Monday night Lejendary Adventure™ game

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Kayolan
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Re: Monday night Lejendary Adventure™ game

Post by Kayolan »

Aergraith wrote:"Egor"
Human, forester 8th
Health: 56
Precision: 63
Speed: 15
AEPs: 0

Hunt: 69
Weapons: 55
Archery: 51
Rustic: 26
Savagery: 10

Quirks: Womanizing
Knacks: Spurting Movement

Merits: 100 (30 weapons only)

Extraordinary Items: (are these extraordinary?)
Bow, Strong, Preternatural +10 bonus
5 magic arrows (10 pret, stacks)
Magic shield ring 8 prot 0 speed penalty
Perfect!

Treebore
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Re: Monday night Lejendary Adventure™ game

Post by Treebore »

John Baptiste
Human, unordered
Health: 67
Precision: 56
Speed: 14.5
AEPs: 48/67

Theurgy 100% Speedx4 (68) .
Arcana 80% Speedx4 (47) +9 to AEP
Learning 60% Health (41)
Weapons 40% Precision (23)

Additional: Archery 10%

Quirks: Extraordinary, +5% to an ability, Theurgy
Knacks: UNCONTROLLABLY must collect Butterflies and Moths when seen. So friends often lead him around blindfolded when such are about.


Merits: (unspent only) 1,000

Extraordinary Items: (including command & protection circle components, memory tablets with activations/powers, and all other objects of an Extraordinary nature)
Earthen Jug_Moranna's Health Restorative, 21 to 40 Harm, Bronze Torc: Light Bubble, Extraordinary Item, in LM Lore book, 4 Memory Tablets
Propitiation Materials x24, Votive Materials x24


POWERS

Banish Sickness, Good, 5 Sec, AEP 6, p.177
Bolster, Very Minimal, 1 Sec, AEP 2, p. 177
Exterminate Insect Infestation, Very Minimal, 1 Sec, AEP 2, p. 178
Exterminate Internal Parasitic Infestation, Moderate, 4 Sec, AEP 5, p.178
Heal, Low Moderate, 3 Sec, AEP 4, p. 178
Nullify Trauma, Moderate, 4 Sec, AEP 5 +3 AEP per boost
Sacred Precincts, Very Good, 7 Sec, AEP 7, p, 179
Shelter From the Elements, Very Minimal, 1 Sec, AEP 2, p.179
Undo Activation, Major, 16 Sec, AEP 10 p. 179
Undo Petrification, Minimal to Extreme, Time varies, AEP Varies, p.179
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Treebore
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Re: Monday night Lejendary Adventure™ game

Post by Treebore »

Sir Edwin Gothmyer
Human, Noble
Health: 64
Precision: 55
Speed: 13.5
AEPs: none

1 Chivalry 100% Health (70) +1 from Rank 9 add +13 to Weapons Skill Use and Harm done.
2 Weapons 80% Precision (66) +4 from Chivalry/Noble Rank, +13 from Chivalry
3 Hunt 60% Precision (37) +4 from Chivalry/Noble Rank
4 Physique 40% Health (30) +4 from Chivalry/Noble Rank +3 to any Harm done with hand/held weapons

Additional: Mechanical 10%

Quirks:None
Knacks: Ditto

Merits: (unspent only)100, Specific, Weapons: 10

Extraordinary Items: (including command & protection circle components, memory tablets with activations/powers, and all other objects of an Extraordinary nature) None.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Lurker
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Re: Monday night Lejendary Adventure™ game

Post by Lurker »

"Eboergar (Boar spear) Ulfrvinir (wolf-friend) Berntson (son of Bernt – Bear strong)"
Human, Scout 7th - Ranger
Health: 69
Precision: 55
Speed: 12.5
AEPs: 0

1. Ranging – health 71
2.Scruitny – Precision 49
3.Weapons – Precision 41
4.Waylaying – health 32
5.Archary – precision – 17
6.Stealth - precision - 11

Quirks: Womanizing
Hale Fellow Demeanor
Imbalance

Merits:
General - Use them as soon as you give them
Ranging - 100
Weapons - 50

Extraordinary Items: (are these extraordinary?)
Bow, Strong, Preternatural +10 bonus
Cloak of the Wolf - Transform into wolf but at a cost ?
Boots of hunter - (+20 to stealth and attack from ambush
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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Aramis
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Re: Monday night Lejendary Adventure™ game

Post by Aramis »

