[Archive]Roll to Dodge: Breach of the Fallen
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[Archive]Roll to Dodge: Breach of the Fallen
FRONT PAGE LAST UPDATED: 07 March, 2012
ROLLS LAST UPDATED: 07 March, 2012
Title: Breach of the Fallen
Author: its_crunchtime
Currently Playing:
Rulyon (Vanlen)
Saima (Raspin)
AerynPierre (Aeryn)
Malregima (Sa-Long)
Shinobody (Kardis)
Waiting List
8680
Bigkahuna
Deceased:
ROLLS LAST UPDATED: 07 March, 2012
Title: Breach of the Fallen
Author: its_crunchtime
Breach of the Fallen
- Prologue:
“‘Material’s veneer of haughty ignorance shall fall the moment the Ancient Tear rips through it.
Her fate, shattered, the future will be undetermined, out of the hands of those who choose to protect their cupidity with aloof standing.
Only those who choose to give up their immortality will become relevant once more as they move to protect the Elder World. The First World.
In killing me, I give you, Hadri Rimston, the honor of hearing my insight to this event:
The First World is doomed. My satisfaction comes from the knowledge that nothing you can do will save it! Your progeny will die or be enslaved, your precious gods slaughtered! Nothing you do in your life will change this, and, finally, the Lost One will have his revenge. ‘ Do you remember those words, Trianis? The Shade’s presage?” Gridalisis, of Godhold Nature asks his Holdking.
Trianis turns his gaze away from the town he had been staring at to look askance at Gridalisis. “Of course. The Shade Morgulhul’s last words, before Hadri slayed him. It was through that act that he was Raised, almost ten centuries ago. An act that is now in the history of this world.Why do you bring it up now?”
“Because Morgulhul was from another World, one with its own set of planes, gods, and beings.”
“We already know that. Even before then, we knew of the presence of other Worlds, and planes specific to those Worlds. Morgulhul and the few other Raised who were sucked with him into this, the First World, by a Tear were not the first taste of other Worlds we had, they were just the most… memorable. They brought with them almost a century of warfare, the beings of our World choosing sides, believing Morgulhul and his ilk to be gods descended, come to purge the world of any who were not devout. They did not realize that they had come from a different world entirely.”
Gridalisis snorts derisively, spitting as he does so. The globule of spittle falls through the clouds, dropping for thousands of feet until it lands in the center of the town’s square. Gridalisis and Trianis watched it silently, their gods-vision following it unerringly. “The inhabitants of First World do not even realize that other Worlds than theirs even exist. They believe that their three discovered planes of magic are the only ones, and think that they are alone in the universe.”
“They have had no reason to believe otherwise.”
“Morgulhul.”
“Were you mortal, would you have guessed that a handful of supernatural beings where not actually gods, but Raised from another World, sucked into ours by a Tear?”
“Of course.” Gridalisis answers dryly, crossing his burly arms across his bare, muscular chest as he does so. Being the God of Hunts, Gridalisis has tanned skin, his body thick with muscle and scattered with white scars. Clad only in a bearskin cape fringed with palmuth pelt and a layered kilt of longhorn elk fur that falls just below his knees, he certainly looks the part. His long hair is tied back into a knot to keep out of his face, and his hard –but beautiful, as all gods are- features are scrunched up into a glare whose target is the town below.
“You would not even know what a Tear is.”
Ignoring the comment, Gridalisis continues staring at the town. It is nondescript, having about a thousand people living there, an inn for travelers passing through, and the standard mixed-worship church dedicated to all the gods in the center of town across the square. It has a guard compound in the northwest corner, courtesy of Family Head Ralin, the lord of the lands surrounding Mischamin. One of ten council members that make up the decimvir of lords that rule the country of Amaor, each lord heads their own Family, and each Family is descended from royal bloodlines back when Amaor was ruled by a monarch.
The two gods sensed a baleful aura around the town and expanse of tiered farmland and rolling hills surrounding it for leagues, and both arrived at the same time to inspect its cause. The aura has a sinister, otherworldly quality to it - one the two gods have never sensed before.
“Well, we know one thing.” Trianis says, his gaze fixed on the village below, which continues on unaffected, the strange power having no effect on mortals as of yet.
“Which is?”
“The aura is not of the world Erid.”
“True. It is different than the power Morgulhul and his lackeys gave off. So it must be a World we have not encountered before.”
“Set Ria to watch this village. I do not want our Godhold to be caught unaware if this is some sort of power that requires our intervention.”
Gridalisis nods, and begins to melt away.
“And Gridalisis?”
“Yes?” He stops shifting, coming fully back into his being to hear his lord’s words.
“Do not tell any of the other Godholds. If this is a serious enough matter, we can alert them later. For now, let us keep the power of knowledge.”
“Understood.” Gridalisis allows himself to shift away, flying away on the winds of his power.
Trianis continues standing on the cloud, its billowing expanse enveloping him like a white, damp cushion until he wills it away so he can see the land below. Stretched out like a map, the visible features of the Terian Continent are breathtaking to behold: The Randil Mountains, the Lake of Dragons, the vast expanse of trees known as the Greenwood, the Ybrit Desert, which Trianis can just descry far to the south…
But the God of Nature, patriarch of the Godhold of the same name, has other business than to gaze with love on this area of the Elder World. Trianis removes a single leaf of oak from his tunic, made up of the leaves of a thousand score different plants. His hair, hanging like ivy down his broad back, blends in with his tunic, the mottled green of the hair camouflaging itself in the multicolored leaves. Trianis closes his green eyes, releases the leaf, and calls upon his power.
“Harmina, come.”
The leaf disintegrates into ashes that are blown away by the wind, wind that does not touch the God of Nature.
Opening his eyes, a Raised with skin the color of verdant ferns and fields with long, flowing hair of the same color is standing before him. Her face, beautiful and youthful, even before she was Raised, would have set Trianis’ heart fluttering were he mortal, and that’s before he would have realized that she is clad only with a single small leaf covering each of her more private areas.
Trianis, not in the mood for her jest in the slightest, waves his hand. Harmina is immediately set upon by a cloud of spinning leaves that appear from nowhere, sticking to her as if covered in glue. Within a few seconds the whirlwind is over, and Harmina is modestly clad in a gown that covers her from neck to toe.
Her mischievous smile turns into a pout, and she begins to complain, but Trianis cuts her off.
“I need you to go to Mischamin.” He says, naming the closest of the ten cities of Amaor.
“Why?”
“You sense the disturbance below?”
“Aye…?”
“That’s why. Gridalisis has determined that, thus far, all it does is prevent any with godblood to come down on the World anywhere within two days of foot travel.”
“Let me guess… you want me to shift into Mischamin, procure a horse, and ride to this village to better sense what is happening.”
“Correct.”
“As you well know, any with godblood who is on a World loses their godly powers.”
“For the most part, yes.”
“So what use will I be down there, with only a fraction of my might?”
“Your might? You are Raised, not a god, Harmina. Know the difference, and show some respect. You can still sense the disturbance better down there than up here, even with your powers muted. Explore this occurrence, then ride back out of the perturbation’s influence and report back.”
With a sigh, Harmina shifts away, shedding the garment of leaves that Trianis gave her as she does so.
Alone again, Trianis stares at the village, the fear he had been hiding showing in his eyes,
- The Game Mechanics:
This game will be medieval-esque fantasy, replete with magic, demons, fictional gods, etc. Races other than humans are in the game, so if any of those things freak you out… move on?
This game will be rolled using a d20, with 1 being a Horrible Failure and 20 being an Astonishing Success. A 10 is a fail with no consequences, as you’d expect.
A roll of 9 or less will do something mildly poor, bad, or horrendously terrible. A roll of 11 or more will do the same in the opposite, potentially garnering you useful items, knowledge, experience, and others.
This game will use the major/minor action system, which works as follows:
Major: Things like attacking, persuading, sneaking, buying items, complicated movements… etc. Essentially anything that requires concentration, with the exception of…
Minor:…things like speaking( not to be confused with persuading or anything of the like), average movements, carrying something, etc.
Average movements are moves like, “step back a few feet and crouch behind the overturned table”. A complicated movement is something like, “Jump up and grab the lip of the porch, pulling myself over the banister as I do so”.
I greatly encourage actions outside of the average “strike the bandit” or “climb the wall”. Let’s say you’re in a battle, and an opponent is crouched behind cover. Let’s say it’s a wall of sandbags. Since in this game you get bonuses for favorable positions, you will want to remove their advantage. Then put an action like, “Charge the opponent behind the cover, making as if I’m going to leap over. When I get close enough, leap and turn my body sideways in the air, so my feet strike the wall solidly, knocking over the cover.”
Opponent’s advantage gone! But, obviously, an action like this wouldn’t work on a stone wall – this is not a game where the impossible can be achieved… at least, not through mundane actions akin to “batter down the stone wall”.
Actions will be different in and out of combat:
In combat: Players may give a maximum of two major actions. Both can be straightforward damage actions if desired, but be warned: A failed combat action will interrupt the other combat action you take that turn, so if you fail the first of two combat actions in a turn, you will sustain damage and commit no other combat actions that turn.
