TUW: The Outpost

Sylvar B.

Explorer
When Adi senses Vittero manipulating way, and the wounds being to heal, Adi looks makes eye contact with Vittero, his eyes wide with surprise...You too? Adi looks at Taylar, Raven and Maka...each in turn.We need to talk when we camp tonight, for now lets do what we need to do and get out of here.
 
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Kwargrow

Gamer Extraordinaire
When Taylar feels the manipulation of Way and the quick healing for him and Raven Elk his eyes grow wide. He will attempt to join in with the effort of the others. Afterwards he looks at each of them in turn. "You can feel the vibrations too? I first felt it when working the forge with my father. The metal vibrated back at me, and I later learned I could make other things vibrate."

While his leg is healing, Taylar will lean on his baton. He will help as he can with searching the fallen and the area.

On his way past he looks down with disgust at the Amiradtha that he knocked down and says, "You're lucky my father talked me out of that spike on the tip."
 

MacConnell

Creator of The Untamed Wilds
Technical Post: Experience Awarded

GM: Individual Posts:
  • Raven Elk: 6
  • Maka: 4
  • Taylar: 4
  • Adisakti: 7
Innovative Ideas, Party Aid, Combat:
All Characters: 5

OOC: Let me know if there are any questions or if anyone needs assistance with XP expenditure. Also, message me when characters are complete so that I can update task ratings.
 
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MacConnell

Creator of The Untamed Wilds
Those of the crew that want to do so, look over the fallen foes as they are disarmed. Two of the Amiradthae were able to walk away from the battle, though the girl needed assistance to do so. Of the 10 foes initially engaging the crew, only 3 were actually killed. The five lying unconscious will eventually recover, some sooner than others.

GM: As the fallen are relieved of their spears, it is discovered that the Amiradthae carry a few trinket charms. These talismans give an indication of a proclivity for developmental augmentation, but as to exactly what that proclivity may be is yet to be discovered.

OOC: Possible New Collections:
Yellow Feather Talisman: 2
Red Feather Talisman: 1
Squirrel Tail: 2

Moving into the campsite on their way to returning to their hunt, the crew discovers that these Amiradthae appear to have been establishing themselves, here. There are lean-to shelters constructed and three cookfires burning. Two of the fires contain a rabbit on a spit. The third is missing its spit, likely taken by the two fleeing as they vacated the premisses.

Moving through the camp and exiting northward from the other side, the crew returns to its original direction moving on toward its original quarry.
OOC: Note:
Raven Elk:
  • damaged tunic: 7 points
  • damaged buckler: 8 points
  • damaged pants: 6 points
2 on Taylar:
  • damaged left cuisse : 8 points

GM: An attempt can be made to repair these items, but a statement must be made concerning such, in a post.
 
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Kwargrow

Gamer Extraordinaire
As the group moves along Taylar will not shut up about the fight, going over the steps of it as if none of the others were there. "We're finally living now," he says with an exuberant smile.

He will handle all of the talismans to see if any of them vibrate to him. Taylar will also see how he can repair his leg armor, and he will begin to experiment with how to improve it.
 

MacConnell

Creator of The Untamed Wilds
Taylar Tends to Menial Tasks

... Taylar... will handle all of the talismans to see if any of them vibrate to him. Taylar will also see how he can repair his leg armor, and he will begin to experiment with how to improve it.
[sblock=Repairing:]
Effectiveness:
Mind + Knowledge +
Commercial

This task is utilized to fix damage to clothing, armor, or weapons. Some common sense and role playing is necessary in performing this task as various pieces of material and equipment are necessary. The total score represents to percent of damage that can be repaired. This task may only be applied once per damage occurrence per item. Collegiate Enhancement is not applicable to this task, as physical items cannot be created by the manipulation of Way.
Taylar: 10(Repair) + 62(d100) = 72% * 8 = 6
[/sblock]
GM: Using a brand from the camp fire, Taylar is able to mostly seal the puncture in his left cuisse.

OOC: Remaining damage: 2: unrepairable

[sblock=Sense Way:]
Range: Touch
Effectiveness:
  • Essence + Adhesion +
  • Collegiate
This active Basic task is used to determine if an item can augment the natural abilities of the possessor or if another being can manipulate way. This sensitivity provides no specifics. The result is as simple as yes or no.
Taylar: 23(task) + 62(d100) = 85: fail
[/sblock]
GM: Taylar feels that there should be some importance to carrying the items, but he is unable to sense any particular proclivity.
 
