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Rykon Rykon

Oh! Before I forget! I may have learned more of what Ride does. According to mounted combat, there is passing sentence that says that Ride replaces Athletics and Dodge in combat. So it might be more important than anticipated.
Ah, I did note that it replaces them for "movement actions" then it calls out Rush and Disengage. It's unclear about whether it impacts Evasion or not, but since it says "Movement actions" the conservative interpretation is no, it doesn't impact Evasion. Practically speaking though? I could see it either way and it make sense. You could guide the steed to dodge or shift your position on the saddle to dodge.

Also! Color makes a huge difference in defining the tone and theme of an art piece.
That it most certainly does.
 
Ah, I did note that it replaces them for "movement actions" then it calls out Rush and Disengage. It's unclear about whether it impacts Evasion or not, but since it says "Movement actions" the conservative interpretation is no, it doesn't impact Evasion. Practically speaking though? I could see it either way and it make sense. You could guide the steed to dodge or shift your position on the saddle to dodge.


That it most certainly does.
Then I guess I might be context related?

I mean, if someone was aiming for me while I was riding a Yeddim, it would much easier to run along its back to avoid it than try to get the yeddim to turn on a dime.
 
Then I guess I might be context related?

I mean, if someone was aiming for me while I was riding a Yeddim, it would much easier to run along its back to avoid it than try to get the yeddim to turn on a dime.
That's when your old buddy Scoot the Yeddim King, anointed agent of the house of Journeys, uses his parry, kicking up a dust storm with a single stomp to disrupt the flight path of projectiles.

As you say though, context and stunt could matter. Either way sounds cool to me!
 
That's when your old buddy Scoot the Yeddim King, anointed agent of the house of Journeys, uses his parry, kicking up a dust storm with a single stomp to disrupt the flight path of projectiles.

As you say though, context and stunt could matter. Either way sounds cool to me!
I want to see a Scoot the Yeddim King PC, now.


I think I could reason plenty of ways to dodge atop a polar bear lizard (if im allowed one). And could run alongside the great nine tailed Whitefang. Though giving her one might be overkill.




And speaking of Toun! Would you want him as a co sponsor of the army? A member, a companion? What did you have in mind that I can help use the army to achieve?
 
I want to see a Scoot the Yeddim King PC, now.


I think I could reason plenty of ways to dodge atop a polar bear lizard (if im allowed one). And could run alongside the great nine tailed Whitefang. Though giving her one might be overkill.




And speaking of Toun! Would you want him as a co sponsor of the army? A member, a companion? What did you have in mind that I can help use the army to achieve?
For the short answer? I'm tentatively thinking some thing closer to sponsor and periodically a companion when the need arises.

As for the long answer...

While I've been rebooting the old noggin, something popped into my head that I want to implement.

I have Toun's father listed as Aegir (the name of a PC I once used for a historical-style Viking game long ago that sadly didn't take off). So his name as a mortal would be Toun Aegirson, and technically still is.

So, I'm thinking Whitefang was the name of the patron god of his tribe. As the Fox tribe itself falls, the god Whitefang becomes wounded and thereby afflicted with a cursed, god-killing toxin now sitting on death's door. At the culmination of Toun's induction to the Silver Pact, he destroys the god giving him a merciful end with his armor absorbing the remnants of the god's power and authority. With that, I plan to exchange Resources 1, Mentor 3, for Cult 2, Influence 2 while I write up how the armor can begin to awaken powers that play on the idea of divine authority through a lens of augmented spirit charm mechanics. Effects like hurry home and hearing prayers of the faithful might be a little on the nose, but with the right aesthetic or twist, I'll try and give it a shot.

Other evocations I'd like him to pick up would be driven by things like destroying multitudes of Fae, Ghosts, Demons, or even Gods. Perhaps additional tails and wisps can play into the mechanics of his arsenal and charms. I know the wisps will be an aesthetic result in his claimed territory. Why not double down?

