homepage
  roll on christmas  
click here to find out more about ship of fools click here to sign up for the ship of fools newsletter click here to support ship of fools
community the mystery worshipper gadgets for god caption competition foolishness features ship stuff
discussion boards live chat cafe avatars frequently-asked questions the ten commandments gallery private boards register for the boards
 
Ship of Fools
Thread closed  Thread closed


Post new thread  
Thread closed  Thread closed
My profile login | | Directory | Search | FAQs | Board home
   - Printer-friendly view Next oldest thread   Next newest thread
» Ship of Fools   »   » Oblivion   » (RPG) WRITES & WRONGS Recruitment: The Kavetseki Incident (Page 1)

 - Email this page to a friend or enemy.  
Pages in this thread: 1  2  3 
 
Source: (consider it) Thread: (RPG) WRITES & WRONGS Recruitment: The Kavetseki Incident
Doublethink.
Ship's Foolwise Unperson
# 1984

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
Writes & Wrongs is the Ship of Fools roleplay gaming system, that was developed by shipmates from a series of circus threads once upon time. The system runs at L2-S1-V2 on the Universal RPG Rating System.

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.

I am offering to GM & run a game using this system. Please read on for further details about the game system. The second post on this thread will give you an outline of my proposed game, including which approach to combat we will take, and an example character sheet.

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. 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, Readiness, Inspiration, Toughness, Elan & Spryness. To give you an idea of what they are good for, here are some suggested synonyms:
  • Wits- Intelligence, Strategic Insight, Learning Capacity
  • RReadiness - Perception Ability, Sensing Capacity, Reaction, Vigilance

  • Inspiration - Magical ability, Spiritual Strength, Wisdom, Soul
  • Toughness - Physique, Constitution, Strength, Melee Combat, Muscles
  • Elan - Charisma, Social Capacity, Speak, Charm
  • Spryness - Dexterity, Agility, Precision Handiwork, Finesse
There are three types of combat resolution that can be used for a campaign, explained further below. If the campaign will used the advanced combat system, you will need to add a further set of statistics derived from your Writes - called Wrongs. These will give numerical values that are calculated using the point buy cost.
  • Wellbeing = Toughness x 20
  • Recovery = 1/2 Toughness rounded down regained every 3 combat rounds
  • Onslaught = Relevant Potential value + combat roll
  • Negate = Spryness + Armor Bonus (penalty to opponent's roll)
  • Gouge = Overkill* + Weapons Bonus + Toughness (Gouge reduces targets' Wellbeing)
  • Speed = Spryness + Readiness
(*Overkill is the amount by which the dice roll exceeds a target figure given by the GM.)

You then select seven Skills, these can be anything it is possible to learn, but three of them should be directly related to your trade / social status / profession. You can be inventive, just agree the final list with the GM. Each skill will be based on one of your Potentials - for example, if you have bluff based on Elan and your Elan 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.

There is no prior list of common skills, but you can do most things a normal person in a specific setting would be expected to know without extra training. For example, in Medieval England you would assume any adult could easily cook over a fire, in 1980s London that would be unusual. Where a skill that would apply to all players is being queried for the first time, the GM's response sets the rule for the rest of the game. (Sometimes the campaign brief will contain some additional information on available common Skills.)

You may then agree a Gift with the GM, this is a unique special ability your character has - such as night vision, underwater breathing or teleporting. What is acceptable as a Gift is primarily a game balance issue.


You then choose a single 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 usually work by switching the ranks of two Potentials and roleplaying the effect. Again, this will need to be agreed with the GM.

Additonal Skills and Gifts will be acquired through game play. This system has no levels, or experience points - and it is through Gifts, Skills and Special Items that your endeavours will be rewarded.

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.

Metagame

There will be a story thread, with an opening post by the GM, and a metagame thread. Anything you need to say out of character should be said on the metagame thread. 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 to either thread, but only upto one post per day per character should require non-combat dice rolling. All posts with numbers in, roll results etc, go on the metagame thread. You can use the metagame thread to ask for help from other players or the GM if you are not sure about something.

A GM day will last midnight to midnight in the GM's timezone. Time in the story itself will comform to the needs of the narrative.