Out of combat: You can give a maximum of three major actions, but only one can be an action that specifically trains a skill. You cannot practice both sneaking and one-handed swordplay in one turn.
Players will each begin with 20 hitpoints. If your hitpoints fall to 0 at any time during the game, you will be unconscious for 2 turns the first time you die, and 1 turn for every time after. If no one heals you in that time, then you die. You may rejoin the waiting list once you die, or if no one is on the waiting list, you can rejoin the game with a new character that I will add in when story allows it; likely within 3 turns.
Players each can carry a starting amount of 10 items. Every item takes up 1 inventory space. Large items, like a box, for example, can be carried, but not in your inventory; you must have, somewhere in your action “Keep carrying the box” or something along those lines. This would count as a minor action.
How rolling works:
Each major action you do requires a roll. This is why it’s a roll to dodge.
Combat actions – Let’s say your action is, “Slice the bandit with my cool sword.” (In game, this is considered a poor action, just so you know! Show some creativity!)
There then are three rolls: The first starts as a d20, possibly being modified to a higher or lower number by skills or penalties.
The ‘d’ rolled is not shown; this is because this game considers information a premium resource. You will not know an NPC’s skills just by watching him. Only a good roll, observation, etc, will allow you to see what skills he has. Obvious items are known on sight, but anything in bags/pockets are not, and so on. But I digress.
The number rolled would then be raised or lowered if according to any other skills/penalties/etc. Only the number added will be displayed, so as to avoid cluttering up the section. If you want to see what skill it is, you can check the added number, and then check the character information for that character.
“But you already added penalties and bonuses!” You say.
“There are different sorts of penalties and bonuses,” I reply, “As detailed in the appropriate section below.”
Then a similar roll is done for the opponent. The color will be blue, so you can tell which is yours and which is your opponent’s.
Finally, a damage roll is displayed. This number will be red and show the weapon used, as well as the weapon’s stats, as well as any further bonuses. The damage is dealt to the loser of the earlier roll.
Example:
“Slice the bandit with my cool sword.”
15 (+ 2) = 17
8
4 (Iron shortsword, 1d6) <- this damage is dealt to the NPC, as they lost the roll.
If the original roll BEFORE any added bonuses is 1, than the opponent, provided they beat your roll, will deal a critical hit, which doubles the total damage dealt. The same goes for players if the opponent rolls a 1 in combat before any additions/subtractions.
Out-of-combat - Actions are rolled with a d20. Bonuses are added onto the number rolled if there are any. These actions are anything from, “Persuade John to give me a discount” to, “Scale the side of the house and quietly open the window, sliding in through it”. These are actions that are not aimed to cause damage to anyone. Should they fail, damage may be sustained by someone, like the player if he failed the roll in the second action. Damage would be, as always, listed in red.
If the player should initiate combat, than they may still do three actions but once they post the first combat action, they must conform to the two-action boundary, meaning that only one action can follow. This means that the third action of an out-of-combat turn, should it begin combat, cannot be followd by another. There is no cheating the system to get four actions!
If an NPC does an action, the damage to themselves or someone else would be in red as usual, but their action would be blue in color.
Penalties/Bonuses
Penalties come in a few different forms. Penalties occurred from failed actions or succeeded enemy actions are listed on you character sheet.
Penalties concerning specific actions are things like if the opponent is wearing armor, if your lockpick is bent, etc.
If an entity would take damage and they are wearing armor, than the armor reduces the damage by its AV, or Armor Value. So, 4 damage while the target is wearing Leather armor that has 2 AV means that the target takes 2 damage.
If the action is, say, sneak up and kill the guard, than the roll will have penalties depending on numerous factors: the time of day, if the guard is highly aware, etc. These will be subtracted from the roll, and if it falls below 11, than the action is a fail.
But let’s say your Sneaking skill gave you a bonus of +2 to any roll involving sneaking. This would be added after the roll as well, and if the roll is raised above 20, something amazingly great will happen as a bonus. A similar situation would happen with an action like bartering, persuading, pickpocketing, etc.
If a bonus says something like +1d, this means that instead of rolling a d20, you would roll a d21.
Bonuses can be granted from being in an advantageous position; firing upon enemies from above would yield a bonus, as would fighting with a sword from behind waist-high cover, etc.
Attributes
Some items or opponents in the game will have attributes, which are not to be confused with traits, which are covered later on. Attributes are things like a race’s innate skills, weaknesses, etc. For example, a Skeleton may have an attribute that makes blunt weapons do more damage, and bladed weapons do less damage. This would show up like this:
Skeleton
[other NPC information]
Attributes
Made of Bone: Blunt weapons do +2 damage, and Bladed weapons do -2 damage.
The buffs and penalties, as the section about those details, would be added after the damage roll, so if an iron shortsword rolled a “4” for damage, the total damage would be “2” after penalties. Weapons will not have “blunt” attributes or anything; it is fairly self-explanatory from the weapons name or description if it is blunt or not. The same applies to any other piece of armor/object/etc.
The Three Types of Attacks
They are 3 categories of attacks. Every weapon and spell will have a category to it, and some may even have multiple categories.
Physical: Attacks using tangible, corporeal weapons.
Magical: Attacks that are Magical will ignore all armor, unless they are also tagged as “physical”. Magic spells and attacks would have three categories as well:
-Instantaneous: Evidently, these happen instantly. Instantaneous spells will cause an effect that either gives penalties against any further magic you cast for a turn, or prevents the casting of any magic by you for a turn.
-Preparatory: These spells need to be prepared a turn in advance, and cast within two turns after they are prepared. Preparing a spell will be interrupted if you sustain more than 5 damage in the turn you prepare it.
-Component: These spells need components to cast. The spell cast would consume the components, but it is as instantaneous as... well, instantaneous spells, except without the penalty.
Mental: Mental attacks will ignore both armor and magic wards, in return being generally weaker than physical or magical attacks. Mental attacks and priestly abilities are very similar, as the priest acts as a conduit to the power of the god, who gives said power to the mind of the priest to direct.
Experience
Simple. Your action involves using a sword. If you roll an 11 and up, you get an equivalent amount of experience in your sword skill.
Ex) 11 = 1 experience, 15 =5 experience, etc.
You can meditate to see how much experience your character has, and in what skills.
- Revealed Mechanics:
These are mechanics revealed over the course of the game as they are found.
Currency (Amaor)
In the current country the players are in (Amaor) the currency is based on a locational system using gold marks. There are ten different marks in Amaor, each being fabricated by the Family who rules that tenth of Amaor. The further away you are from the area that the mark you are paying with is produced, the more it is worth.
For example, you are carrying a Graudlin Mark, manufactured by the Graudlin Family. If you are paying for an item in an area that borders the Graudlin’s, than the Graudlin Mark is worth two of whatever mark is being fabricated in the area. If you are in an area controlled by the Graudlins, they are worth one mark each. The values of the marks players are currently carrying are at the bottom of each roll.
Worn Items
A worn item is an item that your character is currently wearing or wielding. As they are not in your characters bag, they do not take up an inventory space.
- Rashayl Arengar:
Or as they can be termed otherwise, traits.
What they are
Every being has within it a piece of energy, manifesting in their spirit. It is not magical, nor godly… it is something else, something unexplainable.
It has been termed by sentient beings Rashayl Arengar, the phrase’s meaning lost in time, since it is in the Tongue of Ancients, a forgotten language full of power that can be sensed even when the most mundane of beings lets Rashayl Arangar roll from their tongue. It is called “Aren” for short, and thus is what most people call it today to avoid the chilling sensation of pure, unbridled power that reverberates their being when its full name is said. The names of each Aren are also in this primordial tongue, and are innately known to the bearer of the Aren, even if the meaning of the name is lost.
An Aren bestows power on their carriers, with one stipulation:
For reasons unknown, Aren are only activated within their bearer once they have taken life. Everyone has an Aren, but any who haven’t killed have no effect from it, are not even aware of it. A farmer who kills his first entity, even something like a chicken, will find his Aren suddenly opened.
The bearer of an Aren instinctively knows its powers once it is opened, be it the ability to jump higher, run faster, have skin like armor... anything at all. Only the most powerful Arens cause any visible change on their wearer; almost every time, having an Aren is only discernible if you see the effect of that Aren, like a jump that would be impossible by normal means, or something similar.
Of course, the person could always be using magic, and it is impossible for the average person to discern the difference between magic and Rashayl Arengar.
When the host entity dies, the Aren is wrenched away from the dying spirit. The Aren is left in the area for a short period of time, free for any to absorb it. Absorbing an Aren is an instinctual process that begins by itself should the bearer willingly expunges it’s Aren, reaching out to the other Aren with it’s inner strength as it does so. Thus is the new Aren absorbed, and all its powers instinctively known, along with its name, as the other Aren dissolves. You cannot absorb an Aren that is thrown away by another, only one given up by a dying entity.
Even if the dying being has not yet opened their Aren by taking a life, their Aren can still be absorbed, and the one doing the absorbing will, as long as they have taken life, know the Aren’s effects.
There is some danger to absorbing an Aren, because while you may be able to discern one’s effects through the effects the opponent has in battle or through a good roll, most of the time if you choose to absorb an Aren you will be throwing away your current one to receive a Aren with an effect you do not know that may not benefit you at all.
