Difference between revisions of "LB play by post"

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'''Conditions''' [ _ ] Injured [ _ ] Tired [ _ ] Angry [ _ ] Lost [ _ ] Hunted [ _ ] Dead [ _ ] Trapped
 
'''Conditions''' [ _ ] Injured [ _ ] Tired [ _ ] Angry [ _ ] Lost [ _ ] Hunted [ _ ] Dead [ _ ] Trapped
 +
 +
==The Owl==
 +
 +
An old but reliable skyship, outfitted for smuggling
 +
 +
Sky Hauler C9 Refit
 +
 +
''The Owl'' was once a Sky Hauler C9 cargo ship but has since been extensively customized by Cyrus and Kale. It has a smaller cargo area and four passenger berths in the reclaimed space. It also has hidden smuggling compartments scattered throughout the vessel.
 +
 +
''The Owl'' is an old ship, but it can hold its own with more modern vessels thanks to its custom engines and supercharged steam drive. Snargle has also made several unique adjustments to the controls to allow the large ship to maneuver like a much smaller craft.
 +
 +
Unfortunately, all of these modifications put a lot of strain on the old girl. Kale keeps the ship running day to day, but when it's put under a lot of stress (as it often is) things can go awry—broken pipes, vented steam, leaking fluids, and worse.
 +
 +
Still, ''The Owl'' is not just a skyship, it's a home to its crew. They gather around the beat-up old wooden dinner table in the galley every night and thank the four winds that fortune saw fit to bless them with such a fine craft.
 +
 +
'''Statistics'''
 +
 +
* Length: 48 meters
 +
* Crew: 2–3 Berths: 6 (2 crew, 4 passenger)
 +
* Cargo Capacity: 30,000 pounds (6 cargo pods)
 +
* Powerplant: Tri-V alve Reciprocal Steam Drive
 +
** (2) Twin-Coil Induction Thrusters
 +
** Cruise Speed: 160 knots
 +
** Flank Speed: 310 knots under boost
 +
* Weapons: Top-mounted external gun turret
 +
* Wireless: Midrange Multi-Band with Signal Mask
 +
* Sensors: Short-Range Sonar
 +
** Atmosphere/Pressure Analyzer
 +
** Hull: Treated to resist corrosion in the lower depths for up to 4 hours.
 +
 +
'''Conditions''' [ X ] Need Fuel [ X ] Slowed [ X ] Busted & Leaking [ X ] Crippled
  
 
==Rules Summary==
 
==Rules Summary==

Revision as of 10:26, 29 June 2016

A PBP game of Lady Blackbird:Tales in the Wild Blue Yonder

Setup

Lady Blackbird is on the run from an arranged marriage to Count Carlowe. She hired a smuggler skyship, The Owl, to take her from her palace on the Imperial world of Ilysium to the far reaches of the Remnants, so she could be with her once secret lover, the pirate king Uriah Flint.

However—Just before reaching the halfway point of Haven, The Owl was pursued and captured by the Imperial cruiser Hand of Sorrow, under charges of flying a false flag.

Even now Lady Blackbird, her bodyguard, and the crew of The Owl are detained in the brig, while the commander of the cruiser, Captain Hollas, runs the smuggler ship’s registry over the wireless. It’s only a matter of time before they discover the outstanding warrants and learn that The Owl is owned by none other than the infamous outcast Cyrus Vance.

Natasha Syri • Lady Blackbird

Lady blackbird.jpg

An Imperial noble, in disguise, escaping an arranged marriage so she can be with her lover

Played by MrPrim

TRAITS

  • Imperial Noble Etiquette, Dance, Educated, History, Science, Wealth, Connections, House Blackbird
  • Master Sorcerer Spellcaster, Channeling, Stormblood, Wind, Lightning, [Fly], [Blast], [Sense]
  • Athletic Run, Fencing, Rapier, Duels, Shooting, [Pistol], [Acrobatics]
  • Charm Charisma, Presence, Command, Nobles, Servants, [Soldiers]
  • Cunning Deception, Misdirection, Disguise, Codes, [Sneak], [Hide]

Tags in [brackets] are qualities you don't have yet. You can buy them with advances. See the Rules Summary below, under Keys.

