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  1. - Top - End - #31
    Ogre in the Playground
     
    RedKnightGirl

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    Default Re: Pius Fidelus: The Oque

    Plamal

    Turn 2.1

    Plamal looks at the Oques. "I know because that is one of the powers I have as an immortal. I can speak to Oque without others hearing. He is not dead yet. He will die."

    Plamal looks. "You must be on guard against other immortals."

  2. - Top - End - #32
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    Zweanslord's Avatar

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    Default Re: Pius Fidelus: The Oque

    Turn 2.1, Group 19, Plamal

    Qusck moved closer and spoke up. "No! Ksgasgk no die!" "Plamal heal! Plamal said! Plamal help!" "You immortal. Beat other immortal!" "How immortal kill?"

  3. - Top - End - #33
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    RedKnightGirl

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    Default Re: Pius Fidelus: The Oque

    Plamal

    Turn 2.1

    "Other Oque listen to immortals. Oque grant power to immortals. Immortals kill by tricking. Immortals kill by controlling. Immortals kill mysteriously. I may plant soul in next born Oque?" Said Plamal as he looked at the body. "Do you want me to."

  4. - Top - End - #34
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    Default Re: Pius Fidelus: The Oque

    Gandoran

    Group 15

    "Yes, Gandoran help." The Immortal spoke evenly, smiling. These creatures were receptive. He was dismayed that they didn't know the exact numbers of their group.. but he wasn't concerned with trivialites like numerics. "I can help you by gifting you with items that will make you far superior to your peers. Food to help you, information you require. Knowledge of war and other practices that will make you great. And.. my services in combat, when I am in need of some fun." He said this last part chillingly, but perhaps lost on the Oque.

    "But.. you do need a leader. Someone to rule when I am not around." He mused out loud, "Someone among you second to me." He continued, looking at the three that had been conversing with you. "Tsketk, Peftky.. and you." He said, gesturing at them. "Can you decide among you with civility who will give the orders, or is a contest of skill required?"
    Last edited by Tichrondrius; 2008-05-29 at 03:19 AM.

  5. - Top - End - #35
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    Default Re: Pius Fidelus: The Oque

    Turn 2.1, Group 19, Plamal

    "Soul? What soul? Ksgasgk stay! Ksgasgk live! Not die. Help Ksgasgk." said Qusck, standing closer to Ksgasgk now, looking obviously worried. "Plamal immortal! Plamal can too. Heal Ksgasgk! Oque power Immortal? How? Which Oque? Heal Ksgasgk!" Said Kuskul, making sure to stay at a safe distance.

    Turn 2.5, Group 15, Gandaron

    Some things which Gandaron said were lost on the Oque, but they understood the part about giving items, food, teaching and helping with fighting. "Rule?" "Order?" Both concepts were not familiar amongst the Oque. They just did not know what leading was or ruling. They did know 'do what other says', but they can not seem to figure out that relation. "Xickt want. Want stronger. Beat beasts!"
    Last edited by Zweanslord; 2008-05-29 at 03:26 AM.

  6. - Top - End - #36
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    RedKnightGirl

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    Default Re: Pius Fidelus: The Oque

    Plamal

    Turn 2.1

    "Oque from different settlements give power. Oque give power by listening, trusting and serving them. The soul is how you think and how you feel." Said Plamal. "I can only do so much. No. If the othewr immortals are banished from Oque and you help plants and animals. Then freind will come back from death."

  7. - Top - End - #37
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    Default Re: Pius Fidelus: The Oque

    Gandoran

    Group 15

    Gandoran watched the three for a moment, nodding in approval at them understanding the crux of the concepts. "Xickt. You want to be stronger, to be the strongest?" He asked, looking at him in amusement. "You ask questions, and seem to be the most aggressive..." He continued. With a flash he expended a spell on a tree-fairing creature he was confident Xickt could defeat. Gandoran watched on to see how he would fair.

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    Spell used: Enrage

  8. - Top - End - #38
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    Default Re: Pius Fidelus: The Oque

    Ardannis, Turn 2.4, Group 31

    Ardannis wrinkles his face in what is hopefully obvious amusement. Ardannis beast? Pah! Beast talk like Oque? No! Beast move like Oque? No! Beast play with Oque? Of course no! With each phrase, he gestures or imitates what he is saying, showing that, since he is doing it, he is not a beast. When he gets to the word 'play', he pauses for a moment, picking up a small rock in front on him, showing it to the Oque, palming it to make it disappear, then producing it from a different hand entirely, before moving on to the next sentence. When he finishes, he pauses, hands open and inviting.
    Notice: Weekends are unpredictable for me. Weekdays are not. Expect more consistent activity then.

    Used to DM: Unlikely Comrades, A New Chance (OoC)
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    PbP registration entry, last edited 8/17/09 (do have a look if I'm applying for your game)

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  9. - Top - End - #39
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    Default Re: Pius Fidelus: The Oque

    Tumine Barok, Turn 2.5
    Group 7

    Beasts climb? asks Tumine, curious. Beasts swim? Oque swim?

