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Session Pre-updates
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bombasticSlacks committed Oct 10, 2024
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17 changes: 17 additions & 0 deletions Game/Gear/Belt-Whip.md
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Weapon
{: .label .label-purple }

Size 2
{: .label .label-yellow }

[Exotic](Game/Designing-Weapons#Exotic)
{: .label .label-blue }

#### Belt Whip

| Default [Damage](Core/Weapons#Damage) | 3 |
| :-------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------------------- |
| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) |
| [Damage Type](Core/Weapons#Damage%20Type) | [Rending](Game/Core/Injury#Rending) |
| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) |
| [Weapon Traits](Core/Weapon-Traits) | [Handless](Game/Core/Blocks/Handless), [Striking](Game/Core/Blocks/Striking), [Pulling](Game/Core/Blocks/Pulling) |
24 changes: 24 additions & 0 deletions Game/Gear/Clockwork-Plate.md
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Armour
{: .label .label-purple }

[Exotic](Game/Designing-Armour#Exotic)
{: .label .label-blue }

#### Clockwork Plate
*Platemail that is constantly reworking it's own construction with gems radiating dim magickal looking light surfacing at random as the overlapping plates rearrange*

| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 4 |
| :--------------------------------------------------------- | :------------------------------------------------------------------------- |
| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | (-1) |
| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | [Cold](Game/Core/Injury#Cold) |
| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | [Rending](Game/Core/Injury#Rending), [Piercing](Game/Core/Injury#Piercing) |
| [Armour-Traits](Game/Core/Armour-Traits) | |
Or as an action you may change it to:

| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 4 |
| :--------------------------------------------------------- | :----------------------------------------------------------------- |
| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | (-1) |
| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | |
| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | [Heat](Game/Core/Injury#Heat), [Life](Game/Core/Injury#Life) |
| [Armour-Traits](Game/Core/Armour-Traits) | |
16 changes: 16 additions & 0 deletions Game/Gear/Forest-Bark.md
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Armour
{: .label .label-purple }

[Exotic](Game/Designing-Armour#Exotic)
{: .label .label-blue }

#### Forest Bark
*Magical armour that incases you in growing bark.*

| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 2 |
| :--------------------------------------------------------- | :------------------------------------------------------------------------------------- |
| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | (0) |
| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | [Heat](Game/Core/Injury#Heat) |
| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | |
| [Armour-Traits](Game/Core/Armour-Traits) | [Regenerating](Game/Core/Blocks/Regenerating), [Sealed](Game/Core/Blocks/Sealed) |
10 changes: 5 additions & 5 deletions Game/Gear/Full-Plate.md
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Expand Up @@ -9,10 +9,10 @@ Armour
{: .label .label-yellow }
#### Full Plate

| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 6 |
| :--------------------------------------------------------- | :------------------------------------------------------------------------------- |
| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | (-1) |
| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | - |
| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 6 |
| :--------------------------------------------------------- | :------------------------------------------------------------------------- |
| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | (-1) |
| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | - |
| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | [Rending](Game/Core/Injury#Rending), [Piercing](Game/Core/Injury#Piercing) |
| [Armour-Traits](Game/Core/Armour-Traits) | - |
| [Armour-Traits](Game/Core/Armour-Traits) | - |

22 changes: 22 additions & 0 deletions Game/Gear/Goblin-Flamethrower.md
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Weapon
{: .label .label-purple }

Size 2
{: .label .label-yellow }

[Exotic](Game/Designing-Weapons#Exotic)
{: .label .label-blue }

[Master Work](Game/Designing-Weapons#Master%20Work)
{: .label .label-yellow }
#### Goblin Flamethrower

_Promethium fuelled weapon of mass destruction. Releases torrents of metal melting flame that seem to stick to anyone targeted._

| Default [Damage](Core/Weapons#Damage) | 6 |
| :-------------------------------------------------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-2) |
| [Damage Type](Core/Weapons#Damage%20Type) | [Heat](Core/Injury#Heat) |
| [Range](Core/Weapons#Range) | [Close](Core/Movement#Close) |
| [Weapon Traits](Core/Weapon-Traits) | [Two Handed](Game/Core/Blocks/Two-Handed), [Capacity](<Core/Weapon-Traits#Capacity(X,%20Type)>)(4, [Fuel](Munition-Details#Fuel)), [Loading](Game/Core/Blocks/Loading)(2), [Burning](Game/Core/Blocks/Burning), [Advanced](Game/Core/Blocks/Advanced), [Targeted](Game/Core/Blocks/Targeted), [Very-Threatening](Game/Core/Blocks/Very-Threatening) |

19 changes: 19 additions & 0 deletions Game/Gear/Goblin-Mech.md
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Armour
{: .label .label-purple }

[Exotic](Game/Designing-Armour#Exotic)
{: .label .label-blue }

[Master Work](Game/Designing-Weapons#Master%20Work)
{: .label .label-yellow }

#### Goblin Mech
*A suit of massive mechanized armour powered by a core of fire.*

| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 6 |
| :--------------------------------------------------------- | :------------------------------------------------------------------------- |
| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | (-2) |
| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | [Cold](Game/Core/Injury#Cold) |
| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | [Rending](Game/Core/Injury#Rending), [Piercing](Game/Core/Injury#Piercing) |
| [Armour-Traits](Game/Core/Armour-Traits) | [Mechanized](Game/Core/Blocks/Mechanized) |
17 changes: 17 additions & 0 deletions Game/Gear/Metal-Skin.md
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Armour
{: .label .label-purple }

