[SoY] A Whisper-Quiet Blade

edited August 2007 in Out-Of-Game
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  • edited 8:23AM
    I'm not in this game, I don't know if it's cool for me to post in this thread, but I just wanted to say that was a great first post. Something I want to emulate for any game I run in the future. Looking forward to this game!
  • edited August 2007
    The Ammeni nation drains the wealth of the Zaru, growing fat and bloated on their blood. But very few Ammenites gain anything from this arrangement. Most live in poverty, treated almost as harshly as the slaves. Even free farmers in Ammeni are indebted to the local House, forced to pay protection money to prevent their lands from being seized.

    As a young woman, Helina’s husband was conscripted by the local House for an excursion into Khale territory. Giving a man a spear does not make him a soldier, and he never returned. The local Lord even denied the death payment, claiming that since none survived who saw him killed, he may still live. Left with a small child and a parcel of fruit trees, Helina tried to make do, but she was unable to make the raised payment after the failed military campaign. She was driven off her land with little more than the clothes on her back and her son. She turned to her parents, also local farmers, who took her in but struggled with the extra mouths to feed. After of few months, Helina left to find work in the city.

    Few will pay a poor, uneducated Ammeni to do work they can get a slave to do, and Helina found herself barely able to eat, much less send money back to her family. There in the gutter they found her: men looking for desperate people with nothing to lose. They gave her a knife, a target, and a promise of substantial payment should she survive. It was suicide of course, stabbing a well guarded Lord in the street in the middle of the day. It’s an exercise intended to warn the Lord more than show any real results. Perhaps the guards were incompetent, or she was just lucky, or maybe she had a degree of untapped skill in this profession, but Helina managed to survive and complete her mission.

    The money was good and enough to keep her family safe for another year. The men, apparently impressed, offered more money and training. Helina spent the next several years in their employ, doing dozens of jobs for them. She sent the money home and returned for visits when she could.

    But recently the men disappeared without a trace. Now Helina is worried again. She is worried about her family, especially her son. He is only thirteen summers, but he is growing much too fast. Soon they will try to take him, as they did her husband, and the family needs even more money to bribe the soldiers. But she knows this would be only a temporary reprieve. She can buy him a few more years of life, but one day he will want to go. He will want to follow his father’s foot steps into an early grave. Everyday this grows closer and everyday Helina grows more desperate for the money to move her son to safety.

    **********************************

    Helina was in Gonne-on-Maire because upheaval always made for good business. Various nobles jockeying for place using all the resources at their disposal, including those of her talents.

    She happened to be along the river bank searching for a contact when the commotion started on the other side. She saw the Ammeni soldiers across the river and her heart ached, reminding her of the secret desire that helped drive her to this particular spot. He could still be alive. She knew it was a ridiculous fantasy. It had been years and he was a farmer, not a warrior. Still, each Ammeni soldier falling felt like a spear to her heart, driving open the old wound. She had to wonder what drove them to attempt such a suicidal approach back to their territory.

    Then Helina saw it there in the water. Glittering like gold, better than gold. It was a fortune for many men to share. If she could get it, or if she could help get it, it would be enough to buy from the nobles… no, she was thinking too small! It would be enough to be a noble.

    She shields her eyes from the sun and tries to memorize the location of her sinking treasure. She knew she had to try for it, or somehow get her hands on a piece of it once it got to shore. She also knew that every witness on this side of the river was thinking the exact same thing. Soon the entire city will know, and it shouldn’t be too difficult to hire on with someone.

    **********************************

    Concept: Freelance Ammeni assassin

    Name: Helina
    Species: Human
    Gender: Female
    Age: 31
    Culture: Ammeni

    Pools
    Vigor: 3
    Instinct: 5
    Reason: 3

    Abilities
    Endure (V): Competent
    React (I): Adept
    Resist (R): Unskilled

    Assassination (I): Adept
    Deceit (R): Adept [2 advances]
    Herb Lore (R): Adept [1 advance]
    Bladework (I): Competent
    Distill Herbs (R): Competent

    Appraisal (R): Unskilled
    Smuggling (R): Unskilled
    Taste Poisons (I): Unskilled

    Secrets
    Secret of the Serpent Blade
    Secret of the Sudden Knife [1 advance]

    Keys
    Key of Glittering Gold
    Key of Love (son) [1 advance]
  • This game looks badass. Yay!
  • RusRus
    edited August 2007
  • edited September 2007
    Yosol:Yosol's tribe was overrun by Ammenites when he was young. Alone, he migrated to Gonne-on-Maire.

    He lives with a loose gang of other Khalean orphans. They feed on the city's scraps, but cling to the river's edge, the only slice of green nature around. They have no leader, but some kids see Yosol, friendly and well-connected, as a father figure. But others are jealous and scheming.