    Tumine thinks; another miracle wouldn't help her any more today, but protecting the Oque from harm would certainly be good... and if they could swim... Perhaps that Quax could be used for something on the water? She thinks about these things, also wondering how the other Oque had learned to do the things they could do, and whether they were a different species altogether, or if all Oque could do those things... it was worth testing out.
    Last edited by Dr Bwaa; 2008-05-29 at 11:39 AM.
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  10. - Top - End - #40
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    Default Re: Pius Fidelus: The Oque

    Turn 2.1, Group 19, Plamal

    "No do soul. Back death? No. Immortals bad. Plamal bad." Kuskul says, taking a few more steps back through the branches, read to leave quickly. Qusck, on the other hand, looks at Ksgasgk, seemingly desperate. "No.. Ksgask! Ksgask live.. Ksgask good." It seems sad, wanting Ksgask to live. However, the Oque have seen others die as well. This situation just seems worse, with far greater helplessness. "Qusck stay. Stay with Ksgask." "Kuskul not stay. Not stay with Plamal."

    Turn 2.5, Group 15, Gandaron

    A black monkey-like creature suddenly becomes furious. It starts to shout and growl and then jumps at Xickt. This startles Xickt and he tries to remain his footing in the trees. Clawing at Xickt, the monkey is completely angry at the Oque. The two other Oque, Peftkt and Tsketkt started to throw their blue jolts at the creature, but when they hit Xickt once, it cried out. "No shoot!" Mustering it's power, it grabs the monkey with two legs and tries to throw it out of the tree, off of him. With a display of power, he succeeds, also because the monkey is not too smart when enraged. Throwing it away, it hits another tree, where it lies hurt. "Shoot beast!" And with that, the three Oque start shooting their jolts at it, until the beast does not move any more. Whether it is dead or not is not really clear. The three Oque then quickly move away from the beast, down on the floor near to Gandaron. Then, Xickt speaks up. "Want stronger." The other two seem to want it too, but only Xickt really speaks up this time around.

    Turn 2.4, Group 31, Ardannis

    Every Oque looks amazed at Ardannis. Except the child, who enthusiastically jumps up and down, shouting "Play, play!" The one in the tree speaks up. Ardannis bad. Gitsvun leave." With that said, he leaves. However, to Gitsvun's own surprise, only one other Oque follow him, leaving four adult Oque and two children behind. "Ardannis good! Play!" "How?" was the question from Rtskink, obviously referring to the trick Ardannis did. Qwerty asked: "How help?"

    Turn 2.5, Group 7, Tumine Barok

    "Swim?" Asked Fcinkt, obviously not knowing what it meant and thus answering the question. The beasts, nor the Oque, swam. Up high, in the trees, the bustle was about what swim could mean. "Beasts climb. Beasts do not climb. Fear climb beasts. Not many climb. Food not climb." While the Oque had seen some climbing beasts, most were on the ground. Unfortunately, plenty of food was on the ground as well.

  11. - Top - End - #41
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    Dr Bwaa's Avatar

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    Default Re: Pius Fidelus: The Oque

    Tumine Barok, Turn 2.5
    Group 7

    Deciding to try a new tactic, drawing from something she'd seen some of the other groups of Oque do, Tumine asks, Oque use Quax? Quax good, powerful. Oque hold Quax, make Quax glow. Make light. Try?

    If any of the Oque try and are successful, Tumine follows up with:

    Very good! Good Oque! Light good. Others try, try more!

    She will continue to encourage them and help them to develop light until all or most of the adults, at least, are capable of doing it.
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  12. - Top - End - #42
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    Default Re: Pius Fidelus: The Oque

    Turn 2.5, Group 7, Tumine Barok

    Fcinkt tries, and eventually many of the other Oque in the trees try. But.. no effect. Nobody seems capable of doing it. So they continue to try, but when the sky starts to darken, they give up. "No light." Fcinkt sounds somewhat sad. Perhaps it takes more effort, more time, but how much is anybody's guess. Fcinkt might wish to do that, but the others in the trees will not. Their bustle is not as loud anymore and have calmed down. Some still say Tumine is bad, but they are not convincing anybody. Some Oque are instead convinced that they can do other things and have gone out to find food.

  13. - Top - End - #43
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    Default Re: Pius Fidelus: The Oque

    Tumine Barok, Turn 2.5
    Group 7

    Hmm... This is not ideal, she thought to herself. No matter. I'm sure we can figure something out... Perhaps I'll have to talk to one of the other groups to find out how they do it.

    No sad. Oque good. Oque need food. Get food; Tumine help. Make light later.

    Tumine goes out and helps the Oque to gather food. She pays close attention to what they like and dislike, and talks with them the whole time, trying to get them to trust her; to think of her as a friend.