What they do
A trait bestows an effect on its wielder. It could be “-1 to all damage taken” or it could give an ability that activates whenever an 18 is rolled, or something else entirely. An entity can only have one trait at a time.
A weapon can have a trait as well, though this is rare, as imbuing a weapon with an Aren is a hard skill to learn, and it involves giving up your own current trait. The process is called Rashin Arengar, and the weapon, as it absorbs the trait, changes the effect to better suit it. A sword would change a “-1 to all damage received effect” to a similar defensive effect that would be useful on a weapon, like “this weapon will never break”.
More on the actuality of how this is done once someone who can do it is encountered in game… if they are asked, of course.
- Magic:
There are two breeds of magic mages can call upon, and, being opposites of each other, a mage can only use one type. When a mage accesses their magic it is referred to as “going into the Flow”, “opening the Flow”, etc, referring to the flow of magic that courses throughout the world that only a mage can open themselves to. Again, this will be explained more in the game should a teacher be found.
Loftus
Loftus is the magic of Air and Water. Mages who use Loftus can summon beings from all the High Planes, in addition to the beings from the Middle Planes. Loftus mages can also use spells that involve air and water. Loftus is magic generally more suited to defense and healing.
Nethis
Nethis is the magic of Earth and Fire. Mages who use Nethis can summon beings from the Low Planes, in addition to the beings from the Middle Planes. Nethis mages can also use spells that involve fire and earth. Nethis magic is generally more suited to offensive maneuvers.
Learning magic, and using it
You cannot learn magic in this game on your own. You must be tested if you have the gift first by a mage. Once you are found to have the capacity to wield magic, you can then learn from one who already knows how.
Player mages will have a “Spells” spoiler tag in their “Character” section in each roll that shows the sort of spells they can cast, what components they use, etc. You can combine spells, but this will be explained in-game once we get to that point.
- Meta-gaming:
The use of information you know, whether through reading a player’s roll who’s separated from you, reading a comment of mine, etc, and making it like your character knows that information too is not allowed. You may know it, but your character doesn’t, so if your character has been separated and only just regroups with the others, keep in mind that unless you have “ask what has happened” in your action, you must act like your character has no idea what really did happen.
- Known NPC's:
Barren
A barrow dwarf who is the leader of the Swords, a group of mercenaries who typically operate throughout southern Amaor. Brother to Brandur.
Brandur
A barrow dwarf who is Barren’s second-in-command of the Swords. Brother to Barren
Riana
A human woman who is a First in the Swords. Joined at the same time the players did.
Prayi
A human woman who is a First in the Swords. Joined at the same time the players did.
- Joining up:
To join this game, you must undergo an exhaustive amount of work.
First, give your character a name. It can be your forum name, or a completely made up one.
Second, you can give more a rundown of your characters size, appearance, temperament, gender… whatever you want to give me so that I can write and describe your character better.
That’s all, presented as such:
Name
Gender
Attitude
Appearance
Regrettably, for plot reasons, you can only be human… meaning that you do not get any race attributes, as humans are the “blank race” with no innate skills.
Currently Playing:
Rulyon (Vanlen)
Saima (Raspin)
AerynPierre (Aeryn)
Malregima (Sa-Long)
Shinobody (Kardis)
Waiting List
8680
Bigkahuna
Deceased:
Last edited by Bigkahuna on Thu Mar 08, 2012 2:18 am; edited 1 time in total
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]Roll to Dodge: Breach of the Fallen
Introduction
At the beginning of a roll, a new mechanic may be revealed. This will be added to a “Revealed Mechanics” section in the main post.
New mechanic: Currency (Amaor)
In the current country the players are in (Amaor) the currency is based on a locational system using gold marks. There are ten different marks in Amaor, each being fabricated by the Family who rules that tenth of Amaor. The further away you are from the area that the mark you are paying with is produced, the more it is worth.
For example, you are carrying a Graudlin Mark, manufactured by the Graudlin Family. They rule the (list of locations). If you are paying for an item in an area that borders the Graudlin’s, than the Graudlin Mark is worth two of whatever mark is being fabricated in the area. If you are in an the area controlled by the Graudlins, they are worth one mark each. The values of the marks players are currently carrying are at the bottom of each roll.
New mechanic: Worn Items
A worn item is an item that your character is currently wearing or wielding. As they are not in your characters bag, they do not take up an inventory space.
--
Year 991 after Godsfall , 12th day of Faeriemont
The door caught on something, to a muffled curse from the person on the outside.
Barren smiled, stroking his tangled mass of black beard with one hand while he spins a small handaxe on the desk in front of him. As a barrow dwarf, he has slanted eyes and a short, bent nose, along with a mouthful of sharp teeth and orange skin the color of a desert’s sand. The racial category comes from barrow dwarves tendency to live in the grave barrows of their own deceased kind. A macabre, ghoulish thing to do by any other races standards, but true to form, Barren does not see what all the fuss was about; living under your ancestors protection is a comforting, peaceful experience, not a crime akin to necromancy.
Barren’s office is a small room, further evidence as to his devotion towards his mercenary unit, the Swords. All available space is used for training rooms, quarters, an armory, a personal fletcher, smithy and armourer; even a general store.
As a consequence, the stolid greywood desk, carved from one solid piece of the aforementioned material, takes up most of the space in the room. There is one small stool on the other side of the desk, the low-backed chair that Barren sits in (being made for humans, the low back is actually a perfect height), and a lantern hanging from a chain fastened to the ceiling that slopes upwards on both ends of the room, the rising slants meeting a handful of arm-spans above the center of the office. The walls are standard of the Deal Quarter of Mischamin: rough-cut wood slats covered with baked reinstone, creating a strong wall that can easily be painted, should the owner desire.
Not caring for such things, every wall in Barren’s compound was the color nature intended it to be: a washed out, white-grey. A rectangular window cut in the right wall of the room completed the office, looking out into the courtyard. The cheap glass that was set in the frame was smeared and dirty.
Barren cared little for outward appearances.
The stubborn door finally swung inward, revealing a human of middling height and age, clean shaven, with tanned skin befitting of those who lived in southwest Amaor. He wears a dusty, faded blue robe with an unwrapped, equally dusty talanin around his shoulders.
A traditional garment, a talanin is a long piece of fabric, wide at one end, tapering down to a point at the other. It is wrapped around ones head like a turban, with the wide end left to hang down ones back to act as a cape, while the narrow end is left hanging halfway down the wearer's chest, easily available to hold up over ones nose and mouth should a sandstorm strike. Which, in Southwest Amaor, which borders numerous deserts and drylands, is an ever-present possibility.
Looking down at the dwarf from behind his long, crooked nose, the man intones imperiously: “I wish to hire a clutch of mercenaries.”
Barren snorted. “A clutch? Do we look like harpies, lad?”
The stranger’s face darkened. “Lad! I have seen more sunrises than you could count, dwarf!” The man spits out the last word as an insult.
“Don't lecture me on old age. As a dwarf I will live an average of two and a half centuries. Do you really think you’re older than me, human?”
Sighing, the man sits down on the stool, discovering the same thing that all who sat there did; it was just tall enough so that the sitter’s chin, should they be the proper height, just comes over the edge of the desk.
The man was the appropriate height.
“Please, take a seat.” Barren commented dryly.
“I’ve come to hire a group of your mercenaries. Firsts, if you please.”
“You’ll have to be more specific.”
“About seven.”
Leaving the handaxe spinning on the table, Barren stands up and saunters the few feet to the window. “You wish to hire some Firsts, eh? Know you that a First in the Swords are those who have never been on a mission before?”
“I do. That is why it is only two Graudlin marks per month of hire, is it not?”
Not turning to address him, Barren continues staring out the window.“You know that Firsts are generally peasants who’ve decided that they’d rather not till fields, sew, turn pots, or any other task of the like, right? You know that virtually all of them have no fighting skills beyond the basics we show them?”
“Do you not train them?”
“We train those who show promise. If a First survives his hire, then perhaps we will take more of an interest. Well, mister…?”
“Rehanes.”
“Rehanes, eh? An uncommon name, that… of the Ytrit tribe down in the Gebrit desert, I believe. I happen to know of one Rehanes of some repute who lives right here in Mischamin. Would you be that person?”
“I may be.”
Jerking a nod, Barren turns and beckoned to Rehanes. “Well, Rehanes, as Shadri’s luck would have it, we do have exactly that number of Firsts available. Look.”
Awkwardly getting up from the short stool, Rehanes strides over to the window, standing a full foot-and-a-half above Barren.
The courtyard is large, perhaps a good bowshot from end-to-end. A gate of wood and iron, open to the bustling streets beyond, anchored the eastern end, the building surrounding the courtyard rising up and over the gate. The walls of the building are the same material the office is made of, but browned under the hot sun and sandstorms that make up an ever-present feature of Southwest Amaor. On one end of the courtyard a group of mercenaries hack away at each other with training weapons. A few others take potshots at archery targets with crossbows on the other end near the gate. In the center, five men and two women are receiving instructions from another barrow dwarf who seems battle-scarred even from a distance, though one man would certainly seem like a woman were it not for his clothing.
“Let, me guess… Barren, is it?”
“Aye.”
