September 5, 2009
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Terminus Est Playtesting

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12:02 pm
October 11, 2009


davidahilljr

Probably A Bored Human

posts 30

Terminus Est Playtest; Black Hearts
Setting Generation

GM: Wil Patrick
PCs:
Bertram – Chevalier of the Red Horse
Helias – Chevalier of the Black Horse
Otho – Chevalier of the Pale Horse
Willelmus – Chevalier of the White Horse

The game takes place in the ruins of Constantinople and the Byzantine Empire during the Black Plague. We decided first, on the Apocalypse. This was done in a rough, roundtable discussion and the setting was decided.
During the 14th century, the Ottomans defeated the Byzantine Empire in the long running Byzantine-Ottoman wars. Conquest and War are in. Next, the Black Plague ravaged Eastern Europe during the 14th century and with the loss of the war, Constantinople was wracked by famine and a loosing war from street to street against the hordes of Ottomans. Famine and Death are in.

Each side grew weaker and weaker in the confrontation as Constantinople was taken by the Ottomans. The sky even grew darker, and the clouds that slowly blotted out the sun gave no rain. Plants died. When God took the sun, the light only illuminated the world with the light of the dusk.

Then the Nightmares came. The war nightmares took the forms of crusaders: withered and gaunt walking corpses. Giant tower tall knights templar sometimes crash through the ruins of Constantinople. The conquest nightmares look like fallen angels, other worldly in their beauty and fright they produce, the more powerful nightmares ride freakish skeletal mounts. Nightmares of plague and famine resemble a human form of grubby cloths while others are mongrel mutts that ooze of pus. Finally, the death nightmares are scythe wielding cloaked and hooded wraiths, while others are nothing more than human formed wind.

The year of change shifted the world. All the darkness and nightmares lead up to this. Archangels grouped their shadowy hosts and destroyed the remains of the Western Roman Empire and split the Ottoman Empire into shattered bits.

We are playing a broken bone/ morality play in the destroyed city of Constantinople. Ottoman war parties, Nightmares, renegades, sadists, and different factions of Constantinople all stand as obstacles for the players, who have decided their ultimate goal is to reclaim the city, starting with the area around the St. Diomedes of Jerusalem church located in the South Western part of the city close to the Golden Gate.