    She talks a lot with Fcinkt while they work. If he's up to it (as he seems to be), she discusses possible other uses of Quax (she doesn't mention the jolt that she knows is possible), and tries to explain swimming. She doesn't say that she knows other Oque can do certain things, as she doesn't want her new friends to feel inferior.
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  14. - Top - End - #44
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    Default Re: Pius Fidelus: The Oque

    Turn 2.5, Group 7, Tumine Barok

    Live continues in the group. The Oque go do their own business, such as find food, protect the settlement, scout out, find water and the like. Tumine is welcome with finding food and sees how they look around to find proper food. Berries, fruits and the like are favourite, with some kinds of plants here and there being good too. They let Tumine help and carry things too, though only those who liked Tumine are coming along. Amongst these are Fcinkt and the one who shouted about water before, Gpardz. The Oque like to just live, gather food, drink water, hang around, climb, build things. Both Fcinkt and Gpardz start to trust Tumine and Gpardz often joins the conversation between Tumine and Fcinkt. However, both do not really see how Quax can be used for other purposes than to warp wood and make primitive shelters. They both do not really get about the swimming. When Tumine tells it is related with water, they suggest they go tomorrow to find water so she can show. If Tumine decides to stay, Fcinkt and Gpardz, along with another Oque, offer Tumine to carry in the trees to the shelters and to go to a nearby stream the next day with her.

  15. - Top - End - #45
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    Default Re: Pius Fidelus: The Oque

    Tumine Barok, Turn 2.5
    Group 7

    OOC;
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    how long is a day in relation to turns? Tumine will stay here with them for a while, but she leaves in 2.8, and I really don't know how long it takes to get there (like does she have another whole day, or just until say noon, or what?)


    Find stream. Tomorrow, yes. Show Oque swim; teach Oque swim.
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  16. - Top - End - #46
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    Default Re: Pius Fidelus: The Oque

    Turn 2.5, Group 7, Tumine Barok

    Assuming Tume accepts to be carried in the tree, Fcinkt, Gpardz and another Oque carry her up in the trees. They offer her two options. Either pick out a tree and they will take her there, or stay with Fcinkt in Fcinkt's shelter, who shares it with another. She can lie next to them or rest in another fashion. The Oque go to sleep when it gets dark, since in the dark going about doing stuff is not very wise, especially with night beasts around.

    The next day, Fcinkt, Gpardz and three other Oque come to see what Tumine has to offer. They will move with her until they found the nearby stream from which they usually drink. During this movement, they note that six Oque have left the settlement, four of them thinking Tumine of being bad and two moving with them. The remainder seem to find Tumine nearby okay and let her be. They do not worry to much, since she can not climb and is no beast. At the stream, the five Oque make use of the occasion and each of them drinks. Then they turn towards Tumine. "Show swim?" The stream is not very large, and is just barely swimmable.

  17. - Top - End - #47
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    Default Re: Pius Fidelus: The Oque

    Tumine Barok, Turn 2.5
    Group 7

    Tumine, glad at the opportunity to get back in some water, leaps immediately into the stream and begins swimming about.

    Water good! Travel far; find food; have fun. Escape Beasts. Beast not like water. Not find Oque.

    She eventually comes back to the side, after frolicking a bit, seeming to realize that the Oque are not exactly made for that sort of swimming.

    Not breathe in water. Hold breath. Tumine demonstrates holding one's breath, though how effective it will be on the Oque, with their completely different physiologies, she has no idea. Oque stand on water? Try Quax. Quax on foot; think not heavy. Try?

    Tumine stays in the water, near the edge, as she encourages the Oque to try their hand(?) at swimming or skating, whichever they individually feel up to. She suggests, if they are not immediately successful, that they try putting some "not heavy" Quax on their feet, and skating along the top of the water. She is very careful, attempting to have them try only one at a time, and slowly (so, say, one foot dipped in light Quax, trying to get it to float). If any Oque fall in, Tumine will rescue them immediately, not wanting them to be frightened. Above all, she is trying to make them comfortable with the water.
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  18. - Top - End - #48
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    Default Re: Pius Fidelus: The Oque

    Turn 2.5, Group 7, Tumine Barok

    Out of the five, the individual Oque try to copy Tumine or do what she says in different ways. At least, after looking abffled at what she can do. "Tumine! Walk water!" "That swim?" "Tumine weird." The others kind of agree with the last one, but try out nonetheless. The last speaker tries the swimming way in shallow water, flapping about with legs in the type of I-can't-swim. This does not really prove to be fruitful. Fcinkt tries to do what Tumine suggested with the water, trying to actually warp it. This does not really seem to work and Fcinkt walks around in a weird fashion. Gpardz is the unlucky one, falling in the deeper water and tumbling about. Tumine notices that when Gpardz is under water, especially with its mouth, it clearly hears the cries of shouting for help, as if water is not distorting the Oque's speech at all. Tumine also notices that there is no air coming up. When she has rescued Gpardz, he says "Gpardz hold breath."

