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Source: (consider it) Thread: Circus: SOF RPG: Metagame for Prince Testwe's Peregrination
Doublethink.
Ship's Foolwise Unperson
# 1984

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SOF RPG: Metagame for Prince Testwe's Peregrination

Roleplay gaming is a sort of communal story telling. You have a gamesmaster (GM) and a group of players. The GM has an overarching plot for the players, and acts any people they meet. The players each have a character with specific knowledge and abilities, and the group of players will be told they have some sort of mission. A set of rules provides a way of resolving chance, conflict and interesting situations.

To cite Jeff Vogel, any game system that can't be understood by someone's significant other on their first night playing the game after they've had two beers is too complicated. With that in mind this is the Ship’s very own system, and we hope it meets that test ! It was generated out of a circus discussion thread once upon a time ...

Generating Your Character

There are six fundamental Potentials, which reflect your strengths and weakness in dealing with the world. You have a rank of Useless, Weak, OK, Good or Excellent in each Potential. There are six fundamental Potentials, which reflect your strengths and weakness in dealing with the world. You can distribute a total of 18 points across these six potentials, investing from 1 to 5 points into each individual potential, whereby you can obtain the ranks of Useless (costs 1), Weak (costs 2), OK (costs 3), Good (costs 4), or Excellent (costs 5).

These Potentials are Wits, Finesse, Charm, Soul, Muscles & Vigilance. To give you an idea of what they are good for, here are some suggested synonyms:
  • Wits - Intelligence, Strategic Insight, Learning Capacity

  • Finesse - Dexterity, Agility, Precision Handiwork

  • Charm - Charisma, Social Capacity, Speak

  • Soul - Magical ability, Spiritual Strength, Wisdom
  • Muscles - Physique, Constitution, Strength, Melee Combat

  • Vigilance - Perception Ability, Sensing Capacity, Reaction
You then select 6 skills, these can be anything it is possible to learn. Each skill will be based on one of your Potentials - for example, if you have bluff based on charm and your charm is good - then your bluff will be good. If you attempt a skilled action when you do not have the skill, it will be Ridiculously Hard to succeed.

You may then agree a perk with the GM, this is a unique special talent your character has, it will usually add a bonus to a dice roll. What is acceptable as a perk, and how frequently you can use it is primarily a game balance issue.

Additonal skills and perks will be acquired through game play. This system has no levels, or experience points - and it is through perks, skills and special items or abilities that your endeavours will be rewarded.


You then choose 1 special item or transformation. In a magical setting, you may choose an enchanted object - in a non-magical setting this may be something unique, valuable or highly unusual. In a magical setting you can choose to have a Transformation instead. Transformations work by switching the ranks of 2 Potentials and roleplaying the effect.

Now you have the skeleton of your character, you need to flesh out the details. Where do they come from ? What are their motivations ? what race or social class are they ? What experiences have they had that lead them to be who they are today ? What Mundane equipment are they carrying ? Races are ornamental, because some feel that racial biases can be an issue that bleeds over too much into the real world. This means the characteristics of fantasy races are toned down, a troll may not like the sun, cover up a lot in daytime and grumble - but she is not going to turn to stone.

Contest & Combat Mechanics

When you want to do something narratively important, the GM tells you how hard it will be, based on your rank in the relevant Potential or Skill.

You then roll a 20 sided dice to see if you succeed, (if you do not own one you can find websites to do this). It will be either Ridiculously Easy (0 fails), Easy (5 and under fails) OK (10 and under fails), Hard (15 and under fails) or Ridiculously Hard (only rolling a 20 will do, regardless of bonuses.)

You will only need to roll one die for anything, and magic objects or weapons will just add a set bonus e.g. +1 to your roll.

If you succeed on a Ridiculously Hard roll, the GM will give you a permanent additional skill, working it into the story. If you fail a Ridiculously Easy roll, you will suffer a temporary ill effect woven into the story by the GM.

In some cases, usually combat, an opponent will be trying to stop you succeeding. In this situation if we start from an equal - OK - contest, each rank of difference between you and your opponent moves the difficulty up or down one. The GM will tell you the difficulty you have to roll for. Weapons add a bonus to your combat roll, this will be listed on your character sheet. If it is important to know who goes first, it will be based on who has the best Vigilance rank or the direction of the story.

Combat Damage
  • Ridiculously Easy Combat Success - wound & leave for dead (recipient is unconscious, can't be attacked again unless they are seen to recover - or you are assassinating outside a combat scenario)
  • Easy Combat Success - wound and disarm (recipient has no weapons bonus till next turn)
  • OK Combat Success - wound
  • Hard Combat Success - wound
  • Ridiculously Hard Combat Success - wound & stun opponent, they can't hit you again for a turn

(Ridiculously Easy fail, you wound yourself with an explanation from the GM) 

Every wound taken by a character or opponent moves the difficulty up or down. So if combat starts off OK, and you take a wound, it will become hard. However, if you wound them it will become Easy.

Setting

This system can be used for any world, with any level of technology and both with and without functional magic.

*This story is taking place in an earth like world, with magic and a late medieval / renaissance technological level.*

Metagame

There will be a story thread, with an opening post by the GM, and this metagame thread. Anything you need to say out of character should be said here. When making reference to game mechanics on the story thread, please use starred qualitative descriptions - this is an *easy* fight, it will be *ridiculously hard* to climb that cliff, I would like to see if I can*find hidden* gems in this cave etc

You can make multiple posts per day, but only upto one post per day per character should require dice rolling. You can use the metagame thread to ask for help from other players or the GM if you are not sure about something.

