Friday, February 19, 2016

Shadow of the Sea Lord - Pregen #5 - Dettah Isan

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Dettah Isan
Level: 3 / Warrior / Swashbuckler


Once upon a time the woman now known as Dettah Isan, was the eldest daughter of a well to minor noble house on the continent. Dettah received an education, and understanding of proper etiquette and the rudiments of entertaining with dulcimer and drum. Though she was somewhat of a tall, gangly, and homely child Dettah would have likely found herself a husband in a similarly minor noble house. Her prospects changed when a rival of her father's engineered the destruction of his assets, the ruin of his reputation, and eventually his death.

Dettah and her mother fled, but without title or fortune they soon found themselves living on the streets, her mother forced to trade flesh for coin to feed them. Dettah learned to fight during her time as an exile, leveraging her tall and reedy form to her advantage. In time she escaped by plying her skill with stave and blade to the employ of merchants and nobles as a soldier. In time she found herself in Freeport in the employ of a ever rotating queue of merchants who prefer to employ bodyguards with finesse and style over raw brutish force.

Dettah is idealistic, but the harsh lessons of life have etched a sarcastic streak into her marrow. She helps those who need it as the opportunity provides but always her loyalty is first to herself and those she deems friends. Dettah is searching for something more, though what that is she has not yet determined.

Race: Human
Age: 28 yrs
Sex: Female

Strength: 12
  • Health: 26
  • Healing Rate: 6
Agility: 13
  • Defense: 14
Intellect: 10
  • Perception: 10
Willpower: 10
  • Insanity: 0
Corruption: 0
Size: 1 (tall w/average build)
Speed: 12
Power: 0

Languages: Common (literate),
Backgrounds: Etiquette & customs, Soldier, Exile, Musician (pick one)

Interesting Thing: A collapsible pole, 3 yards long.

Race & Class Abilities
  • Catch Your Breath You can use an action or a triggered action on your turn to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until after you complete a rest.
  • Weapon Training When attacking with a weapon, you make the attack roll with 1 boon.
  • Combat Prowess Your attacks with weapons deal 1d6 extra damage.
  • Forceful Strike When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the attack deals 1d6 extra damage.
  • Charisma In social situations, you make Intellect and Will attack rolls with 1 boon.
  • Combat Feint You can use a triggered action on your turn to feint against one creature that can see you and is within short range. Until the end of the round, you make attack rolls with swift weapons against that creature with 1 boon, and the creature makes attack rolls against you with 1 bane.
  • Nimble Defense While you are not wearing medium or heavy armor, you have a +1 bonus to Defense.
Wealth: Comfortable
Equipment: a dagger, a staff , fine clothing, a backpack, a cloak, a week of rations, a waterskin, a coil of rope, a tinderbox, 2 torches, a healing potion, and a pouch containing 10cp. You also have a small shield; an incantation of Minor Health (pg 133)

Wednesday, February 17, 2016

Nuts & Bolts #67 - Skyward: A Guide to the Great Terraces

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Skyward is all about flying through the Blue, having awesome airborne combat, fighting sky pirates, and searching the mysterious limits of the world. But without the Terraces all of that will quickly fall by the wayside when planes run out of fuel, and crew run out of food. The Terraces provide places for the people of Skyward to get food and supplies, affect repairs, and trade for goods.

Terraces are uniformly formed of large square segments roughly half a mile (slightly less than 1 km) on a side. These terrace squares are joined in various configurations though the most common by far are simply large squares and rectangles. Terraces are not held aloft so much as they are fixed in place. They do not float or drift, and cannot be moved; terraces are fixed in space with no apparent support or mechanism. As a result navigation between terraces is quite routine, provided that a pilot keeps a close eye on their bearings.

The Great Terraces are all those which have a total area of greater than 10 square miles (requiring at least 40 terrace segments). The Great Terraces have the best resources, most arable land, and best defenses making them the ideal places for long lasting governments. A great many more smaller Terraces, often those with less than 5 square miles (20 segments), exist within the world, and make up by far a greater total land area than the Great Terraces, but the political and economic might of the Great Terraces far outstrips those of the lesser Terraces.

