all attributes between 6am and 12pm. -1 penalty between 6pm and 6am.

-"Balanced Sleeper": +2 Bonus to all attributes between 12pm and 6pm. -1 penalty between 12am and 12pm.

-"Night Owl": +2 Bonus to all attributes between 6pm and 12am. -1 penalty between 6am and 6pm.

-"Hot Blooded": Damage increase when below 50% health. Penalty to Perception and Agility when below 50% health.

-"Perfectionist": +5 Bonus to tagged skills, -5 penalty to non-tagged skills.

-"Jack of all trades, Master of None": +3 Bonus to non-tagged skills, -5 penalty to tagged skills

-"Absent Minded": -1 to Perception, but +5 bonus to Science and Medicine.

-"Taskmaster": -1 to Charisma, but +5 bonus to Speech (Coercion) and Survival


Level 1+ Perks

-"Black Widow"/"Lady Killer": Bonus damage and increased Speech when dealing with the opposite gender.

-"Cherchez La Femme"/"Confirmed Bachelor": Bonus damage and increased Speech when dealing with the same gender.

-"Friend of the Night": Eyes adapt to low-light conditions faster and more effectively. (Requires Perception 4 and Sneak 30)

-"Heave, Ho!": Throwing weapons, including Grenades, are thrown faster and further. (Requires Strength 4)

-"Hunter": Additional damage against all animals. (Requires Survival 40)

-"Rapid Reload": All weapons reload faster. (Requires Agility 5)

-"Retention": Skill Magazines have a considerably longer duration. (Requires Intelligence 5)

-"Swift Learner": +2 Bonus to all non-Tagged skills. (Requires Perception 5)

-"Trained Professional": +3 Bonus to all Tagged skills. (Requires Intelligence 5)

-"Gun Nut": +5 Bonus to Guns and +10 Bonus to repairing Guns. (Requires Repair 40 and Guns 30)

-"Electrician": Perfect-condition [75% or more] Energy Weapons deal increased damage. (Requires Repair 40 and Energy Weapons 30)

-"Cautious Traveller": +3 to Perception when detecting enemies outdoors. (Requires Luck 4 OR Perception 4)

-"Anaesthesist": All non-medical chems have a longer duration. (Requires Intelligence 4 and Medicine 40)

-"Lightfingers": Gain a bonus to Melee Weapons and Repair. (2 Ranks. Requires Lockpick 60)

-"Fatality!": Your Unarmed attacks do much more limb damage, and have a greater chance of dismemberment. (Requires Unarmed 40)

-"Post-Modern Duelist": Melee Weapon condition decays slower, and when using one, deal additional damage to enemy weapons. (Requires Melee Weapons 40)

-"Junk Rounds": Can improvise ammunition from scrap much better. (Requires Luck 6 and Repair 50)

-"Dreadnought": When wearing Heavy armour, your limbs are less likely to become crippled. (Requires 6 Strength and 4 Endurance)

-"In Shining Armor": When wearing metallic armour, increased DT against Energy Weapons, with a lesser DT bonus for eyewear. (Requires Repair 40 and Science 60)

-"Light Touch": When wearing light or no armour, critical hit chance is increased and enemy critical hit chance decreases. (Requires Agility 6 and Repair 60)

-"Visionary": +1 to Perception or Charisma (2 Ranks. Benefits only apply with Good Karma)

-"Practical": +1 to Endurance or Intelligence (2 Ranks. Benefits only apply with Neutral Karma)

-"Oppurtunist": +1 to Strength or Agility (2 Ranks. Benefits only apply with Evil Karma)

Posted on 2011-09-17 at 18:36:50.
Edited on 2011-09-22 at 03:14:02 by Celtia

Topic: "Fallout" game series, an RPG.
Subject: The final stages of preparation.


Well...according to schedule, the game should be (and is) just about ready to get underway.