Player: Aramis
Elbereth
Ilf Mage
Health: 52
Precision: 61
Speed: 14.5
AEPs: 70/70

1.Enchantment (speed) (100%) 72
2.Arcana (speed)(80%)47
3.Weapons (precision) (70%)43
4.Hunt (precision) (60%) 37
5.Stealth (precision) (50%)31
6. Archery (precision) 13 +1 har

Quirks: orc hating
Knacks:especial coordination

Merits: 30

Extraordinary Items:

memory tablet

shadow bolts (very minimal) 4 bolts, 20 feet, precision, 1-2 harm / bolt,
shadowed self (very minimal) 50% hard to see, any attack -50% penalty, 21-30 ABC + 20 ABC per AEP
cloak in shadows (minimal) 90% invi, -10 to hit if cast in shadowy area, 1 hr, affect allies for mor aep
shape shift (good) 1 hr + 2 AEP per hour. gorilla 0 extra, eagle triple cost, giant triple cost, firedrake quintuple


memory tablet

Iron Agony (low moderate) shackle 20 feet distance for 10 ABC, 1 pt harm/ABC, 1/2 speed, 1/2 attacks weapon skill
Invisible Scutifer (moderate)large shield, autonomous, 1 hr or until destroyed
dazzling dread (good) bolt 6' x 36' anywhere 300 ft distant, 13-16 harm, ignore armor
Element of Surmise (good) ask any question of GM and get true/false answer


memory tablet

Adelhard attack augmentation (moderate) +10 Weapons/harm 10 ABC
convey energy (major) 1 AEP= 3-5 health restored, only 1/day
defeat preternatural power (low moderate) 70% +-, no effect supernatural
distance warp (major) 200 miles +1 AEP for another 200. carry 100 lbs living non living +1 AEP per next 100


memory tablet(1 spell filled)



memory tablet



preternatural strong bow

earthen jug-nectar of healing (6) d20+20

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Rigon
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Re: Monday night Lejendary Adventure™ game

Post by Rigon »

Antal "The Black" Varga
Human, Bravo Rake (9th rank)

Health: 42
Precision: 60
Speed: 14.75
AEPs: 0

Swashbuckling: 62
Weapons: 55
Tricks: 40
Minstrelsy: 28
Unarmed Combat: 10

Quirks: Soft spoken
Knacks: Quickness

Merits: 60 (unspent only)

Extraordinary Items: Preternatural half cloth garment armor (PP: 6; SL: 0; HA: 44/44; up to 25 harm, loses 1 HA for every 10 harm above 25, protects against preternatural damage)

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Aramis
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Re: Monday night Lejendary Adventure™ game

Post by Aramis »

Aergraith wrote:"Egor"
...

Quirks: Womanizing
Knacks: Spurting Movement
Image

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Kayolan
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Re: Monday night Lejendary Adventure™ game

Post by Kayolan »

:lol:

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Rigon
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Re: Monday night Lejendary Adventure™ game

Post by Rigon »

Are you going to give merits for the last session?

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Treebore
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Re: Monday night Lejendary Adventure™ game

Post by Treebore »

This game tonight, right?

Merits would be nice.

:P
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Kayolan
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Re: Monday night Lejendary Adventure™ game

Post by Kayolan »

Those of you that played last session (Jan. 11) are each awarded 500 general merits.

Ability-specific merits:

Antal is awarded 30 Weapons merits for his critical strike.

Eboergar is awarded 30 Archery merits for his critical shot.

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Kayolan
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Re: Monday night Lejendary Adventure™ game

Post by Kayolan »

Game on tonight! :)

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rom90125
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Re: Monday night Lejendary Adventure™ game

Post by rom90125 »

Gentlemen, it is with a heavy heart that I announce my departure from regular play at this time. I have been juggling parenting, work, coaching and our game nights for sometime, however, it has simply become too much. Thank you, my friends, for allowing me to participate and hopefully I will have the opportunity to rejoin in the not to distant future.
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.

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Rigon
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Re: Monday night Lejendary Adventure™ game

Post by Rigon »

Good game last night. And to what you where saying there at the end, your game is fun and it's nice to have a break from C&C. So stop beating yourself up, we are having fun.

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Lurker
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Re: Monday night Lejendary Adventure™ game

Post by Lurker »

Rigon wrote:Good game last night. And to what you where saying there at the end, your game is fun and it's nice to have a break from C&C. So stop beating yourself up, we are having fun.