    That fated night, Yosol watched from damp shadows as the Khalean bamboo warriors plunged the Ammenite boats into the river. He knew he wasn't the only one to see the moon-metal flashing in the dark waters.
    ***

    Concept: Khalean orphan gang member

    Name: Yosol
    Species: Human
    Gender: Male
    Age: 20
    Culture: Khale

    XP: 2
    Advances Spent: 6 of 8

    Pools
    Vigor: 4 of 5
    Instinct: 4 of 5 [1 Advance]
    Reason: 3 of 3

    Abilities
    Endure (V): Competent (1)
    React (I): Adept (2)
    Resist (R): Competent (1) [1 Advance]

    Athletics (V): Adept (2)

    Counsel (R): Competent (1)
    Deceit (R): Competent (1)
    Scrapping (V): Competent (1)
    Story-tell (R): Competent (1) [1 Advance]
    Street-wise (R): Competent (1) [1 Advance]
    Sway (I): Competent (1) [1 Advance]

    Freeload: Unskilled (0)
    Spear-fighting (V): Unskilled (0)
    Stealth (I): Unskilled (0)

    Secrets

    Secret of Contacts: Your character knows all sorts of people in all sorts of places. You can use this Secret for your character to automatically have a past relationship with any Story Guide character in the adventure. You may describe the relationship in a short phrase, such as "old enemy," "wartime buddy," "ex-lover," but the Story Guide gets to decide the history and current disposition of the relationship. Cost: 3 points from a pool determined by the Story Guide. Vigor would fit for a wartime buddy, Instinct for an ex-lover, and Reason for a former colleague in your character's field of study.

    Keys

    Key of the Lost Child: Your character has no tribe. They are lost to the Green World, or perhaps decimated in battle. It is her duty to carry on the tribe's name. Gain 1 XP every time your character tells a story of her tribe. Gain 2 XP whenever your character defends her tribe's name or lands in words or in battle. Gain 5 XP whenever your character finds a new legend of her tribe. Buyoff: Join another tribe.

    Key of Vengeance (vs Ammenites) [1 Advance]: Your character has a hatred for a particular organization, person, or even species or culture. Gain 1 XP every time your character hurts a member of that group or a lackey of that person. Gain 2 XP every time your character strikes a minor blow at that group or person (killing a member of the organization or one of the person's lackeys, disrupting their life, destroying their property). Gain 5 XP every time your character strikes a major blow at that group or person. Counter: Let your enemy go or destroy the entire organization.
  • edited August 2007
    Do you mind if we use HTML tags to format our IC text? I find reading whole paragraphs of boldfaced text is an eyestrain. And the blockquotes are a nice, soothing blue and might contrast nicely with the B&W OOC text.
  • edited 8:23AM
  • edited August 2007
    Posted By: rugrsi
    "Good evening," Drenin replied with a perfect Khalean accent. "They found the moon-metal, so it appears your information was correct."
    "The fools should have never tried to fight their way out-- I still can't believe some of them survived."
    "I only sell them the information, what they do with it is none of my concern." Drenin lied.
    I'm sorry, I must admit confusion. Is Drenin keeping the Khaleans addicted? Does he trade information for the thrill or chance to control, or does he want to cause trouble specifically for the Houses?
  • RusRus
    edited 8:23AM
  • edited August 2007
    Posted By: rugrsiIf Drenin sold information which angered someone and then they take their anger out on Drenin. Maybe selling personal information that causes him emotional harm--- example: Selling information about his friends and family.
    That makes sense. But do you get XP when you do the actual trade or when it bites you?

    Actually, I guess it would be the latter. You'd get 1 regardless of the trade, then a bunch when the trade results in people trying to stop your Key-motivation. Keen.
  • edited August 2007
    Posted By: George ShannonChris: When you say Vengeance (Ammenites) do you mean all Ammenites or just the rich and militant ones? From Clinton's description, it sounds like there are quite a few wretched ones, but there are few written mechanical differences. Specifically, do the other two PCs fall under your Key?
    1. I think Yosol would have bad feelings against all Ammenites, but I think he would only seek vengeance against Ammenites who (actually or potentially) threaten Khaleans (e.g. soldiers and leaders). So I don't think Helina or Drenin would count if Yosol met them on the street, but they might count if Yosol knew Helina was targeting Khaleans or Drenin was providing information to Ammenite soldiers (or misinformation to Khaleans).

    How does that sound?

    2. I now see a usability problem with using HTML <blockquote> tags for IC text: we can't use blockquote when actually want to quote someone! :-/

    This suggestion might be overly fancy, but perhaps would could keep <blockquote> tags for actual quotes in OOC text and use a different background text color for IC, i.e. <span style="background-color:PaleGoldenrod">This is an example of IC text using inline CSS <span> tags to change the text background color to "Pale Goldenred".<span> <:)
  • edited 8:23AM
    In a new city she'd spend a lot of time walking around watching and listening. There are people who are information brokers, people who know people, people who have their hand in the black market and other illegal activities. They're not that hard to spot if you know what to look for and what type of person you should buy a few drinks. It is risky to try to establish a relationship with someone when you have to be very subtle about what you're actually doing.