Edit: Right almost forgot, so I'm thinking with the whole ascending god thing, he'd be their patron god, protector, and a personal friend of their general Afureru.
 
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Long day at work today. So, I didn't get through reading everyone's sheets, today, like I planned. I'm hoping to finish tomorrow or Saturday so we can start this thang!

WlfSamurai WlfSamurai
What say you about starting with a tyrant lizard mount? But perhaps with some stats changed around. Basing it on the nanuqsaurus, which was a smaller cold weather tyranasaurid. And if the size is a problem, could replace the legendary size with the extreme adaptation merit. And removing the incredible might merit(a double eights on bites, essentially) due to its smaller size. Or could remove apex predator instead since moose inhabit the north and they feed on tyrant lizards.
...sure...? Yeah, I think smaller would be better. Is there a merit you're getting this mount from?

On the thread of swords and gear and general. The only thing I haven’t really done is panoply. No artifacts or anything fancy for the Evervictor as of yet, I’m going thematically for now that Aeliana doesn’t even really own her own gear, she just makes due with whatever is on hand. Can I add simple mundane things for free or do those have a cost?
They usually have a cost, but grab a weapon or two and some medium-to-low-cost armor. No biggie.
 
Long day at work today. So, I didn't get through reading everyone's sheets, today, like I planned. I'm hoping to finish tomorrow or Saturday so we can start this thang!


...sure...? Yeah, I think smaller would be better. Is there a merit you're getting this mount from?


They usually have a cost, but grab a weapon or two and some medium-to-low-cost armor. No biggie.
You sound unsure. I do not have to her it if you feel it will disrupt play or feel that it is too much for I already have going, or I can hack away to make it weaker. I have no problems going with a much more reasonable simhata.


I was going to use the familiar merit. I got one bp and 10xp. Depending on what order those are allowed to but used(e.g. of BP can be saved for later) I can get a 2 dot or 3 dot. Also of course dependent if the adjusted tyrant lizard still costs 3 dots without some of its most potent traits.
 
You sound unsure. I do not have to her it if you feel it will disrupt play or feel that it is too much for I already have going, or I can hack away to make it weaker. I have no problems going with a much more reasonable simhata.


I was going to use the familiar merit. I got one bp and 10xp. Depending on what order those are allowed to but used(e.g. of BP can be saved for later) I can get a 2 dot or 3 dot. Also of course dependent if the adjusted tyrant lizard still costs 3 dots without some of its most potent traits.
LOL. No no. Sorry. Just take the mount. It won’t disrupt at all. Sorry. I was out of it yesterday and was like “what am I even reading?”

Enjoy.
 
LOL. No no. Sorry. Just take the mount. It won’t disrupt at all. Sorry. I was out of it yesterday and was like “what am I even reading?”

Enjoy.

Are you sure? I can reduce some health levels and dice pools of it to represent its pygmy size relative to its greater cousin.

And what level of familiar would it be without legendary size or super bites? ●● or ●●●?
 
Are you sure? I can reduce some health levels and dice pools of it to represent its pygmy size relative to its greater cousin.

And what level of familiar would it be without legendary size or super bites? ●● or ●●●?
Sounds like you might need to find a middle ground between Claw Strider and Tyrant Lizard if you're down scaling.
 
Are you sure? I can reduce some health levels and dice pools of it to represent its pygmy size relative to its greater cousin.

And what level of familiar would it be without legendary size or super bites? ●● or ●●●?
Actually, it looks like you can just get a tyrant lizard at ●●●. So, if that’s what you want, go for that. Smaller or less legendary would be ●●.
 
Sounds like you might need to find a middle ground between Claw Strider and Tyrant Lizard if you're down scaling.

Thats sounds about right.