So what I'll be doing over the next couple of hours, possibly well into tomorrow, will be updating the linked page with another batch of Backgrounds, then the steps to creating a character. Once they're up, feel free to make your character, and if you want a background not put up, feel free to send me your ideas. That said, I attempted to make the backgrounds a way to suit almost any idea, as well as to inspire ideas.

Remember, your background is a guideline for your backstory, not a backstory in themselves. It's up to you why you're no longer a member of the brotherhood, or what you did when you were. It's up to you who you were before you were forced outside of your vault, and who you became later.

Posted on 2011-09-17 at 16:25:53.
Edited on 2011-09-17 at 18:38:34 by Celtia

Topic: The Scarred Continents
Subject: Well, you forced my hand earlier than I intended, but fine by me.


(Matrim's POV)

It took some minutes before the wagon actually left, even after it's two horses had been hitched. After Matrim and Shiel had boarded, there was a slight disturbance when a Paladin conversed out of earshot with the Cleric clearly supposed to be the wagon's assigned Guard. The cause became quickly apparent, as both Cleric and Paladin took places on board the transport, the Paladin politely explaining the minor change in plan as the wagon finally started off throughout the streets.

"If you're looking to get to the tower as soon as possible, then we'll be going through the Eastern Forge District, a semi-military district that you're able to go in as long as you're supervised; as this transport already counts as. However, we've had recent news of stolen weaponry from the district having been sold in the Docks. The seller was caught earlier this morning, but we suspect a larger organization. To prevent wasting Temple funds on more Sending Scrolls or a Runner, I'm delivering the news to the Temple in the district, and helping the Paladins there get to the bottom of this. Consider this free, additional security for the trip, at no charge."

Matrim and Shiel gave each other a glance, before Shiel shrugged, nodding to the Paladin, looking over the wagon's sides at the streets go by.

--------

About a quarter of an hour after leaving, the ride was in silence, if you discounted the din of the streets, horses and wheels. Finally, Shiel turned towards Matrim, boredom seeming to get the better of her.

"So, sir Ferr, what do you do for a living?"

Less than a second after the words left her mouth, a new voice shouted from the street.

"If you're going to this library of your's then I'll jump on board. Big city, small world, eh Matrim? It look's like everyone want's to go to this library today."

Fortunately for Reok, the Paladin clearly didn't sense any immediate danger or hostility, as he crossed his arms, leaning back against the inner side of the wagon. He raised an eyebrow, or at least, you assumed he did; the raising of the eyebrow brought it out of the view the relatively thin visor on the Paladin's helmet allowed.

"Do you know this man, sir?" He asked, directing the question towards Matrim.

Posted on 2011-09-17 at 16:13:21.

Topic: Footprints: Part One, Chapter Five
Subject: A diplomat's gotta do what a diplomat's gotta do...


Varis knew what he had to do; forcing his emotional state back expertly behind a Bard's smile. His voice betrayed no anger, nor despisal. Only a geniune, if cold, statement. It was as if his personality had transformed into an uncaring, treacherous oppurtunist, one that cared nothing for watching a friend, a follower, die in front of him, unprovoked.

"No, actually. We won't skip to the killing, despite your treatment of Thomas. We have a counter-proposal for you, vastly more electrum than what you have been offered, Barbant."

It was something Barbant might actually listen to. Varis had no intent of going through with it though. There was no time for grief, he just had to put Barbant off for a second.

After watching Thomas die, Varis hoped the next image his eyes saw was Barbant screaming in agony, on fire. Something he desperately hoped one of his group with a Magemead would manage before Barbant shot again.

Karrain, unless he too was taken in by Varis' ploy, would be in an ideal position to act as well. There's no possible way Barbant would know a centuries old warmage just turned up in the city.

Posted on 2011-09-17 at 15:31:29.

Topic: Flux Wars
Subject: Ouch....honestly, if this works AND that guy can still cast, he's under some powerful anaesthetic.


Crystal allowed herself the luxury of a brief smile at her own fortune, as well as in contempt of the Celian mage. Celian warmages may be known for their power, but it seems this one has an inability to react in harsh conditions.

Clearly he didn't come from a place like Valsavathar.