Below is a model character sheet format.

Model Character Sheet

Player:

Character Name:

Brief Physical Description:

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
  • Rank Wits
  • Rank Finesse
  • Rank Charm
  • Rank Soul
  • Rank Muscles
  • Rank Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
  • Skill (Linked Potential)
  • Skill (Linked Potential)
  • Skill (Linked Potential)
  • Skill (Linked Potential)
  • Skill (Linked Potential)
  • Skill (Linked Potential)

Perk:

Special item / Transformation:

Please list equipment you acquire, with any bonuses it may have:

[ 15. June 2016, 18:11: Message edited by: Belisarius ]

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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(Squeeee!!)

Player Name: Kelly Alves

Character Name: Brandon Covey

Brief Physical Description: 12 years old, 4 ft 8 in. tall, stocky and muscular, dark eyes and dark hair in a "bowl cut", Dressed in rawhide. with very big boots.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Good Wits
Weak Finesse
Weak Charm
Excellent Soul
OK Muscles
OK Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Discernment (Wits)
Animal Kinship (Soul)
Tracking (Vigilance)
Traditional Medicine(Soul)
Stealth (Wits)
Light Weapon (Muscles)

Perk: Quick learner, x2 to wits roll up to x1 per week when you have noticed something new and interesting.

Special Item: Coyote Spirit, x1 per week wits swaps with muscles and becomes a coyote.

Please list equipment you acquire, with any bonuses it may give.

Camping gear.
Steel toed boots
Short Sword (+1 to combat roll)
Folk medicine kit

--------------------
I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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(Ditto squee !!)

--------------------
All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Dafyd
Shipmate
# 5549

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Player: Dafyd

Character Name: Daniel Van Adescant

Brief Physical Description:

Van Adescant is tall and thin, with a thing for wide-brimmed hats and long black coats. He has blondish hair with pale skin, and a slightly unfocused stooping gaze. He keeps a scarf about his neck at all times.
He carries a spear and a crossbow when he's travelling.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)

Excellent Wits
Good Finesse
Weak Charm
OK Soul
Weak Muscles
Weak Vigilance

(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)

Occult (Wits) - Van Adescant knows a lot about undead, lycnathropes, dark magic, etc. He can probably rustle up rituals or so given time; whether it is wise to do so is another matter.
Turn Undead (Soul) - using a holy symbol or pair of candlesticks, etc, he can temporarily ward off undead. He can also perform ninor infusions of positive energy - healing cuts and scrapes, minor blessings, etc.
Crossbow (Finesse) - useful for stakes.
Investigation (Wits)
Interrogation (Charm )
Staff / Spear Fighting(Finesse) - also, flaming torches.


Perk: Uncorrupted, you can sense undead and you are immune to the first non-physical attempt any undead source makes to harm you x1 per week.

Special item / Transformation: Van Adescant has a curious contraption made of wire and two pieces of glass. If he puts it over his eyes (resting on his ears and nose) his Vigilance, for the purposes of looking at items close by, rises to Good.

Equipment:

Stakes and hammer (+1 to combat roll when used as a weapon) holy water, holy symbol, garlic and wolfsbane, crossbow (+1 to combat roll when used as a weapon), silver arrows, ordinary arrows, spear (+1 to combat roll when used as a weapon), pocket breviary.

(Note, stake and silver weapons will give +2 when used against appropriate undead.)

Letters of Introduction, from scholars, antiquarians, and a high priest (+1 to rolls when making first impressions with those professions and clergy).

[ 07. May 2014, 01:32: Message edited by: Ariston ]

--------------------
we remain, thanks to original sin, much in love with talking about, rather than with, one another. Rowan Williams

Posts: 10567 | From: Edinburgh | Registered: Feb 2004  |  IP: Logged
Jay-Emm
Shipmate
# 11411

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Player: Jay-Emm

Character Name: Prince Testwe Rakta

Brief Physical Description:

20 years ago a printer dropped the pages for the pink guide to "bringing up "beautiful princesses" and "training heroic princes". A couple of pages may have got muddled. This had massive repercussions in the land. Having been trained to prick himself on a spinning wheel needle buried under 40 mattresses, faint at will and over skills essential to fantasy princesses
(rather than the traditional princely ones) Prince Testwe can still show surprising dexterity and wits until his arm is grabbed or a stranger offers an apple.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)

Weak Wits
Good Finesse
Excellent Charm
OK Soul
Useless Muscles
OK Vigilance

(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)

Reputation (Charm)
Fencing (Finesse)
Regal-Hunting (Soul)
Credit (Charm)
Courtly Poetry (Soul)
Flower Arranging (Finesse)


Perk: Night-watchman: Gives you +2 to vigilance rolls made at night, as you sleep poorly on the rough ground.

Special item / Transformation: Magic flute, plays so sweetly birds join in, wild animals will think twice before attacking and no one can bear to take it from you. You may use it as a weapon giving a +3 attack bonus.

Please list equipment you acquire, with any bonuses it may give.

Princely fine rapier (+1 to combat rolls)
Spinning thing

Posts: 1643 | Registered: May 2006  |  IP: Logged
IngoB

Sentire cum Ecclesia
# 8700

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Here we go! (DT, perhaps mention that this is not a thread intended for posting new character sheets? Just in case someone didn't read the starter thread?)


Player: IngoB

Character Name: Bayani "Aguila" Dagohoy Jr.