R-

I'm not sure what was said to lead to this, but I completely agree with that statement. Well, agree except for rolling 3 misses in a row - 1 way to close to being a critical miss - while fighting evil animated plate armor ... can't say that's fun ... but that is roll 20's fault not yours ;)

If it is because I seemed 'grumpy' when Ebeorgar was possessed by the bear, it wasn't grumpy, it was more a panicked how do I role / roll play this out and not get someone in the party killed... it is a part of the game though and a risk of being a hero so it is all good on my end!
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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Treebore
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Re: Monday night Lejendary Adventure™ game

Post by Treebore »

Kayolan frequently beats himself up, so we have to frequently tell him "We are having fun! Stop beating yourself up over it!"
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Aramis
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Re: Monday night Lejendary Adventure™ game

Post by Aramis »

Lurker wrote:
Rigon wrote:Good game last night. And to what you where saying there at the end, your game is fun and it's nice to have a break from C&C. So stop beating yourself up, we are having fun.

R-

I'm not sure what was said to lead to this, but I completely agree with that statement. Well, agree except for rolling 3 misses in a row - 1 way to close to being a critical miss - while fighting evil animated plate armor ... can't say that's fun ... but that is roll 20's fault not yours ;)

If it is because I seemed 'grumpy' when Ebeorgar was possessed by the bear, it wasn't grumpy, it was more a panicked how do I role / roll play this out and not get someone in the party killed... it is a part of the game though and a risk of being a hero so it is all good on my end!
No, it had nothing to do with that. It was just Kayolan feeling the game was a bit slow when he has to look things up. But as I told him, the measure of a game is fun. His games are fun, QED keep playing them.

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Kayolan
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Re: Monday night Lejendary Adventure™ game

Post by Kayolan »

Thanks guys.

It's been a learning process for all of us with this system, and it's been a lot of fun exploring it.

:)

You each gain 500 merits for this week's session (Jan. 25).

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Rigon
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Re: Monday night Lejendary Adventure™ game

Post by Rigon »

Game tonight?

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Kayolan
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Re: Monday night Lejendary Adventure™ game

Post by Kayolan »

Rigon wrote:Game tonight?

R-
Yes

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Rigon
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Re: Monday night Lejendary Adventure™ game

Post by Rigon »

I will be late tonight. Probably around an hour to and hour and a half.

Antal will parry each turn; if he is hit, he will counter and if he is missed, he will attack.

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Kayolan
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Re: Monday night Lejendary Adventure™ game

Post by Kayolan »

I've outlined below how parrying works:


Weapon Parry

To attempt a parry the avatar or nac must have at least one
of the following:

- first action in regard to the attack being made upon him

- minstrelsy ability score greater than 20 and an adjusted speed BR
of 13 or better

- if all attacks precede the character's own, then there is no chance
to parry, save by luck ability


The defending character can use an attack (or more if available) to try
and parry an opponent's attack.

The defender must commit to a parry before the failure or success of an
opponent's attacks is determined.

If the attacker's strike succeeds, the attacker's roll is noted.

Then, the defender rolls d% as if attacking. With a successful "attack"
(parry) by the defender, harm dice are rolled and harm calculated
normally. The number of points of harm are added as a penalty to the
noted roll of the attacker. If this penalty results in a miss, the parry
is successful and the attacker's strike causes no harm. Even if the
attempted parry fails and the attacker hits, the amount of "harm"
caused by the parry "attack" is deducted from the attacker's harm.

With a parry success score of 10% of the weapons score, a roll of 01 or
lower, an attack bypassing armor, or a parry that scores maximum harm
for the weapon used to parry, a complete parry and reversal occurs. A
defender not only parries the opponent's attack but also gains a quick
reposte, rolling to hit as usual.

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Kayolan
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Re: Monday night Lejendary Adventure™ game

Post by Kayolan »

Those of you that played last session (Feb. 8) are each rewarded 500 general merits.

Ability-specific merits:

Antal "The Black" Varga is awarded 30 swashbuckling or weapons merits for his critical strike.

Eboergar Ulfrvinir Berntson is awarded 180 weapons merits for his 6 critical strikes.

Sir Edwin Gothmeyer is awarded 30 weapons merits for his critical strike.

Elbereth is awarded 30 weapons or archery merits for his critical shot.