    While the beginning is difficult, Tumine can opt to stay and try to teach them more during the day, as long as the Oque get the chance to go out and gather food for themselves and others during the day as well. If Tumine does show patience, the one splashing about earlier seems to catch some drift of it, finding some stability by walking gently through shallow water. With enough encouragement of Tumine, it might even learn how to float for short periods. The ability of Quax seems to yield no successes now, but that can also be because it is a lot harder to deal with. Fcinkt seems to have liked the idea though and continues to try, though it is obviously tiring for him.

  19. - Top - End - #49
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    Default Re: Pius Fidelus: The Oque

    Tumine Barok, Turn 2.5
    Group 7

    Tumine stays and continues to help all of them throughout the day. She encourages all of them, offering suggestions as to using their Quax or how they might better be able to stay afloat. She is delighted that Gpardz held his breath, and labors to make sure the others understand it, too. She stresses that water can be dangerous, especially if there is a fast stream, which could carry the Oque far away. She explains, this is why it's best if they can learn to float and swim, so that they will be alright in fast water. Overall, she loves being here at the stream, and will stay here with them until Turn 2.8 if they are willing, with breaks for food and sleep and so forth.

    Tumine spends this time teaching, and in return, trying to learn as much as she can about the Oque. If any beasts happen to attack during this time, Tumine will attempt to fight them (small as she is, she's still strong) if necessary to protect her Oque. Likewise, she will do everything in her power to aid the Oque in all of their endeavors. At night, when they're not at the stream, she will continue to encourage the Oque to try out using their Quax to produce light, while safely up in their huts, of course. Swimming is the main priority, though, and if the Oque are feeling tired, she won't push them. Perseverance is one of her strong suits, after all

    At nights, Tumine tries to get closely acquainted with the Oque. She wants them to accept her and trust her, and believe that she can help and protect them. The closer a bond she can make with them, the better.

    She also asks if they know of any other Oque nearby, and whether they are friendly like these Oque or not. She says that all Oque should learn from her, but she cannot teach them all, so perhaps one day, these Oque can go out and teach other Oque how to do things like Tumine taught them, teach them about Tumine, about how good she is. If there are other Oque rather close by and one of these Oque suggest it, Tumine will agree that they should all come to see her, to learn.

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    What she says when she leaves is largely dependent on how well they're doing at everything, so I'll wait to add that.
    Last edited by Dr Bwaa; 2008-05-29 at 03:18 PM.
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  20. - Top - End - #50
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    Default Re: Pius Fidelus: The Oque

    Ardannis, Turn 2.4, Group 31

    Looking at Rtskink, Ardannis replies How Oque make Quax? Oque can make Quax, Ardannis can make rock disappear. He grins.

    Turning back to the rest, How Ardannis help Oque? Ardannis help Oque trick beasts, hide from beasts. Oque get food more easily, not worry about beasts.

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    I don't know if it's a stretch to say he observed them long enough to see Quax in use - it doesn't seem like one, but I'll edit the post if it's too much.
    Notice: Weekends are unpredictable for me. Weekdays are not. Expect more consistent activity then.

    Used to DM: Unlikely Comrades, A New Chance (OoC)
    Used to play: The Legend of Ashardalon, Tudor Mansion

    PbP registration entry, last edited 8/17/09 (do have a look if I'm applying for your game)

    Always interested in playtesting new/variant/homebrew rules. :-)

  21. - Top - End - #51
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    Default Re: Pius Fidelus: The Oque

    Turn 2.4, Group 31, Ardannis

    "Rtskink not know. Oque make Quax. Just do." "No need tree. Ardannis good." Qwerty says to the others in the tree in the mean time. Three adults come down with the child, but the last one stays up safely. They look at Ardannis, hesitantly and a bit scared, but also amazed. "Play!" "Ardannis can come. Gather food. Play children. Rtskink tell others." With that stated, Rtskink goes off to the remainder of the settlement to make the others aware. One of the Oque that just came down the tree goes along. Meanwhile, Tiktbt kept wanting to play and soon the other child joined in.

    After a while, many other Oque came climbing through the trees to see this new being. Rtskink came along. "Told other Oque." The other Oque up there spoke to each other, thinking of it as weird and some wanted to re-affirm that it was not a beast. They also wanted to know if it could climb. When they asked this last part, they sounded scared. And they wanted to see the trick and know if it used Quax. So a number of Oque looked at Ardannis, while the children were hushed down.

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    harmonictempest, it's fine. Editing Tumine's response in here after he edited his post.