Essence: 1; Willpower: 5; Join Battle: 4 dice
Health Levels: -0/-1x3/-2x3/-4/Incap. Claw striders
will flee after taking four levels of damage.
Speed Bonus: +1
Actions: Feats of Strength: 5 dice (may attempt
Strength 3 feats); Senses: 5 dice (see Sharp Sight);
Stealth: 6 dice
Resolve 2, Guile 1
Combat
Attack (Bite): 8 dice (Damage 15)
Attack (Claw): 12 dice (Damage 11)
Attack (Grapple): 8 dice (7 dice to control)
Combat Movement: 8 dice (see Darting Leap)
Evasion 4, Parry 3
Soak/Hardness: 7/4
Essence: 1; Willpower: 7; Join Battle: 10 dice (base
Initiative 5)
Health Levels: -0x5/-1x5/-2x7/-4x7/Incap. Tyrant
lizards will attempt to flee upon suffering 15+ levels of
damage, unless cornered or protecting their young.
Speed Bonus: +2. Actually training a tyrant lizard to
accept a rider is nigh-impossible without legendary
skill, divine blessings, or the prowess of the Chosen.
Actions: Feats of Strength: 12 dice (may attempt
Strength 7 feats, see Incredible Might); Hide in Dense
Forest or Swamps: 8 dice; Intimidation: 10 dice; Resist
Poison/Disease: 10 dice; Senses: 5 dice (see Relentless
Pursuit); Tracking: 8 dice (see Relentless Pursuit)
Resolve 3, Guile 1
Combat
Attack (Bite): 11 dice (Damage 16, minimum 5). A tyrant
lizard’s bite can easily puncture armor, allowing it to
make piercing attacks (p. 586).
Attack (Slam): 12 dice (Damage 14, minimum 4). The
tyrant lizard uses its head or tail to bash an enemy, and
can make a smashing attack (p. 586).
Attack (Talon rake): 13 dice (Damage 12, minimum 3)
Attack (Grapple): 8 dice (10 dice to control).
Combat movement: 7
Evasion: 4
Parry 6
Soal hardness: 15/5


Claw striders are about as tall as a man, according to the books, so let's say 6 feet. Tyrant lizards seem to be exaggerated t rexs, but for the sake of ease we could estimate them at 12+ feet tall (40ft long though, big bois).

The represented creature here for the northern variant, the polar bear lizard, was 8-10 feet tall, and 20-23 ft in length. So roughly speaking could be considered half the size of a tyrant lizard.

So it wouldn't be unreasonable to mark it as between claw strider and tyrant lizard. With of course factoring in that it's predatory style much more greatly favors the latter. Less sneaky and clever, more aggressive and straight forward.


So. My proposed right up might be as such:
Essence: 1
Willpower: 6
Join Battle: 7 dice (base Initiative 4)

Health Levels: -0x3/-1x4/-2x5/-4x5/Incap.

Speed Bonus: +2. Actually training a tyrant lizard to accept a rider is nigh-impossible without legendary skill, divine blessings, or the prowess of the Chosen.

Actions: Feats of Strength: 10 dice (may attempt Strength 6 feats, see Incredible Might)
Hide in Snow or Tundra: 8 dice
Intimidation: 10 dice
Resist Poison/Disease: 10 dice
Senses: 5 dice (see Relentless Pursuit);
Tracking: 8 dice (see Relentless Pursuit)
Resolve 3
Guile 1

Combat Attack (Bite): 10 dice (Damage 14, minimum 4). A tyrant lizard’s bite can easily puncture armor, allowing it to make piercing attacks (p. 586).
Attack (Slam): 10 dice (Damage 12b, minimum 4). The tyrant lizard uses its head or tail to bash an enemy, and can make a smashing attack (p. 586).
Attack (Talon rake): 10 dice (Damage 10, minimum 3)
Attack (Grapple): 8 dice (10 dice to control).

Combat movement: 7
Evasion: 4
Parry: 6

Soak hardness: 13/4

And removing Legendary size to replace with Extreme Adaptation (North)

Its a start, should scaling down of stats be required its a basis of idea.





Actually, it looks like you can just get a tyrant lizard at ●●●. So, if that’s what you want, go for that. Smaller or less legendary would be ●●.