Treebore
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Re: Monday night Lejendary Adventure™ game

Post by Treebore »

[9:36:02 PM] Treebore Rubylord: chest #1 (unlocked) containing:
1,280 cp
560 sp
356 gp
50 rough beryls worth a base 8 gp each (in a silk bag itself worth 8 gp)
leather sack filled with 32 rough opals with a base value of 20 gp each
a silver necklace set with a dozen matched pearls (480 gp value)
five walrus tusks, worth 18 gp each
14 silver tankards, worth 24 gp each
1 wrought gold chalice worth 160 gp
a rough leather sack that holds 11 copper torcs (4 gp each), 4 silver torcs (8 gp each), a pair of silver torcs inlaid with mother of pearl (30 gp each), and a gold torc set with three large but poor-quality
diamonds (250 gp
[9:36:16 PM] Treebore Rubylord: chest #2 containing:
sack of 800 cp
silver torc set with amber (320 gp value)
small purse holding a star sapphire (400 gp), a topaz (200 gp), a black pearl (200 gp), two spinels (40 gp each) and a moonstone (20 gp)

chest #3 (locked, trapped (poison dart, save or die) containing:
3 wrought silver torcs (80 gp each)
a wood and motherof-pearl coffer (unlocked and worth 22 gp itself)
560 sp
[9:37:38 PM] Treebore Rubylord: chest #4 containing:
sack of 260 cp
sack of 320 gp
a wrought platinum diadem set with bloodstone (320 gp value)
ivory statuette worth 80 gp
a silver torc set with amber (80 gp value)
dagger in a scabbard decorated with amethysts (48 gp value)

chest #5 containing:
sack of 276 cp
sack of 190 gp
sack of 120 gp, and a gold torc set with obsidian (600 gp value)
[9:38:23 PM] Treebore Rubylord: chest #6 (locked, untrapped) containing:
120 sp
1,120 gp

coffer #1 (locked, untrapped) containing:
topaz (360 gp value)
2 garnets (worth 160 gp each)

coffer #2 (locked, untrapped) containing:
a silver necklace set with jet (440 gp)

coffer #3 (locked, untrapped)
platinum pendant set with amethysts (2,400 gp value)

stoppered clay pot #1 (unlocked, untrapped) containing:
200 sp
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Treebore
Mogrl
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Re: Monday night Lejendary Adventure™ game

Post by Treebore »

Lucky Piece: (Moderate)
A small charm-like object. It is Preternatural in power and will always
bear upon it somewhere a sigil of some sort indicating its nature. It is
activated by touch or naming, and it affects the first named action that
occurs within the immediately following five-seconds realtime period.
When invoked, there is a 50% chance it will function. The Lucky Piece
can either add or subtract 3-5 points to Harm inflicted or received. The call
is up to the possessor. It can be used once every 4 ABCs.

Demon Darkwhip: (Good)
A seemingly insignificant, one-foot-long metal rod that is covered
with tightly wrapped, interweaving strips of leather, and that is, in fact, an
Extraordinary weapon. Upon coming within six feet of any of the nether
world creatures, including anything that should be dead but is somehow
animate, the item alerts the unaware possessor with a tingling, stinging
sensation. It must then be pointed at a subject of the sort it affects, and a
whipping motion of the hand and wrist made. The baton sends forth a
jagged play of glowing black force to a distance of 12 feet. The subject of
the lash suffers the loss of one-half of its Health, might howl hideously at
the pain of it, and then has equal chances of cowering, fleeing, or
attacking. A second lash within one minute of realtime destroys the
wounded subject. After one minute the wounded subject begins to recover
lost Health at 10% per 10 seconds realtime. The weapon has unlimited
usage, but it will function only as noted.

Pellet, Preternatural, Light Pellet Crossbow: (Very
Minimal)
Increasing Precision (in regards to Weapons Ability) by 5% and
Harm by 3-5 points in regards to normal armor/protection. Normally found
in groups of 3-18. Found 18.

Winged Heels: (Extreme)
Supernaturally energized boots that appear quite ordinary, but that
instantly sprout magical wings when a command word is uttered by the
wearer, enabling flight that is at maximum speed three times faster than
that of a falcon plummeting (300 miles per hour) for as long as 12 hours
without resting. The wearer and what he wears and/or holds are not
affected by traveling at such speed. Thereafter, the wearer needs to rest
the boots and himself for a like period of time before again taking flight
thus.