Brief Physical Description:
Bayani is just under 6 feet tall, with the wiry but powerful body of a dancer. His looks are vaguely Hispanic with light brown skin and an Asian touch around the eyes. The most remarkable feature of his face, however, is the substantial nose, which is prominent and curved - leading to his nickname "Aguila" ("eagle"). The black hair framing his triangular face is neatly trimmed, and he sports a fine goatee. A few white hairs in his beard and some wrinkles around his eyes suggest that he is at least in his mid thirties, but his smooth skin and limberness belie his age. He usually wears simple brown and green linen clothes that hug his body tightly, as well as soft leather shoes. On hot days it becomes notable that he always keeps his torso covered by clothes, but he does not seem to sweat. Bayani's moves are supple, flowing and graceful, but when stationary he becomes so perfectly still that people often overlook him in plain sight.

Potentials:
OK Wits
Excellent Finesse
Useless Charm
Useless Soul
Good Muscles
Good Vigilance

Skills:
Parkour (Finesse) - Bayani will fearlessly run and jump up and down steep walls and buildings, or propel himself through small gaps and slide along the edge of a cliff, all at great speed; and he has an uncanny ability to roll unharmed out of devastating falls.
Siniwali (Finesse) - Bayani can use two weapons with ease, weaving their strikes together into an irresistible attack pattern that is both graceful and deadly.
Blades (Muscles) - Any object that can be used to strike and/or pierce, which can be held with one hand, instantly becomes a deadly weapon for Bayani. But he has particularly mastered bladed weapons from pen knives to one-handed swords.
Swimming (Muscles) - Having grown up on an island, Bayani is a consummate swimmer and diver, and a natural at dealing with any kind of human-powered moving about on the sea (surfing, paddling in a canoe, ...)
Hunting (Vigilance) - When on the hunt for big game, be it animal or human(oid), Bayani will slip from shade to cover, approach against the wind, move swiftly without a sound and quite generally make sure that the first thing the victim notices of Bayani's presence is a flash of steel.
Bush Tucker (Vigilance) - Whether it is digging out plant roots, collecting hidden berries, catching all sorts of small to medium size animals, squeezing water out of a cactus or even catching edible insects, Bayani is excellent at findig food and drink where others would die of thirst and hunger.

Perk: Mr Natural - Bayani is naturally resistant to black magic or other negative spiritual effects, and will make anything / anyone evil and supernatural fail even in his immediate surroundings. However, he is receptive to white magic and positive spiritual effects. (The first time in every 7 days you encounter offensive magic, or a magical trap it will fail.)

Special item / Transformation: Anting-Anting - Bayani wears a silver pendant with a lapis lazuli stone around his neck. The pendant confers a powerful magic: at random moments he will have some extra luck. This can range from finding a penny in the street to a meteor strike killing his enemy - just how lucky he gets is also random. (Re-roll x1 per week.)

Equipment: Bayani travels lightly. He carries / wears:
A leather knapsack, filled with basic camping utensils, a felt mat, a change of clothes and various shaving tools. The knapsack has release hooks at its shoulder straps that allow it to be dropped with a flick of the hand.
A belt with two curved blades that look like a cross between a machete and a saber (+1 bonus to combat roll each), carried in two sheaths left and right for a front draw, plus a down-facing dagger carried in a sheath in the middle of the back for a back draw (+1 bonus to combat roll).
A thick brown leather jacket that ends at the waist (somewhat covering the weaponry, but without impeding the draw). The sleeves of the jacket have steel reinforcement hidden beneath the leather at the wrists.
A snug cap of very stiff dark brown leather from which a leather sheet can be rolled down to cover the entire back of the neck.
A few small knives (+1 bonus to combat roll each). Don't ask where they are kept, or Bayani will show you. In a dark corner.

--------------------
They’ll have me whipp’d for speaking true; thou’lt have me whipp’d for lying; and sometimes I am whipp’d for holding my peace. - The Fool in King Lear

Posts: 12010 | From: Gone fishing | Registered: Oct 2004  |  IP: Logged
An die Freude
Shipmate
# 14794

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Player: JFH

Character Name: "Rollin'" Stone Miller

Brief Physical Description: 6 ft tall, lean, somewhat bent stature, brown curly wild-growing hair, brown curly wild-growing beard, blue eyes, looks 30-50 years old, grimy trousers and jerkin, surrounded by a dust cloud.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)

OK Wits
Excellent Finesse
Good Charm
Useless Soul
OK Muscles
Weak Vigilance

(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)

Repair (Finesse)
Survival/Cooking (Wits)
Light Weapon (Muscles)
Scavenging (Wits)
Crafting (Finesse)
Scrounging (Charm)


Perk: Dutch Courage x1 per week, Miller can consume liquor if in possession of it to gain -1 Charm, -1 Wits, +2 Muscles.

Special item / Transformation: To be discovered, is that a riff you hear carried on the wind …

Please list equipment you acquire, with any bonuses it may give…

Trousers of the Cold Ground, Jerkin of the Dark Night
Toothpick, Swiss Army version.
The Blues. (How it works? If you have to ask, you'll never know.)
Broken whiskey bottle (+1 to combat rolls)

Background:
A dust cloud moves closer, and suddenly stops in front of its interlocutor. A friendly, strangely reliable voice speaks and a hand is reached out in greeting, and the words "Spare some change?" are heard - that's all you'll remember of Rollin' Stone Miller, unless he wants you to. Behind that dust cloud rests a heavily bearded face with a constant smile, smooth-talking blue eyes and an eerie sense that although you might call him a tramp, it goes a little deeper than that.

