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They are highly variable. You can't attempt even the easiest Feat of Strength without Strength 3, but it goes up to Strength 10 (as in can't attempt without at least Strength 10) from there in increments of ~3. Since Sigrdrífa can reliably get ~45 successes on a Feat of Strength, she can effectively accomplish Strength 20ish feats.

The book doesn't offer any insight on what feats might look like above Strength 10, except to mention the superman problem of leverage and the durability of materials. That's why I want the Craft Charm that makes things indestructible. Unfortunately it requires Craft 5.

Page 231 offers this table:
Successes Example Feat
Strength 3+ feats
1 Lift a full-grown man or an anvil. Break a pine board with a kick.
2 Tote a bale of cotton on one shoulder. Kick an oak door open.
3 Lift a mule. Break a sword over your knee.
4 Lift a full-grown warhorse. Bend an iron bar with both hands.
Strength 5+ feats
5 Lift an ox. Pull a fully laden wagon. Bend a horseshoe into a pretzel.
6 Throw a mule. Snap an axe haft over your knee. Kick an oak door to splinters.
7 Lift a boulder. Throw a full-grown warhorse.
8 Lift a rhinocerous. Snap iron manacles. Slowly bash through a brick wall.
9 Throw an ox. Twist a steel lock off a door with your bare hands. Kick down an iron-shod door.
Strength 7+ feats
10 Lift an elephant. Raise a drawbridge by hand. Punch through a brick wall.
11 Raise a locked portcullis by hand. Punch through the wooden gate of a fortress.
12 Pull a fully laden wagon from a sand trap. Rip iron bars out of their stone settings with one hand. Rip loose the stone supports of a city gate.
13 Lift a boulder with one hand. Tear down the pillars holding up a mighty temple.
14 Lift a tyrant lizard. Carry an enormous statue on one shoulder. Tip over a Guild wagon. Push open a locked and reinforced fortress gate.
Strength 10+ feats
15 Uproot a mighty tree. Slowly bash through the stone wall of a fortress.
16 Lift a mammoth. Hurl an elephant. Tear apart the welded steel bars of a portcullis.
17 Pull an entire caravan, chained cart-to-cart. Snap a mighty tree in half.
18 Lift a mighty tree with one hand. Crack a boulder in two. Rip a portcullis from its setting.
19 Throw a mammoth. Slowly push over a stone tower. Tow a boat away from a waterfall while on the shore.
20 Tear open the earth to create a crevasse. Smash through ten feet of solid stone. Lift a yeddim or outpull a team of them. Tow a boat away from a waterfall while swimming.
 
They are highly variable. You can't attempt even the easiest Feat of Strength without Strength 3, but it goes up to Strength 10 (as in can't attempt without at least Strength 10) from there in increments of ~3. Since Sigrdrífa can reliably get ~45 successes on a Feat of Strength, she can effectively accomplish Strength 20ish feats.

The book doesn't offer any insight on what feats might look like above Strength 10, except to mention the superman problem of leverage and the durability of materials. That's why I want the Craft Charm that makes things indestructible. Unfortunately it requires Craft 5.