Well, that depends on what I can afford with 1bp and 10xp.

Scenario one: BP purchased ●. 6xp used to buy ●. 4xp not enough to buy third ●. So ●● familiar it would be.

Scenario two: Allowed to.save BP for later if not required to spend all at char creation. Buy first ● for 3xp. Buy second ● for 6xp. Third ● bought with BP.




Secondly! Would just removing Legendary Size count it as a ●● familiar? As without that advantage its comparable to a very angry, and bit more tanky moose. Or would you want me to scale down its stats as well?
 
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Rykon Rykon did you already made those substitutions on your sheet? I know you were talking about swapping some stuff.
Mechanically speaking, I think everything made it to the sheet. I have my charms and merits updated. I'm adjusting a few of the story beats of his backstory as a result of prior discussion but the most important parts are the same.

In the opening, Toun is returning to see Afureru and Sigrdrifa. Given timing with Sigrdrifa's Exaltation and other events, this could very well be their first reunion since Exaltation (Preferable, because an on-screen rematch would be fun to play out).

Secondly! Would just removing Legendary Size count it as a ●● familiar? As without that advantage its comparable to a very angry, and but more tanky moose. Or would you want me to scale down its stats as well?
It is my opinion that sounds correct. Legendary Size is an extremely potent merit.
 
Thats sounds about right.

Essence: 1; Willpower: 5; Join Battle: 4 dice
Health Levels: -0/-1x3/-2x3/-4/Incap. Claw striders
will flee after taking four levels of damage.
Speed Bonus: +1
Actions: Feats of Strength: 5 dice (may attempt
Strength 3 feats); Senses: 5 dice (see Sharp Sight);
Stealth: 6 dice
Resolve 2, Guile 1
Combat
Attack (Bite): 8 dice (Damage 15)
Attack (Claw): 12 dice (Damage 11)
Attack (Grapple): 8 dice (7 dice to control)
Combat Movement: 8 dice (see Darting Leap)
Evasion 4, Parry 3
Soak/Hardness: 7/4
Essence: 1; Willpower: 7; Join Battle: 10 dice (base
Initiative 5)
Health Levels: -0x5/-1x5/-2x7/-4x7/Incap. Tyrant
lizards will attempt to flee upon suffering 15+ levels of
damage, unless cornered or protecting their young.
Speed Bonus: +2. Actually training a tyrant lizard to
accept a rider is nigh-impossible without legendary
skill, divine blessings, or the prowess of the Chosen.
Actions: Feats of Strength: 12 dice (may attempt
Strength 7 feats, see Incredible Might); Hide in Dense
Forest or Swamps: 8 dice; Intimidation: 10 dice; Resist
Poison/Disease: 10 dice; Senses: 5 dice (see Relentless
Pursuit); Tracking: 8 dice (see Relentless Pursuit)
Resolve 3, Guile 1
Combat
Attack (Bite): 11 dice (Damage 16, minimum 5). A tyrant
lizard’s bite can easily puncture armor, allowing it to
make piercing attacks (p. 586).
Attack (Slam): 12 dice (Damage 14, minimum 4). The
tyrant lizard uses its head or tail to bash an enemy, and
can make a smashing attack (p. 586).
Attack (Talon rake): 13 dice (Damage 12, minimum 3)
Attack (Grapple): 8 dice (10 dice to control).
Combat movement: 7
Evasion: 4
Parry 6
Soal hardness: 15/5


Claw striders are about as tall as a man, according to the books, so let's say 6 feet. Tyrant lizards seem to be exaggerated t rexs, but for the sake of ease we could estimate them at 12+ feet tall (40ft long though, big bois).

The represented creature here for the northern variant, the polar bear lizard, was 8-10 feet tall, and 20-23 ft in length. So roughly speaking could be considered half the size of a tyrant lizard.

So it wouldn't be unreasonable to mark it as between claw strider and tyrant lizard. With of course factoring in that it's predatory style much more greatly favors the latter. Less sneaky and clever, more aggressive and straight forward.