--------------------
"I too am not a bit tamed, I too am untranslatable."
Walt Whitman
Formerly JFH

Posts: 851 | From: Proud Socialist Monarchy of Sweden | Registered: May 2009  |  IP: Logged
Gwai
Shipmate
# 11076

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Player: Gwai

Character Name: Jerthro

Brief Physical Description:
Very fit looking young man. Probably 18 or so though he claims to be 25 usually.

General Description:
Sometimes bumbling, usually over-confident, but always cheerful, Jerthro is seriously excited to be on this adventure, and he knows it's going to be great!

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Weak Wits
Weak Finesse
Good Charm
OK Soul
Good Muscles
OK Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Plant/Animal Knowledge (Wits)
Bows (Muscles)
Light Weapon (Muscles)
Scouting (Vigilance)
Intuition (Wits)
Soothe (Charm)

Perk: Power Through, x1 per week Jerthro can try to power through an unfamiliar skilled task on muscle strength alone, but only the first time he encounters it.

Special item / Transformation: Leather Armour, looking at the size and the way it fits Jerthro, one suspects he inherited it from his dad. x1 per week if Jerthro wonders what his father might have done in a similar sticky situation, surprisingly useful advice will occur to him. He doesn’t realise this is a blessing conferred by his armour.

Please list equipment you acquire, with any bonuses it may give…

Bow and arrows (+1 to combat roll)

Sword and dagger (+1 to combat roll when either is used) Plain but decent. Again look like they've had more wear than Jerthro has.

Backpack and camping supplies --New, unused even, and rather excessive. For instance, no one needs three different ways to start a fire, surely?

--------------------
A master of men was the Goodly Fere,
A mate of the wind and sea.
If they think they ha’ slain our Goodly Fere
They are fools eternally.


Posts: 11914 | From: Chicago | Registered: Feb 2006  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

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Player: Autenrieth Road

Character Name: Arabella Adventurer

Brief Physical Description: Somewhat muddy and scuffed, having tried to squeeze through a four inch grate, Arabella thinks she might be quite slight. Lacking opportunity to refine her appearance, others would see her a unkempt.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Good Wits
OK Finesse
Useless Charm
Good Soul
OK Muscles
OK Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Climb (Finesse)
Navigation (Wits)
Night Vision (Vigilance)
Find Hidden (Vigilance)
Intuition (Soul)
Improvised weapons (Wits) - this will allow you to use any plausible non-weapon thing you find as a weapon, or clubs as weapons but not swords, axes or bows etc

Perk: Teleportation x1 per week, Arabella can use a magic word to return to a place she has known before

Special item / Transformation: To be discovered …

Please list equipment you acquire, with any bonuses it may give…

--------------------
Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Adam.

Like as the
# 4991

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Player: Hart

Character Name: Hestor Snear, cupbearer to the elite

Brief Physical Description:

Hestor, though tall, is sufficiently slender to lurk unnoticed in the slightest of shadows, enabling the best eavesdropping. He is one of those people whose age is impossible to guess. No one can quite remember when he wasn't around, and he's certainly not young, but no-one would call him old. His black robes are in no way ostentatious, but the precision tailoring that produced them must have been paid for by the GDP of several prosperous villages. Depending on who he was blackmailing at the time, it probably was.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Good Wits
OK Finesse
Excellent Charm
Useless Soul
Useless Muscles
Good Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Lurking (Vigilance)
Free Running (Finesse)
Poisons (Wits)
Blackmail (Charm)
Treasure evaluating (Wits)
Lock Picking (Finesse)

Perk: Call in a favor, Hestor has accrued a vast network of people who owe him favors. You can, x1 per week, summon a "friend" with a specific skill lacked by the team.

Special item / Transformation: Enchanted Periscope, an oiled black leather funnel the end of which moulds and shifts to fit into small gaps & keyholes. You can use this see through keyholes and round corners without being spotted.

Please list equipment you acquire, with any bonuses it may have

Banquet set. The ceremonial part of Hestor's role might be notional, but it's not imaginary. He can furnish a feast at a moment's notice. Poached quail egg anyone?
Black cloak, perfect for lurking unseen in the shadows.
Vials of poison x5

--------------------
Ave Crux, Spes Unica!
Preaching blog

Posts: 8164 | From: Notre Dame, IN | Registered: Sep 2003  |  IP: Logged
Marvin the Martian

Interplanetary
# 4360

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***REVISED CHARACTER SHEET***

This band of adventurers needs a fighter! To that end:

Model Character Sheet

Player: Marvin the Martian

Character Name: Ik the Big

Brief Physical Description: Ik is a really tall, really hairy chap with a certain passing resemblance to a brick outhouse. Contrary to most expectations he's not particularly unsanitary, mostly because very few bacteria have the guts to take him on. He acts more on instinct than any kind of forethought or strategy, but is an effective adventurer nonetheless

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)

Useless Wits
OK Finesse
Weak Charm
OK Soul
Excellent Muscles
Good Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)

Weapon Proficiency (Muscles) - a veteran who can find his way around common weapons
Sniffer (Vigilance) - you can't hide. He smells you.
Ride (Muscles)
Survival (Vigilance)
Craft Basic weapons (Finesse) - nothing that needs metalwork, but fire hardened spears, flint knife etc

Perk: Gut Instinct, x1 per week Ik may act first in a contested situation.