    Turn 2.5, Group 7, Tumine Barok

    Days passed by. Most of the Oque learned how to float in water, since it was not that difficult of a skill. Only a few did not, scared of water or Tumine, but these were not more than three Oque. Those ready for the mating ritual only occasionally came with Tumine, but most just came to learn. The children seemed eager to play with Tumine as she was a more frequent sight around the settlement. Most Oque only spent some time to learn before going back to gathering food and the like. Fcinkt and Gpardz spend most of their time with Tumine, as well as the third Oque that had been splashing about. That one was called Travbt. Besides floating, the Oque learned one other skill: "Having fun with water." The children were truly experts at this skill as well, splashing around.

    Tumine did have to watch out for the children, rescuing them the most. Others she had to rescue as well, from water, as well as occasionally from predators. Though this included the times she had to save herself from a predator as she saw the Oque running away from it shouting "Danger! Danger!" in the mean time. They could spot predators, in general, earlier than she could. However, they lacked the ability to hear anything besides their own speech and that of Immortals.

    During the night, Tumine has no luck talking with the Oque. They just want to sleep then. During the evenings she can talk, often finding an opportunity to do so with either Fcinkt, Gpardz or Travbt. The ability of light seems not to work as the Oque try to make light from their paws with Quax. This continues through out and the swimming part seems to pay off more. Travbt learns a clumsy way of swimming by splashing around with it's appendages, while Fcinkt is convinced there must be a way to deal with this using Quax. Gpardz just seems to like lying in the water, having found out the luxury of bathing.

    But Tumine has set this group on a path to find more about water. Eventually, the Oque decide to move their tree settlement near the stream and have begun placing shelters there. They recognise that with water nearby, that will make things easier. Besides one child being dragged away by the stream for some time before Tumine is able to catch up and bring it back, there have not been great troubles for the group here. In general, they seem to trust Tumine. Not really considering her one of them, they do recognise her as being part of the group.
    Last edited by Zweanslord; 2008-05-29 at 03:30 PM.

  22. - Top - End - #52
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    Default Re: Pius Fidelus: The Oque

    Gandoran

    Group 15


    Gandoran watches as the Oque defeats the monkey-like creature in record time. He wouldn't have even bothered with them if they couldn't even manage to do this right. "Excellent, very well done Xickt." He said, watching them. "And so you will become stronger. You are the leader of this group of Oque now, Xickt. Do you understand? In my absence, you give the orders."

    He looked at the monkey-creature and picked it up. "Are you.. meat eaters?" Gandoran asked, watching them. He put the monkey away just in case. "Now, we're going to go this way. Xickt, perhaps we shall meet more of your kind along the way... ones that can do that Jolt thing you do." He said as he started to walk. "Follow me. Make sure you all are well fed and rested, and inform me if you need to stop. I don't need any of you dying."

  23. - Top - End - #53
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    Default Re: Pius Fidelus: The Oque

    Turn 2.5, Group 15, Gandaron

    "No. No get. What leader? What orders? What meat?" Asked Xickt. Then, it added: "Other Oque. Not here. Not go. Go with them. Safer." The Oque that had ran away before were obviously the Oque he was referring to. The other two Oque agreed.

  24. - Top - End - #54
    Bugbear in the Playground
     
    Dr Bwaa's Avatar

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    Default Re: Pius Fidelus: The Oque

    Tumine Barok, Turn 2.89
    Group 7

    After days of very fruitful play and work, it comes time for Tumine to leave. She knows, somehow, that she can't just spend all her time amongst these creatures; that she has to go elsewhere eventually. A shame, she's really grown attatched to some of them.

    Tumine go now. Fcinkt, Gpardz, Travbt... she lists off each of the Oque at hand, as many as possible, Tumine return, later. Learn much. Swim well! Good Oque.

    She pauses for a moment, then continues, Other Gods, Immortals, not like Tumine. Bad. Hurt Oque, trick Oque. Tumine protect Oque. Need Tumine, call. Tumine go now, stop bad Gods. Oque help other Oque. Teach about Tumine. Learn much. Experiment-- at this, Tumine smiles at a couple of the young, playful Oque. Careful. Oque good. Do well. Learn much. Have fun!

    With that, and a smile, Tumine walks backward into the stream. Standing there, she begins to dissolve into the water, eventually disappearing altogether.
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  25. - Top - End - #55
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    Default Re: Pius Fidelus: The Oque

    Sedha

    Sedha liked these creatures. They understood the importance of stealth, and saw no value in needless conflict, but were kind, and protected eachother. The only thing that she regretted was that it seemed that her services as a healer ((1 rank healing)) would not be easily applicable here, as she doubted that their traveling, hunter gatherer society would let them keep any wounded with them for her to aid. However, she had been surprised with the previous two... tribes of creatures that she had encountered, why not here as well?

    Sedha called out of the shadows, before stepping out. She didn't want to scare them off before appearing. "Greetings. I am Sedha of the darkness and mercy. I am not a beast, but one who comes bringing aid to any who need it." She slowly steps out of the shadows (well, into plain view) with her arms spread in a non-threatening posture. (Although the strange shadows that flow around her, concealing her form might have a contrary effect to this.)