“I’m assuming that group in the middle are the ones?”
“Only Firsts not on a job. 'Rest were hired out to some caravan a few weeks back. Haven’t heard from them since.”
Rehanes turns from the window and strides through the door, dropping a pouch that clinked as it landed on the table. “Tell them to meet me at the Miser’s Gate by sundown.”
Barren opens his mouth to complain, but the man is already gone. “Well, sir, I’ll need a bit more information before I hire out some men to you…” Barren says dryly, acting as if the man were still here. Sighing, moves to the bag on his desk, drawing a dagger from his belt.
-
“Move quicker, Vanlen! Don’t wait for your opponent to start moving to block or dodge! Anticipate! The victor is always a step ahead!” Brandur, Barren’s brother and the second-in-command of the Swords, roars, as Vanlen barely blocks a savage swing from Raspin. The five other Firsts all stand in a clump off to the side as they watched, absorbing any pieces of advice Brandur threw out.
“Aeryn, Riana, fight!” Brandur bellows, breaking up the group.
The clack of wooden training blades doubles as two fights rage on instead of one.
“What’re you three standing there gawking at! Sa-long, Kardis, both of you on Prayi!” The barrow dwarf continues, tossing an extra practice blade to Prayi.
A few passing mercenaries stop to chuckle at the whirlwind of unskilled maneuvers. The fact that all of them had once been at the same stage does not stop their jeering as Prayi clumsily swings her two training blades, somehow keeping Sa-long and Kardis back as they try to get in behind her swings.
Seeing Barren striding purposefully towards them as he exits one of the numerous doors into the main building that surrounds that courtyard, Brandur calls out a halt. The band of mercenaries move on out the gate to spend their pay in the city, while a symphony of gasps fills the air around him as the seven Firsts, exhausted from their first day of training, fall to the sand that makes up the courtyard’s ground.
“Brandur! How are our Firsts coming?” Barren calls, as he closes the distance.
“Sloppy fighting and sloppier movements, brother! Never before has it been so obvious to me that these people truly did come from a peasants background!”
Standing in front of them all now, Barren looks on with feigned disapproval at the exhausted trainees. “And only on day one!” Barren laughs, his brother joining in. “Well, Firsts, I hope you absorbed everything that my brother showed you, as you’ve just been hired!”Barren stops, looking askance at Sa-long. Beneath the layers of dirt and dust it’s hard to tell, but he is reasonably sure that that one is no man. Hard to hide certain parts of the woman anatomy.
“What?” Kardis, the first to regain his breath, asks, struggling to his feet, his right stump held close to his side, a small white bunny tucked in the crook of what remains of his elbow.
“What the hell?” Barren exclaims, dumbfounded.
“His name’s Angel!”
“You brought a Shroud-damned rabbit to a training session!”
“Don’t bother, brother; I said the same.”Brandur says, crossing his arms over his mail hauberk. How he can wear such a raiment under the scorching sun, none of the Firsts can fathom. His beard, identical to Barren's, is not even wet with sweat, while the seven of you are drenched with sweat in your simple cloth, brown breeches and shirts, issued to you when you all joined the Swords earlier that day. They had wasted no time, admitting you to the compound immediately. Brandur had started training as soon as everyone had changed; none of you had even gone inside the compound's building yet.
“Did he do well?” Barren asks Brandur, referring to Kardis.
“He held his own; none of them did especially well. What would you expect, brother? It is their first day of real fighting.”
“I’ve fought before. My father taught me all he knew.” Sa-long says quietly, still ill-at-ease among people whom she only met earlier this day.
“Whether you can actually use those skills is another matter entirely!” Barren says loudly. “If a one-armed, bunny-carrying peasant held his own among others, perhaps he has a place here after all. Should you survive, Kardis, come see me after the mission.”
Kardis silently mouths, should I survive, eyes wide.
Barren turns his head to address you all as a group. “Well, Firsts, you’ve been hired by a man by the name of Rehanes. As he walked out before I could ask him, I have no idea where you are going, or what he wants you to guard or fight. Regardless, he over-payed, so you’ll be taking the job anyway.”
“You’d send us on a mission with a scant day’s worth of training?” Aeryn rumbles, drawing himself up.
“Half a day, actually. We train most dawn to dusk during the week, and it’s after noon now. Besides, while none of you would have experienced this yet, as this is your first day, Firsts are not exactly respected among the Swords.”
“We don’t even have any equipment! We could die!” Prayi vociferates, her exclamation eliciting a chorus of agreement from the other Firsts.
Barren wordlessly reaches into a small pouch at his belt, and pulls out another bag identical to the one at his belt, size and all. He repeats the process until he holds seven bags, each bulging with what looks like coins.
Other than Brandur, everyone stares at Barren, amazed. A fly explores Riana’s open mouth.
Tossing a pouch to each First, Barren explains. “Twenty Graudlin marks in each of those. The fee you have been promised at the beginning of every accepted job. Go buy yourself some equipment, food, whatever. An hour or two of entertainment, maybe? I don’t care. Just meet Rehanes at the Miser’s Gate by sundown.”
"What if we just leave with the money?"
Barren and Brandur both laugh uproariously. "Then I send Listanis after the lot of you!" Barren sobers up almost immediately, stroking his beard as he muses. "Ah, but none of you have met Listanis yet... well, rest assured, you would be brought back to serve the appropriate punishment."
"Which is?" Riana asks.
"Why spoil the surprise? Remember, sundown at the Miser's Gate!" Barren strides away, leaving Brandur staring at the seven of you questioningly, arms crossed.
-
A note to players
Welcome to Breach of the Fallen! This is a game where creative actions are encouraged, information is at a premium, and there is much more to anything than it appears on the surface. Lists of the NPC’s who you know that are around you are displayed at the end of every roll, along with what you know about them. A complete list of encountered NPC’s is on the main post. Obviously, you know few NPC’s at this point, and little about each. Should a player befriend an NPC, it will be listed alongside the NPC’s name. [ex: Friends with_____] Befriending an NPC is a good idea, as they will freely supply you with items, information, etc. Plus they are less likely to betray you… once this game gets going, things may get a little crazy, and a trustworthy friend is always a good thing.
I would like my players to truly think, as it will make the game more fun, instead of mindlessly following the obvious. The Sword compound has an armory, smithy, and more, as mentioned earlier in the roll. So a good move would be to ask Brandur if you could grab some items or use the facilities. If someone seems like they need help with something, ask to help! You may get something! If someone steals something, chase them! If you want to relax, go to a tavern!
What I’m getting at here is that this is a living, breathing world Breach of the Fallen takes place in. Do not feel pressured into something, and acknowledge the freedom I allow you to have! Ask questions of NPC's, answer their own they may ask of you! Who knows what may come of it?
Let’s have some fun, as the adventure begins...
-
Graudlin marks are worth one mark where the players are currently.
Characters
At the beginning of a roll, a new mechanic may be revealed. This will be added to a “Revealed Mechanics” section in the main post.
New mechanic: Currency (Amaor)
In the current country the players are in (Amaor) the currency is based on a locational system using gold marks. There are ten different marks in Amaor, each being fabricated by the Family who rules that tenth of Amaor. The further away you are from the area that the mark you are paying with is produced, the more it is worth.
For example, you are carrying a Graudlin Mark, manufactured by the Graudlin Family. They rule the (list of locations). If you are paying for an item in an area that borders the Graudlin’s, than the Graudlin Mark is worth two of whatever mark is being fabricated in the area. If you are in an the area controlled by the Graudlins, they are worth one mark each. The values of the marks players are currently carrying are at the bottom of each roll.
New mechanic: Worn Items
A worn item is an item that your character is currently wearing or wielding. As they are not in your characters bag, they do not take up an inventory space.
--
Year 991 after Godsfall , 12th day of Faeriemont
City of Mischamin
Watching the heavy ironoak door grate inwards, the barrow dwarf leans back in his chair, the wood creaking under the heavy mass of muscle. Not skinny, as no self-respecting dwarf would be, his arms, legs and neck bulge with thick muscle, his trim green shirt and breeches doing nothing to hide that fact. While one may be quick to denounce his belly as pure fat, in truth this would be a lie, but none would say such a thing to the dwarf's face. If they valued their well-being, that is.The door caught on something, to a muffled curse from the person on the outside.
Barren smiled, stroking his tangled mass of black beard with one hand while he spins a small handaxe on the desk in front of him. As a barrow dwarf, he has slanted eyes and a short, bent nose, along with a mouthful of sharp teeth and orange skin the color of a desert’s sand. The racial category comes from barrow dwarves tendency to live in the grave barrows of their own deceased kind. A macabre, ghoulish thing to do by any other races standards, but true to form, Barren does not see what all the fuss was about; living under your ancestors protection is a comforting, peaceful experience, not a crime akin to necromancy.
Barren’s office is a small room, further evidence as to his devotion towards his mercenary unit, the Swords. All available space is used for training rooms, quarters, an armory, a personal fletcher, smithy and armourer; even a general store.
