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TGLS 05-17-2022 02:52 PM

Re: Corco's Villa (IC)
 
Quote:

Originally Posted by ericthered (Post 2430640)
You want to take the identity of a specific orc? that will have to be done on the ground.

Well, not a specific orc, more like, "Get fake insignia, prepare a cover story, etc."

Then again, if this is true:
Quote:

Originally Posted by ericthered (Post 2430640)
These orcs are basically immune to cold, and lizardfolk generally tough out sandstorms.

Hanging out in the wastes is probably a bad idea for me.

Quote:

Originally Posted by ericthered (Post 2430640)
The "Mines" are extensive excavations of an old dwarven underground kingdom that spanned for miles under the ground, and are much older than the city of Tuguk. Sorry if that wasn't clear.

Any evidence they've found powerful magic down there?

Maybe I could pretend to have been buried down there for ages.

Quote:

Originally Posted by ericthered (Post 2430640)
A different sort of communicator is a good idea, yeah.

A watch maybe? A lucky coin or pendant? A fidget spinner?

ericthered 05-18-2022 10:11 AM

Re: Corco's Villa (IC)
 
Quote:

Originally Posted by TGLS (Post 2430684)
Well, not a specific orc, more like, "Get fake insignia, prepare a cover story, etc."

Then again, if this is true:

Hanging out in the wastes is probably a bad idea for me.

Oh, a tribal allegiance, mild specialization (tracker vs warrior vs tanner vs. smith, though everyone hunts and fights), and so forth.


Quote:

Any evidence they've found powerful magic down there?
They've done their best to disable the stone melders, who are one instance of powerful magic. The stone melders have some equipment they brought up, but its use is not understood, and study of it taboo, for fear of bringing back the stone melders.


Quote:

Maybe I could pretend to have been buried down there for ages.
What form would you take? I suppose you might be able to invoke "magic that's not understood". Might even draw the attention of anyone looking to play with ancient and forbidden magic...


Quote:

A watch maybe? A lucky coin or pendant? A fidget spinner?
I'd go with a pendant or other form of jewelry.

TGLS 05-18-2022 04:08 PM

Re: Corco's Villa (IC)
 
Quote:

Originally Posted by ericthered (Post 2430798)
What form would you take?

Well, suppose I could go as myself. Doubt they've seen anything with this many arms, or legs for that matter. Maybe amp up the in inhumanness (inhumanoidness?) a little.

Though I suppose I could try tailoring my appearance to fit local myths:
Quote:

[427] 22-05-18 23:07:28 BST
Artist (Body Art)
3d6 <= 14
1 + 3 + 1 = 5 ... success
[426] 22-05-18 23:07:03 BST
Memetics!
3d6 <= 15
5 + 5 + 1 = 11 ... success
[425] 22-05-18 23:06:25 BST
Research
3d6 <= 15
6 + 4 + 5 = 15 ... success
Quote:

Originally Posted by ericthered (Post 2430798)
I'd go with a pendant or other form of jewelry.

Pendant it is!

the_matrix_walker 05-18-2022 07:37 PM

Re: Corco's Villa (IC)
 
We could do a bit of story-crafting and pose as a pair of traveling merchants...

I think an unexpected race would be contrary to Corco's way of doing things.

TGLS 05-18-2022 10:17 PM

Re: Corco's Villa (IC)
 
Quote:

Originally Posted by the_matrix_walker (Post 2430878)
I think an unexpected race would be contrary to Corco's way of doing things.

Says the one who showed up as an angel. I kid, but I think it's worth considering.

ericthered 05-19-2022 07:51 AM

Re: Corco's Villa (IC)
 
Quote:

Originally Posted by TGLS (Post 2430855)
Though I suppose I could try tailoring my appearance to fit local myths:

You could appear as a human, elf, goblin, or dwarf... though they're mildly hostile to dwarves (stone melders are obsessed with them) and you might have trouble getting the right shape for a dwarf.


Posing as an animated construct would fit into their history, if you can pull it off. Several "animal people" builds make sense as well.



You could present yourself as a "pre-catalcysm" orc, from the days when they had not yet magically bonded with ice. That is one of their favorite myths. You have been freed from a spell that held you bound deep underground in the dwarven kingdoms.


Tuguk sees a lot of merchants, mostly trading animal products from the wastes in exchange for metal, which Tuguk has more of than the wastes have seen in a long time.

TGLS 05-19-2022 09:34 AM

Re: Corco's Villa (IC)
 
Quote:

Originally Posted by ericthered (Post 2430925)
You could present yourself as a "pre-catalcysm" orc, from the days when they had not yet magically bonded with ice.

If I'm not wrong, that would let me justify not being able resist the elements as well as anyone else. And it wouldn't cause problems if we needed to infiltrate the blue tusks... So I'm good with that.

ericthered 05-30-2022 08:11 AM

Re: Corco's Villa (IC)
 
Quote:

Originally Posted by TGLS (Post 2430950)
If I'm not wrong, that would let me justify not being able resist the elements as well as anyone else. And it wouldn't cause problems if we needed to infiltrate the blue tusks... So I'm good with that.

That's a fair idea. Do you have a plan for seeing in low light conditions?

How will Vassarious be disguised initially?

Do you have any other questions before you drop in?

TGLS 05-30-2022 08:51 AM

Re: Corco's Villa (IC)
 
Quote:

Originally Posted by ericthered (Post 2432941)
That's a fair idea. Do you have a plan for seeing in low light conditions?

Night vision contacts (UT60), perhaps?

the_matrix_walker 05-30-2022 09:32 AM

Re: Corco's Villa (IC)
 
Vassarious will want to have survival gear, a communication amulet, armor (local stuff constructed from more modern materials if possible, or modern armor tailored to look like the local stuff).

With the possible races: anything other than a lizard-man or Ice Orc is going to draw attention, is that right? (Vassarious will present as the most common archetype for the location.)


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