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Source: (consider it) Thread: Circus: The Dungeon Master's Guild: constructing a Ship- friendly RPG
Kelly Alves

Bunny with an axe
# 2522

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(Page jump and crosspost edit!)

I think hearing would come under straight vigilance. Perhaps take tracking, survival or hunting ?

Doublethink said:
quote:
Totem perk seems good but maybe either +2 weekly, or +1 if you want to be able to use it whenever.

Alternatively, maybe take traditional healing ? You seem quite shamanic soul based magic might be an option - and perk with an animal familiar - perhaps transform ?

What I was imagining was someone like "Radar O' Reilly" who could hear dialogue far off or the sound of an approaching caravan from five miles off. Stuff like that. If that will work with a straight vigilance roll, maybe I'll take "survival" to put my first-aid kit to use.[Edit--OO, I like your "traditional healing" idea better!]

Your totem use options seem fair-- naturally it would seem more useful to me to take the +1 option.

[ 30. April 2014, 19:38: Message edited by: Kelly Alves ]

--------------------
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
Kelly Alves

Bunny with an axe
# 2522

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Also, explain the "transform" option-- I will happily ditch the totem if your idea seems more fun. [Smile]

--------------------
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
Eliab
Shipmate
# 9153

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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:

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


Skills:

Etiquette (Charm) (Behaviour in polite company, and familiarity with the customs of the upper classes)
Stealth (Finesse) (Sneaking, hiding, and minor sleight of hand)
Bluff (Wits) (Getting away with it through verbal dexterity)
Seamanship (Vigilance) (All manner of ship-handling and reading the waves and the weather)
Runelore (Soul) (The use of ancient writing for magic – working charms by cutting runes on wood, stone and flesh, or by finger-charms or tracing in the air)
Healing (Soul) (Mundane healing, boosted by rune-charms and a strong and compelling confidence that the patient will recover. Or sometimes, frustrated by an equally strong conviction that he won't. Fate is like that, and the rune-shaper is ultimately the handmaiden of the Fates, and not their mistress)


Equipment:

Clothes:
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.

Gear:
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.

Weapons:
Scramasax in a plain leather sheath, hung openly across her front when travelling, concealed in a sleeve (or left at home) when finely dressed.
A light throwing spear or two if she's expecting trouble.
(Gunriana has no particular skill or experience with weaponry, she's had a lesson or two, so knows how to hold a knife or throw a spear without disgracing herself, but that's about it)

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.

Perk:

Rune magic. It's entirely up the GM to what degree Gunriana's magic works, or if it works at all (I don't think I even want to know). And that is an entirely separate question from whether the world is one where magic works in general. She is utterly convinced that it does work, and her faith in her power is contagious. 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.

--------------------
"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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An die Freude
Shipmate
# 14794

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Character Name: 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 suit, surrounded by a dust cloud.

Potentials:

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


Skills

▪ Survival/Cooking (Wits)
▪ Repair (Finesse)
▪ Light Weapon (Muscle) (Preferably toothpick or whiskey bottle, but anything goes.)
▪ Toothpick Takeover (Wits) - Can take control of many flying vehicles and creatures when armed with a toothpick. (Or is this more of a perk?)
▪ Bluff (Charm)
▪ Scrounger (Charm)

Initial Perk:
▪ Dutch Courage - Can consume liquor if in possession of it to gain -1 Charm, -1 Vigilance, +2 Muscles for 2 turns.

Gear:

▪ Plain brown suit.
▪ Toothpick, Swiss Army version.
▪ The Blues.
▪ 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.


(This is the 20 point version. Feel free to come with critique, this is the first time I've done this and I'm not too sure of how this would play out - not even sure I've got the rules right, but let me know if I get it completely wrong!)

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

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Banner Lady
Ship's Ensign
# 10505

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Ok. This is a first stab at doing this - please point out where things need work, as I'm not sure how this character would fare in a game.


Character Name: Crazy Clawdine

Brief Physical Description:

A troll of a 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:

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

Skills/Attributes:

(Vigilance) Able to accurately predict the presence of water nearby; in the ground/ in the atmosphere/ or in the barkeep’s supposedly untampered with whiskey kegs.

(Soul) Able to heal/grow/restore anything that has withered. She can “call” water.

(Muscles) She moves –flows- surprisingly swiftly. But the sight of blood makes her throw back her head and howl, and causes immediate immobility.

(Charm) A compliment turns her into a tall, leggy, well endowed and fast young woman, with blonde hair and a need to run naked through water.
Sadly she hears few compliments. A curse quickly turns her back into Crazy Clawdine. Several insults hurled together at her may cause extreme volatility in her bodily functions, or in the atmosphere around her, depending on the roll of the die, and if she chooses to hear what is being said.

Equipment:
Divining Rod (this may also be used as a weapon)
Her distinctive blue teepee

Perks: Selective hearing. While Crazy Claudine’s eyes seldom miss anything, she can choose not to hear what is being said to her.

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

Posts: 7080 | From: Canberra Australia | Registered: Oct 2005  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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Hot damn, a crone! [Yipee]

Maybe you can mentor Brandon.

--------------------
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
Banner Lady
Ship's Ensign
# 10505

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Brandon is welcome to park his bedroll outside Clawdine's teepee.

But where are we? It strikes me that we either have a few characters from the Wild West travelling through a Transylvanian countryside, or a bunch of court followers rattling through some American backwoods.

Is this where the GM needs to set a few parameters re landscape?

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

Posts: 7080 | From: Canberra Australia | Registered: Oct 2005  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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I was noticing the same thing.

My kid is pretty adaptable -- his backstory (which I forgot to write) is that he was a squire for a really narcissistic titled person (hence his allergy to charm) and ran away to make his own fortune. The titled person could easily be an old west Eastern Railroad baron/ old- money type, which would make him a farm hand or something, or can be a '30's speakeasy owner, making him a bus boy. I'm sure we can sort that out with the GM.

--------------------
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, I think all these characters are plausable - but some specific tweaks. Clawdine is fab, but the skills listed are really perks I think.

We have one thief - my test character - one aristocrat, one drunk, and three magic users. So I think a magic setting is necessary. (Discard thief if you would like me to GM.)

For a party to work well it is usually a good idea to have a mix of functions. So if we were to tweak with this in mind ...

Testwe is basically Face, the diplomat of the team. He needs to tweak to the 18 point buy we have discussed. Pick an appropriate magic item, pick a perk - I love "always their fault". This needs to be operationalised somehow, perhaps +1 to bluff rolls when trying to get someone to reverse a previous decisions (other suggestions welcome.). You can roleplay his distrust of smarm, will make an interesting dynamic with the prince.