12:03 pm
October 11, 2009


davidahilljr

Probably A Bored Human

posts 30

We each made our characters one at a time, in alphabetical order by character name. I'll list the Character Quick References.
Name: Bertram
Basic Concept: Bertram was part of the town militia, a Constantinople gardener born and raised. He fought in the last part of the Byzantine-Ottoman war and continued fighting in the Battle for Constantinople. With a rudimentary shield, crude armour, and a makeshift glaive made from a rake he defended streets, alleys, and homes as they fell to Ottomans. Then, the sun went and the shadows walked. He fought against the monsters, a brief and fleeting battle. He fell. Clutching his breast as a wispy war nightmare impaled him on a spear. He felt himself slip away. Rising on the next midday twilight, he gripped is glaive and felt different. He continued his fight against the Nightmares and Ottomans. Once a mere mortal militiamen, now a horseman of war.
Horseman: The Red Horse
Traits: Ferocity- 4; Creativity- 2; Tenacity- 3; Divinity- 1
Bertram wants to save Constantinople, and he wants to live to see it. He will see it. However, he is not a man of quick wit, only a potter, but a slightly educated man none the less. He believes that he was given a second chance. He just doesn't know what to use it for yet.
Skills: 
Appraisal- Buying and selling is important for a tradesman.
Art- He was a potter.
Repair- Making weapons, repairing armour and shields, as well as ceramics is all within his expertise.
Weaponry- He is part of the militia, and now a hero of war.
Self and Destiny:
Self- 7
Destiny- 5
Seals:
Seal of Persistance (Basic)
Seal of the Sword (Advanced)
Gear:
Glaive (reach)
Light Armour
Rations
Craftsmen's Tools
Name: Helias
Basic Concept: Helias was a lawyer. He was born in Florence trained in literacy and law, and moved to Constantinople. He became a lawyer and worked for both church and state. When the Byzantine Empire fell to the Ottomans, Helias fled to the church, one of the few that the Ottomans didn't sack. In the brutal fighting that came, Helias tried his best to help as he could. When a nightmare came in the darkness after the hour of light, Helias sacrificed himself so a woman had enough time to get away. He died quietly. He awoke to the church bell ringing. He had been given the power to deal the ultimate sentence, and survived.
Horseman: The Pale Horse
Traits: Ferocity- 3; Creativity- 3; Tenacity- 2; Divinity- 2
He is driven to succeed in everything he does. He is creative, smart, educated, and witty. Since the darkness came, he has started to sacrifice his own comforts for those of others and he has started to be tempted by the power of death.
Skills: 
Business- As a lawyer, it is his duty to know business and its codes of conduct.
Lying- He knows how to sound convincing and sway crowds, even if it means lying.
Motivational Speaking- Helias is a speaker, he made his living on speaking influentially.
Torture- Since he has found his newfound powers, he has become more persuaded to the darker side of politics. 
Self and Destiny:
Self- 5
Destiny- 7
Seals:
Seal of the Scythe (Advanced)
Seal of Destiny (Basic)
Gear:
Dagger
Gold Coins
Rations
Name: Otho
Basic Concept: Otho was a doctor, the trade passed from father to son. In Ancyra His job was to cure and heal. When the war became desperate, his job was to watch mangled men die and tell them they would be all right. With the army he fled to Constantinople, and tried his best to help the sick and injured. One night, a mongrel plague nightmare bore Otho to the ground and smothered him in pus and sickness. Otho woke up and knew what powers he now possessed as he felt all the hungry, all the sick, and all the dying pulse with degenerating energy and he cried.
Horseman: The Black Horse
Traits: Ferocity- 1; Creativity- 3; Tenacity- 2; Divinity- 4
Otho believes that, he is failure as a healer. Since he was a doctor, he is successful and very intelligent. He thinks he is an incept of pestilence and he will die, but not before he brings every nightmare with him.
Skills: 
Chemistry- Mixing draughts and concoctions was taught to him by his father, to heal the sick.
First Aid- Being a doctor means that one must be versatile, and he did save more than one soul in the war.
Poisons- Knowing what plants can heal means he also knows which plants can kill.
Weaponry- He wields a bow and arrow, like Apollo, bringing pestilence to the Ottomans as Apollo once did to the Trojans.
Self and Destiny:
Self- 4
Destiny- 8
Seals:
Seal of Balance (Basic)
Seal of Destiny (Basic)
Seal of Light (Basic)
Gear:
Bow & Arrows (reach 2)
Surgeon's Tools
Apothecary Kit
Rations
Name: Willelmus
Basic Concept: Willelmus was a captain in the wars before the fall. He grew up in Constantinople and fought in the army his entire life. He is a deeply religious man, and thinks that those who survived the rapture are sacred and going to Heaven, unless the darkness corrupts them. He kept leading the struggle, until he was struck down by an angel. With ghastly wings and a lance of splintered bones it rode him down on a six legged steed. Breast pierced and bleeding to death, Willelmus sung the Last Prayer and fended off the nightmares for long enough for his troops to retreat. He was startled awake by a doctor he has seen. Willelmus knew God had granted him a second chance at life to defeat the horde.
Horseman: The White Horse
Traits: Ferocity- 3; Creativity- 1; Tenacity- 3; Divinity- 3
Willelmus is a fighter, taught to succeed since he was a boy, he never backs down, and he has been chosen by God to save humanity, yet he is very stubborn about it. 
Skills: 
Athletics- Captains in the military are highly trained and must be in perfect shape.
Motivational Speaking- Half the battle is boosting troop moral.
Seduction- In this new world, a fighting man needs his rest and relaxation. It is God's will.
Weaponry- Trained with a sword in one hand, and a spear in the other, Willelmus fights for God.
Self and Destiny:
Self- 6
Destiny- 6
Seals:
Seal of the Crown (Basic)
Seal of Light (Advanced)
Gear:
Sword
Heavy Armour
Rations