Bindu's Magic Iron Bar: (Major)
This Supernatural Extraordinary Item appears as a rather
unremarkable piece of wrought iron. It is three feet in length, one end
being flattened, the other more rod-like and hooked. It weighs 10 pounds.
In the hands of one who knows its Power, it will, when properly placed
jimmy open any door or portal, enchanted or protected, that has a place
for the bar to enter, and weighs less than 1,000 pounds.

Lasso, Preternatural: (Very Minimal)
A Preternaturally energized lasso increasing Precision (in regards to
Weapons Ability) by 15 to 20, having a Preternatural armor of 4, and
requiring Cutting or Penetration Harm of 20 points at a single stroke to
sever. It will hold 2,200 pounds weight without strain.


Escape Hatch: (Various Grades, detailed below)
Seeming articles of jewelry of various sort, each of which consists of
a two-inch diameter metal hoop and a little attached chain, that are
charged either with Preternatural or Supernatural power. When the
appropriate command word or phrase is uttered, the wire of the hoop may
be stretched so that its diameter widens to as much as two feet. If the
now-enlarged ring is then placed against a surface, the material beyond
disappears, and a smooth, circular tunnel opens and extends to whatever
distance the individual device allows. Whoever wishes to do so may crawl
along/through the passageway thus created. The chain will extend to a
length no greater than three feet more than that of the tunnel created by
the hoop’s power, so the one holding the end of the chain may also pass
through the tunnel, stretching it along with him. When the chain is sharply
tugged from either end of the tunnel, the hoop disconnects from the wall
and quickly shrinks until it once again dangles from the hand holding the
end of the chain, the power fades and the tunnel wall contracts until it is
gone. There are four versions of this device:
Bronze Hoop: (Good): A device with the power to create a 16-foot
long tunnel. If the solid material it is placed against is of greater thickness,
then the tunnel has a solid end, and the tunnel will likely prove useless.


Fortune Plaque: (Very Minimal to Low Moderate)
A seemingly typical plaque that is easily mistaken for a mundane
wall decoration, but that contains Extraordinary Power that can provide
rather a bit of good fortune; whoever reads the words inscribed on its
surface gains Merits in an amount that varies according to the energy of
the plaque. Once read, the plaque disintegrates, of course. These items
are found in three different strengths:
Bit of Luck: (Very Minimal): A plaque that conveys 51-100 Merits.
Decent Break: (Minimal): A plaque that conveys 101-200 Merits.
Fortune Smiles: (Low Moderate): A plaque that conveys 251-350
Merits.
Amulet of the Unseen: (Minimal)
This Preternatural item gives forth a warning signal whenever
anyone who is masked by a Power conferring invisibility—natural or
acquired through Ability—is within five feet. It is activated and deactivated
by a command word engraved or written on a small disk or plaque
accompanying the principal object. At the option of the possessor the
warning can be a loud alarm sound (chiming, ringing, wailing, etc.) audible
for a distance of up to 60 feet, or it can be a silent one discernable only to
the one to whom the Amulet of the Unseen belongs. Each time the alarm
sounds the energy for the functioning of this object is drawn from its
possessor. While five AEP means little to an ordinary individual, this fact
makes the amulet rather undesirable to many activators

[10:12:31 PM] Josh: Wand, Watchman Baton: (Very Strong)
This one-foot-long, slender wand of bone, horn, or ivory does
not increase Extraordinary Ability, for the wielder simply activates it
by mental command to perform its function, that of protecting the
owner. This command requires the possessor to expend one
Activation Energy Point per hour of time the device is to act thus.
Someone possessing this Extraordinary Item must hold it over a
period of 24 hours within a two-day period in order to attune his
mind to the device. Thereafter it functions as described.
When active this Supernatural baton floats from one to three
feet above the owner’s head, remaining thus whether the person is
active or dormant. It “sees” and “senses” exactly as does its
possessor does, doing so from its vantage point as noted. If this
observation detects something that the owner would consider a
threat, the baton points to that thing, and sends a mental warning
to its owner. After one ABC without receiving a mental command to
the contrary, it sends forth a ray of negative energy up to a distance
of 60 feet. This pencil-thin beam of dark purple hue inflicts 2-20 (2d10)
points of Supernatural Harm that bypasses all non-Supernatural
protection on the subject struck. The target has a Disaster Avoidance
chance equal to 2x Speed Base Rating of dodging the ray. Otherwise the
subject is struck, takes the indicated Harm, and is paralyzed for as many
seconds time as points of Harm were inflicted by the negative energy.
The Watchman Wand is able to send forth one such attack beam per
ABC, doing so for up to as many times as the possessor expended AEPs
in its activation, less the number of hours it has been “on duty” thus at the
time it is attacking thus. The owner of the wand is able to expend up to 12
AEPs in readying it, so in most cases this device will be able to discharge
several beams at those that threaten its possessor. Once in contact with
that one, the baton continues to mentally communicate to its owner what it
senses and is doing.
It does not function when held by the owner, however. The wand
must be free-floating in order to operate. If another manages to grab the
device, it is deactivated. The wand is elusive in such regard, though, and
one other than its owner that is seeking to grasp and nullify it must be
able to surpass the baton’s Initiative, that having a base Speed of 25.