Mechanics

So how do your Potentials and Skills work in practice ? 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 and any relevant story factors.

You then roll a 20 sided dice to see if you succeed, if you do not own a D20 you can find websites to do this. The difficulty will be either Ridiculously Easy (1 fails), Easy (5 and under fails) OK (10 and under fails), Hard (15 and under fails) or Ridiculously Hard (only 20 will do.)

You will only need to roll one die for any non-combat action, and magic objects or weapons will just add a set bonus/buff e.g. +1 to your roll.

If you succeed on a roll with a natural 20 (i.e. the dice roll is twenty even without any additional bonuses) then tell the GM - they will give you a permanent additional skill, working it into the story. If you roll a 1, you will suffer a temporary ill effect woven into the story by the GM.

Combat
(Please don't worry if this part seems a bit daunting, when it comes up, there will be plenty of support on the metagame thread.)

There are three combat options, and the GM will state which one is being used for a specific campaign:
  • Minimalist
  • Standard
  • Advanced

Minimalist: for use in campaigns/settings where combat is intended to be largely insignificant. Combat is managed exactly like a non-combat roll - the GM tells you how hard the fight will be based on your character's Toughness and you roll a single D20 to succeed or fail.

Standard: for use in campaigns/settings where combat is intended to be narratively important from time to time. This is framed within three phases; plan, narrate battle & crisis/resolution, and it uses a win/lose/spawn fight structure. In the narrate battle phase Readiness either decides turn order, or gives an attack bonus, depending on GM's narrative decision. Players can not aid each other in fights, monsters that defeat players run off rather than attacking other party members. Subject to GM agreement and story elements, it may be possible for healing actions to happen between the narrate battle & crisis phases.

Plan

When players come to a combat opportunity, the GM will post a special context post on the story thread, requesting the players plan what they are going to do. There will be a time limit for how long this can continue - perhaps 24hrs to ensure all players have a chance to contribute. Players may use their daily non-combat skill roll over this time, to prepare weapons, analyse information etc if they wish to do so.

Narrate Battle

Once the planning stage has ended, the GM will post a meta-combat post on the meta thread. This post will specify the enemies the players will fight, the difficulty of their fight and any special considerations that apply. The choices in the plan stage can effect the difficulty of the coming fight the GM gives each player, if narratively appropriate.

There are two kinds of enemy: Minion & Nemesis

The meta-combat post for Minion will look something like this:

quote:

Fight begins:
  • 1st: Bayani: your combat is ***easy***
  • 2nd: Ik: your combat is ***hard***
  • 3rd: Jetse: your combat is ***OK***
  • 4th: Guriania: you have planned to be a sitting duck, so your combat is ***ridiculously hard***

Your party is fighting three kinds of minion: shadow demons, ghasts and the occasional giant rat. They have weak Readiness, if your Readiness is better than theirs you get +3 to your first combat roll in this encounter.

You have until 21:00 hrs GMT to defeat them.

For minion combat each player now makes two D20 rolls.

First dice roll - Combat - decides between outcomes:
  • Win: Enemy is "left for dead"
  • Lose: Be "left for dead" by the enemy & it seeks safety
  • Spawn: "Combat continues & more enemies join the fight"

The GM has set the thresholds for these via fights via difficulty level in the meta combat-post:
  • Ridiculously Easy, win = >1, lose = 1
  • Easy, win = >5, lose = < 3, spawn = 3-5
  • OK, win = >10, lose = < 5, spawn = 6-10
  • Hard, win = >15, lose = < 5, spawn = 6-15
  • Ridiculously Hard, win = > 20, lose = <10, spawn = 11-19

(Combat bonuses are added to this roll only, they are not added to the spawn roll.)

Easy & OK minion fights spawn one creature fight, and hard minion fights spawn two creature fights. After each pair of Combat+Spawn rolls, you may choose to attempt to run away - to succeed you must roll 7 or more.

The second dice roll - Spawn level - decides whether the fights this player spawns are to be:
  • One rank harder (1-5)
  • Same difficulty rank (6-15)
  • One rank easier (16-20)

A spawn level roll of 20 also removes a fight.

This process continues until the character has won all their fights, been left for dead or run away.

