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Semi Free-Form Deryni Gaming / Re: Rules Errata
« Last post by DerynifanK on Today at 12:11:16 pm »
Bynw, you amaze me with your ability to create  and construct these parts of the game.
What you did with the Poreal and how they work was very impressive.
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by DerynifanK on Today at 12:09:29 pm »
I think I'm  either going g to have am ulcer  or cruse de nerfs  from all these cliffhangers.
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by Laurna on Today at 11:48:50 am »
Oh! What, what, what did Seamus tell Dhugal, and what, what, what is Richard up to?
Oh! the suspense!
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by Jerusha on Today at 10:29:19 am »
Now that's what I call a cliff-hanger!  :o
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by DerynifanK on Today at 06:55:09 am »
Well this is frustrating, what tale did Seamus tell Dhugal and where is Richard? Did I miss something?  What is Richard doing? There is such a thing as too much suspense. Scary
Semi Free-Form Deryni Gaming / Re: Ghosts of the Past
« Last post by revanne on Today at 04:13:16 am »
Dhugal did not at first concern himself about Richard's absence; there was an orderly bustle on the quayside which suggested that he had given the necessary commands and it was not yet dawn. It would be churlish of a Deryni who had just availed himself of a spell to banish fatigue to begrudge a human a little extra sleep, and perhaps that ale had had a rather more potent affect than the seaman had been prepared to admit.

But as the first glimmer of light began to shine along the north-eastern horizon and the sea turned from inky black, through iridescent purple to almost silver, his tolerance turned to irritation. Turning to the soldiers who had escorted him he ordered them to return to the castle and see what was keeping the captain general of the fleet on such a vital morning.

It could not be long before the lookout on the brae, which Ballymar on one side and the sea loch on the other, lit the beacon warning of the approach of the ships whose journey had been reported. The man had been entrusted with one of Richard's precious spyglasses, gifted to his family from their Morgan patrons, and ordered to give signal as soon as the convoy raised sail. There could be no doubt of hostile intent, even without the news from Meara, and Darcy's tale of cargoes of weapons. Merchant ships did not commonly travel in such numbers, and though anchoring in the mouth of the sea loch was a common enough practice to take advantage of the easily accessible fresh water burns,  ships travelling in any number would as a matter of courtesy send a vessel around to Ballymar to request permission. By all accounts there were two or three score but no attempt to contact the coast had been made. Dhugal knew that he would have no hesitation in attempting to block their passage and if it came to a fight, well so be it. If the truth be told, he would welcome one.

Where the hell was Richard?  He could hardly bawl him out on the quayside in front of his men, but by God he would have words to say in private. As the light grew so did Dhugal's anger,  not helped by his feeling that the signal from the hill should surely have been given by now. And where were the soldiers sent to find Richard? Surely at least one of them should have been back by now? The local clansmen might think that the seawind was bewitched, Dhugal was beginning to think that the whole damned morning was.

Seamus Graham, the captain of the Rose, the flagship of the fleet, watched all the activity with a growing sense of unease. As he realised what he must do, and soon, his bowels griped with fear and the scars on his back stung, though he knew that that, at least, was his imagination. A man of his rank was not going to be flogged when all he had done was obey orders, though given the Duke's command of invective many a man under his command would have preferred a cut of the whip to the lash of his tongue. And his fear was making him unfair. The Duke might be fearsome when roused and his wrath to be fled from, but he was never unjust. He was not going to like this news, though, and small blame to him. Ah well, best get it over with.

As he descended from the ship he could see two others hurrying towards the Duke who was standing like a thundercloud on the quayside.  He hastened his pace, it was best that he be seen to have freely offered his intelligence rather than wait to be questioned. He stood before the Duke and bowed low, then straightening, told his tale. It took all the courage he could muster, and then some, and all the discipline he had learnt through the years, to stand his ground before the storm that errupted.

"And not one o'yous had the wit to come and wake me?" Dhugal's voice cut like a whiplash. Though the target of his wrath stood stony-faced and rigidly at attention Dhugal thought he could sense resentment amidst the fear and immediately understood why. Seamus was a clansman, and one of those with the mysterious powers which borderers named second sight, in his case to such a degree that Dhugal suspected some Deryni ancestry. As such, he had resented the appointment of an outsider, and a human to the command of the infant fleet, and, with others, had sought to undermine Kirby's authority and curry favour with the Duke by refusing his orders unless confirmed by Dhugal himself. They had soon, and painfully, learnt the error of their ways and Dhugal had made it crystal clear that unless he himself was actually present Kirby's orders had Ducal authority behind them and were not to be questioned. All this was long in the past and Kirby had long since earned the obedience and love of his men for his own sake, Seamus amongst them. But the lesson had been learned, and too well it seemed.

Hoist by my own petard, thought Dhugal, but God, the man had some courage to come and tell a tale like that. And what on earth had been going through Richard's head? But that at least he thought he could understand, if not approve. He had been in too much of a rush yesterday, his father or even Father Col..., his son he corrected himself with a wonder that was a mixture of shame and awe, would have known better how to deal. He clenched his fists until the nails bit into his palms and willed his wrath to subside, then grasped Seamus' arm in a gesture which signified both acceptance and unspoken apology.

"It's alright, I see that you could not disobey such an absolute order.  But what a coil, what a damnable bloody coil! No, stay!", this as Seamus made to bow and withdraw as the soldier and the watchman both came within speaking distance and stopped to make their reverences, "I have a feeling I shall have immediate need of a man of your courage."