Terrace Green

Terrace Green is the single largest Terrace in all of the Blue. It is also one of the few that holds to strict neutrality. The people of Terrace Green are farmers and they live a peaceful life maintaining the land and their animals to provide both food and fuel for the rest of the inhabitants of Skyward. The fact that every other Terrace would band together against any warlord foolish enough to try and take Green for themselves ensures that none ever attempt to do so. In return for their peaceful life the people of Green trade with all parties. They are not self sufficient however, and often take in shipments of refuse to be composted, and water to help ensure the success of their crops.

The Wing Confederacy

Formed of three major Terraces the Wing Confederacy is the single most powerful government in all of the Blue. Consisting of Terraces Iron Wing, Steel Wing, and Wing along with dozens of smaller Terraces the Confederacy is also the leader in flight engineering.
Terrace Iron Wing
If your plane needs repairs and you have enough money to pay for the best, you head to Iron Wing. Iron Wing has some of the best mechanics and scrappers in the Blue, as well as access to the foundries of Steel Wing for new parts.  
Terrace Steel Wing
The smallest of the Great Terraces at just 41 terrace segments Steel Wing is a monstrosity of foundries and factories. Scrap is brought in, and newly forged parts are shipped out. Steel Wing may not be unique in its operation, but it is by far the largest and most capable.  
Terrace Wing
Need a new aircraft? Willing to pay for the most advanced tech? Welcome to Terrace Steel Wing, how may I be of service? Terrace Wing is the place to go if you have the money to buy a new plane. Not a plane newly built from scrapped and recycled parts, but one built from entirely new components sourced from the foundries and factories of Steel Wing.

Terrace Brutus

Brutus is big. Second only to Green, Terrace Brutus boasts a well rounded collection of farms and foundries, factories and more. Brutus isn't specialized in any one trade or industry but does it all. Brutus has a well rounded economy and for a stand alone Terrace is one of the few that can stand alone if need be.

Terrace Scav

Terrace Scav is the closest of all the Terraces to the Black. Located in the deep Blue Scav has claimed all of the extreme reaches of the Blue as its own, a claim that few show interest in fighting. The residents of Scav operate massive scale zeppelins and other large airships and trawl the deep blue with widely cast nets in order to catch debris from above which is in turn recycled or sold to the foundries of Steel Wing and other Terraces. Some say that the Scavs have even found a way to venture into the Black and recover that which was thought lost for good.

Terrace Black

Terrace Black is a rumor, though one that is well founded. It is said that Black is the neutral ground of the various pirate clans that hunt the Blue. A huge Terrace that acts for the pirate clans in the way that places like Iron Wing and Steel Wing do for the other nations and private pilots. Some say that Black is actually in the Black while others say that it is not a Terrace at all but the most massive airship ever built. If anybody knows  the truth or Black's location, it's the captains of the pirate clans, but they aren't talking.

Monday, February 15, 2016

Story Seed - Trapped

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I pulled myself out of the water, clothes clinging to me, dilute blood streaming from a cut on my arm. Blinking the water from my eyes I looked around. I'd been lucky to have fallen into the deeper end of the collecting pool. A cut on my arm would not have been all I'd have gained from a fall elsewhere.

I could hear little above the sound of the falling waters; they echoed and bounced around within this place creating a steady din that drown out everything else. I slogged my way to the shallowest spot I could find, a small rocky outcropping that just broke the surface of the pool, and climbed onto that. I craned my head up, the outcropping I had been standing on was gone, the entire thing had fallen and took me along with it. Worse still I could see my pack just sitting there placidly, waiting for me to return to it. The bluff had broken off the grotto's wall just in front of it.

I sighed. I was trapped in here with nothing I would need to get myself out. I surveyed the grotto again. Water kept rushing in from above. I smiled, if the water kept rushing in, this place had to have an outlet, otherwise it would have filled up and flowed over. With a little luck I could go out with the water.

Sunday, February 14, 2016

Last Week Today - Week of February 8 - 14, 2016

Story Seed - Mission Failure

Nuts & Bolts - Skyward: Aircraft

Shadow of the Sea Lord - Qart Eyesore


Fan of the Cypher System? Enjoy Cypher Live hosted by +James August Walls +Ryan Chaddock and myself? You should check out the next episode airing on Sunday the 21st. We're going to be talking about the Cypher System Rulebook's new and updated rules, and how they can be adapted for other uses. Stuff like Horror Mode and Power Shifts among other things.