Then you need a skills list - I would suggest such things as reputation - you can do the "do you know who I am" thing to get access to places, stuff people etc, imperious intimidation, horsemanship etc

Brandon is an animal mage / tracker type. He needs tweaking to an 18 point buy. A magic item - could be your totem. Perk - you could have extra special hearing but I think it would have limited narrative value. A transform perk would allow you to become your totem animal x1 per week, by switching your best stat with your muscles stat - and being a bear ! He would benefit from maybe having stealth as a skill but it is not a must. We don't really have a resist mechanic, would be complex to add in, so I would drop resist charm.

This would help the team build as you are light on fighters.

Gunriana is a mage, rune magic works. So is not needed as a perk. Skills are fine. So you need a magic item, could the dagger maybe magical gives +1 and if thrown returns to hand ? A fun perk might be to have the weather mirror Guriana's mood, giving an opponent -1 to a roll x1 a week (difficult to see in a thunder storm.). Also a role as a party healer.

Stone Miller needs to be tweaked to an 18 point build. I don't think you can have toothpick take over as a skill - too powerful, you can steal a dragon with that ! Dutch courage is fine as a perk but x1 per week. Eseentially he is the teams strongest fighter.

I suggest scavenge as a skill, can find small useful stuff and make useful mundane items. E.g dives into the town dump and comes back with bits he makes into a new outfit or a bed roll, or a torch etc.

Thematically it would help if Stone worse grimy trousers and a jerkin - or grimy robes. I am thinking that it is pretty much possible to fit all these characters into a sort of late medieval / renaissance tech level.

I think Clawdine is a point short of her 18 point buy. If so, maybe up soul.

Your skills are mostly perk like, or things that you would roleplay. So lets think. You can have the perk Call water, allowing you to sense water at all times and x1 per week can cause something withered to grow.

Instead of a magic item, you can have a transform, where your finesse and vigilance stats swap and you turn into a young naked woman. You can trigger it x1 per week in a situation where you have received a compliment - but if you are talking to yourself you can choose to compliment yourself, provided you roleplay a convincing reason.

Skill wise, I suggest stealth (finesse) in your form as a young woman you maybe a good thief or spy. Light weapon (muscles), find hidden (vigilance), spot deception (vigilance), survival (soul), and some other soul based skill.

Would you consider a blue gypsy tent rather than a tepee ?

[ 01. May 2014, 19:21: Message edited by: Doublethink ]

--------------------
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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Arrrghh, the bit about roleplaying allergy to smarm was meant for Brandon.

Also, you don't all have to be human - Clawdine can be a troll if you like.

--------------------
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
IngoB

Sentire cum Ecclesia
# 8700

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First, great idea, I'd love to try this, whatever it may end up being.

Second, here's an idea for dealing with online turn-lag: why don't you allow, or indeed require, *communal* characters?

Of course, there would have to be enough interest, but it also may help in keeping the number of actors in the story small and consequently the headaches of the GM at below migraine level.

Say you require a minimum of three character controllers, and allow a maximum of seven. And say you get an average of five. Then we could have 25 Shipmates engaged in playing, but there would be only 5 characters acting in the game world.

Turn taking would consequently be sped up by a factor of five (more or less). Basically, whenever one of the controllers logs in, he can post the next move of the shared character. The other controllers of the same character then will have to deal with the outcome of that move, of course. The game character proceeds through the story as normal, it's just that more than one person can control it.

I think such communal characters could be a lot of fun. I'd expect that typically the group that is controlling one character stays more or less stable. But it would fairly easy to cope with someone going for a holiday, for example. And indeed, this could be a cool way of phasing in new players. Just put them in a group with experienced players, so that they can ease in at their own pace without slowing down the game.

Of course, occasionally one would get "cross-commands" as two controllers both try to post the next move. But I'd expect that to be relatively rare. And as far as the GM is concerned, the actual posting order determined the move: whoever was first in the thread gets the move.

--------------------
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
Jay-Emm
Shipmate
# 11411

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Ok modified

Character Name: Prince Testwe Rakta

Weak(2) Rank Wits
Good(4) Rank Finesse
Excellent(5)Rank Charm
Ok(3) Rank Soul
Useless(1) Rank Muscles
Ok(3) Rank Vigilance

Night-watchperson (vigilence) Testwe is a better watchperson than expected at night as he can't sleep in 'rough' conditions
Reputation (finesse) skilled at conversations with those deferential to royalty (or otherwise affected by 'pulling rank')
Conversationalist (charm) skilled at broaching conversations with the most unlikely people in the most unlikely situations who may say more than they mean
Regal-Hunting (soul) riding horses is obvious royal training and is slightly better with royal birds than expected (can't do the boring stuff, though)
Fencing (finesse) more skilled at fighting when dealing with people who fght according to 'rules'

Perk
Always their fault.
Not sure how to operate yet,

Please list equipment you acquire, with any bonuses it may give.
(if can start with stuff)
Princely fine rapier
Flute
Spinning thing

Other notes:

At the beginning he hasn't learnt the dangers of the real world and has unrealistic expectations.
Thus giving a chance to confirm that things work ok (and he loses when he should), but he will learn quickly (before it gets boring)

The parody backstory is to be taken as more metaphorical, to match a more serious fantasy.
Rather than the original attempt to exploit cliches to justify silly (exploratory) behaviour, while trying to satarise the cliches.
Will try to keep the interesting traits, but add aspects of the 'Face' prism.

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Banner Lady
Ship's Ensign
# 10505

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I vote for Doublethink as GM for the test run.

Happy for Clawdine to have a blue Gypsy tent or caravan. That makes her much more adaptable. If she is a troll, or can turn into one, does that affect her strength/defence capabilities? It would mean she is more like 3 people in one; so I'm assuming this would provide a lot of variables in a game.

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

Posts: 7080 | From: Canberra Australia | Registered: Oct 2005  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

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Arabella Adventurer floats by. She has a few carefully honed skills: the ability to go in and out of places, navigate by cardinal directions, take and drop objects. She can dodge dwarf-thrown axes with a middling success rate. She knows how to map a maze of twisty little passages all different, and also a maze of twisty little passages all alike. She knows the secret signs of xyzzy and plugh. She knows that past the cave entrance the stream empties through a four-inch grate, and also that try as you might, you can't fit through a four-inch grate. She thinks the mirror above Mirror Canyon should have some actual use besides futilely showing you your reflection in a mystifying but purposeless manner.