    ((Oh, and it's Sedha, not Sedhe. It's an anagram for Hades, for the whole underworld, darkness thing.))
    Last edited by pseudovere; 2008-05-29 at 08:25 PM.

  26. - Top - End - #56
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    Default Re: Pius Fidelus: The Oque

    Ardannis, Turn 2.42-2.69, Group 31 (wrap-up summary post)

    While he waits for the other Oque, Ardannis plays a simple game with the two young ones, moving the rock around under his feet and then inviting them to guess where the rock is hidden, surprising them by always having the rock under an unexpected foot.

    When the others arrive, Ardannis shows them the same trick as before, reaffirming that he is not a beast, and giving as proof that he plays games and speaks and moves like an Oque. After the trick, he picks up two more rocks and juggles them briefly, catching them all in one hand at the end, bowing with a flourish (which artfully conceals some sleight of hand), then opening the other hand to show two of the rocks there now.

    If this seems able to gain their trust and assuage their worries about him being a beast, he shows some small ability to climb trees, showing off his full dexterity and tree-climbing skill only if that seems to not frighten them.

    If accepted into their group, he travels with them for the next month, teaching them little tricks of traveling and tricking beasts that will make their lives easier and safer. Examples: When an area rich in food is found, he shows them how to have a few Oque stand guard so that beasts do not catch them unawares. He shows them how to travel almost entirely in the treetops (if they don't already). He shows them how a beast may be lured into an ambush by seeing only a single Oque before being driven off by a surprise assault of jolts, so that it won't come back. He shows them the signs that make food easier to find.

    Aside from that, he simply lives, plays, and travels with the Oque, delighting in their journey and lending what aid he can to better their lives. On rare occasion (three times during the month), he uses his Moment of Seeming miracle to make a flower seem to grow in an instant or some similar lighthearted illusion. At the end of this time, he regretfully takes his leave of the Oque, promising to return and telling them that if they call on his name, he will hear them, wherever he is, and that they should call him if they have need of him. Then he swings his way upward through the nearest tree. When he reaches the topmost branch, he swings further upward into empty space and disappears.

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    Ok, you said summary, so there it is. Justifications of what he was able to do, if you require them.
    Sleight of Hand - level 1 skill
    Knowledge of stuff he teaches the Oque - god of travel and tricks, and has level 1 Navigation skill
    Climbing trees, juggling - Dexterity 3 is good enough for that, I hope

    Again, from the way the RP's been going so far, I'm pretty confident that things would more or less have been able to go that way, but I'm happy to edit anything that doesn't work. Oh, and assuming 12 days = .1 turn gives him about a month with them, I think.
    Last edited by harmonictempest; 2008-05-29 at 10:00 PM.
    Notice: Weekends are unpredictable for me. Weekdays are not. Expect more consistent activity then.

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  27. - Top - End - #57
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    Default Re: Pius Fidelus: The Oque

    Sedha: Group 3: end of turn rush!

    If she is received well by the Oque, she will explain that she is a being with great power, and will complement them on their closeness and how they look out for eachother, and their wisdom in fleeing from violent encounters rather than resorting to needless violence. She will also answer any question they ask her truthfully, as long it is within her ability, (she sees nothing to hide) and if it isn't she simply says she doesn't know.

    She will then treat any wounded they have to the limit of her ability (1 rank healing), and teach them how to do any healing that she uses on them.

    If they do not have any wounded, or she is unable to treat them for whatever reason, she teaches them that the darkness, while it is used by beasts to attack the Oque, it is not something that they need to fear, and it can, in fact, be used to their advantage as well, and will teach them how to use the shadows to their advantage. (Stealth 1 rank, also a friggin' goddess of darkness.)

    Any teachings she gives the Oque she asks that they not use against any others like themselves, and to spread the knowledge around to others in order to help them, not demanding that her name has to be attached to the teachings, but not objecting if they wish to do so.

    If she needs to prove to them that she has godly abilities for some reason, and the healing and sneaking aren't enough to cover it, she will create a patch of blackness somewhere in the general area with her Dark Flash miracle, or use her Shadow Gown to envelope the area in darkness for a short period of time.

    She never specifically asks for them to worship her, although she will acknowledge and accept their worship, as well as thank them for it.

    If well received, she gives a speech to this effect as she leaves:

    "I thank you all for your kindness. However, I should warn you: there are other creatures such as me. They all look different, but they have power rivaling my own. Some of them are good, and will try to aid you such as I have. However, many of them are bad, and will come to you with promises of power and other great things if you follow them. However, they will merely use you for their own amusement, and when they are done with you, they will cast you away to death.

    "Listen if a creature such as me appears before you, but use caution, and be prepared to flee. If the creature offers you promises of what will happen if you follow them, or threatens you in any way, you must flee, as it offers you only a path to destruction.