12:03 pm
October 11, 2009


davidahilljr

Probably A Bored Human

posts 30

Terminus Est Playtest; Black Hearts
Actual Play

GM: Wil Patrick
PCs:
Bertram – The Militia Hero; Chevalier of the Red Horse
Helias – The Shepherd Chevalier of the Black Horse
Otho – The Doctor; Chevalier of the Pale Horse
Willelmus – The Chaplain; Chevalier of the White Horse

Drawn Together:
They met in St. Diomedes of Jerusalem Church. Survivors went their seeking refuge, but attracted Nightmares.  From high up, hiding in his broken tower, Otho saw them converge and sprinted down the steps, ladders, and ropes. Bertram moved through the streets, stalking a nightmare as it headed towards the Church. Helias was actually with the group of people, searching for the woman he saved for he did not know what else to do. Willelmus heard the screams and followed them. Once they saw each other, they knew who they were. But hosts of nightmares surrounded those they needed to protect. Nightmares in the shapes of husks of dead crusaders and a scythe wielding cloaked figure moved around their victims.
Nightmare Stats:
Name: Crusader of the Order of St. Abaddon
Horseman: War
Traits: F-3; C-1; T-1; D-1
Skill: Blades of the Dead
Destiny and Self: D-3; S-1
Seals: Seal of Slaughter- Latent: Massacre; Basic: Raze
They look like gaunt dead crusaders that are now part of the legions of Abaddon The Destroyer's army. They trudge slowly, yet in combat their weapons move with deadly speed.
Name: Scythe of Malach
Horsemen: Death
Traits: F-2; C-2; T-2; D-3
Destiny and Self: D-5; S-4
Seals: Seal of Annihilation- Latent: Killer Instinct; Basic: Touch of Death; Advanced: Feast of the Fallen
Scythes of Malach are the instruments of death. They float slowly over the ground towards their foes, scythe held high.

Human Stats:
Name: Survivor
Traits: F-2; C-1; T-2
Skills: Athletics, Brawling, Hiding
Self: S-1

The Scene has been framed, and now the Struggle begins!
Group/Intent(Contest Number)
Bertram/Slay Crusader Group 1 (1)
Crusaders of the Order of St. Abaddon (2)/ Slay Bertram (1)
Crusaders of the Order of St. Abaddon (2)/ Slay Willelmus (2)
Crusaders of the Order of St. Abaddon (2)/ Slay a Survivor (3)
Helias/ Slay Scythe of Malach (4)
Otho/ Slay the Scythe of Malach (4)
Scythe of Malach/ Slay Helias (4)
Survivors (6)/ Rush inside the church (3)
Willelmus/ Slay Crusader Group 2 (2)
Contests
1. Relevant Traits: Bertram Ferocity (Target 1) vs Crusaders Ferocity (Target 1)
Bertram is going to be cunning and use a strike than retreat tactic against the slow nightmares (T=1,2) by using Creativity.
Rolls: Bertram rolls a 4, Nightmares rolls a 3 and a 1. Bertram rerolls using Ferocity and rolls a 1. The tie means that both parties loose a point of Self, however both Bertram and the Crusaders have Light Armour, negating the point of Self. Bertram spends a point of Ferocity for a reroll. He succeeds with a 2 while both crusaders achieve 3. Bertram spends a point of Destiny to invoke Wading Through the Field. The crusader group suffer 5 points of self.
Bertram charges down the street, calling out 'FOR CONSTANTINOPLE!' He collides with the dead crusaders, leaping away out of reach before they can strike him, and charging in again. Swinging his rake low, he pulls a nightmare out from under its feet, smashing it against the hard stone and debris. He then bashes the second nightmare in the shoulder, putting it off balance as he hacks across with his glaive, the armour clatters as the two creatures fall.

2. Relevant Traits: Willelmus Ferocity (Target 1) vs Crusaders Ferocity (Target 1)
Rolls: Willelmus rolls a 2, Nightmares roll a 1 and a 3. Willelmus rerolls using his Weapon and rolls a 1. There is a tie, both parties have Armour. Willelmus spends Ferocity and rolls a 3, while the Crusaders roll a 2 and a 4. The crusader group suffer a point of self.
Willelmus prayed to God as he charged, parrying the nightmare's well aimed attacks he drives his sword into one of them. It falls to the ground, tabard singed and armour rusted as the apocalyptic energy escaped. He flips his sword in triumph.