Special item / Transformation: Bear Hide Cloak, enchanted, may resist up to 1 attack - magical or mundane - per week. This was a gift from Ik's shaman grandmother

Please list equipment you acquire, with any bonuses it may have:

Leather armour
Dagger (+1 to combat roll)
Club (+1 to combat roll)

Quote:

ME NOT BE GOOD WITH TALKY STUFF, BUT ME BASH HEADS IN GOOD.

[ 07. May 2014, 08:15: Message edited by: Marvin the Martian ]

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Hail Gallaxhar

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Joan Rasch
Shipmate
# 49

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quote:
Originally posted by IngoB:
<snip>

Player: IngoB
Character Name: Bayani "Aguila" Dagohoy Jr.
Brief Physical Description: <snip>

Looks rather like your avatar, no?

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* A cyclist on the information bikepath

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Marvin, I will send you a character sheet with a few minor changes - when I pm you the finalised character sheet please can you post it on this thread (and preferably edit it out of your origunal post avoud confusion).

But you are the 12th and final party member, otherwise my head will explode trying to keep to track of everyone.

I believe we are waiting for three more sheets to be posted to this thread and then I will know that the party is ready to go.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Please could a kindly host or admin player please add:
quote:

Letters of Introduction, from scholars, antiquarians, and a high priest (+1 to rolls when making first impressions with those professions and clergy).

To the bottom of Daniel Van D's character sheet.

Thanks.

[So done. —A]

[ 07. May 2014, 01:33: Message edited by: Ariston ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Banner Lady
Ship's Ensign
# 10505

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Player: Banner lady

Character Name: Crazy Clawdine

Brief Physical Description:

A troll woman of indeterminable size, thanks to the many layers of tattered shawls that hang from her large frame. Her wild black matted hair has a life of its own, owing to the insect life that lives in it. She may look crazy, but her beady black eyes rarely miss much of what is going on around her, and she has a number of hidden and surprisingly useful talents.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Weak Wits
Useless Finesse
Weak Charm
Excellent Soul
OK Muscles
Excellent Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Stealth (Finesse)
Light Weapon (Muscles)
Find Hidden (Vigilance)
Spot Deception (Vigilance)
Survival (Soul)
Hypnotise (Soul)

Perk: Call Water, Clawdine senses water at all times and x1 per week can cause something withered to grow.

Special item / Transformation: A compliment turns Clawdine into a tall, leggy, well endowed and fast young woman, with blonde hair and a desire to run naked through water. Her finesse and vigilance ranks swap and she turns into a young naked woman. She can trigger this x1 per week in a situation where she has received a compliment - but if she is talking to herself she can choose to compliment herself, provided she roleplays a convincing reason.

equipment:
Divining Rod (+1 to the roll when used as a weapon)
Distinctive blue caravan drawn by a draught horse called King.

[ 06. May 2014, 19:37: Message edited by: Banner Lady ]

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Women in the church are not a problem to be solved, but a mystery to be enjoyed.

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Two more to go !

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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We will start, assuming Eliab and Ariston will turn up sometime in the next 24 hours ...

Eliab is Guriana and Ariston is Guardian Jetse Vos.

[ 06. May 2014, 20:08: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Story thread is up.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Just reposting this in case anyone missed it on the discussion thread, and to add in Ik !

quote:
This is my working of the character ties that bring the disparate group of people in the party together.

Party ties

Testwe is taking the grand tour to see the world, his father may also be hoping this journey will accomplish some other things.

Teswe is escorted by a small retinue.

Retinue (official)

Bayani, Ik & Jetse are the armed escort, they have reluctant respect for each other's abilities if nothing else. Hestor has been included on this trip to smooth out any wrinkles in the prince's path, and of course is always on the look out for new opportunities for himself. He agreed the inclusion of Guriana in the party on the grounds that it is always wise to have a along a person with magical abilities as you never know what you might meet - or what they might do if you say no. Jerthro succeeded in talking himself onto the mission because of his enthusiasm, and because Hestor had thought he would do as general go-for for the higher status members of the retinue. Hestor has found Jerthro less compliant with this last aim than he would have liked.

Retinue (unofficial)

Clawdine seems to have attached herself to Teswe on route, in an inn Hestor remembers, no one saw their first meeting but every so often the prince pays her an elaborate compliment and then looks disappointed. Clawdine followed on after the party left the tavern, in her caravan, and the prince decreed the retinue should not drive her off - Hestor has resigned himself to this; consoled by the fact she has proved herself useful as a dowser when they have to camp.

Stone Miller was picked up at a different tavern by Clawdine, and rides in her caravan when he needs, the official retinue are unimpressed but it is surprisingly difficult to argue the point with the two of them. Brandon, engaged as a local guide by Jetse, hangs out in Clawdine's caravan, or sleeps on the animal pulling it.

The party meet up with Arabella and Daniel during the first day of the journey we are being told about, in rather fraught circumstances.



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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Think I must ask you to alway include character name in your story posts, even if it is just name: xyz - otherwise I think it will get hard to follow, didn't think of this before.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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IngoB

Sentire cum Ecclesia
# 8700

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quote:
Originally posted by Joan Rasch:
Looks rather like your avatar, no?

That has occurred to me as well. However, it's unclear to me whether that is accidental or whether I have a fetish I'm blissfully unaware of. [Big Grin]

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They’ll have me whipp’d for speaking true; thou’lt have me whipp’d for lying; and sometimes I am whipp’d for holding my peace. - The Fool in King Lear

Posts: 12010 | From: Gone fishing | Registered: Oct 2004  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Hart, need you to make your charm roll, its **ridiculously easy** - so you just need to roll more than 1.