    As a woman she has a hard time getting men to take her seriously. This is usually to her advantage when doing a job but makes it difficult to find freelance work. It does make her more accessible to other women, particularly prostitutes who see and know a lot about everything that's going on in town.

    First she'd present herself as an expert herbalist, which people in the know would understand as a poison maker. She's happy making poisons, but the real money is in killing. It may take several interactions before she reveals that she's willing to deliver the poison personally.
  • edited 8:23AM
    Go on without me. This is far more involved than I imagined. I'll lurk.
  • edited 8:23AM
  • edited 8:23AM
    George:

    1. re quotes: sounds good.

    2. re languages: what did you have in mind? I wouldn't want anything that keeps some information secret between players (but between characters might be ok).

    3. re the title A Whisper-Quiet Blade: I like it!
  • edited 8:23AM
  • edited 8:23AM
  • edited 8:23AM
    If there is room for one more with orklord dropping out, I was thinking of making as a character the Khalean that told Drenin about the moon-metal.
  • edited August 2007
  • edited 8:23AM
    I see what you mean. Knocking down Deceit to Competent.

    Herb Lore (R): Adept [2 advance]
    Deceit (R): Competent [1 advances]
    Secret of the Sudden Knife [1 advance]
    Key of Love (son) [1 advance]
  • edited November 2007
    Well here's my first pass. Let me know what you think.

    Kerrik secured the vials in his pouch and melted back into the trees at the river’s edge. Once back in the city, Kerrik avoided the gaze of all as he returned to his home. He was afraid they would see his guilt shining from his eyes. Of course, he could argue that his tribe betrayed him first. At first the healers were diligent when his wife, Alia, fell prey to this strange malady. After all, Kerrik was a valued and trusted warrior for his tribe. When all their skills came to nought, they urged him to let her go, to prepare for her death. So in desperation he traded with the Ammeni across the river and these healing venoms have held the disease at bay. This confirmed what Kerrik suspected. If Ammeni skills could affect the disease, then this affliction must have come from the Ammeni. Kerrik will find the truth and the cure, no matter what the cost.

    --------

    Concept: Compromised Khalean Warrior

    Name: Kerrik
    Species: Human
    Gender: Male
    Age: 35
    Culture: Khalean

    Pools:
    Vigor: 5
    Instinct: 5 [two advancements]
    Reason: 3

    Abilities
    Endure (V): Adept (2)
    React (I): Competent (1)
    Resist (R): Competent (1) [one advancement]

    Aim (V): Adept (2)
    Sense Danger (I): Competent (1)
    Athletics (V): Competent (1)
    Woodscraft (R): Competent (1)
    Spear-Fighting (V): Competent (1)

    Secret of Throwing
    Anything is a dangerous missile in your character’s hands. She can throw anything fist-sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon. Cost: 1 Vigor.

    Secret of the Unwalked Path [one advancement]
    Your character’s footfalls leave little trace for others to follow. You can use your character’s Woodscraft ability in resistance to anyone trying to track her. Cost: 1 Instinct.


    Key of the Tribe
    Your character’s tribe is a great part of her identity. Gain 1 XP whenever your character does something to help the tribe. Gain 2 XP whenever your character defends or helps the tribe even though it brings her ridicule or inconvenience. Gain 5 XP whenever your character defends the tribe in battle.
    Buyoff: Leave the tribe.

    Key of Love [one advancement]
    Your character has a deep love, whether friendly, erotic, or familial, for someone else. Gain 1 XP every time this character is present in a scene with your character. Gain 2 XP whenever your character has to make a decision that is influenced by them. Gain 5 XP every time your character puts herself in harm’s way or makes a sacrifice for them. Buyoff: Sever the relationship with this person.
  • edited 8:23AM
  • edited 8:23AM
    I am leaving it unstated. Kerrik's belief is that the disease is Ammenite and he will react accordingly but I will leave the truth of things for you to play with. :) All that is known for certain is that Khale healing techniques have failed against it and the Healing Venom aids her but does not cure her.

    It was my intention to have Kerrik's Keys be in opposition to each other. Thus Kerrik's tribe does use, collect and hoard moon-metal for its own use and Kerrik is betraying them in order to get help for his wife.
  • edited 8:23AM
    I fixed my character's Pool scores:

    Pools
    Vigor: 5
    Instinct: 4 [3 + 1 Advance] (was incorrectly 5)
    Reason: 3
    = 5 + 4 + 3 = 11 :)
  • edited 8:23AM
  • edited 8:23AM
    Woo! I'm really excited about this. George, you're clearly a pro at this.
  • edited 8:23AM
  • edited 8:23AM
    OK, I've never player TSOY before so I have a question on rugrsi/Drenin's in game post, namely what limits are there on a player to just create scenes and NPCs like that? I've only got the free rules on the net and its not really addressed there.
  • edited 8:23AM
    George: I'm a little confused about what discussion goes in this OOC thread and what goes in the IC thread (but not in blockquoted "game text"). I thought you did like using separate IC/OOC threads?
  • RusRus
    edited 8:23AM
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