3. Relevant Traits: Crusaders Ferocity (Target 1) vs. Survivor Tenacity (Target 3)
Rolls: Nightmares roll a 1 and a 4, Survivor 4. Survivor who rolled a 1 uses Tenacity to reroll and roll a 4. 
The two nightmares perusing the survivors cut them, shredding one poor soul into ribbons upon the ground. The rest of the survivors are able to flee into the church.

4. Relevant Traits: Helias and Otho Ferocity (Target 1) vs Scythe Ferocity (Target 1)
Otho declares that the Scythe has one Self lower because of his Latent Balance Seal. 
Helias uses a point of Tenacity, he will defend these survivors against this threat (T=1,3)
Rolls: Helias rolls a 1 and Otho rolls a 1, Nightmare rolls a 3.
Otho spends a point of divinity to invoke Seizing the Edge on the Scythe. Helias spends a point of Divinity to use Steal Death on the survivor that was just slaughtered.
The nightmare suffers 2 self.
Helias draws his dagger and rushes at the Scythe of Malach, while the nightmare arcs its scythe back and forth keeping Helias at bay. Otho fires his bow, and pierces the hood of the creature. The black horseman uses the advantage to sneak in a strike, flaying cloak with his steel dagger. Upon seeing the survivor die, he calls out to the divine and the survivor's blood returns to its body as flesh and bone are mended. The eery black shadow of death wreaths itself around Helias's dagger.

Group/Intent(Contest Number)
Bertram and Willelmus/Slay Crusader Group 2 (1)
Crusaders of the Order of St. Abaddon (1)/ Slay Willelmus (1)
Helias and Otho/ Slay Scythe of Malach & Company (2)
Scythe of Malach and Crusaders of the Order of St. Abaddon (2)/ Slay Helias and Otho (2)

1. Relevant Traits: Bertram and Willelmus Ferocity (1) vs Crusader Ferocity (1)
Rolls: Bertram rolls a 4 and Willelmus rolls a 1, the nightmare rolls a 1.
Willelmus spends a point of Destiny and invokes Lordly Will, forcing the Crusader to fail. It suffers 1 self.
Bertram sprints into the other crusader of abaddon fighting against Willelmus and strikes its flank, causing it to shift its focus. But the creature fended both of the horsemen, until a brilliant halo of light orbiting the White horse's head caused it to falter, enough time for the two to slaughter the shadow beast.

2. Relevant Traits: Helias and Otho Ferocity (1) vs Scythe and Crusaders Ferocity (1)
The Scythe calls on the darkest depths of death to aid it, spending Divinity (T=1,4)
The Crusaders become enthralled with the aspect of war and quicken their sword arms, spending Divinity (T=1,4)
Helias decides to distract the nightmares by dodging and running about, spending Creativity (T=1,2)
Otho invokes Apollo's arrows of pestilence, spending Divinity (T=1,4)
Rolls: Helias rolls a 1 and Otho rolls a 3, the Scythe rolls a 3 and the Crusaders each roll a 2.
Otho and the Crusaders all invoke rerolls by using their Ferocity. Otho rolls a 1 and the Crusaders roll a 2 and a 4. Helias and Otho win, Otho deals 1 point of self, while Helias unleashes his death and deals 2 points of self.
Helias and Otho watch as the nightmares invoke their horseman. The Scythe of Malach stinks of death and turns the blackest black while the two crusaders charge forward, inhuman speed overcomes them. Helias dips and ducks under both scythe and sword while Otho aims an arrow, letting it loose he pierces the black nightmare. It crumples to the ground, an empty cloak and broken scythe. Helias takes the opportunity and death leaps from his dagger, sentencing the two nightmares to dust.

The Struggle ends! The scene ends and traits are restored. 

