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Fell, they/she, English, currently obsessed with DnD and other ttrpgs. I do art sometimes. I GM the Epyllion campaign Beyond Moonlight's Reach and the Daggerheart campaign The Witherwild on this very site.

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Yeah, sorry, had a family emergency and now an upcoming trip, but will toss a quick post up tomorrow before my train. I'll be gone for a week from there so don't wait for me! Will resume posting once back though.


Oh no, hope everything's okay. Obviously, real-life stuff comes before the game, just was worried 'cause we hadn't heard anything from you. Hope you enjoy your trip! Where you headin'?
While I already planned to use Psychometry, I realised that Kendra probably would want to ask her forensically minded roommate's permission before she tampers with the evidence. xP
Kendra


On those occasions that the origins of her precognitive abilities came up in conversation, Kendra would answer that she was cursed.

It was mostly a joke, of course. She didn't actually know how or why she was the way she was, only that she had had these powers for as long as she could remember so she was most likely born with them. If they were hereditary though, it must have been those 'once every few generations' thing because neither her mother, father nor siblings had this power. Her Nan on her father's side of the family did have 'feelings' now and again, like aching elbows when it was going to rain or ringing in her ears before a particularly windy day, but nothing comparable to the head-splitting visions or night terrors Kendra was constantly troubled with. Digging back into the family history hadn't turned up much either, save for some old family superstitions that their ancestors had had some dealings with the fae - or 'the Good Neighbours' as they preferred to address them. These rumors were pretty vague and varied from pacts with the fair folk to straight up having children with them. But Kendra preferred the curse theory. Maybe her great-great-great something-or-other had pissed off the wrong faerie or something.

It certainly felt like that sometimes, given how often trouble seemed to find her. The visions were a constant, obviously, but recently she'd also had to deal with Grace's presence in her home. As far as ghosts go, they could have definitely done worse: the girl was no malevolent shade or poltergeist. She wasn't going around breaking things or writing threatening messages on the walls. She wasn't even particularly mischievous. She was just... around. Sometimes visible, sometimes not. Yet even the smallest suggestion of her existence was a reminder of the evils of the world, that out there was a killer who had yet to be punished for his crimes, and that made Kendra frustrated. Not angry or afraid. Just frustrated, because once again she felt the universe had placed the responsibility on her shoulders to do something about it. As far as the public was aware, Grace was still just a 'missing person'. No body uncovered, no witnesses stepped forward. Her ghost being here was the only proof that a crime had been committed, and that wasn't enough to get anyone involved. All Kendra could do was check the news daily, waiting for some evidence of the girl's death to come to light, and Kendra had no idea what she'd do when it finally did. She wanted to help Grace, she really did, but she was also tired. Just really tired of always knowing these things, of being privy to the horrors of the world while simultaneously having no real power to prevent or change them.

And finally, there was today. Kendra stared down at the playing cards on the table. In the grand scheme of things, the theft of her tarot deck was not a big deal. Kendra really didn't need them, her visions came regardless of where she was and what she was doing. In fact, when Aliss had first gifted them to her for her birthday, Kendra had initially assumed the other girl was making fun of her. Now though, they'd become sort of comforting, a tool used for self-reflection. Aliss and her had gotten into the habit of picking out a card every day. Sometimes the cards would seem random, but most of the time they managed to be quite poignant to something that was going on in Kendra's life. Maybe they had some power after all.

But now they were gone, replaced with a cheap deck of playing cards. Did the thief think that would be enough to avoid suspicion? What did they even want with a deck of tarot? They were nice cards, one of those special artsy decks you could get of Etsy, but not worth being the only thing someone stole.

As Kendra was considering, she vaguely aware of the phones ringing background. They'd been ringing early that day and hadn't stopped since the three of them had returned. She avoided answering them, suspecting them to be a scammer or some such, but the noise was constant and starting to really grate on her nerves.

"Could someone please get that?" Kendra suddenly said, an obvious edge to her voice. However, almost as soon as she said this, the calls suddenly stopped. She glanced around her, first looking towards where Trinity was, then Aliss. Neither were on the phone, yet now there was silence.

Weird. But she could worry about that later.

"Hey, Trin?" Kendra said, eyes fixing back on the deck as she spoke. "You don't need to like, lift these for fingerprints or anything? I want to try something that might be a little faster." She pointed to the deck on the table. Trinity was aware of Kendra's abilities, had been since they'd been at college together. While she much more rational, scientifically-minded individual than either Kendra or Aliss, even she had a hard time Kendra's little 'hunches' had turned out to be correct.
I'll have my post up tomorrow. Kendra's got some things to say 'bout all this, mark my words xP
Hm...my only thing about that is, like you said, the line that mentions physical distance between the players implies there are ways that's possible. I mean, I suppose you could argue that something similar to scrying could cause them, I feel like maybe they don't need to actively see it happen? My interpretation was that as long as there's a way for the character to confirm the actions someone else has done, that would allow them to pass the gem along.

Like in my example, I mention that Shieldwing could potentially learn about the actions in the future, and when he learns about it--even if it's not from Skobeloff himself--the gem could be passed along. Because then he'd be made aware of his clutchmate doing something that he'd be happy with.


I did consider that he might learn it from Tamba or someone else. So that is a possibility.
My first question is, these are supposed to be physical tokens in the actual game, right? Does that mean there's a hard cap on how many can be given out to other players? In a physical version of the game, there would only be so many physical items to pass around, so it may not have been mentioned in the rules specifically. I forget if we mentioned a limit on them or not earlier. I can't seem to find it if we did, though. For some reason, I had it in my head that there were only three, but I don't see a limit actually mentioned anywhere.


In the physical version of the game, it's mentioned each player must have ten tokens to give out to other players. Three is the cap for how many gems given to you by a single player.

The second question is that it says that they represent earned trust. I know these are obviously just player mechanics and not something characters are actually giving around. But I was under the impression that the characters had to know that the other actually did something of note to earn that trust from them before a gem would get passed.


The book is kinda vague to whether you have to actually see something to give the gem out. There is a line in the book that it is "regardless of physical distance between players" but I dunno... it does seem weird that you would a friendship gem for a event your character is not aware of. So I'm going to say, no, you have to witness the event to give friendship gem.

So if Shieldwing didn't think Skobeloff going by himself is brave and wasn't there to witness the events with Fogdance and the others, Skobeloff isn't going to get a friendship gem around. This is just personal interpretation of the rules, and I might change this at a later point depending how this game goes.
@XxFellsingxX

Something has just occurred to me. We get friendship gems when we exemplify another character's virtue, yes? And Shieldwing's virtue is bravery, yes? Well I don't know about you, but I think Skobeloff going off on his own the way he did was a pretty good example of bravery.


I have been wondering about when I should bring up that particular mechanic. But yes, at any point, feel free to bring up if your dragon has fulfilled a clutchmate's virtue or if someone else's character has fulfilled your virtue, and I'll add a gem to your character's tracker.
@XxFellsingxX Someone is helping you keep your demons at bay. You owe them a Debt

I follow the Tao of Mr Miyagi. Best way to avoid trouble is not be there. A tarot cars reading or two is a cheap price to avoid having my soul sucked out through my nostrils...


Sure thing, that works.

Also @rush99999 would Kendra be able to use Psychometry on the deck of playing cards that was left behind? The move says it works on an 'interesting object' so it's probably up to you whether the cards count as that or not xD
Happy New Year, everyone!
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