She doesn't know how to reliably get out of Wit's End, and has far too much experience confirming that the more you struggle there, the more you'll stay stuck.

She has never met a Dragon in her Cave, and furthermore a Cave is not a Dungeon. So she thinks she'll watch the other characters before trying it for herself.

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

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

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Hang on, I've been cooking up a character, he'll be ready before too long—we need a good and burly meat shield, and there's one on its way, once things calm down for, you know, five seconds.

--------------------
“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
Banner Lady
Ship's Ensign
# 10505

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I really like IngoB's idea of communal characters in that being in a separate time zone from most other players (if not all) I could create an action with my own character as the central proponent but move all the others about.

There would have to be a few rules about that, I guess.

But I do like the randomness this would inject into the game. I like the thought of logging out with Clawdine happily chugging ale at the inn, and then logging in to find her trundling along in a prison cart on the way to Castle Harshness. Could make it most interesting.

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

Posts: 7080 | From: Canberra Australia | Registered: Oct 2005  |  IP: Logged
Kelly Alves

Bunny with an axe
# 2522

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The communal idea is really intriguing, and would indeed help the pace along.

--------------------
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
An die Freude
Shipmate
# 14794

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As for communal characters, it's an interesting idea and should we get say, more than ten people signing up it might be worth taking a look into. As for me and as for the test round, I think I'd prefer starting out with controlling my own character though.
quote:
Originally posted by Doublethink:
Stone Miller needs to be tweaked to an 18 point build. I don't think you can have toothpick take over as a skill - too powerful, you can steal a dragon with that ! Dutch courage is fine as a perk but x1 per week. Eseentially he is the teams strongest fighter.

I suggest scavenge as a skill, can find small useful stuff and make useful mundane items. E.g dives into the town dump and comes back with bits he makes into a new outfit or a bed roll, or a torch etc.

Thematically it would help if Stone worse grimy trousers and a jerkin - or grimy robes. I am thinking that it is pretty much possible to fit all these characters into a sort of late medieval / renaissance tech level.

Hmm... Dang it, I wanted the group to have a hobo as its face... But that's ok, I wasn't too sure what to make of him. I still sort of am not, given that Ariston just volunteered to provide us with a fighter/meat shield. I'll remove toothpick takeover and replace it with something else. (Just remember, children, to always fear swarthy men with toothpicks on airplanes!) I might also add a "scrounging cannot be denied" perk if Stone is not to be a fighter. But I'll rethink and rewrite as I read and think about what Ariston's character will do for the group dynamics.

Also, Stone is not a drunk, nor a tramp. He's a ...
(one long stroke on a blues lute is heard, followed by four quick ones)
Highway Child. [Biased]

--------------------
"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
Kelly Alves

Bunny with an axe
# 2522

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Jack Kerouac, in other words? [Big Grin]

I agree that I prefer to do the test run with our own characters, and see how the numbers pan out to see if communal characters are workable.

--------------------
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
Banner Lady
Ship's Ensign
# 10505

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The GM may need to do a bit of hand-holding for those of us who have never played a D&D style game before.

Eg: I would appreciate it if the GM took the character idea I had and did the appropriate points & skills allocation as I am somewhat confused about what constitutes vigilance (Eliab can have seafaring and see the weather accurately but I can't see water in the atmosphere because that is a perk - these are nuances of the game set up I obviously don't get yet).

I suspect Aunterieth Road is the same.

And can I just say that this will go down in the annals of SF history as the day BL was given permission by a host to be a troll! [Killing me]

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

Posts: 7080 | From: Canberra Australia | Registered: Oct 2005  |  IP: Logged
Ariston
Insane Unicorn
# 10894

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

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 mustache 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.

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?

Stats:
Useless charm
Useless wits
Okay soul (I'm assuming "soul" is something like wisdom, horse sense, instinct, or internal fortitude, rather than something like a mystical connection to the Beyond—Jetse is not a magic user of any kind)
Good finesse
Good vigilance
Excellent muscles
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

Notable Equipment
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.
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.
Longbow and 20 arrows
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.
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.
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.

Skills
Transport (wit): working as an escort on merchant convoys has given Jetse some ability to pilot, if not navigate or command, boats and small ships; drive carts and pack animals, and, in a pinch, kinda ride them; and pack, load, and unload goods. Now, if he could only remember what he heard belowdecks…
(While Jetse can do these things, and do them well, thanks to his low wit score, he can't do anything that's too complicated. Piloting a riverboat or steering a small ship while someone else navigates and gives orders, sure; warships and ocean-crossing cargo vessels, no. Riding a well-trained horse to war or even, if it's a good one, in battle is fine; handling a spooked horse while fighting is out of the question)

Cover (finesse): having fought in so many environments and situations has given Jetse a knack for using whatever advantage he can gain from wherever he might find himself. When defending—and when he has the initiative—in those cases where Jetse might normally gain a bonus from terrain, cover, or concealment, he gains a small (+2 in D&Dspeak) additional bonus.

Climb (finesse): whether it be a ship's rigging, a tree, or a rockfall in a cave, Guardian Vos has had to get up it. In armor. With his weapons. While it was moving. And under attack. At this point, he's kind of good at it.

Fortitude (muscle): when you've been beaten up as often as he has, you kinda learn to ignore it. While damage still happens, the tangential, non-physical effects of that damage (e.g., being distracted by pain) are lessened.

Alertness (vigilance): our good Guardian is always looking around, always assessing threats, and always has a plan to kill everyone he meets. All else being equal, he'll draw first.

The Human Wall (muscle): sometimes, it's good to be an imposing, hulking Presence. In exchange for staying put and planting himself in one spot (i.e., as a full-round action), Jetse gains a small, but not insignificant, defensive bonus (+3 or 4) and enemies can't pass within five feet of him without getting the absolute living snot beat out of them. Trying to charge past him while he's planted like this (and, especially, able to take advantage of the environment) is a good way to find yourself on the spiky end of the halberd.

[ 02. May 2014, 05:48: 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
Kelly Alves

Bunny with an axe
# 2522

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Got enough equipment there, Brian? [Big Grin]

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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.

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Doublethink.
Ship's Foolwise Unperson
# 1984

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I'll will do a tweak of Clawdine tonight.

I realise the perks vs skills thing is causing a little confusion. We do not have a master list of skills or perks, so people have to suggest their own and then negotiate with the GM. In that negotiation the.GM is having to think about the overall balance of the character, the party and likely effects on gameplay. E.g toothpick takeover looks fine till you think through combat in a magical universe - then it starts to look world bendingly powerful.

