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 Post subject: Re: Actual Play!
PostPosted: Fri May 08, 2009 10:58 am 
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Itzcoatl. Somewhee near the temple-citadel.

“I will see to it myself, Reverend Father”, Nahuatec replies obediently. As the old warrior gives orders to his subordinates who then start filing out through the city to relay Nahuatec’s orders, Itzcoatl watches him closely. For now, the commander seems pliable enough, but the high priest knows that Nahuatec has a mind of his own – his independent thinking is exactly what makes him such an effective commander. But now, with the chain of command eroded and the authority and firm foundation of the temple hierarchy drawn out from under Itzcoatl’s feet, who knows how long this veteran will remain obedient? He will certainly not want to die, but how deep-rooted is his faith? To what extent will he be willing to go against it just to save his own skin? And what about the rest of Itzcoatl’s band?

Itzcoatl curses the hypocrisy with which everybody swears to utter devotion – it makes singling out the truly devout so much harder.

He may have them now, swept along in the rush of events as the are, but Itzcoatl does not fool himself – the more the warriors and priests will have time to think, the more his hold over them will erode. Especially when they realize the full extent of Layanna’s ruthlessness. All these men and women here have children, spouses, parents or siblings in the temple – in the hands of Layanna.


Higgins, you can have Itzcoatl act if you want to, but if not let’s just wait if and how Ghost Jaguar is going to reveal himself to Itzcoatl.

higgins wrote:
And how many of those 50 [warriors in the temple] are loyal to Itzcoatl (assuming that they still live).

Only very few – Itzcoatl’s loyal retainers are spread out through the entire temple staff, priests, labourers, slaves and warriors. After the disappearance of Punchau, there remain maybe 3 warriors dependably loyal to Itzcoatl in the temple – if they are still alive.

higgins wrote:
(...) he feels that the priesthood he has recruited here isn't ready for that kind of transition yet. How many priests he has there, btw?

Itzcoatl took along 3 warriors to escort him to Pac Utal, and the Servitors came with just under 25 warriors, including Nahuatec. In killing the Servitor, 6 warriors were slain/inapacitated, leaving a total of 20 for Itzcoatl.
Itzcoatl has been escorted to Pac Utal by 2 minor priests, and the Servitors came with a retinue of about 20 priests. Now that Ixcal has been killed and Mixaltzin has arrived, there are somewhat over 20 priests of various ranks.
The three palanquins of the Servitors’ party have been carried by 8 slaves each; together with the 2 slaves carrying P’Tarn’s litter that makes for about 25 slaves.

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 Post subject: Re: Actual Play!
PostPosted: Fri May 08, 2009 11:59 am 
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Grettir wrote:
Only very few – Itzcoatl’s loyal retainers are spread out through the entire temple staff, priests, labourers, slaves and warriors. After the disappearance of Punchau, there remain maybe 3 warriors dependably loyal to Itzcoatl in the temple – if they are still alive.
Ah, I assumed that my Allies gift warranted a bit larger number of loyal servants than that... and as it turned out, Punchau wasn't very loyal. :lol:

There's nothing specific I'd like Iztoatl to do right now... so, feel free to carry on. :)

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 Post subject: Re: Actual Play!
PostPosted: Fri May 08, 2009 3:26 pm 
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higgins wrote:
Ah, I assumed that my Allies gift warranted a bit larger number of loyal servants than that... and as it turned out, Punchau wasn't very loyal. :lol:

Ah, but you've only been asking for the number of warriors -- Itzcoatl's allies are not limited to just warriors, but encompass also other priests (like his young cousin Mixaltzin who came to warn him) and also temple labourers and slaves, in the latters' case of either the type with useful skills or, more often, in useful positions. You can expect Itzcoatl to have three or four very loyal and useful allies in each of these groups.

And, oh yes:


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 Post subject: Re: Actual Play!
PostPosted: Sat May 16, 2009 4:20 pm 
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Whose turn is it to go? :)

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 Post subject: Re: Actual Play!
PostPosted: Sat May 16, 2009 4:43 pm 
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Still Crow Caller's; it is Ghost Jaguar's choice wether to approach Itzcoatl, and how. Unfortunately, Crow Caller seems to be currently unavailable.

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 Post subject: Re: Actual Play!
PostPosted: Wed Aug 26, 2009 12:36 pm 
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Ghost Jaguar ~ Near Temple base.