As a consequence, the stolid greywood desk, carved from one solid piece of the aforementioned material, takes up most of the space in the room. There is one small stool on the other side of the desk, the low-backed chair that Barren sits in (being made for humans, the low back is actually a perfect height), and a lantern hanging from a chain fastened to the ceiling that slopes upwards on both ends of the room, the rising slants meeting a handful of arm-spans above the center of the office. The walls are standard of the Deal Quarter of Mischamin: rough-cut wood slats covered with baked reinstone, creating a strong wall that can easily be painted, should the owner desire.
Not caring for such things, every wall in Barren’s compound was the color nature intended it to be: a washed out, white-grey. A rectangular window cut in the right wall of the room completed the office, looking out into the courtyard. The cheap glass that was set in the frame was smeared and dirty.
Barren cared little for outward appearances.
The stubborn door finally swung inward, revealing a human of middling height and age, clean shaven, with tanned skin befitting of those who lived in southwest Amaor. He wears a dusty, faded blue robe with an unwrapped, equally dusty talanin around his shoulders.
A traditional garment, a talanin is a long piece of fabric, wide at one end, tapering down to a point at the other. It is wrapped around ones head like a turban, with the wide end left to hang down ones back to act as a cape, while the narrow end is left hanging halfway down the wearer's chest, easily available to hold up over ones nose and mouth should a sandstorm strike. Which, in Southwest Amaor, which borders numerous deserts and drylands, is an ever-present possibility.
Looking down at the dwarf from behind his long, crooked nose, the man intones imperiously: “I wish to hire a clutch of mercenaries.”
Barren snorted. “A clutch? Do we look like harpies, lad?”
The stranger’s face darkened. “Lad! I have seen more sunrises than you could count, dwarf!” The man spits out the last word as an insult.
“Don't lecture me on old age. As a dwarf I will live an average of two and a half centuries. Do you really think you’re older than me, human?”
Sighing, the man sits down on the stool, discovering the same thing that all who sat there did; it was just tall enough so that the sitter’s chin, should they be the proper height, just comes over the edge of the desk.
The man was the appropriate height.
“Please, take a seat.” Barren commented dryly.
“I’ve come to hire a group of your mercenaries. Firsts, if you please.”
“You’ll have to be more specific.”
“About seven.”
Leaving the handaxe spinning on the table, Barren stands up and saunters the few feet to the window. “You wish to hire some Firsts, eh? Know you that a First in the Swords are those who have never been on a mission before?”
“I do. That is why it is only two Graudlin marks per month of hire, is it not?”
Not turning to address him, Barren continues staring out the window.“You know that Firsts are generally peasants who’ve decided that they’d rather not till fields, sew, turn pots, or any other task of the like, right? You know that virtually all of them have no fighting skills beyond the basics we show them?”
“Do you not train them?”
“We train those who show promise. If a First survives his hire, then perhaps we will take more of an interest. Well, mister…?”
“Rehanes.”
“Rehanes, eh? An uncommon name, that… of the Ytrit tribe down in the Gebrit desert, I believe. I happen to know of one Rehanes of some repute who lives right here in Mischamin. Would you be that person?”
“I may be.”
Jerking a nod, Barren turns and beckoned to Rehanes. “Well, Rehanes, as Shadri’s luck would have it, we do have exactly that number of Firsts available. Look.”
Awkwardly getting up from the short stool, Rehanes strides over to the window, standing a full foot-and-a-half above Barren.
The courtyard is large, perhaps a good bowshot from end-to-end. A gate of wood and iron, open to the bustling streets beyond, anchored the eastern end, the building surrounding the courtyard rising up and over the gate. The walls of the building are the same material the office is made of, but browned under the hot sun and sandstorms that make up an ever-present feature of Southwest Amaor. On one end of the courtyard a group of mercenaries hack away at each other with training weapons. A few others take potshots at archery targets with crossbows on the other end near the gate. In the center, five men and two women are receiving instructions from another barrow dwarf who seems battle-scarred even from a distance, though one man would certainly seem like a woman were it not for his clothing.
“Let, me guess… Barren, is it?”
“Aye.”
“I’m assuming that group in the middle are the ones?”
“Only Firsts not on a job. 'Rest were hired out to some caravan a few weeks back. Haven’t heard from them since.”
Rehanes turns from the window and strides through the door, dropping a pouch that clinked as it landed on the table. “Tell them to meet me at the Miser’s Gate by sundown.”
Barren opens his mouth to complain, but the man is already gone. “Well, sir, I’ll need a bit more information before I hire out some men to you…” Barren says dryly, acting as if the man were still here. Sighing, moves to the bag on his desk, drawing a dagger from his belt.
-
“Move quicker, Vanlen! Don’t wait for your opponent to start moving to block or dodge! Anticipate! The victor is always a step ahead!” Brandur, Barren’s brother and the second-in-command of the Swords, roars, as Vanlen barely blocks a savage swing from Raspin. The five other Firsts all stand in a clump off to the side as they watched, absorbing any pieces of advice Brandur threw out.
“Aeryn, Riana, fight!” Brandur bellows, breaking up the group.
The clack of wooden training blades doubles as two fights rage on instead of one.
“What’re you three standing there gawking at! Sa-long, Kardis, both of you on Prayi!” The barrow dwarf continues, tossing an extra practice blade to Prayi.
A few passing mercenaries stop to chuckle at the whirlwind of unskilled maneuvers. The fact that all of them had once been at the same stage does not stop their jeering as Prayi clumsily swings her two training blades, somehow keeping Sa-long and Kardis back as they try to get in behind her swings.
Seeing Barren striding purposefully towards them as he exits one of the numerous doors into the main building that surrounds that courtyard, Brandur calls out a halt. The band of mercenaries move on out the gate to spend their pay in the city, while a symphony of gasps fills the air around him as the seven Firsts, exhausted from their first day of training, fall to the sand that makes up the courtyard’s ground.
“Brandur! How are our Firsts coming?” Barren calls, as he closes the distance.
“Sloppy fighting and sloppier movements, brother! Never before has it been so obvious to me that these people truly did come from a peasants background!”
Standing in front of them all now, Barren looks on with feigned disapproval at the exhausted trainees. “And only on day one!” Barren laughs, his brother joining in. “Well, Firsts, I hope you absorbed everything that my brother showed you, as you’ve just been hired!”Barren stops, looking askance at Sa-long. Beneath the layers of dirt and dust it’s hard to tell, but he is reasonably sure that that one is no man. Hard to hide certain parts of the woman anatomy.
“What?” Kardis, the first to regain his breath, asks, struggling to his feet, his right stump held close to his side, a small white bunny tucked in the crook of what remains of his elbow.
“What the hell?” Barren exclaims, dumbfounded.
“His name’s Angel!”
“You brought a Shroud-damned rabbit to a training session!”
“Don’t bother, brother; I said the same.”Brandur says, crossing his arms over his mail hauberk. How he can wear such a raiment under the scorching sun, none of the Firsts can fathom. His beard, identical to Barren's, is not even wet with sweat, while the seven of you are drenched with sweat in your simple cloth, brown breeches and shirts, issued to you when you all joined the Swords earlier that day. They had wasted no time, admitting you to the compound immediately. Brandur had started training as soon as everyone had changed; none of you had even gone inside the compound's building yet.
“Did he do well?” Barren asks Brandur, referring to Kardis.
“He held his own; none of them did especially well. What would you expect, brother? It is their first day of real fighting.”
“I’ve fought before. My father taught me all he knew.” Sa-long says quietly, still ill-at-ease among people whom she only met earlier this day.
“Whether you can actually use those skills is another matter entirely!” Barren says loudly. “If a one-armed, bunny-carrying peasant held his own among others, perhaps he has a place here after all. Should you survive, Kardis, come see me after the mission.”
Kardis silently mouths, should I survive, eyes wide.
Barren turns his head to address you all as a group. “Well, Firsts, you’ve been hired by a man by the name of Rehanes. As he walked out before I could ask him, I have no idea where you are going, or what he wants you to guard or fight. Regardless, he over-payed, so you’ll be taking the job anyway.”
“You’d send us on a mission with a scant day’s worth of training?” Aeryn rumbles, drawing himself up.
“Half a day, actually. We train most dawn to dusk during the week, and it’s after noon now. Besides, while none of you would have experienced this yet, as this is your first day, Firsts are not exactly respected among the Swords.”
“We don’t even have any equipment! We could die!” Prayi vociferates, her exclamation eliciting a chorus of agreement from the other Firsts.
Barren wordlessly reaches into a small pouch at his belt, and pulls out another bag identical to the one at his belt, size and all. He repeats the process until he holds seven bags, each bulging with what looks like coins.
Other than Brandur, everyone stares at Barren, amazed. A fly explores Riana’s open mouth.
Tossing a pouch to each First, Barren explains. “Twenty Graudlin marks in each of those. The fee you have been promised at the beginning of every accepted job. Go buy yourself some equipment, food, whatever. An hour or two of entertainment, maybe? I don’t care. Just meet Rehanes at the Miser’s Gate by sundown.”
"What if we just leave with the money?"
Barren and Brandur both laugh uproariously. "Then I send Listanis after the lot of you!" Barren sobers up almost immediately, stroking his beard as he muses. "Ah, but none of you have met Listanis yet... well, rest assured, you would be brought back to serve the appropriate punishment."
"Which is?" Riana asks.