Perks are quite a unique thing to that individual. Skills are intended to be things that given the right opportunities, anyone could have learned. Skills do not add bonuses to your rolls (which they would in D&D).

What a skill does, is mean you can attempt a skilled task - like healing - without it being ridiculously hard.

Perks add a bonus to a roll, or opportunity for a special effect.

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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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quote:
Originally posted by Jay-Emm:
Ok modified

Character Name: Prince Testwe Rakta

Weak(2) Rank Wits
Good(4) Rank Finesse
Excellent(5)Rank Charm
Ok(3) Rank Soul
Useless(1) Rank Muscles
Ok(3) Rank Vigilance

Night-watchperson (vigilence) Testwe is a better watchperson than expected at night as he can't sleep in 'rough' conditions
Reputation (finesse) skilled at conversations with those deferential to royalty (or otherwise affected by 'pulling rank')
Conversationalist (charm) skilled at broaching conversations with the most unlikely people in the most unlikely situations who may say more than they mean
Regal-Hunting (soul) riding horses is obvious royal training and is slightly better with royal birds than expected (can't do the boring stuff, though)
Fencing (finesse) more skilled at fighting when dealing with people who fght according to 'rules'

Perk
Always their fault.
Not sure how to operate yet,

Please list equipment you acquire, with any bonuses it may give.
(if can start with stuff)
Princely fine rapier
Flute
Spinning thing

Other notes:

At the beginning he hasn't learnt the dangers of the real world and has unrealistic expectations.
Thus giving a chance to confirm that things work ok (and he loses when he should), but he will learn quickly (before it gets boring)

The parody backstory is to be taken as more metaphorical, to match a more serious fantasy.
Rather than the original attempt to exploit cliches to justify silly (exploratory) behaviour, while trying to satarise the cliches.
Will try to keep the interesting traits, but add aspects of the 'Face' prism.

OK, you don't need conversationalist - basic charm will do that for you. Night-watchman is clearly important to your character, but it isn't a skill. Take that as your perk instead of always their fault. It will give you +1 to vigilance rolls made at night.

You need a magic item - I suggest a bag of holding. (See description earlier in the thread). You might have a ridiculously large number of princely outfits in it but nothing of practical use to start with.

This leaves you with 3 skills to pick. Why not wait till some of the characters are finalised, I will then do a list of all the skills the party has available to it, and we can see if there is anything we definitely need. If not - to go with your character concept - you could have credit, flower arranging and courtly poetry.

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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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quote:
Originally posted by Ariston:
Guardian Jetse Vos, formerly of the Mystery, Fellowship, and Company of Merchant Adventurers in the Canton of Ijzerhaven, Duchy of Joux and Mørkborg Palatinate.

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 mustache 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.

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?

Stats:
Useless charm
Useless wits
Okay soul (I'm assuming "soul" is something like wisdom, horse sense, instinct, or internal fortitude, rather than something like a mystical connection to the Beyond—Jetse is not a magic user of any kind)
Good finesse
Good vigilance
Excellent muscles
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

Notable Equipment
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.
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.
Longbow and 20 arrows
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.
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.
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.

Skills
Transport (wit): working as an escort on merchant convoys has given Jetse some ability to pilot, if not navigate or command, boats and small ships; drive carts and pack animals, and, in a pinch, kinda ride them; and pack, load, and unload goods. Now, if he could only remember what he heard belowdecks…
(While Jetse can do these things, and do them well, thanks to his low wit score, he can't do anything that's too complicated. Piloting a riverboat or steering a small ship while someone else navigates and gives orders, sure; warships and ocean-crossing cargo vessels, no. Riding a well-trained horse to war or even, if it's a good one, in battle is fine; handling a spooked horse while fighting is out of the question)

Cover (finesse): having fought in so many environments and situations has given Jetse a knack for using whatever advantage he can gain from wherever he might find himself. When defending—and when he has the initiative—in those cases where Jetse might normally gain a bonus from terrain, cover, or concealment, he gains a small (+2 in D&Dspeak) additional bonus.

Climb (finesse): whether it be a ship's rigging, a tree, or a rockfall in a cave, Guardian Vos has had to get up it. In armor. With his weapons. While it was moving. And under attack. At this point, he's kind of good at it.

Fortitude (muscle): when you've been beaten up as often as he has, you kinda learn to ignore it. While damage still happens, the tangential, non-physical effects of that damage (e.g., being distracted by pain) are lessened.

Alertness (vigilance): our good Guardian is always looking around, always assessing threats, and always has a plan to kill everyone he meets. All else being equal, he'll draw first.

The Human Wall (muscle): sometimes, it's good to be an imposing, hulking Presence. In exchange for staying put and planting himself in one spot (i.e., as a full-round action), Jetse gains a small, but not insignificant, defensive bonus (+3 or 4) and enemies can't pass within five feet of him without getting the absolute living snot beat out of them. Trying to charge past him while he's planted like this (and, especially, able to take advantage of the environment) is a good way to find yourself on the spiky end of the halberd.

OMG !

Firstly, pls see comment above about skills & perks - secondly, do you think it might help to have some skills related to weapons ?

We can work out human wall as a perk.

Ditch cover as a skill, combat mechanic is too simple to implement that. Fortitude might something we work into the human wall perk - but it is not a skill. You don't need alertness, that is covered by basic vigilance. Transport is a bit too broad, we have a seafarer already, perhaps animal transport.

--------------------
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
An die Freude
Shipmate
# 14794

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Tried to make a brief compilation of the characters so far. It's based on stats seen, but the skills appear to be in question still for plenty of us. I have not yet included Stone Miller, because I'm still working him out.
Gunriana de Vanes (ELIAB)

Good Wits 4
OK Finesse 3
OK Charm 3
Excellent Soul 5
Weak Muscles 2
OK Vigilance 3

Etiquette (Charm)
Stealth (Finesse)
Bluff (Wits)
Seamanship (Vigilance)
Runelore (Soul)
Healing (Soul)

Perk: Rune Magic


Prince Testwe Rakta (JAY-EMM)

Weak Wits 2
Good Finesse 4
Excellent Charm 5
OK Soul 3
Useless Muscles 1
OK Vigilance 1

Night-watchperson (vigilence)
Reputation (finesse)
Conversationalist (charm)
Regal-Hunting (soul)
Fencing (finesse)

Perk:
Always their fault.