Crouched down in the Shadows the young hunter watches in awe as the High Priest dispatches Nahuatec to rally more Warriors. Then his keen sight falls to the spear in Itzcoatl's hand, and the blood on his face and clothes, finally coming to rest on a large amulet around the Priest's neck Ghost exhales. It is true, the Priest has slain the servitors, and now he seeks to take the temple for himself. He will bring down the fury of the mountain on the whole city, on me, my familly! Curse him, I will not let him.

Ghost Jaguar gripped the Shoatli a little tighter, as if it were a warclub to smash his enemies with, then it dawned on him. The Servitor had said he must choose a side, Layanna may promise his family freedom in return for the Shoatli, but once she had it there would be no reason for her to keep her word. Then he must side with Itzcoatl? No, the priest would slay him and take the item for himself. Ghost concentrated, he knew what he must do, he would side with the High Priest for the time being, but he would not make his presence known.

As Itzcoatl began to rally his troops, Ghost's fingers began to manipulate the Shoatli, he would give the crowd courage and they would breach the Temple, then in the confusion Ghost would find his familly and take them to freedom.


Okay guys, I've caught up with the story again, at this time it is too early for Ghost to use the Shoatli in an open way, he regards the thing as an abomination, but is slightly caught up in its power. A subtle use from the shadows is all I'm willing to do for now. So Grettir... just how do roll to activate this thing? :)

Cheers & God Bless!

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 Post subject: Re: Actual Play!
PostPosted: Wed Aug 26, 2009 7:15 pm 
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All of you guys, I’ll need a bit od time to “get back” into the story myself. In the meantime, let’s say that our second “session” closed right before Crow Caller’s post above, it being the opening of the third session. This makes the second one shorter than the first one, but anyhow.

My notes tell me that higgins’ Itzcoatl is getting the session’s Luck points for both best and worst roll. So 2 Luck for you.

Ian, reviewing An-Ara’s Kicker it seems to take place before Layanna learns of Itzcoatl’s deed and thus also before she incites the temple – right? If so, I’ll have us an early scene with An-Ara and Layanna, one where we establish the two women’s relationship and that probably leads (inevitably) up to her taking control of the temple.

Crow Caller, just so we’re on the same page – the Shoatli

1) increases peoples' passions and desires so they finally do what they want to do, rather than what they have to do, because of duty, or fear of reprisal. “It can encourage hearts to throw of their yokes, to follow their true calling”, as the Servitor put it. It fans suppressed wishes.

2) makes people bolder and gives them great courage, so they will not fear to do what they want. It “fortifies a heart and casts aside doubt”, as the Servitor put it. It makes brave and confident.

3) makes people bow whilst feeling awe/fear at Ghost Jaguar.

The first two powers can be used seperately or in conjunction as a single, combined action, the third one is always seperate.

Ghost Jaguar wants to make the adherents of Itzcoatl bold, confident and courageous. For that, we need to find his “Sorcery Pool”. This is the same for actions 1) and 2), but (likely) different for 3). For now, we only concern ourselves with 1) and 2).

Roll Ghost Jaguar’s MA of 6 against TN 7 – straight up, no SAs or anything. Do it twice. We are going to use the successes of the better roll. Add to this half the sum of Ghost Jaguar’s WP and MA (currently 6, in his case) to get the Sorcery Pool.

Take this Sorcery Pool and roll it against TN 9. Ghost Jaguar’s Drive and Destiny do apply, for 5 bonus dice.

Also, how ‘bout changing that useless Oath-SA of yours into whatever you like, for free? After the roll, of course.

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 Post subject: Re: Actual Play!
PostPosted: Thu Aug 27, 2009 3:34 am 
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Hey Grettir, powers 1 and 2 are correct, power 3 however is actually two seperate powers. The first part of it (Power 3) is it forces people to bow against their will. The second part (Power 4) is it creates great fear in the hearts of those it is directed at, as if they had come face to face with their worst nightmare. Or as if the wielder of the Shoatli was their worst nightmare.

Ok so here are my rolls, I take the best and add 6 to it to get my SP, then roll it (with 5 SA Dice) against TN 9.

Here we go:

MA 6 versus TN 7.
[dice]wuevggigxk[/dice]
[dice]yjsmtdjkeb[/dice]
[dice]htdltqahiw[/dice]
[dice]nsiuaorkgp[/dice]
[dice]zcnclxhmto[/dice]
[dice]xaznagwxik[/dice]

And:

MA 6 versus TN 7.
[dice]reqfvamlvl[/dice]
[dice]inygvlakrx[/dice]
[dice]rllyiihsyy[/dice]
[dice]oerpqdlbrt[/dice]
[dice]qakbautxfk[/dice]
[dice]qiqzpixofm[/dice]

I'll get the results then roll my SP to activate the Shoatli.