Semi Free-Form Deryni Gaming / Re: Rules Errata
« Last post by Bynw on June 21, 2018, 08:24:42 pm »
How to Trace a Transfer Portal Jump

The character must have the Spell Trained Trait and the jump that is being traced must be less than 24 hours old at the time it is being investigated. This is just a standard 2d6 Test. There maybe additional issues to make the Test more difficult or less difficult imposed by the Game Master. This can only be attempted once by a single Deryni. Success learns the unique coordinates of the destination Portal.

Checking to see if a destination Portal is Trapped

The character must know the unique coordinates of the Portal in order to check it to see if there is a magical based trap imposed on it. This is accomplished by the Deryni reaching out from one Portal to the destination Portal and probing it to see if he can detect a trap.

A Test is called and if successful then the dice are totaled. This is a contest of skills. The user vs the trapper. The total here must be equal to or greater than the dice total that the trapper made when setting the trap in the first place. If the total indicates a successful detection, the user will know if the trap is lethal or not. But may not know the full extent of what the trap actually does.

If the roll is not successful or the total is not high enough. The user is unable to detect any traps. He may attempt to do so again after 24 hours time has passed.

Setting, disarming, removing a Trap from a Portal

At this point the character is required to have the Spell Trained Trait.

To set a trap on a Portal, one must be physically present in relationship to the Portal. A Test is made and if successful the dice are totaled. This is the strength of the trap on the Portal. The number that will be used by others to see if they can detect, disarm, or remove the trap.

If the Test fails, then the character must wait another 24 hours before he is able to again attempt to set a trap on the Portal.

Traps can do many different things. This is left to the player, the character and the Game Master to decide what takes place and what triggers the trap to be sprung.

To disarm a trap on a Portal, one does not need to be physically present. This can be done from the destination Portal as one is making the jump connection. Also, the character must know that the trap is actually there, although the Game Master can “go along” and let the player do as they will.

The user makes a Test and if successful he totals the dice. If the total is equal to or greater than the above strength of the trap, then it is disabled. Note that a disabled Portal will automatically re-enable itself again after 24 hours. This does not remove the trap, it only disables it.

If the Test succeeded but the dice total was too low. The trap is still enabled, but the character may be unaware of the failure and think that the trap has been disabled.

If the Test failed, then the character knows he failed at disabling the trap.

In either of these cases, the character may try again to successfully disarm the trap after 24 hours have passed.

In order to completely remove a trap from a Portal. The character does need to be in physical contact with it, just like when setting a trap. And the player must announce that he is indeed attempting to remove the trap from the Portal permanently.

The trap must first be disarmed before it can be removed. For the removal, another Test is made, if successful, then the dice are totaled once again. This total must be 3 points higher than the strength of the trap that was placed in order to remove it.

Like the previous rolls. If the Test is successful and the total is less than the required. The character might believe he has removed the trap. Also, like the previous actions, this can only be attempted by the character once every 24 hours.

The person that set the trap is able to disarm or remove it entirely, without the need of a Test.

Destroying a Transfer Portal

Destroying a Portal is not an easy task. It requires a lot of energy and the Ritual Magic Trait.

A standard 2d6 Test is made, even if being preformed by a Deryni Master Trait character. And this requires a specific number of successes to be successful at ripping the Portal from reality. However, if a character does have the Telekinesis Trait, they succeeded on a roll of 4, 5, or 6.

The number of successes required are based on the age and other factors of the Portal that is being destroyed. The following chart is a guideline on Portal age and the number of successes required.

Portal Age# of needed Successes
Hours to Days2
Days to Weeks3
Weeks to Months4
Months to Years5
Years to Decades6
Several Decades7
A Century8
More than a Century9

The Game Master can increase or decrease the number of needed successes to destroy a Portal based on another of different circumstances, including but not limited to the skill of the Portal creator and how frequently the Portal is used.

In order for the character to be able to get the required number of successes outside help is required or the character may trade in 1 Hit Point for each success. These 1 Hit Points must be declared prior to making the Test.

Creating a Transfer Portal

Creating a Portal generally requires both time and manpower. This also requires the Ritual Magic Trait in order to attempt to create a Portal.

The location of the Portal must have a base of natural earth or rock and it is usually octagonal in shape. The selected area is warded with Wards Major and then power is poured into the area. At this point a Test is made. Like the destruction of a Portal, the Telekinesis Trait allows successes on a 4, 5, or 6. Generally speaking at least 5 successes are necessary to create a Portal. The Game Master may raise or lower this number based on situational factors.

The extra successes are generally pulled from the energy reserves of others within the ritual framework. At the cost of 1 Hit Point per success. And can be spread out amount all the participants. The player making the Test decided, before the Test is rolled, who and how much he is drawing from the others.
Semi Free-Form Deryni Gaming / Re: Rules Errata
« Last post by Bynw on June 21, 2018, 07:57:54 am »
I am writing up some detailed rules for Portals. Once I have them written up. I will post them to this thread.
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by DerynifanK on June 20, 2018, 10:41:41 am »
Didn't know Kelson had a vocabulary  like that, very descriptive.
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by revanne on June 20, 2018, 10:19:06 am »
I love Kelson's description of Valerian.
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Re: Rules Errata by DerynifanK
[Today at 12:11:16 pm]

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Re: Out of Character (OOC) Thread by Laurna
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Re: Out of Character (OOC) Thread by DerynifanK
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Re: Ghosts of the Past by revanne
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Re: Rules Errata by Bynw
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Re: Rules Errata by Bynw
[June 21, 2018, 07:57:54 am]

Re: Out of Character (OOC) Thread by DerynifanK
[June 20, 2018, 10:41:41 am]

Re: Out of Character (OOC) Thread by revanne
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