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[http://forum.rpg.net/member.php?3121-Vektunaxa Vektunaxa] playing [http://wiki.rpg.net/index.php/Curse_of_the_Goblin%27s_Luck#Tuhm_Nearam.2C_Able_Seaman Tuhm Nearam, Able Seaman]
 
[http://forum.rpg.net/member.php?3121-Vektunaxa Vektunaxa] playing [http://wiki.rpg.net/index.php/Curse_of_the_Goblin%27s_Luck#Tuhm_Nearam.2C_Able_Seaman Tuhm Nearam, Able Seaman]
 
==Points & Sundry==
 
 
===ACE===
 
* Fate Points. 4
 
* Mental Stress. 1 2 3
 
* Physical Stress. 1 2 3
 
* Consequences. none
 
* Situational Aspect. '''''prone'''''. (getting up requires a +0 Dexterity roll)
 
 
===JENNY===
 
* Fate Points. 3
 
* Mental Stress. 1 2 3
 
* Physical Stress. 1 2 3
 
* Consequences. none
 
* Situational Aspects.
 
 
===TUHM===
 
* Fate Points. 3
 
* Mental Stress. 1 2 3
 
* Physical Stress. 1 2 3 4
 
* Consequences. none
 
 
===ULRICH===
 
* Fate Points. 3
 
* Mental Stress. 1 2 3
 
* Physical Stress. 1 2 3
 
* Consequences. none
 
 
===GM’S SECTION===
 
* Fate Points Remaining. 2
 
* Important Game Aspects. ''Curse of the Goblin’s Luck''.
 
 
'''Important Situation Aspects:'''
 
* Rough seas
 
* Unfavorable winds
 
* Ship Under Adjuration of a Madman
 
* Panic (with 1 free invoke)
 
* Pal of Fear (with 1 free invoke)
 
 
Current as of post [http://forum.rpg.net/showthread.php?774820-Fate-Freeport-Curse-of-the-Goblin%92s-Luck&p=19822154#post19822154 #39]
 
  
 
==Setup==
 
==Setup==
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'''Refresh.''' 3
 
'''Refresh.''' 3
  
'''Description.'''Tuhm is a well-traveled able seaman. He has had a berth on many ships, from pinnaces to galleys to galleons. He has also survived many shipwrecks. Surprisingly, he is not viewed as a Jonah, but instead as a good luck charm.
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'''Description.'''
  
 
==“Ulrich” Noxus Darque==
 
==“Ulrich” Noxus Darque==
 
'''ASPECTS'''
 
'''ASPECTS'''
 
* '''High Concept.''' Necromancer Servant of the God of Death
 
* '''High Concept.''' Necromancer Servant of the God of Death
* '''Trouble.''' Forbidden Knowledge the Bane of Sanity
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* '''Trouble.''' Will Do Almost Anything for Knowledge
* '''Others.''' Chaplain of the Unrestful Bones, Dead Avenger Posing as Ship's Physician
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* '''Others.'''
  
 
'''SKILLS'''
 
'''SKILLS'''
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* '''Animate Dead''' ''(Necromancy, Summoning, Cost, Persistent, Corrupting, Requires 2 other necromancy spells)'': You animate a nearby corpse (even if buried) into an animated skeleton or a zombie, to act as your ally. See rules for the Summoning keyword above. This spell is a major infraction.
 
* '''Animate Dead''' ''(Necromancy, Summoning, Cost, Persistent, Corrupting, Requires 2 other necromancy spells)'': You animate a nearby corpse (even if buried) into an animated skeleton or a zombie, to act as your ally. See rules for the Summoning keyword above. This spell is a major infraction.
 
* '''Cause Fatigue''' ''(Necromancy, Persistent)'': Choose a target in your current zone. Make an Overcome action, caster's Charisma vs. target's Constitution. On a successful casting, the target must mark off their highest-rated empty physical stress box; if you succeed with style, you gain a boost. If they have no unchecked physical stress boxes, this spell has no effect.
 