"Why spoil the surprise? Remember, sundown at the Miser's Gate!" Barren strides away, leaving Brandur staring at the seven of you questioningly, arms crossed.
-
A note to players
Welcome to Breach of the Fallen! This is a game where creative actions are encouraged, information is at a premium, and there is much more to anything than it appears on the surface. Lists of the NPC’s who you know that are around you are displayed at the end of every roll, along with what you know about them. A complete list of encountered NPC’s is on the main post. Obviously, you know few NPC’s at this point, and little about each. Should a player befriend an NPC, it will be listed alongside the NPC’s name. [ex: Friends with_____] Befriending an NPC is a good idea, as they will freely supply you with items, information, etc. Plus they are less likely to betray you… once this game gets going, things may get a little crazy, and a trustworthy friend is always a good thing.
I would like my players to truly think, as it will make the game more fun, instead of mindlessly following the obvious. The Sword compound has an armory, smithy, and more, as mentioned earlier in the roll. So a good move would be to ask Brandur if you could grab some items or use the facilities. If someone seems like they need help with something, ask to help! You may get something! If someone steals something, chase them! If you want to relax, go to a tavern!
What I’m getting at here is that this is a living, breathing world Breach of the Fallen takes place in. Do not feel pressured into something, and acknowledge the freedom I allow you to have! Ask questions of NPC's, answer their own they may ask of you! Who knows what may come of it?
Let’s have some fun, as the adventure begins...
-
Graudlin marks are worth one mark where the players are currently.
- Nearby NPC’s:
Barren
A barrow dwarf who is the leader of the Swords, a group of mercenaries who typically operate throughout southern Amaor. Brother to Brandur.
Brandur
A barrow dwarf who is Barren’s second-in-command of the Swords.
Riana
A human woman who is a First in the Swords. Joined at the same time the players did.
Prayi
A human woman who is a First in the Swords. Joined at the same time the players did.
Characters
- Vanlen (Rulyon):
Gender: Male
Attitude: Introspective
Appearance: Burly and brawny, with a dimpled chin.
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items: Wooden training sword (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
- Raspin (Saima):
Gender:Male
Attitude: Cautious to make decisions or to judge people, but acts with all of his power when he makes up his mind.
Appearance: Muscular build, blue eyes (he hates them as they make him seem weak), a scar on the left side of his jaw that he never talks about
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items: Wooden training sword (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
- Aeryn (Aerynpierre):
Gender: Male
Attitude: Bold
Appearance: Powerfully built, imposing figure that uses his appearance to his advantage. Black short cropped hair with green eyes that always move about, continuously scanning his surroundings.
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items: Wooden training sword (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
- Sa-long (Malregima):
Gender:Female (transgender, further history is being made and will be pm'ed)
Attitude:quiet, loyal, shy around strangers, and empathy toward animals.
Appearance:average weight, 5' 10", navy black hair, and dark brown eyes.
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items: Wooden training sword (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
- Kardis (Shinobody):
Gender: Male
Attitude: Quick to act, aggressive when provoked, jovial, hot blooded large ham. Nice to small animals.
Appearance: Big, tall, muscular, blond haired, long beard. Has only one (left) hand, right one was lost in a fight and is cut below elbow.
Other: Possibly small animal companion, white bunny called Angel? Purely aesthetic though, I don't expect any kind of combat or magic bonuses.
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items: Wooden training sword (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]Roll to Dodge: Breach of the Fallen
Roll #1
Revealed Mechanic: Weapon Attributes
Weapons have attributes as well, and any new ones encountered are listed on the roll. A complete list is on the first post. A weapon attribute is identified by its underlined status.
-
Sa-long:
"Mr. Brandur, may I go to Sword armory or smithy for some weapon?
Letting loose an uproarious laugh, Brandur wipes the corners of his eyes as tears of laughter trickle out.
“You want to use our armory? Sorry, lad, but put yourself in my shoes for a moment. Letting in untrained and untried recruits into the Sword’s entire collection of weaponry just isn’t a good move on my part. You’re all still liable to run away, and the weapons in there are worth a good deal more than the pocket change my brother handed out.”
“I heard a passing group of Sword’s say there was a weaponry locker just inside the door to the left of the gate.”
“Aye.”
“Well, can we take weapons from that?”
15
Brandur chews his lip for a moment, obviously trying to think of a reason to deny you access.
“You’ll make more money from us if we survive by being properly equipped.”
Brandur vacillates a moment more, before throwing up his arms. “Fine! The armaments in there aren’t worth all that much anyway. Just walk in there and take whatever you want, within reason. I don’t want to see each of you tottering out of there with an armful of blades, you hear?”
“Also, will you tell me where is the nearest store or tavern is for food and water?"
19
“A good watering hole is just out of Trade Square, I think. Just turn left out the gate and follow Trader’s Street. Once you reach the edge of the square, look right and she should be there,The Lady’s Disciple, provided I stumbled back the right way last night."
“And the store?”
“Gods, man! Haven’t I done enough?” Brandur complains, tugging at his beard. You are starting to get the feeling that Brandur doesn’t enjoy answering questions… or giving anything away, be it information or equipment. For free, at least.
“There’s a general store in the square, goes by the name of A Coil of Rope. Tell them I sent you, should get you a mark off or two. Now, get out of here! With all the shopping you seem to have lined up, you’ll be pressed to get to Miser’s Gate in time!”
“Miser’s Gate is due right out of the compound gate, correct?”
“Follow Trader’s Street south, yes!” Brandur whirls around and strides off quickly, his short legs pumping as he tries to get away from the – in his mind – incessant questions.
Raspin:
Follow the others to the armory.
Listen in on everyone's background without giving mine away.
Aeryn:
Follow the others to the armory, with the intent of finding a weapon that can deliver a much stronger blow. Listen intently to other people tell their stories, refraining to say his in a group setting for the time being.
Sa-long:
Go to armory to get armor/weapon.
Kardis:
Go with the group to the armory. Try to acquaint myself with the others, since we seen ourselves for first day in our lives.
Vanlen:
Inquire as to their pasts, as well as the pasts I any other PCs or NPCs that accompany us.
Everyone promptly turns and heads for the aforementioned door beside the gate, but for Vanlen.
“Coming… Vanlen, is it? I don’t know about you, but I’d appreciate a good, solid blade.” Kardis asks, Angel sniffing at the fingers of his remaining hand.
"I would like to find a better weapon as well. This wooden sword may be fine for training, but if we're going to be serving someone I need something a bit heavier. I'm accustomed to swinging a hammer at the smithy; I would do better with a good, solid, heavy weight in my hand. That being said, I’ll pass. I’d rather buy a weapon than grab a second-rate one from an allegedly-poor weapons storage."
Shrugging, the six carry on. Vanlen, after a moment, hurries to catch up. “We’re going the same way, though. ‘Might as well tag along.”
"Great. Send us out to be slaughtered on the first day. This isn't what I signed up for..." Raspin grumbles, kicking at the loose ground.
“The best training is in the field, I’ve heard. I’m sure we’ll be fine… there are seven of us, after all.” Prayi chirps, practically skipping with excitement.
Well, someone obviously knew what they signed up for.
"By the way, Prayi, was that your first time wielding dual sword?" Sa-long inquires, striding beside her, though her eyes are fixed on Kardis’ rabbit with a tender look.
“It was! I thought I did rather well, don’t you?”
“According to Brandur, none of us did well…” Kardis mumbles, pulling a small carrot from his pocket and tenderly feeding it to Angel. The action is not lost on Sa-long, who finds her respect for Kardis quickly rising; as a fellow animal-empathetic, she too could tell that Angel was getting hungry, as Kardis could discern.
“So what are your stories?” Vanlen asks, wiping beads of sweat off his forehead as the sun beats unabated, an unmerciful lord heedless to the suffering of its subjects.
“While I get the sense that we will all be best of friends,” Riana says dryly, “I’d prefer to keep my history private.”
An uncomfortable silence ensures, helped along by the knowledge that Riana is not alone in her sentiment. A flock of rheys fly overhead, squawking and chirping noisily in their nasal pitch.
“Well, I was orphaned at a young age… the Pantheonic Cathedral took me in, trained me to be a caretaker…” Prayi begins, referring to the renowned cathedral dedicated to all the major Godholds that lies at the foot of the Twins, two towering peaks about a fortnight of travel north. “I wanted to do something that would truly have an impact in the world… I guess I was too vocal about it, as the pastor got angry one day, told me I could never amount to anything. He… he hurt me, saying that I could find no Hold to pray to because none of the gods wanted me…” Prayi’s voice breaks, and falls silent.
“Perhaps another time, then.” Riana remarks scathingly, as the group arrives at the wooden door beside the gate. The clamor of city life reaches your ears, but not loud enough to hide Riana’s words.
“Some respect, Riana.” Aeryn says, eyes restlessly scanning the crowded city streets beyond, as if searching for threats.
"Hang on, before we split up, let me see if I have this right: Vanlen, Raspin, Aeryn, Prayi, Sa-long and Riana, right?" Kardis says, pointing to each in turn.
"I'm not Sa-long - he is. Though I understand your confusion...it's not a very manly name." Riana says, in her perpetual kindness. "I'm Riana."