Carefully letting up some of the energy she had held in preperation of an ice shield, and tactically relenting on her hold on the ice around Lantaris' position as it did no more aid than harm, Crystal clutched the scraps of concentration and energy such sacrifices gave her, to focus on the ice around the mage's feet, shaping it as if her mind was lifting the ice...

Now she had the oppurtunity that time afforded to fight this mage, she'll show him what damage an ice mage can inflict.

The ice began ro rise, building up around the feet and ankles of the mage, encasing them in a thin layer. The ice was unlikely to be strong enough to stop him from moving, and such immobility was unlikely to be tactically meaningful, considering his mage status.

What it did offer was a distraction...a distraction Crystal doubted he'd be able to cast anything through, when she did this...

Throwing what energy that wasn't already taken by the icy floor, Crystal lifted her hand and staff, before clutching the air in front of her, willing the ice to do the same - to form icy, jagged, painful spikes from the ankles of the mage to deep within, tearing muscle and spearing flesh, as well as bringing the cold to his very bone.

Holding onto that last spell, Crystal's vision shook for a second, a sign of sudden weariness. Too much alcohol still in her system from this morning....this might be her last casting for now, even if she can pull it off.

Posted on 2011-09-17 at 14:55:15.

Topic: Flux Wars Q&A
Subject: Traits, nice.


Ah ha HA! I get-

Wait, 'bound' by psychosis? But that merely fuels desire.

But anyway, nice to know...though I think Crystal is leaning towards the Cadremaster far more, no offense Syk.

Posted on 2011-09-17 at 14:30:42.

Topic: Footprints: Part One, Chapter Five
Subject: Sorry for posting so late, again. But I have a flashback!


Something felt wrong. If nothing else, the security measures, if they could run in like this. Varis did his best to push aside his paranoia, looking at his friend in the eyes, realizing for the first time how he must look. Bloodied, exhausted...

The four bodies lay around the caravan, though only two in sight. The only bodies that would've been here if Varis hadn't bent down to pick up the well-concealed glimmer of a gold coin in the mud below, would've been the Councillor's and his own. The sword went over his head, and it was luck once more that he drew his sword from his sheath with a speed that was more from a fluke than from experience, slicing into the legs of the guardsman behind him. As he cried out in pain, stumbling, a second hack bit into his neck between his armour, silencing his cries with a horrible gurgle.

Varis was trembling. He just killed Hyneld, the co-worker always fond of a joke and a good drink before sleeping. Varis had never...he'd never killed somebody before. And why-

His thoughts were cut short, standing up straight and swinging a sword instinctively to block the slice from behind him as another guard circled around the caravan. The force of the blow caused Varis' knees to buckle and his body to fall, out of practice with his dueling. From the ground, he kicked at the shin of his attacker, the mud and the blow causing he, too, to flail and fall, giving Varis just enough time to swing blindly from his prone state, cutting through the thin leather armor at his new attacker's chest. His cry didn't end, it just went on...

That was older mercenary in the group, hired to guard the caravan. Jacob.

He heard the bang of wood on the other side of the caravan, the only side where there was a door. Getting to his feet and running across, it was an unexpected sword through the back of one of the traitors. Stensen. Pushing the body off his sword towards the other traitor trying to bash down the door with his friend, he was entangled long enough for that to be the fourth. Reyneld.

And then, when the door opened freely from the inside, all it was was the youthful musician, the only loyal guard, Varis, bloodied and muddy, looking up at An'Jantar.

It was later they found the contracts offering payment for killing An'Jantar. An'Jantar had thanked Varis personally, both at the time and several weeks later. They'd spoken at length, and gotten a much better knowledge of each other than before. At Varis' questions, An'Jantar had told Varis that it had been taken care of, the person behind the attempt on his life.


That was years ago, and now Varis was looking at An'Jantar once again in such a position. And he had not the correct state of mind for diplomacy.

"An'Inglefar is dead. Barbant has been sent after you."

Posted on 2011-09-17 at 05:06:40.

 


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