[Exotic](Game/Designing-Armour#Exotic)
{: .label .label-blue }

#### Metal Skin
*Armour that wraps around you like a second set of skin, it is unobtrusive and doesn't appear to be armour*

| [Armour Integrity](Game/Core/Armour#Armour%20Integrity) | 4 |
| :--------------------------------------------------------- | :-------------------------------- |
| [Skill Penalty](Game/Core/Armour#Skill%20Penalty) | (0) |
| [Weakness](Game/Core/Armour#Weakness%20and%20Resistance) | [Cold](Game/Core/Injury#Cold) |
| [Resistance](Game/Core/Armour#Weakness%20and%20Resistance) | |
| [Armour-Traits](Game/Core/Armour-Traits) | [Subtle](Game/Core/Blocks/Subtle) |

18 changes: 18 additions & 0 deletions Game/Gear/Natures-Grenade.md
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Weapon
{: .label .label-purple }

Size 2
{: .label .label-yellow }

[Exotic](Game/Designing-Weapons#Exotic)
{: .label .label-blue }

#### Natures Grenade
*A club which errupts into a collection of ensnaring vines and living thorns on strike*

| Default [Damage](Core/Weapons#Damage) | 3 |
| :-------------------------------------------------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Extra Damage](Game/Core/Attacks#Extra%20Damage) Modifier | (-1) |
| [Damage Type](Core/Weapons#Damage%20Type) | [Rending](Game/Core/Injury#Rending) |
| [Range](Core/Weapons#Range) | [Reach](Core/Movement#Reach) |
| [Weapon Traits](Core/Weapon-Traits) | [One-Handed](Game/Core/Blocks/One-Handed), [Striking](Game/Core/Blocks/Striking), [Ensnaring](Game/Core/Blocks/Ensnaring), [Lingering](Game/Core/Blocks/Lingering) |
80 changes: 80 additions & 0 deletions Game/Worlds/Goose/G-Session-18.md
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---
layout: default
title: Session 18
parent: Goose World
nav_order: 3
grand_parent: Worlds
---
# Session 18

## Year 1332 Winter 20th -
*

---

## Rewards



---
## Scratch
### Flow
* Your character automatically succeeds at an Ascendancy skill test, but is non-functional until the end of the scene.


## Characters
*


---

## To Do
* Stem sent a message to Rigor
* Mal gonna brainstorm some pre-sets for armour.
First armor design I want is subtle living armor made of exotic metal and leather. This is the base state my armor exists in and looks like normal clothes. Second armor design is combat armor that is warded and tempered. Exotic Metal and machinery. This looks like platemail that is constantly reworking it's own construction with gems radiating dim magickal looking light surfacing at random as the overlapping plates rearrange.
Third armor looks like vines and foliage from the pale elf forest made of exotic wood and textiles and it has the traits sealed and regenerating. It slowly over the course of an hour or so cycles through all four seasons of the year. Let me know if any of these need to work differently.
Let me know if you'd like me to go into greater detail on what they look like when I expend a power to make them masterwork for a scene. I'm hoping that if I make the first armor masterwork the only change is that it becomes dazzling clothing.
For my first shaped weapon I want a handless pulling weapon that literally appears that my belt transforms into a liquid metal snake that strikes at nearby foes and on a successful attack performs a pull attack after dealing damage. (edited)
Second shaped weapon is an ensnaring lingering club. That has thorny vinelike emplacements along it that on a succesful strike grapple and then the thorns tear at the foe during the lingering effect.
When the first is masterwork it becomes an area attack with however many serpents as are needed to hit every enemy in reach. When the second is masterwork it gains a long reach. (edited)
Third shaped weapon is a very threatening scythe that is sundering. When Masterwork it becomes eradicating.
* Itemize Flow.
* Talk to Bront about mech suit, might make it.
* Stat Shade.
*


---

## Hooks
*


---

## Monsters
*
*


---

## Combat
* Stem +3
* Bront +2
* Effigy +1
* Jarl +0
* Effigy +0
* Mal -1
* Casey -1
* Rei -3

7 Soldiers, 0 cultists

S + Zom + 1,0
R + 2,0
M + 2,0

C + 1, 0

---
18 changes: 17 additions & 1 deletion Game/Worlds/Goose/Stem.md
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Expand Up @@ -7,4 +7,20 @@ A mindless zombie, found as a corpse in a hospital.

Has a stomach producing healing juice, and the face of an older Keanu Reaves.

Can pass for a living creature (but not under scrutiny).
Can pass for a living creature (but not under scrutiny).

## Shade

| Move | Integrity | Weakness (! is vitals only) | Resistance (! is ancillary only) |
| ----------------------------- | --------- | ------------------------------ | ---------------------------------------------------------------------------------------------------------------- |
| [Far](Game/Core/Movement#Far) | 6 | [Heat](Game/Core/Injury#Heat)! | [Rending](Game/Core/Injury#Rending), [Piercing](Game/Core/Injury#Piercing), [Impact](Game/Core/Injury#Impact) |

#### Actions
* Attacks with the opposite of whatever an enemy can do.
#### Traps
* [Ambush-Attack](Game/Core/Blocks/Ambush-Attack).

#### Traits
* [Hard-Target](Game/Core/Blocks/Hard-Target)
* Can Hide In Your Shadow.
* Can Teleport Between Shadows.

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