The survivor tries to stand as Helias rushes over to help him. Otho slings his bow over his shoulder as Willelmus praises the horsemen, "By the Almighty! With foes vanquished, the survivors may rest in the house of our Lord!"
Bertram stabs into the fallen crusaders, making sure of their death, "I have not met others of our kind yet. I'm pleased it was now."
Willelmus nods, "I did not take note in the battle, you are a sword of Constantinople! Soldier, I ask of your name."
"I am Bertram, son of this city, now I am her protector." He cleans off his rake and returns it to its sheath, "You are a captain, are you not?"
Willelmus shakes his head, "Not anymore friend. I am now a chosen of God, as we all are here. Now I am simply Willelmus."
Otho steps over the bodies of the fallen nightmares, "Hail. I am Otho, once a doctor of Ancyra in your city. Now a death dealer." He looks to Helias, "And who may you be?"
Helias helps the survivor onto his feet, "I was a lawyer, I am Helias of this city. I died, now I protect those who are alive. I thank you for your help. They came in great numbers, I swore on Christ we were finished."
"Hold your tongue! Blasphemy so close to a church!" Willelmus chides, "Let us see to the survivors. This man needs rest. My comrades, we must speak of our city."
They all nod, "Aye."
The twilight of midday fades as the horsemen enter the church of St. Diomedes of Jerusalem.
The survivors split their rations and the horsemen spoke. The church was still intact, a few missing panels in the ceiling and pews were flung about but the altar and all that was sacred remained. Willelmus brought the communion to order, "Friends, if I may call you that, our city is on her last limb. Constantinople is our bastion and home, centre of the last of the Holy Roman Empire, yet she is divided and dying."
Otho nods, "Day by day the factions kill each other, and the nightmares claw their ways out from Hell. Christ."
"Your tongue sir!" Willelmus says, "We are on sacred ground."
Helias bit his lip, "I agree with Willelmus. We have been given a strength from somewhere. We must use it to restore the city."
"By Apollo, we are not gods! We are men! We cannot take back the entire city!" Otho hisses.
Bertram slams his fist down, "We are heroes good doctor! Heroes! We can take this city back!"
Helias nods in agreement, "Starting with the lands around the Golden Gate and this Church."
"First this district, then the seventh hill. We can work slowly." Willelmus adds tactfully.
Otho shakes his head, but it turns to a nod, "There are more men who fight. We need support. We have to fight the nightmares, but don't forget the Ottomans and the marauders."
"Then it is agreed." Willelmus says, "We fight for our city."
"And her people." Helias adds.
"Aye." They agree, and toast with some wine they scrounged from the sacraments of the church.

An eery dim light was always present, as if the moon had become so large its light shines through the darkest clouds. As the survivors slept, the horsemen took turns on watch. Helias takes the first watch, when he hears crying from outside. He gasps and slowly creeps over to the doors. On his way, he wakes Otho, "Doctor, I hear crying."
Otho straightens and places an arrow at the ready, "Never can be too careful."
Helias creaks the door open slightly, and there on the ground in the square where they fought the nightmares kneels a little child crying. Helias slips out of the church, with Otho covering him. As Helias gets closer he feels a terrible presence. The child rises its head, to show the face of a bloated bug eyed devil. Helias shouts out to the doctor, and Otho shouts inside the church,"To arms! Bertram, Willelmus, to arms!"
The nightmare rises up, uncoiling its body until a giant caterpillar with each section of its bulbous body the body of a child and the head of a demon tower over them. The chevaliers inside the church rush to aid Helias.

Struggle

Nightmare Stats:
Name: Maggot of Mammon
Horseman: Famine
Traits: F-3; C-2; T-2; D-3
Skill: Crushing
Destiny and Self: D-13; S-10
Seals: Seal of Plague- Latent: Plague Dog(Divinity); Basic: Decay; Advanced: Fatal Coupling
Seal of Darkness- Latent: Corruption; Basic: Infidelity
This giant bug has the body, arms, legs, and hair of a child, extended over a giant building tall catepillar with the face of a bug eyed demon.