[ 06. May 2014, 22:42: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Adam.

Like as the
# 4991

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I got a 16.

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Ave Crux, Spes Unica!
Preaching blog

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Adam.

Like as the
# 4991

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PS. I think "0" needs to be changed to "1" here.

quote:
Originally posted by Doublethink:
...
When you want to do something narratively important, the GM tells you how hard it will be, based on your rank in the relevant Potential or Skill.

You then roll a 20 sided dice to see if you succeed, (if you do not own one you can find websites to do this). It will be either Ridiculously Easy (0 fails), Easy (5 and under fails) OK (10 and under fails), Hard (15 and under fails) or Ridiculously Hard (only rolling a 20 will do, regardless of bonuses.)

You will only need to roll one die for anything, and magic objects or weapons will just add a set bonus e.g. +1 to your roll.



[ 06. May 2014, 22:48: Message edited by: Hart ]

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Ave Crux, Spes Unica!
Preaching blog

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Yup, & you succeed !

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Adam.

Like as the
# 4991

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Clarifying question: I know we're only allowed to do one die-needing thing per 'day.' Does a day conclude at your midnight (in 7 minutes time, right?)? Or, do I have to wait 24 hours before I can next do something that requires a roll?

--------------------
Ave Crux, Spes Unica!
Preaching blog

Posts: 8164 | From: Notre Dame, IN | Registered: Sep 2003  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Midnight to midnight my time. So day turns in a few minutes.

FYI am 1 hour ahead of server time, or GMT +1 hour.

[ 06. May 2014, 23:02: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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I have marked the day turn on the story thread, labelling it noon in game.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Dafyd
Shipmate
# 5549

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We're using rolls rather than roleplay to resolve player interaction? I appreciate the need to get things moving.

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we remain, thanks to original sin, much in love with talking about, rather than with, one another. Rowan Williams

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Doublethink.
Ship's Foolwise Unperson
# 1984

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Wouldn't normally, but need to merge party - plus - wanted to model the request - roll - resolution sequence.

Usually player will ask to ***find hidden*** or whatever.

Once we have done it often enough, I am hoping the *** phrases in the story thread will be sufficient without a metagame post except for the x roll passed / failed - possibly ridiculously so.

[ 06. May 2014, 23:17: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Autenrieth Road

Shipmate
# 10509

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[cross-posted]

I think the rolls are for when Doublethink posts about an *asterisk* task for us. Is that right, DT?

Arabella trusts this guy? Hoo boy, is this going to be interesting :-) . Your wish is my command, illustrious GM.

[ 06. May 2014, 23:15: Message edited by: Autenrieth Road ]

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Eliab
Shipmate
# 9153

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Player: Eliab

Character Name: Gunriana De Vanės

Brief Physical Description:

A young lady, dressed either in an ornate and expensive dress not quite on the cutting edge of fashion, which suits her reasonably or, when travelling, dressed in rather more practical fur-lined leggings, short-ish shirt and stout jerkin in which she seems much more at ease. Her left hand is always gloved, and the observant will note that she uses that hand as little as possible, though she shows no sign of any disability. Her speech is careful and polished, though not quite polished enough to pass for true-born aristocracy. Her eyes are intelligent and intense – enough to make many people a little uncomfortable in prolonged conversation.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
◾Good Wits
◾Weak Finesse
◾OK Charm
◾Excellent Soul
◾Useless Muscles
◾OK Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
◾Etiquette (Charm)
◾Stealth (Finesse)
◾Bluff (Wits)
◾Seamanship (Vigilance)
◾Runelore (Soul)
◾Healing (Soul)
◾Light Weapons (Finesse)

Perk: Rune-casting with Guriana’s fate-marked left hand at any time gives +2 for the success of the effect, however, any failed roll by either Gunriana or the recipient of her rune magic for the next week – will be a ridiculous fail. Gunriana is afraid of using her magic to full effect and this is why.

Special item / Transformation: An heirloom from your similarly gifted great aunt - a very old wolf-tooth strung on a twisted leather thong. It has the virtue that if a dead body is marked with it, it will hasten their passage to their final reward, and entirely frustrate any subsequent magical or necromantic attempt to enchant the body or call back the soul. Obviously those who died in the act of cowardice or treason are ineligible for such protection.

Please list equipment you acquire, with any bonuses it may give.

Expensive dresses (several), cosmetics, jewellery and accessories for every season.
Travelling clothes (in tasteful silver-grey fur and matching silk lining).
Dark blue murder robes for special occasions.
Elegant and practical footwear.
One long dark grey silk glove.
Light pack containing provisions, a coil of rope, wood and stone chisels, a small mallet, a wickedly sharp pen knife, quill and ink, with a few sheets of vellum if she remembered to pack any, a few pots of foul-smelling ointment, several rolls of bandages. Money – she's not short of it, but the amount she thinks to take with her varies wildly. She's a hoarder, and her pack and pockets will gradually accumulate stuff until she periodically clears out and starts again.
A few needles and stout thread (for stitching sword rents, not hemlines).
Scramasax in a plain leather sheath, hung openly across her front when travelling, concealed in a sleeve (or left at home) when finely dressed (+1 to combat rolls).
A light throwing spear or two if she's expecting trouble (+1 to combat rolls).