"Which makes you Sa-long - my apologies."
Sa-long, pulls open the door, everyone but Vanlen entering. "I'll see you all later, I suppose." He says, turning away.
Vanlen
Head for the market and see what stores, goods, and services are available.
Vanlen strides out the gate, one hand clutching the bag of marks, even though it is tied to his belt. Pickpockets and thieves are abundant in any city, and Mischamin is no exception. Despite being taken aback by the presses of people – he has never been in a city this large before – he remembers Brandur’s directions, heading north up Trader’s Street. It is flanked by jettied buildings built of a mixture of wood, stone, and the covered plank style of the Sword compound, known as “mudde”. The roofs are either thatch, nailed pieces of wood covered with tarred strips of hard leather, or tiles, the tops of the roofs styled either flat or sloped. Dark narrow alleyways stared out between houses with an impassive gaze... Vanlen feeling he is being watched whenever he passes one.
Which, regrettably, is often.
Signs jut from the front walls of most buildings announcing the shop, the jettied second story obviously being used for each proprietor’s family. An open gutter lines each side of the packed cobble street; they are meant for waste, but with streets as crowded as they are, likely more people have bodily waste on them then the gutters do.
A Touch of Sliver, Matin’s Magical Enhancements, Trenchant Wit and Weaponry, Vanlen absorbs each sign as he sees them, expecting that he may have a use for each store later, but keeping true to his course: Trade Square, which is visible through the crowd now as they split around the huge greywood tree that resides in the squares center on a circle of grass, looking rather brown under the sun. The tree is surrounded by stalls and awnings, with more scattered around the square, and even more shops in the buildings that encircle the area. The massive tree's roots have webbed under the earth in the square, pushing up cobbles in tortuous lines, sending the occasional daydreaming shopper sprawling, their goods flying from outstretched hands to be snatched by the opportunistic.
Vanlen takes a tighter grip at his pouch of marks, making sure the bottom isn’t cut at the same time.
The store Brandur recommended, A Coil of Rope, is visible across the square, and right beside Vanlen, standing on the squares edge as the crowd jostles him as they split to continue on, is the tavern, The Ladies Disciple.
An open-air smithy can be seen, the smith bashing away on an anvil, the smithy covered by a thatch roof affixed to the house behind, the thatch supported by two wooden columns at the end closest to the square. Some of the stores surrounding the square have their signs visible from your position: Timin’s Loans and Investment Opportunities, Magical Components and Spells, A Dash of Taste (which appears to be a food seller), and The General’s Fine Armaments and Armour, which seems to compete directly with the open-air smithy across the square. Various stalls around the greywood tree carry jewelry, armor, garments, weaponry, exotic food and drink… it seems that anything at all can be found here.
Back at the Sword compound
The room, which is scattered with rough wooden furniture and has doors both directly in front of where you all entered and to the left across the rectangular room, has a single scarred mercenary reclining in a thick wooden chair. He glances up from sharpening his longsword, which lies across his lap, then turns his gaze back to the weapon.
“I suppose it’s through this door here.” Aeryn says, moving across the room to a door that lies directly across the one they entered through. Pulling the latch, the door opens outwards, revealing a square room with racks lining the walls and hooks hanging from the ceiling. The racks are filled with weapons, and the hooks have shields hanging from them. Most are wooden, covered in leather, but a few are metal, appearing to be railish; a local metal that can be found in the deserts under dunes. It is dark grey in color, and is hard and brittle, meaning that the metal is often broken in pitched combat. To everyone’s disappointment, the weapons all appear to be railish as well.
“Well, they’re better than nothing.” Priya comments, moving to grab a sword.
“A poor selection, nonetheless.” Raspin replies. “I’m thinking that a trip may be required to Trade Square after all.”
Poking her head in the room, Riana quickly scans around. “No bows… guess I’ll be off to Trade Square, then. I look forward to seeing you all at Miser’s.” She ends sardonically, retreating from the room and exiting out the door.
“I’m thinking a complaint would be congruous.” Aeryn grumbles, picking up a sword and examining the edge. “You’d think a reputable mercenary group would outfit its fighters better.”
“We had to work even to get this!” Prayi declares angrily. “It doesn’t even seem worth our time.”
“Well, the weapons aren’t all that bad…” Sa-long interjects, as Aeryn opens his mouth. “It’s just the selection that’s poor. Tons of people are wandering about with railish weapons; it’s local and cheap.”
“For a good reason…”
-
Found Weapon Attributes:
Long Reach
This weapon’s long reach means that the user will not suffer any damage on a failed attack roll should the opponent win. It’s long reach also makes it ineffective in ranges where the opponent could normally retaliate or strike, reducing its ‘d’ by 3.
-
Graudlin marks are worth one mark where the players are currently.
-
Characters
By the way, players don’t have to stick together in this game. Don’t feel pulled into going to, say, a stable, just because everyone else wants to buy a horse. The nearby NPC’s tab doesn’t discriminate where or who, it just covers anyone of note who is near any of the players, regardless of if only one player is near them.
For all the past inquiries, I really couldn’t answer any for the players because Malregima’s character wouldn’t share her past with strangers, and none of the other players sent me a history...
Jus’ saying…
Oh, and feel free to add more to you character’s personalities… the only one that I can truly write well for is Shinobody’s, as she is the only one who gave me more than one descriptor!
Revealed Mechanic: Weapon Attributes
Weapons have attributes as well, and any new ones encountered are listed on the roll. A complete list is on the first post. A weapon attribute is identified by its underlined status.
-
Sa-long:
"Mr. Brandur, may I go to Sword armory or smithy for some weapon?
Letting loose an uproarious laugh, Brandur wipes the corners of his eyes as tears of laughter trickle out.
“You want to use our armory? Sorry, lad, but put yourself in my shoes for a moment. Letting in untrained and untried recruits into the Sword’s entire collection of weaponry just isn’t a good move on my part. You’re all still liable to run away, and the weapons in there are worth a good deal more than the pocket change my brother handed out.”
“I heard a passing group of Sword’s say there was a weaponry locker just inside the door to the left of the gate.”
“Aye.”
“Well, can we take weapons from that?”
15
Brandur chews his lip for a moment, obviously trying to think of a reason to deny you access.
“You’ll make more money from us if we survive by being properly equipped.”
Brandur vacillates a moment more, before throwing up his arms. “Fine! The armaments in there aren’t worth all that much anyway. Just walk in there and take whatever you want, within reason. I don’t want to see each of you tottering out of there with an armful of blades, you hear?”
“Also, will you tell me where is the nearest store or tavern is for food and water?"
19
“A good watering hole is just out of Trade Square, I think. Just turn left out the gate and follow Trader’s Street. Once you reach the edge of the square, look right and she should be there,The Lady’s Disciple, provided I stumbled back the right way last night."
“And the store?”
“Gods, man! Haven’t I done enough?” Brandur complains, tugging at his beard. You are starting to get the feeling that Brandur doesn’t enjoy answering questions… or giving anything away, be it information or equipment. For free, at least.
NPC Mannerism found: Brandur doesn’t like answering questions or giving anything away.
“There’s a general store in the square, goes by the name of A Coil of Rope. Tell them I sent you, should get you a mark off or two. Now, get out of here! With all the shopping you seem to have lined up, you’ll be pressed to get to Miser’s Gate in time!”
“Miser’s Gate is due right out of the compound gate, correct?”
“Follow Trader’s Street south, yes!” Brandur whirls around and strides off quickly, his short legs pumping as he tries to get away from the – in his mind – incessant questions.
Raspin:
Follow the others to the armory.
Listen in on everyone's background without giving mine away.
Aeryn:
Follow the others to the armory, with the intent of finding a weapon that can deliver a much stronger blow. Listen intently to other people tell their stories, refraining to say his in a group setting for the time being.
Sa-long:
Go to armory to get armor/weapon.
Kardis:
Go with the group to the armory. Try to acquaint myself with the others, since we seen ourselves for first day in our lives.
Vanlen:
Inquire as to their pasts, as well as the pasts I any other PCs or NPCs that accompany us.
Everyone promptly turns and heads for the aforementioned door beside the gate, but for Vanlen.
“Coming… Vanlen, is it? I don’t know about you, but I’d appreciate a good, solid blade.” Kardis asks, Angel sniffing at the fingers of his remaining hand.
"I would like to find a better weapon as well. This wooden sword may be fine for training, but if we're going to be serving someone I need something a bit heavier. I'm accustomed to swinging a hammer at the smithy; I would do better with a good, solid, heavy weight in my hand. That being said, I’ll pass. I’d rather buy a weapon than grab a second-rate one from an allegedly-poor weapons storage."
Shrugging, the six carry on. Vanlen, after a moment, hurries to catch up. “We’re going the same way, though. ‘Might as well tag along.”
"Great. Send us out to be slaughtered on the first day. This isn't what I signed up for..." Raspin grumbles, kicking at the loose ground.
“The best training is in the field, I’ve heard. I’m sure we’ll be fine… there are seven of us, after all.” Prayi chirps, practically skipping with excitement.
Well, someone obviously knew what they signed up for.
"By the way, Prayi, was that your first time wielding dual sword?" Sa-long inquires, striding beside her, though her eyes are fixed on Kardis’ rabbit with a tender look.