Guardian Jetse Vos (ARISTON)

Useless Wits 1
Good Finesse 4
Useless Charm 1
OK Soul 3
Excellent Muscles 5
Good Vigilance 4

Transport (wit)
Cover (finesse)
Climb (finesse)
Fortitude (muscle)
Alertness (vigilance)
The Human Wall (muscle)

Perk: Human Wall


Brandon Covey (KELLY ALVES)

OK Wits 3
Weak Finesse 2
Weak Charm 2
Excellent Soul 5
Good Muscles 4
Good Vigilance 4

Perk: Transform


Crazy Clawdine (BANNER LADY)

Weak Wits 2
Useless Finesse 1
Weak Charm 2
Good Soul 4
OK Muscles 3
Excellent Vigilance 5

--------------------
"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
An die Freude
Shipmate
# 14794

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Here's a list how we're ranking up at strengths. I've included 4+ points, or in some cases whoever was second if only one person has 4+ in that.

Wits:
Gunriana/Eliab (4)
Brandon/Kelly Alves(3)

Finesse:
Guardian Jetse/Ariston (4)
Prince Testwe/Jay-Emm (4)

Charm:
Prince Testwe/Jay-Emm (5)
Gunriana/Eliab (3)

Soul:
Gunriana/Eliab (5)
Brandon/Kelly Alves(5)
Clawdine/Banner Lady (4)

Muscles:
Guardian Jetse/Ariston (5)
Brandon/Kelly Alves(4)

Vigilance:
Clawdine/Banner Lady (5)
Brandon/Kelly Alves (4)
Guardian Jetse/Ariston (4)

A bit of analysis:
To begin with, these things are subject to change as Gunriana (Eliab), Clawdine (Banner Lady) and Stone (JFH) are updated.

Furthermore, good at vigilance and soul, a bit low on charm and finesse and seriously understaffed at the intellectual compartment. Nice, for a change. If people want to join, this would be a nice role to take up. I've seen a couple of posters above in this thread who I'm sure would do a great job "acting". (Gwai, IngoB, Autenrieth Road, without mentioning or passing over other posters, I'd like to take this chance to subtly throw glances your ways*.)

As for Stone, I'm thinking of boosting him up as a secondary in Charm, and a specialist at Finesse. I'm thinking he's a tinkering, possibly even crafting rambler with "a fondness for living on the cheap", as well as of course for sweet, sweet wine (replace with whatever alcohol you come across when the urge gets stronger).

*Plural S added to sooth sensitive editor eyes. [Biased]

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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
Gwai
Shipmate
# 11076

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Thanks for the poke, JFH. I will see if I can get a character together today.

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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.


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Dafyd
Shipmate
# 5549

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I admit I've got a bit lost as to what kind of setting we're looking at. Generic fantasy-ish?
I'll see if I can work out a character over the next thirty-six hours.

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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
An die Freude
Shipmate
# 14794

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I think Doublethink suggested some sort of mediaeval/renaissance tech level. Magic Kingdom seemed to be the most popular choice of magical level in the poll thread. It seems to me to be very open, but yeah, so far most have gone for the fantasy-direction so it seems that's where we're headed. Not least because there might be dragons to take over which seemed to powerful a power to place in the hands of the town drunk. [Biased]

--------------------
"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
Adam.

Like as the
# 4991

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This looks fascinating. I've been a bit busy over the last couple of weeks, so deliberately didn't post on this thread (though I did vote in the poll). I can draft out a character over the weekend too. I've never done DnD or anything really similar (Bloodbowl is the closest I came). Looking over JFH's list of strengths (which was very helpful), it seems we're short on wits and charm. So, I'm going to try a cup bearer, court functionary who has some notional ceremonial role to do with banquets but really schemes, advizes and pulls strings behind the scenes. (This was a real thing in Ancient Assyria, which I know isn't our setting).

I won't be able to get to it before this evening (EDT) at the earliest, so if anyone has any initial input, guidance or howls of disapproval, they'd be appreciated!

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Ave Crux, Spes Unica!
Preaching blog

Posts: 8164 | From: Notre Dame, IN | Registered: Sep 2003  |  IP: Logged
An die Freude
Shipmate
# 14794

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I don't think we're getting started until the weekend is over, not that I know of at least. I don't know if anyone knows or steers which stage we're in. I suppose we could try to start the test run sometime next week if we want to and if everyone's ok with it. Also, I get the idea that it wouldn't be that difficult to add in new folks or have old ones take a vacation or so, as soon as we're not in the middle of a battle. Just have a new person apply to the GM who'll have us come across the new member or a reason for a character to take a leave. (Loud cheers are heard from the hosts at the thought of yet another everlasting role-playing thread...)

I'll try to post a re-worked Stone Miller tonight. Also, my idea of this is that part of the fun can lie in overcoming difficulties through various solutions, and should we be a little on the short side on one of the character traits, that could well be part of the difficulties we could enjoy getting around. So we have only one fighter but armies coming from two directions? Send out the prince with a parley flag to one of them and have them apologise - while the mages load up their fireball spells of course!

My point in short: don't feel forced to take one role for the sake of the team, but do what you want. How we work together in and around the consequences of that is the best part of the game. [Yipee]

--------------------
"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
IngoB