  • Key of the Paragon As a noble, you're a cut above the common man. Hit your key when you demonstrate your superiority or when your noble traits overcome a problem. Buyoff: Disown your noble heritage.
  • Key of the Mission You must escape the Empire and rendezvous with your once secret lover, the Pirate King Uriah Flint, whom you haven't seen in six years. Hit your key when you take action to complete the mission. Buyoff: Give up on your mission.
  • Key of the Impostor You are in disguise, passing yourself off as commoner. Hit your key when you perform well enough to fool someone with your disguise. Buyoff: Reveal your true identity to someone you fooled.
  • Secret of Stormblood As long as you can speak, you can channel magical power and do Sorcery. You have the Master Sorcerer trait and the Stormblood tag.
  • Secret of Inner Focus Once per session, you can re-roll a failure when doing Sorcery.

XP 0

Conditions [ _ ] Injured [ _ ] Tired [ _ ] Angry [ _ ] Lost [ _ ] Hunted [ _ ] Dead [ _ ] Trapped

Naomi Bishop

Lady Blackbird PCs - Naomi Bishop.jpg

Former pit-fighter and bodyguard to Lady Blackbird

Played by Marian

TRAITS

  • Pit-Fighter Combat Tested, Brutal, Living Weapon, Fast, Hard, [Strong], [Bone-breaking], [Scary Look]
  • Bodyguard Awareness, Threats, Defend, Disarm, Restrain, Carry, Delay, [Security], [First Aid]
  • Ex-Slave Sneak, Hide, Run, Tough, Endure, Scrounge, Nobles, [Hatred], [Iron Will]
  • Keen Insightful, Aware, Coiled, Liars, Traps, [Danger], [Sense Motives]

Tags in [brackets] are qualities you don't have yet. You can buy them with advances. See the Rules Summary below, under Keys.

  • Key of the Guardian You are Lady Blackbird's loyal defender. Hit your key when you make a decision influenced by Lady Blackbird or protect her from harm. Buyoff: Sever your relationship with the Lady.
  • Key of Vengeance The Empire enslaved you and made you kill for sport. You will have your revenge on them and watch their cities burn. Hit your key when you strike a blow against the Empire (especially by killing an Imperial). Buyoff: Forgive them for what they did to you.
  • Key of the Warrior You crave the crash and roar of battle, the tougher the better. Hit your key when you do battle with worthy or superior foes. Buyoff: Pass up an opportunity for a good fight.
  • Secret of Destruction You can break things with your bare hands as if you were swinging a sledgehammer. It's scary.
  • Secret of the Bodyguard Once per session, you can re-roll a failure when protecting someone.

XP 0

Conditions [ _ ] Injured [ _ ] Tired [ _ ] Angry [ _ ] Lost [ _ ] Hunted [ _ ] Dead [ _ ] Trapped

Cyrus Vance

An ex-Imperial soldier turned smuggler and soldier-of-fortune, Captain of The Owl

Played by Tylorva

TRAITS

  • Ex-Imperial Soldier Tactics, Command, Soldiers, Rank, Connections, Maps, Imperial War Ships
  • Smuggler Haggle, Deception, Sneak, Hide, Camouflage, Forgery, Pilot, Navigation, [Repair], [Gunnery]
  • Survivor Tough, Run, Scrounge, Endure, Creepy Stare, Intimidate, [Medic]
  • Warrior Battle-Hardened, Shooting, Two-Gun Style, Pistol, Fencing, Sword, [Brawl], [Hail of Lead]

Tags in [brackets] are qualities you don't have yet. You can buy them with advances. See the Rules Summary below, under Keys.

  • Key of the Commander You are accustomed to giving orders and having them obeyed. Hit your trait when you come up with a plan and give orders to make it happen. Buyoff: Acknowledge someone else as the leader.
  • Key of Hidden Longing You are completely enthralled by Lady Blackbird, but you don't want her to know it. Hit your key when you make a decision based on this secret affection or when you somehow show it indirectly. Buyoff: Give up on your secret desire or make it public.
  • Key of the Outcast You got exiled from the Empire. Hit your key when your outcast status causes you trouble or is important in a scene. Buyoff: Regain your former standing or join a new group.
  • Secret of Leadership Once per session, you can give someone else a chance to re-roll a failed roll, by giving them orders, advice, or setting a good example.
  • Secret of Warpblood Once per session, you can teleport yourself or someone you're touching.