    "I have many things to do, but I will return to you as soon as possible.
    "

    I the Oque attack her at any point, and she feels her life is actually at stake, she will attempt to flee by using her Dark Flash miracle/ Gown of Shadows to create a distraction/ something for her to hide in as she runs for cover/ as far away as possible, and dematerializes as soon as she gets the chance. However, she will die before actually resorting to violence against them.

    ((...gods, I hate "choose your own" RPing like this, and for having to read that, I bet you do too. Lets hope I don't have to make a habit of this every end of turn.)

  28. - Top - End - #58
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    Default Re: Pius Fidelus: The Oque

    "Filingio's Avatar"
    Turn 2.47

    The humanoid Avatar manifests directly in the middle of an Oque settlement.
    ·Bitzeralisis·
    Avatar: Rogue

  29. - Top - End - #59
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    RedKnightGirl

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    Default Re: Pius Fidelus: The Oque

    Plamal

    Turn 2.1

    "He shall be still but not dead. Your freind will stop being still once other Oque not help evil immortal. He not dead. He will just still." Said Plamal trying to arrange the body as best he could. "He not dead. Just long sleep. Awake once no more bad immortals."

  30. - Top - End - #60
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    Default Re: Pius Fidelus: The Oque

    Turn 2.1-2.9, Group 19

    Kuskul decides that it has enough of it. This.. thing, this Immortal, this Plamal, was doing bad things. It would not allow Ksgask to get better. Kuskul removes from sight, seeing how Qusck reacts. He feels sorry for Qusck, but even when asking "Ksgask still. Kuskul leave. Qusck leave?" it gets a negative response: "Qusck stay. Help Ksgask." And with that, Kuskul leaves.

    Days pass by. Qusck stays with Ksgask, seeking out food for Qusck itself and Ksgask. It offers food to Plamal if he sticks around, but otherwise will just move back and forth trying to help Ksgask. However, with only one Oque helping Ksgask, her fate is doomed. It takes some days, in which Ksgask rarely opens her eyes to eat food, but eventually she succumbs to the sickness she has and dies. Qusck is very sad indeed and eventually begins to realise something. Alone, Qusck can not survive. Unless Plamal does something, Qusck will die by predators.

    Meanwhile, Kuskul has found the others of the group. He warns them of the weird creature that is Plamal. He tells how it would not help when it offered help and how it told of others like it. These 'Immortals' are bad. Have bad powers. They are not beasts, but perhaps even worse.. and with that, the Oque of group three become wary of these Immortals. However, they believe that all Immortals look like Plamal. The group travels on, making sure it is far enough from their previous settlement. Eventually, they build up their huts again and resume normal live, but with the tale of the bad Immortals looking like a bear being told every so often.

    Turn 2.4-2.9, Group 31

    The group Ardannis stayed in eventually accepts him. The children often play with him and the group listens to what Ardannis has to say and show. They consider him some kind of miracle worker, with all the neat things he can do. When he tries to show off climbing at first, the Oque get scared again, since they considered themselves safe by climbing from him if necessary. With careful explanation that he is not a beast and will not harm them and by the obvious like of the children, he is allowed to climb in the trees. As long as he climbs slowly, they learn to accept it. As time passed and they accept him, he can move at his normal climbing speed with them.

    The Oque are already able to climb through most foliage, but they still move partways on the ground. This is because some food can not be spotted from up high in the trees and because, frankly, walking on the ground remains a lot easier. He does manage to show them the trick with trapping, but he had to be the first to show. Which means that he had to be the first to lure a beast so they could jolt it. When this seems successful, Ardannis is eventually able to learn them to do it themselves, with quite the successes here and there. The Oque do make sure that the one luring climbs up a tree when it it dangerous, however.

    When Ardannis shows off his miracle with growing things, the Oque are amazed. They like to see all these kind of grand things and they try to talk to Ardannis about things they do not understand. Slowly, the conversation seems to spark some kind of curiosity in the Oque, as if it is their wish to become a bit smarter by learning from Ardannis. However, while Ardannis is accepted in the group, the Oque still consider him somewhat of an outsider, as a strange being. A helpful strange being, though.

    The children seem to like the marvels of the disappearing and reappearing rocks. Occasionally, Ardannis notices the voice of "Play! Play!" from Tiktbt, as if before Tiktbt is in hearing range. This could have been just something he imagined, though.

    When Ardannis takes his leave, the Oque are completely amazed how he did that complete disappearing act. They continue to talk about it and it remained a subject of their conversation for quite a while. In the end, they consider Ardannis some kind of being of the woods, a helpful being that might show up some day again. They consider Ardannis kind of like a mystical fey, though without using those two words. They seem very satisfied and some wonder when Ardannis gets back, especially the children.