Sentire cum Ecclesia
# 8700

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I'm still confused about the whole character sheet thing. The guidance on what means what is sort of dispersed across multiple posts and individual comments. Here's what I would like to see:
  1. A concise description of the various "potentials", and what they are typically good for. Stuff like "finesse" is close to meaningless to me (hold your puns [Razz] ). If I want to open a lock, does that require "finesse"? If I want to woo a lady, does that require "finesse"? If I want to pull off a difficult spell, does that require "finesse"? If I want to fence rather than bludgeon, does that require "finesse"? Only "Charm" is somewhat clear to me, and that mostly because it is a "traditional" trait and I assume that it would have impact as usual. Even "Muscle" could mean different things (does a ballet dancer have 5 Muscle?). Without a better idea what I need "potentials" for, I cannot tailor the point distribution to the character that I'm building. (Are we by the way distributing 20 or 18 points?)
  2. To invent our own skills seems like too much of an invitation to go nuts. This needs a lot balancing, which tends to be hard (and to some extent depends on the environment in which the adventure will happen). I suggest instead that most skills should be assigned implicitly by "class". If I make my character a wizard then this should mean to the GM that I'm better at wizard stuff than say a thief, even if I didn't specify the specific skill needed. For example, we find an ancient tome. Who gets to read it? If I am the wizard of the group, then it should be logical that I should try to decipher it. Whereas our druid should not be the go to guy, because he doesn't do books much. But the druid may well have the same "Wit" and "Soul" stats, and we both may not have thought of including "reading ancient books" as skill. So we would be equal in terms of the game mechanics. But that makes no sense at all. Given a class system, both the group and the GM can quickly figure out who is the logical choices for a certain task. This would also much simplify the initial character development, instead of inventing all sorts unbalanced skills we simply pick a class.
  3. Special gear, perks and special skills: I suggest everybody gets one, and only one, at least to start with. Decide whether you want a super-weapon, an extraordinary buff or an incredible skill. Pick one. Then negotiate that with the GM (Doublethink) for balance. Nothing stops characters from picking up extra gear, perks or skills in the game. You raid the ruins of Ashrgoth and find the Hammer of Doom. You save a wood spirit and get the perk "bark skin" as defensive buff. You stay up late in the tavern and learn how to cheat almost everybody out of some money with a card game. Fine, that's all game-internal, it develops out of the story and since it will be provided by the GM it will be in tune with the environment and balanced. But I don't think we should all start out as fantastic heroes. We should start out humble, and grow more powerful as we go along...
  4. There's no guidance on available races and their interactions with the various powers available in the game. Is it purely ornamental whether I declare myself to be human, orc, elf, gnome, goblin, dwarf, troll, what have you? Or is a troll warrior consistently going to beat a gnome warrior? Does an elvish ranger have keener sight than a dwarven one? Does an orc have the innate ability to eat tainted food without getting poisoned? Etc.
In short, I think we should not overload the character creation with creativity as far as powers and stuff goes (creative descriptions is a different thing entirely). I think it would be better to have that clear and simple, and let the complexity grow within the game. And we could off-load some of individual mods on choosing a class / race.

[ 02. May 2014, 15:12: Message edited by: IngoB ]

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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
Gwai
Shipmate
# 11076

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Still thinking about two more skills, but maybe I'll have ideas once I see what doublethink thinks of this anyway.

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 20 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.)

Skill (potential)

Power Through (muscles ) One of Jerthro's main strengths and at the same time weaknesses is his confidence that he can he can power through whatever he needs to power through. Climb a cliff even though he's never done anything like? He'll power through it better than a sensible soul would expect. Fix that sensitive machine? It'll probably need to be fixed after he's done powering through it! (In other words, he's very good at using his muscles to "fix" a problem.

Scouting (vigilance) "How about I go check what is coming up? It'll be fun! I'll be back before breakfast."

Calm (charm) Jerthro has a way of annoying some people, but usually he can calm people down too. He's friendly, and self-deprecating in a way that tends to remind people he's young, foolish, and exceedingly forgivable.

Infatiguable (Soul) Jerthro may not be experienced, but he tends to keep going very well. By the time Jerthro gives up exhausted, most sane people sat down to rest hours ago.

Slot 6 (tied potential)

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

Leather armour kit -- Looking at the size and the way it fits Jerthro, one suspects he inherited it from his dad.

(Would it be possible for this to be magical in some small way, but have Jerthro not know that?)

Sword and dagger -- 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?

Perk: Energetic Confidence Jerthro tends to be excited about a new adventure, whether it be a fight or a task, and when he is excited he tends to infect everyone with his cheerful confidence. *

*Doublethink, how should this work mechanics-wise?

--------------------
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
An die Freude
Shipmate
# 14794

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Good points with a lot of thought and plenty of logic behind them, IngoB. I think I've commented enough on the concepts without Doublethink confirming anything, so I'll stick to a single line as a comment:
You say "go nuts" as if it's a bad thing. [Biased]

Others, feel free to argue/think whatever you like. I would stop you, but Stone just spotted this really interesting bottle which looks like it might just have some firewater left in it, a theory which we shall now investigate by putting it to the test.

I'll also throw in a quick explanation of what aspects I think the potentials refer to, more or less, using other common tag words:
- Wits/Intelligence/Strategic insight/Learning capacity
- Finesse/Dexterity/Agility/Precision handwork
- Charm/Charisma/Social capacity/Speak
- Soul/Magical ability/Spiritual strength (not sure here)
- Muscles/Physique/Constitution/Strength/Melee Combat
- Vigilance/Perception ability/Sensing capacity
Personally, I think of Fallout's S.P.E.C.I.A.L. system but put Strength and Endurance as one, Muscles.

I also wouldn't expect anything but creativity from the SoF folks, but also a willingness to live up to that when the capricious but competent DM/GM calls us out on it. I see God's likeness in the GM; I think she will judge us according to ability and demand more from those who have been given or taken more. I trust her abilities to make those calls until proven wrong. I also trust her to overrule logics as befits the general enjoyment. Finally, my perception is that whereas difficult, most people enjoy the free creativity at present. If it doesn't float, we'll rebuild it. This is a ship, not an Ark. [Biased]

Also, what kind of monks in what kind of monastery produces punch that tastes of goat urine!?!?

[ 02. May 2014, 15:54: Message edited by: JFH ]

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

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Gwai
Shipmate
# 11076

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Re finesse, doublethink confirmed somewhere on page 2 that it is like dexterity, so I think JFH's read on it is correct.

(Dude, Stone, pass the bottle. That smells like some great stuff my friends and I had way back when!)

--------------------
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.


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An die Freude
Shipmate
# 14794

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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:
▪ OK Wits 3
▪ Excellent Finesse 5
▪ Good Charm 4
▪ Useless Soul 1
▪ OK Muscles 3
▪ Weak Vigilance 2

Skills:
▪ Survival/Cooking (Wits)
▪ Repair (Finesse)
▪ Light Weapon (Muscles) (Preferably toothpick or whiskey bottle, but anything goes.)
▪ Scavenging (Vigilance)
▪ Crafting (Finesse)
▪ Scrounging (Charm)

Initial Perk:
▪ Dutch Courage - Can consume liquor if in possession of it to gain -1 Charm, -1 Wits, +2 Muscles for 1 week.

Gear:
▪ 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 or something appropriate)

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
Doublethink.
Ship's Foolwise Unperson
# 1984

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Editing fail:

I think the idea of communal running of characters is well worth considering - but not for the test run.

JFH is right about the potentials description.