The meta-combat post for combat with a Nemesis will look something like this:

quote:

Fight begins:
  • Bayani: your combat is ***easy***
  • Ik: your combat is ***hard***
  • Jetse: your combat is ***OK***

Your party is fighting the Nemesis Boftzag, the mountain troll:

Boftzag has weak Readiness, if your Readiness is better than his you get +2 to your first combat roll in this encounter. Boftzag is tough, he will recover five times from being left for dead. If you fight Boftzag and he spawns an action, rather than generating additonal fights, you roll your second die and the spawn level roll resolves as follows:

  • Boftzag is enraged by your attack, fight becomes one rank harder for you (1-5)
  • Boftzag throws you off balance, no bonuses apply on your next combat roll & -1 to your combat roll (6-10)
  • Boftzag stuns you, you have no opportunity to run away before the next combat roll (11-15)
  • Boftzag taunts you, -1 to your combat roll (16-20)

If you roll a 20 on this spawn roll, your fight becomes one rank easier.

You have until 21:00 hrs GMT to defeat him.

This process continues until the player has either won, lost or run away. If you win, and the Nemesis recovers - you can initiate a new fight with the Nemesis. Everytime you start a new fight with a Nemesis in succession, without another character having attacked in between times, makes your fight a rank harder - this resets back to the fight difficulty given by the GM once your character has had a breather.

Having resolved either Minion or Nemesis combat, the player makes a post to the story thread, and to the meta thread. They can completely decide themselves how to describe the outcome of the fight determined by their various rolls.

All party members may be attacking a nemesis, so it is important to read prior posts on the meta and story threads to maintain narrative consistency.

Crisis / Resolution

Once either, all fights are completed, or the deadline is passed, the GM makes story and meta posts. These can either declare the combat over and clear up any remaining issues, or set-up a second narrate battle phase that operates exactly like the first one. Perhaps you have defeated the minions of evil and now have to face the demon himself.

Advanced: for use in campaigns/settings where combat is intended to be of primary importance to the narrative. You derive your Wrongs and have these on your character sheet. Combat is turn based, if narratively appropriate, the GM may require the players to act in order of Readiness rank or Speed. The GM will keep track of the enemies statistics.

In each combat turn players can make Onslaughts, use Skills or run away. Each action in a combat round requires 2 speed points to attempt, except running away which only requires 1 speed point and a roll of 7 or more. Speed points reset each combat round. A combat round is complete when all players and enemies have acted, attacks can be held, no geographic strategies (i.e no flanking, backstab, cover bonuses though acceptable in story description.)

The GM will tell you how much you need to roll to succeed on your Onslaught combat roll. (The GM would usually calculate the target figure by starting at 10 then adding or subtracting 5 for each rank difference between.relevant combat potential - and then adjusting for penalties and bonuses.) If you succeed, your Gouge will be calculated and subtracted from the enemy's Wellbeing. When the enemy attacks you, the GM will subtract your Negate from their Onslaught total. If the enemy's Onslaught is successful, you will be Gouged. If your Wellbeing is 0 or less, you are incapacitated. 3 combat rounds at negative Wellbeing will result in Character death. A successful instance of healing returns 1/4 of total wellbeing points. If you are on negative Wellbeing points, you recover points at the rate given by your Recovery statistic until you reach positive Wellbeing (assuming you don't die first).

The GM will probably need volunteers from the player group to act as additional combat GMs, when using the Wrongs system.

Settings

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

[ 27. May 2014, 15:20: Message edited by: Smudgie ]

--------------------
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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
Campaign Brief: The Kavetseki Incident

Setting: This story is taking place in an earth-like world, with functional magic.

Technology level:. Late medieval / renaissance - but who knows what you may discover ?

Tone: Varied normal storytelling, (i.e. this is not a comedy, horror, or noir game.)

Intra-party Conflict: Tensions may arise between characters from time to time, but this should not be a major a feature of gameplay. This is intended to be a co-operative story.

Communal characters: Acceptable if specific players wish to do this, not compulsory, players involved should subscribe to the character before play begins. Transfer of character control should happen on the metagame thread.