* '''Cause Fatigue''' ''(Necromancy, Persistent)'': Choose a target in your current zone. Make an Overcome action, caster's Charisma vs. target's Constitution. On a successful casting, the target must mark off their highest-rated empty physical stress box; if you succeed with style, you gain a boost. If they have no unchecked physical stress boxes, this spell has no effect.
 +
* '''Curse of Withering''' ''(Curse, Cost, Per Session, Corrupting, Requires two other curse spells)'': You may afflict a person with a magical wasting disease. Choose a target in your zone and make an Overcome action, your Charisma versus the target's Constitution. If you succeed with style, they take a severe consequence representing your wasting disease; if their severe consequence is already full, they must take an extreme consequence or be taken out. If you succeed, the consequence is moderate instead. If you tie, it is a mild consequence. If you fail, you both take a moderate consequence. This spell is a major infraction.
 
* '''Death's Chill''' ''(Necromancy, Cost, Corrupting, Requires Ghoul's Touch)'': An icy chill settles on the hearts of everyone in your zone. Make an attack, caster's Charisma vs. target's Constitution, against all creatures in your zone-friend or foe. This spell is a minor infraction.
 
* '''Death's Chill''' ''(Necromancy, Cost, Corrupting, Requires Ghoul's Touch)'': An icy chill settles on the hearts of everyone in your zone. Make an attack, caster's Charisma vs. target's Constitution, against all creatures in your zone-friend or foe. This spell is a minor infraction.
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* '''Evil Eye''' ''(Necromancy, Curse, Cost)'': You can affix a person with such a baleful glare that it prevents them from doing anything but cowering. You can use Charisma +2 to create an Terrified advantage on a person (opposed by their Intelligence), provided you can see each other and you make eye contact with them. You can compel this aspect (using fate points or free invocations) to do one of the following, depending on what kind of character you're affecting:
 +
** Nameless NPC: You may take the NPC out; they flee in abject terror.
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** Other NPC: They must do nothing but cower (they can still defend themselves) unless they choose to take a 2-stress mental hit.
 
** PC: They can act as they wish, provided they obey the spirit of the compel. They can avoid this by taking a 2-stress mental hit.
 
** PC: They can act as they wish, provided they obey the spirit of the compel. They can avoid this by taking a 2-stress mental hit.
 
* '''Ghoul's Touch''' ''(Necromancy, Corrupting)'': Attack a target in your zone, caster's Charisma +2 vs. target's Intelligence, physical damage. This spell is a minor infraction.
 
* '''Ghoul's Touch''' ''(Necromancy, Corrupting)'': Attack a target in your zone, caster's Charisma +2 vs. target's Intelligence, physical damage. This spell is a minor infraction.
 
* '''Grave's Reach''' ''(Necromancy, Cost, Corrupting, Requires Ghoul's Touch)'': Attack any target you can see, caster's Charisma +2 vs. target's Intelligence, physical damage. This spell is a minor infraction.
 
* '''Grave's Reach''' ''(Necromancy, Cost, Corrupting, Requires Ghoul's Touch)'': Attack any target you can see, caster's Charisma +2 vs. target's Intelligence, physical damage. This spell is a minor infraction.
 
* '''Ill Fortune''' ''(Curse, Trickster, Persistent)'': You can affect the luck of another creature, causing it to suffer all manner of minor misfortunes. You can use Charisma (opposed by the target's Wisdom) to create an ''Ill Fortune'' advantage against anyone in your zone or an adjacent zone, provided you can see them and they can see you.
 
* '''Ill Fortune''' ''(Curse, Trickster, Persistent)'': You can affect the luck of another creature, causing it to suffer all manner of minor misfortunes. You can use Charisma (opposed by the target's Wisdom) to create an ''Ill Fortune'' advantage against anyone in your zone or an adjacent zone, provided you can see them and they can see you.
* '''Living Dead Minions''' ''(Necromancy, Summoning, Cost, Persistent, Corrupting, Requires Animate Dead and 2 other necromancy spells)'': You animate a nearby group of corpses (even if buried) into animated skeletons or zombies, to act as your allies. See rules for the Summoning keyword above. However, you create a number of minions equal to the number of shifts you achieve on a Mediocre (+0) difficulty overcome using Charisma (minimum 1). This spell is a major infraction.
 