So. My proposed right up might be as such:
Essence: 1
Willpower: 6
Join Battle: 7 dice (base Initiative 4)

Health Levels: -0x3/-1x4/-2x5/-4x5/Incap.

Speed Bonus: +2. Actually training a tyrant lizard to accept a rider is nigh-impossible without legendary skill, divine blessings, or the prowess of the Chosen.

Actions: Feats of Strength: 10 dice (may attempt Strength 6 feats, see Incredible Might)
Hide in Snow or Tundra: 8 dice
Intimidation: 10 dice
Resist Poison/Disease: 10 dice
Senses: 5 dice (see Relentless Pursuit);
Tracking: 8 dice (see Relentless Pursuit)
Resolve 3
Guile 1

Combat Attack (Bite): 10 dice (Damage 14, minimum 4). A tyrant lizard’s bite can easily puncture armor, allowing it to make piercing attacks (p. 586).
Attack (Slam): 10 dice (Damage 12b, minimum 4). The tyrant lizard uses its head or tail to bash an enemy, and can make a smashing attack (p. 586).
Attack (Talon rake): 10 dice (Damage 10, minimum 3)
Attack (Grapple): 8 dice (10 dice to control).

Combat movement: 7
Evasion: 4
Parry: 6

Soak hardness: 13/4

And removing Legendary size to replace with Extreme Adaptation (North)

Its a start, should scaling down of stats be required its a basis of idea.








Well, that depends on what I can afford with 1bp and 10xp.

Scenario one: BP purchased ●. 6xp used to buy ●. 4xp not enough to buy third ●. So ●● familiar it would be.

Scenario two: Allowed to.save BP for later if not required to spend all at char creation. Buy first ● for 3xp. Buy second ● for 6xp. Third ● bought with BP.




Secondly! Would just removing Legendary Size count it as a ●● familiar? As without that advantage its comparable to a very angry, and bit more tanky moose. Or would you want me to scale down its stats as well?
Scale down the size and the stats a little for the ●●.

Also, BP has to be spent at character creation. That XP I gave out can be spent after character creation. Just FYI.
 
Scale down the size and the stats a little for the ●●.

Also, BP has to be spent at character creation. That XP I gave out can be spent after character creation. Just FYI.
Cool beans. 2 dot it will be. And I think it gives Afereru a new little goal. To not just protect creation, but strike fear into the hearts of those who think about harming it.


Now! Leaving all the merits, save for legendary size and super double 8s decisive, bite the same. Will these stats be permissible for a two dot variant? Or as a young one, to leave open the option of it growing bigger after a suitable amount of time.

nathan-rogers-nanuqsaurus-hoglundi-updated-by-nathan-e-rogers-1x1-crop2.jpg

Essence: 1
Willpower: 6
Join Battle: 7 dice (base Initiative 4)

Health Levels: -0x3/-1x4/-2x5/-4x5/Incap.

Speed Bonus: +2. Actually training a tyrant lizard to accept a rider is nigh-impossible without legendary skill, divine blessings, or the prowess of the Chosen.

Actions: Feats of Strength: 10 dice (may attempt Strength 6 feats, see Incredible Might)
Hide in Snow or Tundra: 8 dice
Intimidation: 10 dice
Resist Poison/Disease: 10 dice
Senses: 5 dice (see Relentless Pursuit);
Tracking: 8 dice (see Relentless Pursuit)
Resolve 3
Guile 1

Combat Attack (Bite): 10 dice (Damage 14, minimum 4). A tyrant lizard’s bite can easily puncture armor, allowing it to make piercing attacks (p. 586).
Attack (Slam): 10 dice (Damage 12b, minimum 4). The tyrant lizard uses its head or tail to bash an enemy, and can make a smashing attack (p. 586).
Attack (Talon rake): 10 dice (Damage 10, minimum 3)
Attack (Grapple): 8 dice (10 dice to control).