It is 18 point buy for the 6 potentials, + 1 perk, + 1 magic/special item/transform and + 6 skills. Transforms work by switching two stats and roleplay. Almost all perks will work by adding a plus to a roll. Perks are unique individual traits, skills are something you learn (and potentially anyone with the right opportunities could learn.) Also, vigilance is the stat used to determine the order of turns in combat or if you get to surprise someone - it is not a roll. Races are ornamental, at Kelly's request, I am aware that some feel that racial biases can be an issue that bleeds over too much into the real world. This means characteristics are toned down, Clawdine as a troll may not like the sun, cover up a lot in daytime and grumble - but she is not going to turn to stone. we ar enot building weaknesses into the mechanic of the system, but you can roleplay them as appropriate. Not everything needs to be defined by the stats.

What is acceptable as a perk, and how frequently you can use it is primarily a game balance issue.

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

Weapons will add a + to you combat roll, GM will specify.

Whilst I respect the points IngoB is making about character classes and skills lists, we are trying to make a simple system in which most things can be resolved through roleplay or a single d20 roll. If we something too complex it is going to be very difficult for anyone, bar those who participate in this original thread, to get involved.

We are hoping, I think to create a system we can reuse for threads in the future, with different players, different GMs and different settings. Ideally we want to reach a point in which we are going to have rules simple enough for a single OP. & a single character sheet OP.

For this reason I see the potentially infinitie variety of skills and perks, and the negotiation with the GM in character creation, as a feature not a bug.

The suggestion of late medieval / renaissance tech level plus magic setting - was derived by looking at what players generated and seeing what setting might best accomodate all of them - whilst doing the least violence to each character concept. I have assumed people have generated people they really would like to play. It is obviously not a perfect fit (sorry Miller !) but I hope it is reasonably close.

If information is crucial to the plot, and no one can read ancient scrolls, I will present that information with a different narrative device. Or create a situation in which the characters could find an interesting work around (perhaps they go bribe another wizard to read it for them and then have Clawdine just check the translation he is giving is honest ...)

Ideally, when we run, I'd like the narratives on the main thread to be number free with just the qualitative descriptions starred - getting the door open will be *hard*, the prince's most *excellent* charm immediately wins over the barkeep etc - so it reads like a shared story.

With the mechanic discussions etc on a separate thread. And everyone is being trusted to roll their own.

Please could a kindly host delete the one above.

[ 02. May 2014, 19:53: Message edited by: Doublethink ]

--------------------
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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(done--K.A.)

--------------------
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.

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Kelly Alves

Bunny with an axe
# 2522

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quote:
Originally posted by IngoB:

In short, I think we should not overload the character creation with creativity as far as powers and stuff goes (creative descriptions is a different thing entirely). I think it would be better to have that clear and simple, and let the complexity grow within the game. And we could off-load some of individual mods on choosing a class / race.

So, I read that as, create simple characters who develop various attributes and incilnations via game play. That makes sense to me.

DT's post above really nails a lot of important things, though. Numero Uno-- we discussed this backstage, but I think it needs to be a clear item for whatever rules we create-- the GM is, indeed, God of the game, once the game starts. We have enough seasoned players here that we could really run a GM ragged with too many challenges.

Numero Dos-- The GM's God is narrative. This is a message board that serves a webzine-- therefore, as DT pointed out, crafting something that is a readable, engaging narrative would serve the larger purpose of the Ship.

--------------------
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.

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Eliab
Shipmate
# 9153

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quote:
Originally posted by Doublethink:
It is 18 point buy for the 6 potentials

I thought 20 was about right - it was enough for one exceptional stat, or two good ones, and OK in the rest, with additional specialities paid for with weaknesses. 18 is enough for OK at everything with no talents, and I think PCs should be shade better than that. But I'll re-do Gunriana at an 18 pointer.

I don't like the communal character idea. For four reasons:

1) I know I'll end up confused about who's playing who;

2) I think that even with best role-play, keeping the character consistent will be hard for two or more players;

3) I like characters with depth. It seems obvious to me that there are things about Guardian Jetse Vos that currently exist in Ariston's imagination only, and may, or may not, come out through play. As I don't have direct access to Ariston's mind, I couldn't play the character properly, because I don't know those things. And I want to find them out when the story calls for them, I don't want to be told them in advance;

4) I want to make decisions for my character and see where the game her. I've deliberately picked a character with lots of decisions still ahead of her. I don't know at the moment what she'll end up thinking about ambition, family, love, money, magic, loyalty and fate, but I don't want someone else choosing those things, not even if they play her exactly as I would.

--------------------
"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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Eliab
Shipmate
# 9153

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Character Name: Gunriana De Vanės

Potentials:

Good Wits 4
Weak Finesse 2
OK Charm 3
Excellent Soul 5
Useless Muscles 1
OK Vigilance 3


Skills:

Etiquette (Charm)
Stealth (Finesse)
Bluff (Wits)
Seamanship (Vigilance)
Runelore (Soul)
Healing (Soul)

Equipment:

As above but add a few needles and stout thread (for stitching sword rents, not hemlines).

Perk:

If I get rune magic as a skill, the perk is rune-casting with her fate-marked left hand for a bonus at GM's discretion, but with the proviso that the GM can then store up any such bonuses to visit ill-luck and grief on either Gunriana or the beneficiary of her charm at any inconvenient moment. Gunriana is afraid of using her magic to full effect and this is why.


Magic item:

Not a weapon (House De Vanés are pragmatists, the best weapons go to the best fighters, not social pawns like Gunriana). It'll be a heirloom from her 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 give a massive penalty to 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.

(Everything else as before)

[ 02. May 2014, 20:40: Message edited by: Eliab ]

--------------------
"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

Posts: 4619 | From: Hampton, Middlesex, UK | Registered: Mar 2005  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

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quote:
Originally posted by me:
[Arabella Adventurer]has never met a Dragon in her Cave, and furthermore a Cave is not a Dungeon. So she thinks she'll watch the other characters before trying it for herself.

I was not clear. I meant I would watch a whole game. I have no idea how this works. I sort of have an idea, on the surface. But listening to you all talk, I realize I have no idea how to do this. For example, I thought I understood the "allocate 18 points among these things." But then I'm watching you describe characters, and you think of all sorts of extra things, like what "finesse" means for your character, or you dream up a clever perk or skill for your character to have (and I still don't know what a perk is), and lots of you seem to have internalized the easy-to-hard ranking of abilities and tasks and can make up narrative using them (and while that seems like I ought to be able to understand it, I feel exhausted just trying to keep it in mind to work anything out with it).

If I watch a real game as you're playing it, I might get an idea of how this really works in terms of what I'd be supposed to be doing and how to channel my creativity in a way that fits into the game.