Group/Intent(Contest Number)
Bertram and Willelmus/ Run to the action
Helias and Otho/ Slay the Maggot of Mammon (1)
Maggot of Mammon/ Slay Helias
1. Relevant Skills: Helias and Otho Ferocity (1) vs Maggot of Mammon Ferocity (1)
Otho reduces the Maggot's self by 1 by use of his power.
The Maggot reduces everyone's divinity by 1.
Rolls: Helias rolls a 1 and Otho rolls a 3, the Maggot rolls a 2.
The Maggot spends a Ferocity to reroll and rolls a 1.
Otho uses his weapon and rolls a 2.
The two are tied, each take a point of self.
Helias stands still, frightened by the terrible hell spawn. He cries out as the nightmare crashes down upon him.  Otho tries to pierce the creature's frail child hide, but fails. His arrows merely sail past it. Helias stabs quickly then rolls away from the beast as it flattens itself onto where he was, but the force sends him sprawling.

Willelmus leads Bertram out of the church and they cry out, "FOR CONSTANTINOPLE!"

Group/Intent(Contest Number)
Bertram, Helias, Otho, and Willelmus/ Slay the Maggot of Mammon (1)
Maggot of Mammon/ Slay Helias (1)
1. Relevant Skills: Bertram, Helias, Otho, and Willelmus Ferocity (1) vs Maggot of Mammon Ferocity (1)

Rolls: Bertram rolls a 1, Helias rolls a 2, Otho rolls a 4, and Willelmus rolls a 1, the nightmare rolls a 3. The nightmare uses Ferocity and rerolls a 1. The Maggot invokes Decay on Helias.
Bertram spends a point of destiny invoking Wading through the Field.
Otho invokes Seizing the Edge.
Willelmus invokes Fidelity to take Helias's place.
Willelmus suffers 3 Self (his armour reduces the point of self). The Maggot suffers 6 Self.
Helias stumbles up from the flat of his back and readies himself for the hideous beast. It rolls, its little child hands slide it quickly across the ruined church square. It rises and tries to crush the pale horseman again, but he is pushed aside by Willelmus, sword pointed at the beast. It slams down on the captain, and ooze begins to sear his flesh. Bertram whirls into a frenzy and strikes all over the nightmare and tearing entire gore strewn hunks of child flesh from this devil. Otho watches the scene and rushes for a better position to strike from.

Group/Intent(Contest Number)
Bertram, Helias, Otho, and Willelmus/ Slay the Maggot of Mammon (1)
Maggot of Mammon/ Slay Bertram (1)
1. Relevant Skills: Bertram, Helias, Otho, and Willelmus Ferocity (1) vs Maggot of Mammon Ferocity (1)

Willelmus is being crushed, but he will not back down and he will protect his fellows, spends a point of Tenacity (T=1,3). Otho spends a point of Creativity and climbs up onto a statue to get the advantage on the beast (T=1,2)
Rolls: Bertram rolls a 3, Helias rolls a 4, Otho rolls a 2, and Willelmus rolls a 3. The Maggot rolls a 1. 
Seize the Edge causes the Maggot to fail, but it spends a Destiny point to negate the Seal.
The Maggot spends a destiny point to Decay Bertram.
The Maggot takes 2 self, and Bertram takes 4 self.
The creature rises off Willelmus, who's face and sword arm bleed and singe. It turns its attention to Bertram, who holds his shield in defense. The creature constricts the red horseman, squeezing the life out of him and burning his flesh with ooze. Helias tries to help Bertram, but he cannot pierce the childish mass. Otho fires down onto the creature, arrows rip at its giant fly eyes and Willelmus leaps at the creature with his sword flailing and slashes through the beast. It crumples onto the ground to the chorus of boys and girls screaming. All that remains behind it are the skins of the children. 

Struggle is over.

Bertram shakes his head, "That demonic beast… it was more than I would ever imagine."
"I thought it was a chi- mortal child. Not a child of devils." Helias says, trying to makes sense of it with himself, tears stream down his face.
"Friend Helias, no one blames you." Willelmus says, helping Bertram out of the skins.
Otho pats Helias on the shoulder, "Come on. There is nothing in your power to correct this."
"Otho, I have the powers of death." Helias says, "Why could I not have had the power of life?"
"Only God has that power." says Willelmus as he and Bertram move gingerly into the church.
Otho spits on the ground and says quietly, "Yet he is too fickle to use it."
The doctor walks in, leaving the shepherd outside for a moment before he joins them.



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