Combat movement: 7
Evasion: 4
Parry: 6

Soak hardness: 13/4

And removing Legendary size to replace with Extreme Adaptation (North)
 
Cool beans. 2 dot it will be. And I think it gives Afereru a new little goal. To not just protect creation, but strike fear into the hearts of those who think about harming it.


Now! Leaving all the merits, save for legendary size and super double 8s decisive, bite the same. Will these stats be permissible for a two dot variant? Or as a young one, to leave open the option of it growing bigger after a suitable amount of time.

View attachment 866853

Essence: 1
Willpower: 6
Join Battle: 7 dice (base Initiative 4)

Health Levels: -0x3/-1x4/-2x5/-4x5/Incap.

Speed Bonus: +2. Actually training a tyrant lizard to accept a rider is nigh-impossible without legendary skill, divine blessings, or the prowess of the Chosen.

Actions: Feats of Strength: 10 dice (may attempt Strength 6 feats, see Incredible Might)
Hide in Snow or Tundra: 8 dice
Intimidation: 10 dice
Resist Poison/Disease: 10 dice
Senses: 5 dice (see Relentless Pursuit);
Tracking: 8 dice (see Relentless Pursuit)
Resolve 3
Guile 1

Combat Attack (Bite): 10 dice (Damage 14, minimum 4). A tyrant lizard’s bite can easily puncture armor, allowing it to make piercing attacks (p. 586).
Attack (Slam): 10 dice (Damage 12b, minimum 4). The tyrant lizard uses its head or tail to bash an enemy, and can make a smashing attack (p. 586).
Attack (Talon rake): 10 dice (Damage 10, minimum 3)
Attack (Grapple): 8 dice (10 dice to control).

Combat movement: 7
Evasion: 4
Parry: 6

Soak hardness: 13/4

And removing Legendary size to replace with Extreme Adaptation (North)
Yeah, that looks good. And yes on the growing.
 
Made one more adjustment. Touch scales referred to a tyrant lizards size and essentially removed wound penalties. I changed it out for the Pain Tolerance merit, so it gets reduced wound penalties instead of none.
 
I really considered taking that Merit myself, but just ran out of points for it.
 
Scenario two: Allowed to.save BP for later if not required to spend all at char creation. Buy first ● for 3xp. Buy second ● for 6xp. Third ● bought with BP.
I don't think that's how it works. A 3 dot Merit is just 9 XP, straight up. 3 XP per dot. You don't buy Merits dot by dot like Abilities, you buy them whole. If you have 10 XP, you can spend 9 of it for a 3 dot Familiar if the ST permits it.
 
Hey, D. Rex D. Rex , your sheet still has ”WIP” on it. Are the stats good for me to look over?
Yes it is. For the most part just might got some tweaks and fluff to add. Like might switch a specialty or add some description to familiar or army. But I will notify you of any changes I make.

I don't think that's how it works. A 3 dot Merit is just 9 XP, straight up. 3 XP per dot. You don't buy Merits dot by dot like Abilities, you buy them whole. If you have 10 XP, you can spend 9 of it for a 3 dot Familiar if the ST permits it.

Really? That certainly makes buying merits much less painful. I didn't think about a bulk buy sort of approach to it.
 
I don't think that's how it works. A 3 dot Merit is just 9 XP, straight up. 3 XP per dot. You don't buy Merits dot by dot like Abilities, you buy them whole. If you have 10 XP, you can spend 9 of it for a 3 dot Familiar if the ST permits it.
WlfSamurai WlfSamurai ST ruling in the matter?


Though I don't mind starting with a two dot familiar. As valuable and awesome an ally it would be,, I can understand starting with a full Tyrant Lizard might be a bit disruptive to some players. And a younger tyrant lizard would be easier to justify capturing and taming
 
Most Merits can't be purchased dot by dot, even if you wanted to. It doesn't make any sense to buy intervening levels that aren't even valid. The only sane interpretation of the rules that I see is, 'The full cost of a Merit is number of dots x 3 XP'.
 

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