Julia's Kettle of Most Excellent Cooking: (Low Moderate)
This appears to be a great old iron cooking pot, a large kettle of the
kind hung in a large fireplace. The instrument has been so dweomered
that upon hearing the command word or phrase (usually, "heat up"), it
does so, the heating be even and sufficient to cook a meal through within
an hour or two. Any meal cooked within the kettle will be heated evenly
through, having no cold spots, nor any burned spots. In addition, it will be
especially nutritious, sufficing for two ordinary meals, and doubling an
injured Avatar's healing rate. While it is usually stews and soups that are
cooked in the kettle, any sort of meal can be prepared using this device.
Furthermore, should any small child or other wild animal be within the
kettle when the command word is spoken, the kettle will, instead, magnify
sounds made by the creature, thus alerting the kettle's owner to the
creature's presence therein. However, should there be an intruder hiding
in the kettle, the kettle will heat up under said intruder's posterior, thus
eliciting a pained response. Julia's Kettle of Most Excellent Cooking is
most often found in better eating establishments, but is best put to use in
households with lots of members, and a cook who enjoys her work


[10:21:47 PM] Josh: Living Armor: (Very Good to Extreme)
This rare Extraordinary Item is an entity that serves as a seemingly
normal set of armor. It is, in fact, a living creature. It provides the normal
amount of protection as is typical of plain armor of its type. There are
many varieties of Living Armor, ranging from full cloth to full steel plate.
The benefit of this armor is it's ability to regenerate like a living creature.
Living Armor will “heal” 10% of its total Health each day—unless its Health
is reduced to 0 (zero) points, in which case it is destroyed forever. The
Living Armor types are:
[10:21:58 PM] Josh: Living Armor appears just like normal armor when it is not worn.
Upon donning a suit it adjusts it's size to fit the wearer and immediately
absorbs four times the amount of protection provided from the wearer's
AEP total. For example, it will cost the wearer 40 AEPs for Living Armor
that provides 10 protection. It is this AEP drain that supports the life of the
Living Armor. During times not worn Living Armor goes into a dormant
state, and returns to its ordinary armor appearance. Living Armor
continues to feed off the wearer's AEPs every 3 hours at the rate of 10%
of the total Harm of the Living Armor. For example, Living Armor of leather
sort providing a protection of 8 with 120 Harm will absorb 24 AEPs when
first worn, and then a further 12 AEPs every three hours thereafter when
worn thus.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Re: Monday night Lejendary Adventure™ game

Post by Rigon »

So, I'll be the first to stake a claim on the magic items. Antal would be interested in Fortune Plaque and the Winged Heel Boots.

Antal's plan for down time is to either travel to the Bravo Order and gain his ranks or establish a Bravo Chapter House, so he doesn't have to travel to a fair away city to gain ranks. Plus, he thinks the savage north could use a little refinement, so would definitely like to start a Bravo Chapter House/School.

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Re: Monday night Lejendary Adventure™ game

Post by Aramis »

I like the watchman baton. Hope it keeps me safe from attacking imps...plus whoever takes that whip ;)

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Re: Monday night Lejendary Adventure™ game

Post by Treebore »

I. of course, would like the Living Armor for Gothmeyer.
Father John would like the Whip and the Iron Bar.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Rigon
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Re: Monday night Lejendary Adventure™ game

Post by Rigon »

Monetarily, we have $21,837,210. That works out to $4,367,442 each or 8,734 gp, 80 sp, and 8.4 cp. Not a bad haul.

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Re: Monday night Lejendary Adventure™ game

Post by Treebore »

Depending on how much "down time" we have, Father John will work on becoming an "ordered" priest, now that he will be able to pick up the two skills he needs in order to do so.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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