Background:

One of Prince Testwe's retinue is a young commoner from an exceptionally rich merchant family. Gunriana De Vanės has been pushed into high society by her father's ambition to improve the standing of their House – his daughter is betrothed to a younger son of powerful (though heavily indebted) Duke, but as her future husband is currently eight years old, she has some time on her hands before settling down to a life of elevated tedium. Her father has pulled more than a few strings to place her in the Prince's entourage, and given her instructions to (1) preserve her virginity; (2) learn how to behave as a lady; (3) keep an eye open for opportunities for profit; and (4) enjoy seeing something of the world. Gunriana does not exactly demur from any of those instructions, though it should be said that she precisely reverses their order of priority.

In truth Gunriana was born about two generations too late. Had she lived in the days when the Vanės clan spent six months a year raiding up and down the coast, and was more concerned with looting and burning trade-ships than investing in them at high rates of interest, a sharp-minded girl born with the hagall rune marked vividly on her left palm would have had but one destiny. She would been put into service of some embittered old crone, and settled with aplomb into the role of barbarian witch, to become the servant and symbol of the dark ladies to be feared and appeased by men of a race that fears nothing and bows to no one. Gunriana's life in these more civilised days is more ambiguous - to be marked so unmistakeably as a daughter of the Fates, and yet also to be obliged to take the part of a refined consort for a civilised aristocrat is perhaps asking too much of anyone. It remains to be seen which path she will ultimately choose.

Rune magic. Gunriana believes that runes cut or cast with her fate-marked left hand are especially strong, but destined to bring at least some measure of grief as the price of their power. She conceals her mark with a glove, and tries to avoid touching anyone with that hand, not only to avoid superstitious hostility, but also because she is more than a little afraid of fully using the darker side of her talents.

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"Perhaps there is poetic beauty in the abstract ideas of justice or fairness, but I doubt if many lawyers are moved by it"

Richard Dawkins

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IngoB

Sentire cum Ecclesia
# 8700

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I was also a bit surprised there (in a crosspost way): I wrote my part in the assumption that you had basically requested the prince to speak up next.

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They’ll have me whipp’d for speaking true; thou’lt have me whipp’d for lying; and sometimes I am whipp’d for holding my peace. - The Fool in King Lear

Posts: 12010 | From: Gone fishing | Registered: Oct 2004  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by Autenrieth Road:
[cross-posted]

I think the rolls are for when Doublethink posts about an *asterisk* task for us. Is that right, DT?

Arabella trusts this guy? Hoo boy, is this going to be interesting :-) . Your wish is my command, illustrious GM.

[Two face]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
Ship's Foolwise Unperson
# 1984

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quote:
Originally posted by IngoB:
I was also a bit surprised there (in a crosspost way): I wrote my part in the assumption that you had basically requested the prince to speak up next.

Sorry that wasn't clear, But your post works fine in context - having been persuaded by Hestor, it is consistent for the Prince to then give the instruction to change course (which is implied by your post.)

[ 06. May 2014, 23:22: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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This is something that will clearly come up a fair bit with the asynchrony, thus far, most story posts allow wiggle room - which is very helpful from that point of view.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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IngoB

Sentire cum Ecclesia
# 8700

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Are rolls always going to be handled like this? I mean, report outcome on meta and then have you (GM) describe the outcome in story? Since we roll ourselves, I could imagine describing the outcome myself. But this might not be the regular procedure, I have no idea.

Would it be helpful to have rolls included in the story thread? For example, now I have to check the meta thread to see what Hart rolled. But if you (or he, if he were to write the outcome) added a tag "{roll: 16}" in the story thread, then I wouldn't have to. However, that would be sort of "story external" and perhaps disturb the narrative flow...

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They’ll have me whipp’d for speaking true; thou’lt have me whipp’d for lying; and sometimes I am whipp’d for holding my peace. - The Fool in King Lear

Posts: 12010 | From: Gone fishing | Registered: Oct 2004  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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I would rather not have numbers on the story thread if we can avoid it.

I would be happy for you to describe the outcome of most rolls. But if you get a ridiculously hard success or ridiculously easy fail, you will need to let me do it.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

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Does it matter that anyone know what was rolled? We're trusting people to roll themselves; I'm fine with simply knowing the described story outcome of their roll, which I would also trust players to describe themselves. (Describe the story outcome, I mean.)

[cross-posted yet again]

[ 06. May 2014, 23:49: Message edited by: Autenrieth Road ]

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

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quote:
Originally posted by Doublethink:
But if you get a ridiculously hard success or ridiculously easy fail, you will need to let me do it.

Why?

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
An die Freude
Shipmate
# 14794

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Because of the special advantages/disadvantages that are supposed to come out of it, I think. The GM can keep those effects balanced and proper to the story.

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"I too am not a bit tamed, I too am untranslatable."
Walt Whitman
Formerly JFH

Posts: 851 | From: Proud Socialist Monarchy of Sweden | Registered: May 2009  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

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I see. Thanks, JFH.

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Ariston
Insane Unicorn
# 10894

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Player Name: Ariston

Character Name: Guardian Jetse Vos, formerly of the Mystery, Fellowship, and Company of Merchant Adventurers in the Canton of Ijzerhaven, Duchy of Joux and Mørkborg Palatinate.