    When back in the Outer Plane and during the remainder of the turn's duration, he notices no power originating from these Oque, as they consider Ardannis as the mystical helper instead of some thing they needed to worship. However, Ardannis does hear the prayers of one devout worshipper throughout the turn: "Play! Ardannis play? Play! Play!"
    towards the end of the turn, the frequency does seem to get less and one thing changes: "Ardns play?"

    Turn 2.8-2.9, Group 7

    Fcinkt, Gpardz, Travbt and the other Oque who had been listening to Tumine before she left now stand amazed. She dissolved in water. Amazing, truly, and it thus baffled them greatly. When they eventually come over the shock of surprise, they look at each other and start to converse about her and what htey saw. When the bustle eventually died down, they returned to their normal lives. Tumine remained a constant subject of conversation and Fcinkt, Gpardz and Travbt made sure it remained as such. They continued to practise swimming and teach the others of it, until most of the Oque in the encampment learned how to float and clumsily swim so as to get forward. Any heavy stream they would not be able to swim against, but they would at least be able to move across water.

    Fcinkt continued to try to apply Quax to find some way of enhancing movement through water. It remained unsuccessful for the most part, and likewise for trying to manifest light from its paw. The other Oque were just as unsuccessful with light, so that was something they did not move further with. Fcinkt did continued with his attempt to apply Quax, concentrating hard and many times. However, one day, he tried this and found it taking up energy. Continuing his attempt.. the water became solid. A small piece of water became a piece of solid water. This scared Fcinkt immensely, thinking it had done something wrong, that it had made that piece of water useless for drinking. Scared as he was, he did not continue his attempts and gave up on using Quax on water. It told the others not to try as well and would ask Tumine what it was when she got back, if she ever did.

    Meanwhile, when Tumine had left, she noticed that she felt a bit more empowered by the Oque's faith in her. Not that noticeable and it did not provide any significant amounts of power, but she felt some kind of faith and could occasionally hear something in the back of her head about Tumine helping with swimming. She also heard another voice. "Fcinkt scared. Where Tumine? Water change!" However, she only heard this a few times before she did not hear it again.

    Despite this fear of the strange ability, Fcinkt did do something else. Giving up on trying to use Quax directly, it instead thought up of something else. Mostly with the help of Gpardz. They warped the wood of several branches, creating much like something they used for their shelter, but instead used it in the water. They could not stand on it, for it was too weak, thin and small, but they could use it as helping to stay afloat and swimming. They held on to it in the water, using it as swimming aid. One time, Fcinkt and Gpardz did manage to make a large enough piece of warped wood to serve as raft, but it broke down quickly enough when it scraped over the too-shallow part of the stream. It showed some promise, but it was obvious the two were not capable enough of it. It did spark their creativity for that moment though, which served to stimulate their intellect and caused plenty of interesting conversations for a while. The two kept trying, but not with as much success as the first time.

    In principle, the Oque of this group consider Tumine somewhat of a kind, helping spirit of water that aided them. Since she had shown them the way of water, they occasionally asked her for aid or showed her respect when near water, thinking she was somewhere in there. Because of this, the faith of the Oque in her is more noticeable here. However, it is just Fcinkt, Gpardz, Travbt and some of the other Oque, not more than a hand full.

    Turn 3.x, Group 3, Sedha
    [ooc: Sedha, you interacted when I had already stated to be gone, so I could not have responded to you anyway if the turn had been its usual length. For that reason, let's move your interaction to turn 3, where you decide the tenth, since the Oque neither receive her well nor attack her.]

    When the Oque hear some sound out of the shadows, they instantly assume that an Oque is there. They completely expect an Oque to come out of the shadows, but when a completely different thing emerged from the shadows, the conclusion was simple. A lonely Oque wanted to talk with them, but was eaten or attacked by this beast before it could appear! The reason they think this is because they believe that nothing besides an Oque can speak. So, immediately, all the Oque were scared and started to shout of Beast, Danger and Fleeing. And with that, each of them started to run away, diving in bushes, climbing up trees, but mostly, just away from her as fast as they could. Since they shout out loud a lot, anything Sedha says now will be in vain as none will hear it over all the cries of danger, fleeing and danger.

    Turn 2.47, Group 11, Filingio
    "Beast!" "Danger! Flee!" "Beast! Flee!" "Fast! Flee!" "Beast!" This was what was shouted all around by the Oque of Group 11. Seeing something appear in their midst out of nowhere is obviously a sign of something jumping out of them to grab them, eat them and basically hurt them. So within moments, the Oque have failed the air with their cries which nobody except Oque and Immortals can hear, rushing away from the Immortal, diving in bushes and climbing in trees, trying to get away from the beast.

    [ooc: Since the turn is almost over, I would appreciate it if you re-visited the next turn, since the Oque of group 11 are now scared of you.]
    Last edited by Zweanslord; 2008-05-30 at 01:10 PM.

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