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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.
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by judywward on June 20, 2018, 09:24:22 am »
Oh, the suspense! Kelson apoplectic with anger. Oh, please, please let Valerian get his just desserts. Although, I would like to see him suffer before the beheading, which I hope will be very public. Please let them get Wash back. If not, Richenda will want to be in on the torturing of Valerian.
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by DerynifanK on June 20, 2018, 07:02:28 am »
My oh my, building excitment. Don't think I've ever seen Kelson this angry. Hoping for rescue before Wash is turned over to GDV. Like Brendan I wouldn't  give him any chance of survival if Valerian gets hold of him. Great writing, Laurna
Semi Free-Form Deryni Gaming / Re: Ghosts of the Past
« Last post by Laurna on June 20, 2018, 05:37:14 am »
The hour was late. Kenric had made a stout effort to be attentive throughout the day’s council meeting. He was good at assisting in the counting sheets and at coping letters that would go out in the morning. Uncle Brendan was proud of his half-brother’s son. Time had come for the young man to return to family. Brendan was trying to think of the best way to excuse Kenric from the king's council and thereby excuse himself to escort Kenric back to the Corwyn apartments. He would come up with some other reason why he would not himself return to the council this evening. Perhaps he had letters to write to send home. Which he did, so that would not be a lie. Brendan was waiting upon the king and bishop to come forth, so that permission to leave could be granted. Brendan never thought the king would come away from his conversation with the bishop looking so pale. Nor did he expect the king’s withheld anger.

“Lord Kenric Morgan, I would excuse you from your father’s duty for the rest of this night. Lord Sextus, Lord Jamyl your dismissed as well. Will you please see Kenric to his family’s chambers.” Summarily dismissed, the three men left the room with bows and questing eyes to the others, but no one had answers to why. “Earl Stephen, Lord Seamus you are released for the night. Ready your packs and get some sleep, you shall both be leaving with Prince Javan when the army has been readied. If we haven't time to speak later, I wish you both success in the days ahead.” Both lords came forward to kneel before their king. They touched his ring to their lips before they too left the council room. 

Kelson looked at the remaining five men. He gave a wave for them to come sit at the high end of the table. Prince Albin took his customary seat to Kelson’s right.  Duke Angus and Brendan sat further down the table to the right.  Leaving the two chairs on the king’s left to be filled by Bishop Arilan and Laird Seisyll.

“What I am about to tell you is for your ears alone. Not even Duncan, nor Kelric are to be told.” The king looked squarely at Brendan. “It will be I who will tell them and no one else. Give me your word on this, each of you.”

The king looked first to his cousin once removed. “I do swear to hold this information in strict confidence,” Albin said with his palm open.

Going around the table each man made the oath with honesty and faith. Brendan was not least among them, though the king gave Brendan the longest appraisal before he moved around the table to receive the Arilans’ oaths.

“Very good. I will hold your oaths in troth.” The King took a deep breath. He did not sit himself on the throne, instead he rested both palms on the table. "Let me tell you what I have just learned. I know now the name of the man behind this girl-child who claims to be Meara’s Queen. This man would marry this girl-child to be her consort, to rule over Meara and to be a constant thorn in our side.” Without further hesitation and without emotion nor fluctuation in his voice, the King announced. “Our enemy is Grand Duke Valarian. Third son of Teymuraz.” There was an intake of breath around the table. Brendan’s fists clenched tight. He had been at that battle twenty years ago. He still vividly remembered the first and last time he had seen this man. 

“Think on it, find me the most successful way to squash this mewling pox-strewn villainous gundygut!” The king spit out the words, his voice rising with each insult. “This Whoreson shall not have that which is Ours!  And We shall make him pay dearly in this life and the next for every life that he costs us to defeat him.”

“Gentlemen, I want his head and nothing less!” With that the king slapped the table, he stood tall, nodded to the five stunned men, and then excited the room. His guards in full attendance to see him to his chambers. Brendan did not envy the Queen the next few hours to calm the king’s anger.

No one said anything for a long moment. If the others had their concerns, it was Brendan who worried the most about this revelation. Alaric Morgan had slain Teymuraz and very likely one of the sons had the power to slay Alaric in response. In this man’s hands, Washburn had not a chance in hell of surviving. He had to get to Washburn before he was given into the hands of Valarain.  And that meant he had to find him tonight. More determined than ever. Brendan excused himself from the council room and made his way directly to the gate house.

As he had promised, Jamyl was waiting there with the horses. The guards let them out the gates with words that they were on the king’s business.

((edited the time of Javan and his army leaving to be open ended, because the time is not yet chosen.))
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by Laurna on June 19, 2018, 11:18:05 pm »
Oh man oh man. I was wondering if our first MacInnis had family. He was perhaps a younger brother or nephew to this man. Vipers all!
Semi Free-Form Deryni Gaming / Re: Out of Character (OOC) Thread
« Last post by revanne on June 19, 2018, 08:45:00 pm »
MacInnis is a name with a long and dishonourable pedigree.
Semi Free-Form Deryni Gaming / Re: Ghosts of the Past
« Last post by Jerusha on June 19, 2018, 06:56:47 pm »
Two days before the fleet of ships was spotted off the shores of Cassan, the lookouts of Isles had spotted them on the seas north of Isles.  The senior watchman made haste to Eagle’s Keep, the northern tower of Castle Isles.

He knocked smartly on the wooden door.

“Enter,” a voice slurred from within.

“Master Gregory, there is an unknown fleet making haste westward.”

Gregory MacInnis, who would have styled himself as Lord of Isles, looked up as the man entered.  He was a bitter man.  He had married the Dowager Baroness of Isles and sold her youngest son to sea to secure the barony for himself.  She had contrived madness to deny him her bed and any heirs of his own.  Now after her death, he had no claim to Isles other than his extensive and wealthy merchant holdings.  They would have to be enough.

The watchman gave a curt bow.  “We need to light the watch fires and warn Claibourne,” he said urgently.

“There is no need,” Gregory said as he gazed at his goblet of port.  “They are likely merchants; we need their trade.”

“These are not merchant, Master,” the watchman said urgently.  “It is Isle’s duty to signal to the mainland.”

“Isle’s duty is to look after Isles.  There is profit to be had by making the right connections.  I’ll hear no more.”

The watchman looked to explode in fury, but he bowed curtly and withdrew.  The last senior watchman had died at the base of the Isle’s cliffs.  He did not intend to meet the same fate.

The watch fires of Isles lay unlit as the fleet of ships sailed past.  A howl of despair seemed to rise above the wind, as if the long dead Baron Solveig Cameron mourned the loss of Isle’s honour.

There would be hell to pay when Baron Iain Cameron returned home.
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Re: Rules Errata by Bynw
[June 21, 2018, 08:24:42 pm]

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
[June 20, 2018, 10:19:06 am]

Re: Out of Character (OOC) Thread by judywward
[June 20, 2018, 09:24:22 am]

Re: Out of Character (OOC) Thread by DerynifanK
[June 20, 2018, 07:02:28 am]

Re: Ghosts of the Past by Laurna
[June 20, 2018, 05:37:14 am]

Re: Out of Character (OOC) Thread by Laurna
[June 19, 2018, 11:18:05 pm]

Re: Out of Character (OOC) Thread by revanne
[June 19, 2018, 08:45:00 pm]

Re: Ghosts of the Past by Jerusha
[June 19, 2018, 06:56:47 pm]

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