XP 0

Conditions [ _ ] Injured [ _ ] Tired [ _ ] Angry [ _ ] Lost [ _ ] Hunted [ _ ] Dead [ _ ] Trapped

Kale Arkam

Kale.jpg

A burglar and petty sorcerer, first mate and mechanic of The Owl

Played by Chronicler

TRAITS

  • Burglar Quiet, Sneak, Hide, Dextrous, Locks, Perceptive, Traps, Darkness, [Alarms] , [Distractions]
  • Tricky Quick, Dirty Fighting, Tumbler, Escape, Contortionist, [Sleight of Hand], [Acrobatics], [Dagger]
  • Petty Magic (use one spell tag at a time) Light spell, Dark spell, Jump spell, Shatter Spell, [Channeling], [Spellcaster]
  • Mechanic Repair, Engines, Efficiency, Spare Parts, Sabotage, [Enhancements], [Ship Weapons]

Tags in [brackets] are qualities you don't have yet. You can buy them with advances. See the Rules Summary below, under Keys.

  • Key of Greed You like the shiny things. Hit your key when you steal something cool or score a big payoff. Buyoff: Swear off stealing forever.
  • Key of the Mission You must safely deliver Lady Blackbird to the Pirate King Uriah Flint, so she can marry him. Hit your key when you take action to complete the mission. Buyoff: Give up the mission.
  • Key of Fraternity You are sworn to Captain Vance in a bond of brotherhood. Hit your key when your character is influenced by Vance or when you show how deep your bond is. Buyoff: Sever the relationship.
  • Secret of Concealment No matter how thoroughly you're searched, you always have a few key items with you. You can produce any common, simple item at a moment's notice.
  • Secret of Reflexes Once per session, you can re-roll a failure when doing anything involving grace, dexterity, or quick reflexes.

XP 0

Conditions [ _ ] Injured [ _ ] Tired [ _ ] Angry [ _ ] Lost [ _ ] Hunted [ _ ] Dead [ _ ] Trapped

Snargle

A goblin sky-sailor and pilot of The Owl

Played by Harlan Quinn?

TRAITS

  • Pilot Daring, Steady, Maneuvering, Evasion, Tricky flying, Navigation, Maps, Atmospherics. [The Owl], [Battle], [Ramming]
  • Sky Sailor Gunnery, Aim, Maintenance, Observation, Signals, Empire, Pirates, Free Worlds, Haven, [Repair], [Connections]
  • Goblin Warp shape, Glide, Nightvision, Agile, Quick, Tumbler, Teeth & Claws, [Mimic Shape], [Reckless], [Connections]
  • Sly Crafty, Sneaky, Distractions, Bluff, Languages, Trade Speak, [Sharp], [Disguise]

Tags in [brackets] are qualities you don't have yet. You can buy them with advances. See the Rules Summary below, under Keys.

  • Key of the Daredevil You thrive in dangerous situations. Hit your key when you do something cool that is risky or reckless (especially piloting stunts). Buyoff: Be very very careful.
  • Key of Conscience You don't like to see anyone suffer, even enemies. Hit your key when you help someone who is in trouble or when you change someone's life for the better Buyoff: Ignore a request for help.
  • Key of Banter You have a knack for snappy comments. Hit your key when Snargle says something that makes the other players laugh or when you explain something using your pilot techno jargon. Buyoff: Everyone groans at one of your comments.
  • Secret of Shape Warping As a goblin, you can change your shape, growing shorter, taller, fatter, thinner, or changing your skin color, at will.
  • Secret of the Lucky Break Once per session, you can keep your pool dice when you succeed (so go ahead and use ‘em all).