* '''Living Dead Guardian''' ''(Necromancy, Summoning, Cost, Persistent, Corrupting, Requires Animate Dead and 2 other necromancy spells)'': You animate a nearby corpse (even if buried) into an animated zombie, to act as your personal valet. The body used must be "harvested", making use of time and/or money in order to find the best specimen. Often, casters seek hulking, monstrous, or special corpses. See rules for the Summoning keyword above. However, your ally is a Good (+3) Nameless NPC, and you may select two advantages from the summoning list, or three with the addition of a disadvantage. This spell is a major infraction.
 
  
 
'''STRESS'''
 
'''STRESS'''
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* '''Stress:''' [ 1 ]
 
* '''Stress:''' [ 1 ]
  
==Game Aspects, NPCs, and Notes==
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==Game Aspects and Notes==
 
 
===Curse of the Goblin’s Luck===
 
 
 
(Current Issue) With a penchant for beleaguering enemies with misfortune, this foreign caravel is captained by the famous Kelvan Primbrand “the Loud”. Invoke for spreading misinformation and lies, and gathering rumors regarding her adventures. Compel to get doors slammed in face for the mention of her, other social unkindnesses and unwanted attention.
 
 
 
===The Halfling Benevolent Association===
 
 
 
The halfling branch of the underworld in Freeport.
 
 
 
===Brotherhood of the Yellow Sign===
 
 
 
What do we know about these guys?
 
 
 
===Sister Ships in All But Their Colors===
 
  
Lots are looking out for the ''Luck''. It's too bad the ''Invidian Fortune'' looks just like her!
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'''Curse of the Goblin’s Luck.''' (Current Issue) With a penchant for beleaguering enemies with misfortune, this foreign caravel is captained by the famous Kelvan Primbrand “the Loud”. Invoke for spreading misinformation and lies, and gathering rumors regarding her adventures. Compel to get doors slammed in face for the mention of her, other social unkindnesses and unwanted attention.
  
===Kelvan Primbrand “the Loud”===
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'''The Halfling Benevolent Association.''' The halfling branch of the underworld in Freeport.
  
Captain of the Goblin’s Luck. Known for his clever seamanship, ruthlessness, and deception. Rumor has it he's feared among his crewman and makes them stay on not for love of gold, fear or reprisal, or anything other than the curse that will damn their bones to the bosom of the sea. Issue: '''"Damn Your Insolent Bones!"'''
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'''Brotherhood of the Yellow Sign.''' What do we know about these guys?
  
===Garth Gurthman===
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'''Sister Ships in All But Their Colors.''' Lots are looking out for the ''Luck''. It's too bad the ''Invidian Fortune'' looks just like her!
Former First Mate of the ''Invidian Fortune''.
 
''Lowborn Seaman; Brutish Ways; A Grudge Against Tuhm''
 
* Good (+3) '''Constitution'''
 
* Fair (+2) '''Strength'''
 
* Average (+1) '''Dexterity'''
 
* Mediocre (+0) '''Charisma, Intelligence, Wisdom'''
 
'''Foul-Tongued.''' Use Strength instead of Charisma when intimidating or eliciting negative
 
reactions when being offensive or boorish.
 
'''Stress & Consequences.''' 4 Physical boxes; 2 Mental Boxes; 1 Mild, and 1 Medium
 
consequence slot.
 
  
===Ricard Ruchellieu===
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'''Kelvan Primbrand “the Loud”.''' Captain of the Goblin’s Luck. Known for his clever seamanship, ruthlessness, and deception. Rumor has it he's feared among his crewman and makes them stay on not for love of gold, fear or reprisal, or anything other than the curse that will damn their bones to the bosom of the sea. Issue: '''"Damn Your Insolent Bones!"'''
Gurthman’s Right-hand Man.
 
''Dangerous Turncoat Sword for Hire; What's In It for Me?''
 
* Good (+3) '''Dexterity'''
 
* Fair (+2) '''Intelligence'''
 
* Average (+1) '''Wisdom'''
 
* Mediocre (+0) '''Strength, Constitution, Charisma'''
 
'''The Quick Blade Strikes True ''(Dexterity)''.''' While locked in a duel, if you deal stress
 
in the first exchange, you may force your opponent to take a consequence.
 
'''Stress & Consequences.''' 2 Physical boxes; 3 Mental Boxes; and 1 Medium
 
consequence slot
 

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