Brief Physical Description:

While not especially tall, Jetse is still an absolute bear of a man, seemingly occupying the whole of any room he walks into. His black hair and moustache are turning grey at the corners, and his face, hands, and arms show the signs of long exposure to the elements, as well as a few fights that could have perhaps gone better for him. Whatever caused that necrotic wound, now a nasty scar, on his left arm couldn't have been even remotely friendly. Yet somehow, through his many campaigns on land, sea, and underground, Jetse survived.

Jetse is generally gruff and curt, sometimes bordering on rude. Being around him is slightly frightening—it's clear that he's watching you, judging your actions, determining how likely you are to attack him, and, if you are fool enough to try, how he's going to make you very much regret it. Something about being around a gruff, heavily armed, hypervigilant, and not especially friendly (ex?) mercenary who seems to be quite capable of landing a blow exactly where it would hurt the most tends to make people shy away

His arms and equipment are as unusual for these parts; perhaps, in the fjords and cold of the far south, they might be more common, but here, their strange design stands out, especially the sun emblem on his breastplate and (you think—it's hard to tell, as battered as it is) the chief of his shield. Why would a soldier from Joux wear that device? Isn't the Duchy supposed to be underground?

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
OK Wits
Good Finesse
Useless Charm
Useless Soul
Excellent Muscles
Good Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)

Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Intimidate (Muscles)
Ride (Wits)
Climb (Finesse)
Weapon Proficiency (Muscles)
Spot Trouble (Vigilance)
Scrounging (Charm)

Perk: The Human Wall—Sometimes, it's good to be an imposing, hulking presence. In any fight, you can choose that all opponents attack you - but the first wound you are dealt has no effect.

Special item / Transformation: Finely Crafted Breastplate. Though battered and repaired, a coat of arms depicting a three-peaked mountain over a field (a plain, or perhaps a lake?), with the same sunburst design in the chief as his shield, is still visible, etched above the front of his right shoulder (-1 to opponents’ attack rolls).

Please list equipment you acquire, with any bonuses it may give…

Halberd (pole weapon, slashing/piercing, hook can be used to disarm or trip opponents, effective against charging and mounted enemies). The blades and haft of this fearsome looking poleaxe are jet black (+1 to combat roll).
Short sword (bladed weapon, slashing). Jetse's sidearm, rather than being straight, has a series of waves in the blade, and, like his halberd, is also black (+1 to combat roll)..
Longbow and 20 arrows (+1 to combat roll).
Shield (wooden). While the arms originally painted on the shield have been mostly obliterated in combat, you can barely make out a sun symbol in the chief.
Helmet. Both the breastplate and helmet are made out of a strange metal that seem more like pale and faded shadows than glittering steel. Or maybe they just need a good polish before the next parade. A really good polish.
Heavy oilskin cloak. Wherever Jetse's been, it doesn't seem like it was especially warm or dry.
Mundane equipment: pack with bedroll, waterskin, cloth sack, flint & steel, whetstone, and nigh-unpalatable dwarf bread of unknown age for very dire emergencies (starvation might be preferable, actually).
Small sun charm
Clay sea-pipe
Leather breeches and gloves
Wearing: sturdy leather boots, puffy breeches.

[ 07. May 2014, 01:56: Message edited by: Ariston ]

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“Therefore, let it be explained that nowhere are the proprieties quite so strictly enforced as in men’s colleges that invite young women guests, especially over-night visitors in the fraternity houses.” Emily Post, 1937.

Posts: 6849 | From: The People's Republic of Balcones | Registered: Jan 2006  |  IP: Logged
An die Freude
Shipmate
# 14794

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Ok, I hope I did this the right way, expressing my action like that - or should I weave it in better with the story? I may be a little too used to Mafia voting requiring absolute clarity. Also not quite sure what will happen as to scavenging. If successful, will the GM select rewards based on how successful the roll was?

Ah well, we'll wait and see. Just as with the consequences of rummaging around in a churchyard.

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"I too am not a bit tamed, I too am untranslatable."
Walt Whitman
Formerly JFH

Posts: 851 | From: Proud Socialist Monarchy of Sweden | Registered: May 2009  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Just remember to star your action (***scavenge***).

Roll please !

In this case could you let me write the outcome post on the story thread, as I need decide what you find if you are successful ...

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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(We seem to be sans Ariston, I know he is very busy, if necessary, I will narrate Jeste.)

[ 07. May 2014, 05:44: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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I believe we have yet to hear from Jetse, Jerthro and Ik.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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Hope this is the place to ask questions-- how well does the party know each other? My inclination is to ask questions about what that weird guy is doing in the graveyard, but if I have traveled with him a while, I would know.

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I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Well, the party ties post gives a rough idea - but I hope that gives some freedom to develop it whichever way you feel will work for your character. Essentially, in terms of moving on the roleplay, all I would ask is that you try - as far as possible given crossposts - to avoid directly contradicting anything previously posted on the story thread by either myself or any other party member.

I don't know how recently Jetse engaged you as a guide, nor how often you have passed graveyards or how much attention you have paid to Miller's exploits previously. Perhaps you have seen him scavenge before but never expected ti see it in a graveyard - perhaps you have no clue.

(And yes, this the right place to ask the question.)

[ 07. May 2014, 06:06: Message edited by: Doublethink ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

Posts: 19219 | From: Erehwon | Registered: Aug 2005  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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OK, I just re-read the party ties post to refresh my memory...

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I cannot expect people to believe “
Jesus loves me, this I know” of they don’t believe “Kelly loves me, this I know.”
Kelly Alves, somewhere around 2003.

Posts: 35076 | From: Pura Californiana | Registered: Mar 2002  |  IP: Logged



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