XP 0

Conditions [ _ ] Injured [ _ ] Tired [ _ ] Angry [ _ ] Lost [ _ ] Hunted [ _ ] Dead [ _ ] Trapped

The Owl

An old but reliable skyship, outfitted for smuggling

Sky Hauler C9 Refit

The Owl was once a Sky Hauler C9 cargo ship but has since been extensively customized by Cyrus and Kale. It has a smaller cargo area and four passenger berths in the reclaimed space. It also has hidden smuggling compartments scattered throughout the vessel.

The Owl is an old ship, but it can hold its own with more modern vessels thanks to its custom engines and supercharged steam drive. Snargle has also made several unique adjustments to the controls to allow the large ship to maneuver like a much smaller craft.

Unfortunately, all of these modifications put a lot of strain on the old girl. Kale keeps the ship running day to day, but when it's put under a lot of stress (as it often is) things can go awry—broken pipes, vented steam, leaking fluids, and worse.

Still, The Owl is not just a skyship, it's a home to its crew. They gather around the beat-up old wooden dinner table in the galley every night and thank the four winds that fortune saw fit to bless them with such a fine craft.

Statistics

  • Length: 48 meters
  • Crew: 2–3 Berths: 6 (2 crew, 4 passenger)
  • Cargo Capacity: 30,000 pounds (6 cargo pods)
  • Powerplant: Tri-V alve Reciprocal Steam Drive
    • (2) Twin-Coil Induction Thrusters
    • Cruise Speed: 160 knots
    • Flank Speed: 310 knots under boost
  • Weapons: Top-mounted external gun turret
  • Wireless: Midrange Multi-Band with Signal Mask
  • Sensors: Short-Range Sonar
    • Atmosphere/Pressure Analyzer
    • Hull: Treated to resist corrosion in the lower depths for up to 4 hours.

Conditions [ X ] Need Fuel [ X ] Slowed [ X ] Busted & Leaking [ X ] Crippled

Rules Summary

Rolling the Dice

When you try to overcome an obstacle, you roll dice. Start with one die. Add a die if you have a trait that can help you. If that trait has any tags that apply, add another die for each tag. Finally, add any number of dice from your personal pool of dice (your pool starts with 7 dice).

Roll all the dice you’ve gathered. Each die that shows 4 or higher is a hit. You need hits equal to the difficulty level (usually 3) to pass the obstacle.

Levels

easy—3 difficult—4 challenging—5 extreme

If you pass, discard all the dice you rolled (including any pool dice you used). Don’t worry, you can get your pool dice back.

If you don’t pass, you don’t yet achieve your goal. But, you get to keep the pool dice you rolled and add another die to your pool. The GM will escalate the situation in some way and you might be able to try again.

Conditions

When events warrant or especially when you fail a roll, the GM may impose a condition on your character: Injured, Dead, Tired, Angry, Lost, Hunted, or Trapped. When you take a condition, mark its box and say how it comes about. [Note: The “dead” condition just means “presumed dead” unless you say otherwise.]

Helping

If your character is in a position to help another character, you can give them a die from your pool. Say what your character does to help. If the roll fails, you get your pool die back. If it succeeds, your die is lost.

Keys

When you hit a Key, you can do one of two things:

  • Take an experience point (XP)
  • Add a die to your pool (up to a max of 10)

If you go into danger because of your key, you get 2 XP or 2 pool dice (or 1 XP and 1 pool die). When you have accumulated 5 XP, you earn an advance. You can spend an advance on one of the following:

  • Add a new Trait (based on something you learned during play or on some past experience that has come to light)
  • Add a tag to an existing trait
  • Add a new Key (you can never have the same key twice)
  • Learn a Secret (if you have the means to)

You can hold on to advances if you want, and spend them at any time, even in the middle of a battle!

Each key also has a buyoff. If the buyoff condition occurs, you have the option of removing the Key and earning two advances.

Refresh

You can refresh your pool back to 7 dice by having a refreshment scene with another character. You may also remove a condition, depending on the details of the scene. A refreshment scene is a good time to ask questions (in character) so the other player can show off aspects of his or her PC—“Why did you choose this life?”—“What do you think of the Lady?”—“Why did you take this job?” etc. Refreshment scenes can be flashbacks, too.