“It was! I thought I did rather well, don’t you?”
“According to Brandur, none of us did well…” Kardis mumbles, pulling a small carrot from his pocket and tenderly feeding it to Angel. The action is not lost on Sa-long, who finds her respect for Kardis quickly rising; as a fellow animal-empathetic, she too could tell that Angel was getting hungry, as Kardis could discern.
“So what are your stories?” Vanlen asks, wiping beads of sweat off his forehead as the sun beats unabated, an unmerciful lord heedless to the suffering of its subjects.
“While I get the sense that we will all be best of friends,” Riana says dryly, “I’d prefer to keep my history private.”
An uncomfortable silence ensures, helped along by the knowledge that Riana is not alone in her sentiment. A flock of rheys fly overhead, squawking and chirping noisily in their nasal pitch.
“Well, I was orphaned at a young age… the Pantheonic Cathedral took me in, trained me to be a caretaker…” Prayi begins, referring to the renowned cathedral dedicated to all the major Godholds that lies at the foot of the Twins, two towering peaks about a fortnight of travel north. “I wanted to do something that would truly have an impact in the world… I guess I was too vocal about it, as the pastor got angry one day, told me I could never amount to anything. He… he hurt me, saying that I could find no Hold to pray to because none of the gods wanted me…” Prayi’s voice breaks, and falls silent.
“Perhaps another time, then.” Riana remarks scathingly, as the group arrives at the wooden door beside the gate. The clamor of city life reaches your ears, but not loud enough to hide Riana’s words.
“Some respect, Riana.” Aeryn says, eyes restlessly scanning the crowded city streets beyond, as if searching for threats.
"Hang on, before we split up, let me see if I have this right: Vanlen, Raspin, Aeryn, Prayi, Sa-long and Riana, right?" Kardis says, pointing to each in turn.
"I'm not Sa-long - he is. Though I understand your confusion...it's not a very manly name." Riana says, in her perpetual kindness. "I'm Riana."
"Which makes you Sa-long - my apologies."
Sa-long, pulls open the door, everyone but Vanlen entering. "I'll see you all later, I suppose." He says, turning away.
Vanlen
Head for the market and see what stores, goods, and services are available.
Vanlen strides out the gate, one hand clutching the bag of marks, even though it is tied to his belt. Pickpockets and thieves are abundant in any city, and Mischamin is no exception. Despite being taken aback by the presses of people – he has never been in a city this large before – he remembers Brandur’s directions, heading north up Trader’s Street. It is flanked by jettied buildings built of a mixture of wood, stone, and the covered plank style of the Sword compound, known as “mudde”. The roofs are either thatch, nailed pieces of wood covered with tarred strips of hard leather, or tiles, the tops of the roofs styled either flat or sloped. Dark narrow alleyways stared out between houses with an impassive gaze... Vanlen feeling he is being watched whenever he passes one.
Which, regrettably, is often.
Signs jut from the front walls of most buildings announcing the shop, the jettied second story obviously being used for each proprietor’s family. An open gutter lines each side of the packed cobble street; they are meant for waste, but with streets as crowded as they are, likely more people have bodily waste on them then the gutters do.
A Touch of Sliver, Matin’s Magical Enhancements, Trenchant Wit and Weaponry, Vanlen absorbs each sign as he sees them, expecting that he may have a use for each store later, but keeping true to his course: Trade Square, which is visible through the crowd now as they split around the huge greywood tree that resides in the squares center on a circle of grass, looking rather brown under the sun. The tree is surrounded by stalls and awnings, with more scattered around the square, and even more shops in the buildings that encircle the area. The massive tree's roots have webbed under the earth in the square, pushing up cobbles in tortuous lines, sending the occasional daydreaming shopper sprawling, their goods flying from outstretched hands to be snatched by the opportunistic.
Vanlen takes a tighter grip at his pouch of marks, making sure the bottom isn’t cut at the same time.
The store Brandur recommended, A Coil of Rope, is visible across the square, and right beside Vanlen, standing on the squares edge as the crowd jostles him as they split to continue on, is the tavern, The Ladies Disciple.
An open-air smithy can be seen, the smith bashing away on an anvil, the smithy covered by a thatch roof affixed to the house behind, the thatch supported by two wooden columns at the end closest to the square. Some of the stores surrounding the square have their signs visible from your position: Timin’s Loans and Investment Opportunities, Magical Components and Spells, A Dash of Taste (which appears to be a food seller), and The General’s Fine Armaments and Armour, which seems to compete directly with the open-air smithy across the square. Various stalls around the greywood tree carry jewelry, armor, garments, weaponry, exotic food and drink… it seems that anything at all can be found here.
- How to shop in Breach of the Fallen:
In your action, approach a “weapon stall” or something similar. Or, name a store. Have in your action something to the tune of “examine their wares”. A list will be presented upon the next roll of their items, and costs. More than one store can be approached like this in a roll, culminating in multiple separate store lists at the end of the turn to check for desirable items.
Back at the Sword compound
The room, which is scattered with rough wooden furniture and has doors both directly in front of where you all entered and to the left across the rectangular room, has a single scarred mercenary reclining in a thick wooden chair. He glances up from sharpening his longsword, which lies across his lap, then turns his gaze back to the weapon.
“I suppose it’s through this door here.” Aeryn says, moving across the room to a door that lies directly across the one they entered through. Pulling the latch, the door opens outwards, revealing a square room with racks lining the walls and hooks hanging from the ceiling. The racks are filled with weapons, and the hooks have shields hanging from them. Most are wooden, covered in leather, but a few are metal, appearing to be railish; a local metal that can be found in the deserts under dunes. It is dark grey in color, and is hard and brittle, meaning that the metal is often broken in pitched combat. To everyone’s disappointment, the weapons all appear to be railish as well.
“Well, they’re better than nothing.” Priya comments, moving to grab a sword.
“A poor selection, nonetheless.” Raspin replies. “I’m thinking that a trip may be required to Trade Square after all.”
Poking her head in the room, Riana quickly scans around. “No bows… guess I’ll be off to Trade Square, then. I look forward to seeing you all at Miser’s.” She ends sardonically, retreating from the room and exiting out the door.
“I’m thinking a complaint would be congruous.” Aeryn grumbles, picking up a sword and examining the edge. “You’d think a reputable mercenary group would outfit its fighters better.”
“We had to work even to get this!” Prayi declares angrily. “It doesn’t even seem worth our time.”
“Well, the weapons aren’t all that bad…” Sa-long interjects, as Aeryn opens his mouth. “It’s just the selection that’s poor. Tons of people are wandering about with railish weapons; it’s local and cheap.”
“For a good reason…”
- Weapons Locker:
20 Straight Shortswords(Railish) (1d5. Physical.)
20 Throwing Knives(Railish) (1d4. Physical. +1 damage if thrown.)
10 Leaf-bladed Spears(Railish) (1d6. Two-handed. Physical. Long Reach)
7 Leather-covered Round Shields (Wooden) (AV: 1)
3 Metal Round Shields (Railish) (AV:2)
-
Found Weapon Attributes:
Long Reach
This weapon’s long reach means that the user will not suffer any damage on a failed attack roll should the opponent win. It’s long reach also makes it ineffective in ranges where the opponent could normally retaliate or strike, reducing its ‘d’ by 3.
-
Graudlin marks are worth one mark where the players are currently.
-
- Nearby NPC’s:
Prayi
A human woman who is a First in the Swords. Joined at the same time the players did.
Characters
- Vanlen (Rulyon):
Gender: Male
Attitude: Introspective
Appearance: Burly and brawny, with a dimpled chin.
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items:Training sword (Wooden) (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
- Raspin (Saima):
Gender:Male
Attitude: Cautious to make decisions or to judge people, but acts with all of his power when he makes up his mind.
Appearance: Muscular build, blue eyes (he hates them as they make him seem weak), a scar on the left side of his jaw that he never talks about
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items:Training sword (Wooden) (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
- Aeryn (Aerynpierre):
Gender: Male
Attitude: Bold
Appearance: Powerfully built, imposing figure that uses his appearance to his advantage. Black short cropped hair with green eyes that always move about, continuously scanning his surroundings.
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items:Training sword (Wooden) (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
- Sa-long (Malregima):
Gender:Female (transgender, further history is being made and will be pm'ed)
Attitude:quiet, loyal, shy around strangers, and empathy toward animals.
Appearance:average weight, 5' 10", navy black hair, and dark brown eyes.
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items:Training sword (Wooden) (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
- Kardis (Shinobody):
Gender: Male
Attitude: Quick to act, aggressive when provoked, jovial, hot blooded large ham. Nice to small animals.
Appearance: Big, tall, muscular, blond haired, long beard. Has only one (left) hand, right one was lost in a fight and is cut below elbow.
Other: Possibly small animal companion, white bunny called Angel? Purely aesthetic though, I don't expect any kind of combat or magic bonuses.
-
Hitpoints: 20/20
Carrying 20 Graudlin marks
Worn Items:Training sword (Wooden) (Physical. 1d2. The quick speed that this weapon can be whipped around at means that for every attack action you may strike twice, dealing double the damage rolled.
Inventory(0/10)
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
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