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 Post subject: Re: Actual Play!
PostPosted: Thu Aug 27, 2009 3:37 am 
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Okay, that was 4 Successes, so that makes my SP 10. Add to that 5 dice for my SA's.

Sorcery Pool versus TN 9
[dice]hhezdrmevd[/dice]
[dice]bnqirdcemv[/dice]
[dice]jxasvdvyld[/dice]
[dice]qcjhpndtqf[/dice]
[dice]gnykqcxlwg[/dice]
[dice]xzeavcmyic[/dice]
[dice]rjrenkvsrb[/dice]
[dice]qmwsjhpqpm[/dice]
[dice]tnlwzkebmv[/dice]
[dice]daznvrfxxv[/dice]

Plus Spiritual Attributes versus TN 9
[dice]tosbdiqqyk[/dice]
[dice]jgduleggpj[/dice]
[dice]oxcgdzeyjy[/dice]
[dice]bzqkqgibks[/dice]
[dice]nmtssahchw[/dice]

Hopefully this ought to get Higgin's men nice and fired up.

Cheers and God Bless!

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 Post subject: Re: Actual Play!
PostPosted: Thu Aug 27, 2009 3:39 am 
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Crow Caller wrote:
Hopefully this ought to get Higgin's men nice and fired up.


Or not. :shock:

So... what happens on a botch?

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 Post subject: Re: Actual Play!
PostPosted: Thu Aug 27, 2009 5:49 am 
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Higgins, I need a straight WP roll TN 9 – no SAs or anything added – to resist what the Shoatli is going to do to Itzcoatl. Two successes are required, but even a failure will not be overly bad for Itzcoal, just in case you consider using Luck to buy additional successes.

Once we have your result, I continue.

Crow Caller wrote:
So... what happens on a botch?

:twisted:

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 Post subject: Re: Actual Play!
PostPosted: Thu Aug 27, 2009 5:57 am 
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Grettir wrote:
Higgins, I need a straight WP roll TN 9 – no SAs or anything added – to resist what the Shoatli is going to do to Itzcoatl. Two successes are required, but even a failure will not be overly bad for Itzcoal, just in case you consider using Luck to buy additional successes.

Once we have your result, I continue.

Crow Caller wrote:
So... what happens on a botch?

:twisted:


That's what I was afraid of, lol. :P

Okay so I've got my new SA, it is:

Anti-Destiny: To usher in a new age of terror under the rule of the god-King Itzcoatl.

This conflict with Ghost Jaguar's Destiny (to free his people and return nature to its natural place). It ties in in a nice way IMO with Itzcoatl's own Drives/Destiny, and since it is an Anti-Destiny, it will likely drive Ghost Jaguar into a terrible clash with Itzcoatl.

If everyone is happy with that then that's great, otherwise I'm open to suggestions.

Cheers & God Bless!

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 Post subject: Re: Actual Play!
PostPosted: Thu Aug 27, 2009 7:25 am 
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WP of 6 vs. TN9
[dice]fhnzlhkpcf[/dice]
[dice]wdmvioyfea[/dice]
[dice]levwnadtaj[/dice]
[dice]oimwtcyyxv[/dice]
[dice]jrlxprcqvo[/dice]
[dice]qkirocsxeg[/dice]

P.S. I initially made the roll in a wrong thread by accident when juggling with tabs, so, the rolls point to another thread. :oops:

Crow Caller wrote:
Anti-Destiny: To usher in a new age of terror under the rule of the god-King Itzcoat
Bwaaahahahahaaahaaahaa!!! :twisted:

(That's a yes. :P)

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 Post subject: Re: Actual Play!
PostPosted: Thu Aug 27, 2009 9:16 am 
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Ah, I see you ported the rolls over, a wise move!

I look forward to bending to your will, lol.

Cheers & God Bless!

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 Post subject: Re: Actual Play!
PostPosted: Thu Aug 27, 2009 10:43 am 
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Crow Caller wrote:
Hopefully this ought to get Higgin's men nice and fired up.


Crow Caller wrote:
Or not. :shock:


I see CC has borrowed higgins dice during the interlude...

:o

Oh, and Grettir, happy for you to set the scene for An-Ara.

My thoughts are to set An-Ara wholely with Layanna and thus put her in direct opposition to Itz and Ghost. That way, when we break down the game afterwards we can show how the referee and players handle characters that are directly opposed in a game where the Story itself is the goal. Does that sound OK?

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