Arabella is based on my favorite text-based single-player computer game, Adventure. I might drop in occasionally during this practice period and see if I can add in bits that seem to conform to what appears to be the norm for how characters are supposed to be described.

I'd be happy to be persuaded to participate in the first game, but honestly, I don't see yet how I could participate. At the moment I feel the way I feel at baseball games when a fly ball comes my way: everyone else is reaching out to grab it, and I'm cowering in my seat with my hands over my eyes. I don't think I could contribute anything at all towards anything remotely task-oriented.

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

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Wet Kipper
Circus Runaway
# 1654

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Similarly I am interested, but based on the limited involvement I had with this sort of thing *coff* 25+ years ago, I'm not sure I can get into it as quickly

I've been trying to think of a "Joe Average" who has a "3" for all the Potentials, but skills that make him essential to still be in the group like being the only one who knows how to fix the photocopier, can work out the answers to cryptic crosswords or will go and make a cup of tea when others are busy. And a perk that is completely out of character like being a succesful drag queen act every other weekend in a Lesbian bar.

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- insert randomly chosen, potentially Deep and Meaningful™ song lyrics here -

Posts: 9841 | From: further up the Hill | Registered: Nov 2001  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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AR, would you like me to run you up a character just as a try out. Once we start, you basically say what you are doing,I'll occasionally say that's hard - and you roll a die to see if you get to do it.

All the rest of this stuff is basically under the bonnet as it were.

--------------------
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
An die Freude
Shipmate
# 14794

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quote:
Originally posted by Autenrieth Road:
At the moment I feel the way I feel at baseball games when a fly ball comes my way: everyone else is reaching out to grab it, and I'm cowering in my seat with my hands over my eyes. I don't think I could contribute anything at all towards anything remotely task-oriented.

Your writing is funny. Our characters will work as a team, and as such we'll help one another build stories. Including yours. So your character will be somewhat existentially confused? So was Napoleon, St. Simeon the Holy Fool, and Robert Plant ("I AM A GOLDEN GOD!" when looking out over Sunset Boulevard). We'll help give you choices to make, help you know when to do what, not as parents but as team-mates of a team that's going to be dysfunctional whether you're in it or not. And it'll be fun having you in the group. [Smile]

I'll admit I have myself secretly waited, looked at others, and tried to have an even selection of pure adaptations of their skills and added some that seemed reasonable. And Doublethink helped me out to get it better balanced. (IMMENSE THANKS FOR ALL YOUR HARD WORK, DT! REALLY! YOU'RE INSANELY HELPFUL AND GOOD AT THIS!) The 18 points are sort of an attempt to boil down a personality to 6 different areas of strengths/weaknesses. Skills are natural areas of expertise, whereas the perk is more of a super-ability, specially created for your character. If a skill demands overly intricate description of precisely what it does and at what times, it's probably a perk rather than a skill.

Also, again, I think the main fun lies in (dysfunctional) teamwork creating an unfolding story of both individual and team development. As part of that, even if you're existentially confused, somewhat with a bit of intellectual endowment (wit) or a good perception of what you're capable of (vigilance) or just a general good feeling can of course invite you to participate in a plan judging from your ability to contribute. It's not just your own duty to provide your contributions but for us to release it as a team. Also, who knows, maybe your character will just become best friends with someone else in the game and bring general mirth to the group. That's also a contribution, one that will unfold in the upcoming game which I look forward to a lot. So please join in, AR, and most importantly, have fun! [Yipee]

--------------------
"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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[cross-posted.]

Thanks, DT, but it feels even more confusing to try to figure out someone else's character. If I can't even understand this enough to figure out a character, I definitely can't figure it out enough to do anything.

~~~~~~~~

Arabella Adventurer is a very ordinary human. She has 7 points worth of Persistence, 7 points of Detail Orientation, 2 points of Wonder, and 2 points of Hope. These aren't listed as allowed Potentials, but she has no clue how to map her qualities that make her good at exploring Caves, into the Potentials that Dragons who live in Dungeons seem to like.

The only Weapons she will have are the ones she finds along the way, or picks up after they've been thrown at her (e.g. dwarf axes), so right now she is quite defenseless.

She has the Skill of making maps, and of remembering and using certain well-known magic words for teleportation in strictly limited locations. Oh wait, that's two Skills. Fine, one's a Skill and the other's a Perk.

She has no Equipment.

Apart from being rather muddy and scraped from scrambling all the way down a stream bed and trying (without success) to squeeze through a four-inch grate, she has no idea what she looks like.

[ 02. May 2014, 22:04: Message edited by: Autenrieth Road ]

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

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Reboot / tweak Crazy Clawdine
quote:



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:

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

Skills:

Stealth (finesse)
Light weapon (muscles)
Find hidden (vigilance)
Spot deception (vigilance)
Survival (soul)
Hypnotise (soul)

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

Special ability: 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. Your finesse and vigilance ranks swap and you turn into a young naked woman. You can trigger this x1 per week in a situation where you have received a compliment - but if you are talking to yourself you can choose to compliment yourself, provided you roleplay a convincing reason.

Equipment:
Divining Rod (+1 to your roll when used as a weapon)
Distinctive blue caravan

I imagine Clawdine might look a bit like this, but if you look closer you see the wrinkles are really runnels carved through rock by water.

BTW I realise another character has survival based off another stat, but given Clawdine's water affinity is based on soul - and that is key to survival - I think it is narratively plausible and fits with the general feel of the character.

--------------------
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
Banner Lady
Ship's Ensign
# 10505

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AR, for what it's worth, I haven't a clue what I'm doing either. But I know I can create a credible character, and we can't try out an RPG without characters. Clawdine may sink or swim, like the crones of old; but it may help us to create a workable game template for the future.

We are all sacrificial lambs in this one!

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

Posts: 7080 | From: Canberra Australia | Registered: Oct 2005  |  IP: Logged
Banner Lady
Ship's Ensign
# 10505

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Thanks DT. That really nailed it.

Great pic by the way. But in my head she was a cross between Disney's Olga in the little mermaid and Esmerelda in The Hunchback of Notredam. I imagine she will have all sorts of things hidden in her caravan to surprise us along the way.

[Smile]

Also, can I say I really enjoyed your character of the dwarf. If we have a late comer who would like to join in, but struggles with character profile & allocation, maybe they could take over your "I am not a theif" dwarf.

[ 02. May 2014, 22:26: 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.

Posts: 7080 | From: Canberra Australia | Registered: Oct 2005  |  IP: Logged



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