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MacConnell

Creator of The Untamed Wilds
Feeling better from his rest, Raven Elk attempts to repair and stitch together clothing and armor (buckler).
[sblock=Repairing:]
Effectiveness:
Mind + Knowledge +
Commercial

This task is utilized to fix damage to clothing, armor, or weapons. Some common sense and role playing is necessary in performing this task as various pieces of material and equipment are necessary. The total score represents to percent of damage that can be repaired. This task may only be applied once per damage occurrence per item. Collegiate Enhancement is not applicable to this task, as physical items cannot be created by the manipulation of Way.
Raven Elk: 12(Repair) + 98(d100) = 110%
Effective maximum cannot be greater than 90%
Tunic: 90% * 7 = 6, Buckler: 90% * 8 = 7, Pants: 90% * 6 = 5
[/sblock]
GM: Using a brand from the fire in the same manner as Taylar did for his left cuisse, Raven Elk makes a decent repair to his buckler. He is also able to effectively stitch up his tunic and pants.

OOC: GM NOTE:
As a dynamic for the game, no repairs will ever be 100% effective. Eventually characters will want to consider replacing items that have been significantly damaged. This motivates trade and further adventure to acquire income for such.

Damage to clothing and armor causes a reduction in the % of coverage. Weapons can also be damaged, but this is rare. When it occurs, is reduces the weapons effectiveness.
 

Sylvar B.

Explorer
While the others attempt to repair their armor Adi rummages through the camp looking for anything interesting...he will take nothing that does not augment way.
 
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MacConnell

Creator of The Untamed Wilds
Y 0: D 202: D 52: Amiradthae, Their Camp

While the others attempt to repair their armor Adi rummages through the camp looking for anything interesting...he will.take nothing that does not augment way.
GM: Rummaging through the campsite, Adisakti determines that the Amiradthae appear to have trying to establish a base of operation. There are various types of snares in the making and some small skins drying. It appears they had been subsisting mostly on varmints and rodents.

Under the protective cover of one of the shelters, Adi locates a small, tied bunch of herbs hanging from the make-shift roof, apparently in a drying process. Seeing the herbs gives Adisakti the feeling that they may be of medicinal use.

[sblock=Forage:]
Effectiveness:
  • Sense Plant (Collegiate Task)
  • Mind + Knowledge +
  • Commercial
This active task is used to locate usable plants within the area, whether medicinal or edible.

Sense Plant:
Range: Essence + Cohesion
Effectiveness:
  • Essence + Cohesion +
  • Collegiate
This active Basic task is used to determine if an edible or medicinal plant exists within the effective range. Due to the inherent ability of the plant to augment healing or provide nourishment, a sample need not be possessed nor previously encountered in order to locate one in this manner. The complexity of the plant detectable depends upon the skill of the Diviner. A sample of a desired herb or food can be used to augment this ability to locate plants beyond the normal complexity. This is, also, applied as a passive Basic technique to the Commercial task of Forage.
Adisakti: 10(Sense) + 19(Forage) + 84(d100) = 113: success[/sblock]
OOC: The herbs have a particular proclivity.

GM: Taking the herbs in hand, Adi tries to determine if he might know their particular usefulness.

[sblock=Herbalism:]
Effectiveness:
  • Identify Plant (Collegiate Task) +
  • Mind + Knowledge +
  • Commercial
This active task is applied to identifying usable plants, whether medicinal or edible or toxic. The result of the effectiveness of this task is determined by the rarity of the plant as translated by the GM. Generally for common plants, the effectiveness + d100 must be greater than 100.

Identify Medicinal Plant:
Range: Touch
Effectiveness:
  • Essence + Cohesion +
  • Mind + Knowledge + Will +
  • Collegiate
Time = 1 day * complexity / (Effectiveness + d100)
This active tasks is used to determine the exact benefit of a medicinal plant. This is, also, applied as a passive technique to the Commercial task of Herbalism.
Adisakti: 26(Identify) + 19(Herbalism) + 84(d100) = 129
Time: 1 / (129) = 11 minutes[/sblock]
OOC: New Collections:
Soothe Leaf: 1 measure (used to restore the loss of Mind)
 
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