Page 231 offers this table:
Successes Example Feat
Strength 3+ feats
1 Lift a full-grown man or an anvil. Break a pine board with a kick.
2 Tote a bale of cotton on one shoulder. Kick an oak door open.
3 Lift a mule. Break a sword over your knee.
4 Lift a full-grown warhorse. Bend an iron bar with both hands.
Strength 5+ feats
5 Lift an ox. Pull a fully laden wagon. Bend a horseshoe into a pretzel.
6 Throw a mule. Snap an axe haft over your knee. Kick an oak door to splinters.
7 Lift a boulder. Throw a full-grown warhorse.
8 Lift a rhinocerous. Snap iron manacles. Slowly bash through a brick wall.
9 Throw an ox. Twist a steel lock off a door with your bare hands. Kick down an iron-shod door.
Strength 7+ feats
10 Lift an elephant. Raise a drawbridge by hand. Punch through a brick wall.
11 Raise a locked portcullis by hand. Punch through the wooden gate of a fortress.
12 Pull a fully laden wagon from a sand trap. Rip iron bars out of their stone settings with one hand. Rip loose the stone supports of a city gate.
13 Lift a boulder with one hand. Tear down the pillars holding up a mighty temple.
14 Lift a tyrant lizard. Carry an enormous statue on one shoulder. Tip over a Guild wagon. Push open a locked and reinforced fortress gate.
Strength 10+ feats
15 Uproot a mighty tree. Slowly bash through the stone wall of a fortress.
16 Lift a mammoth. Hurl an elephant. Tear apart the welded steel bars of a portcullis.
17 Pull an entire caravan, chained cart-to-cart. Snap a mighty tree in half.
18 Lift a mighty tree with one hand. Crack a boulder in two. Rip a portcullis from its setting.
19 Throw a mammoth. Slowly push over a stone tower. Tow a boat away from a waterfall while on the shore.
20 Tear open the earth to create a crevasse. Smash through ten feet of solid stone. Lift a yeddim or outpull a team of them. Tow a boat away from a waterfall while swimming.
Yeah, I was looking at those. Next time, I’ll be sure to include the minimum in what I call out. Nice work, though. She’s awesome.
 
So, I was just writing a post including a response to Tyree, Sherwood Sherwood . Basically, what she’s doing is going to take a Social Influence action to accomplish. I don’t think you need to leverage intimacies for all of the actions, but some of them require you to. To me, I could see it being a persuade or inspire action.

Thoughts?
 
I'm trying to put their minds at ease, so I am thinking that Persuade is more along the lines of what I'm trying to do. What dice do I roll for that, and did I manage to get any stunt dice for my talking?
 
I think the ideal action here based on social rules is an inspire roll. I'd say Charisma + Presence against their resolve modified by whatever magnitude of fear they have right now.
 
I'm trying to put their minds at ease, so I am thinking that Persuade is more along the lines of what I'm trying to do. What dice do I roll for that, and did I manage to get any stunt dice for my talking?
Oh yes! Take a two-point stunt. I think a persuade also would work well. But, I think it relits on you leveraging an intimacy for it.

Random Word Random Word , take a two-point stunt for your action, as well.
 
That gives me a total of 8 dice. I'll put that up in the IC thread.
 
Just a quick reminder, there is a multi-target penalty for social influence. I almost forgot too.
 
Just a quick reminder, there is a multi-target penalty for social influence. I almost forgot too.
Yeah, but this is just to the scarred woman. FYI, her resolve is 3. Where are the rules for what fear will add to her resolve?
 
+1 for the Major Stunt, so 4 hits, and if you aren't going to spend the WP you received for the Major Stunt on a Charm you can always buy another hit (or just go over your max willpower, but those go away eventually).
 
I guess that the only good thing going for me is that I'm doing my best to be non-threatening, so if I blow this completely, I'm not looking foolish trying to intimidate someone and just being goofy.
 
Yeah, but this is just to the scarred woman. FYI, her resolve is 3. Where are the rules for what fear will add to her resolve?
I would treat it like an intimacy and you are the judge of how intense it is as the ST. Minor, major, or Defining.

Once you get the hang of the social system in 3E it's pretty consistent yet flexible.

Edit: I think Random Word Random Word is right, default assumption is major.
 
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Ah, oKay. So, her fear-based “intimacy” for this situation would add to her resolve while her “intimacy” to her tribe would subtract from it, if I’m reading it right. So, since they’re both Major, they cancel out and she stays at resolve 3.
 
Almost. Intimacies leveraged in defence (to boost resolve) have +1 strength over intimacies leveraged to weaken resolve. So Major is +3 Resolve and -2 Resolve, respectively.
 
Sorry. Thanks for talking it through with me. The social system isn’t very intuitive to me. So, seeing it in action really helps.
 

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