Combat Option The campaign will use the Writes Standard combat mechanic.

Quest Outline: I expect this game to last six to eight weeks, maybe longer, ideally players need to be able to post most days - but we can find solutions on occasions when players are not available.

There will be mysteries, occasional combat, investigation, magic and political intrigue. Individual quest goals, and how the party come together, will be agreed with players once character concepts have been introduced on this thread.

Characters from previous campaigns maybe adapted for this game, subject to GM agreement. Characters maybe any fantasy race, or human, you can convince the GM to accept. Characters can be communally run, by prior agreement - but no more than three players per character.

I would prefer characters to be over 16, i.e. at least technically adult, and characters that become too evil (e.g deciding to buy a child slave and sacrifice them to a Lesser god) will have the life expectancy of a snowball in a blast furnace.

Posting Etiquette:

Please ensure your character's name is in every post you make on the story thread, and that dialogue is placed in quotation marks. Unless you have the consent of the other player or GM, do not control their characters or have your character perceive sensitive information in-character that only the players (not the characters) are aware of.

When you want to interact with other characters, it is fine to ask them questions, make conversation etc - but try not to assume the other character's responses. Please refresh the thread and check for intervening posts before posting - and remember if you are unsure about anything, you can just ask on the metagame thread.

Play that persistently excludes, or marginalises, specific players' characters will attract increasingly bad luck in the game world.

Resources for Players to Explore
Or not, these are for inspiration more than anything.

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 Readiness
  • Rank Inspiration
  • Rank Toughness
  • Rank Elan
  • Rank Spryness
(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)

(Wrongs are omitted.)

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)
  • Skill (Potential)
  • Skill (Potential)
  • Skill (Potential)
  • Skill (Potential)
  • Skill (Potential)
  • Skill (Potential)

Gift:

Special item / Transformation:

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

[ 26. May 2014, 20:51: Message edited by: Smudgie ]

--------------------
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

 - Posted      Profile for Dafyd   Email Dafyd   Send new private message       Edit/delete post 
May I wheel Herr Doctor Daniel van Adescant back out? I was enjoying him. I think his skill set is varied enough that he needn't bend the campaign around him.

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

Bunny with an axe
# 2522

 - Posted      Profile for Kelly Alves   Email Kelly Alves   Send new private message       Edit/delete post 
I want to try Brandon out again, too.

--------------------
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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
Could we grow Brandon four years please ?

--------------------
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

 - Posted      Profile for Autenrieth Road   Email Autenrieth Road   Send new private message       Edit/delete post 
Are we allowed to have any character we want, as long as s/he's consistent with earth-like, functional magic, late medieval technology level, at least 16, and not evil?

I ask because from the Dungeon Master's thread it seemed like IngoB was saying that we should pick our character traits in a way that would fit into the quest and be likely to contribute to team success. But I don't know how I'd do that. It seems like choosing a character with a variety of potentials and skills should be enough, and then we'll find out during the campaign how s/he contributes.

That is, am I trying to anticipate something about the game, or can I invent to please myself?

What I think I'd like to do is have someone like Arabella again, with perhaps some tweaks that I haven't firmed up in my mind yet. But I'm not sure.

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

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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
Anything that fits with the campaign brief, once I know what people are doing I may ask for the odd tweak to make the party work.

(If you want I can pm you an adapted version of Arabella to fit the system, for you to use as a base.)

[ 26. May 2014, 21:34: 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

 - Posted      Profile for Kelly Alves   Email Kelly Alves   Send new private message       Edit/delete post 
quote:
Originally posted by Doublethink:
Could we grow Brandon four years please ?

Sure!

I noticed (via PM) you changed my spirit to Wolf-- I kind of prefer coyote, only because they are smaller and have more opportunities to do stealthy sneaky stuff. What was your logic?

--------------------
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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
It is a bit fauna specific, it can be a sneaky small wolf though - half-grown maybe ?

(I.e. We are trying to be earthlike, not tied to specific actual regions - and it is difficult to think of coyotes without thinking Americas.)

[ 26. May 2014, 21:52: 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
Eliab
Shipmate
# 9153

 - Posted      Profile for Eliab   Email Eliab   Send new private message       Edit/delete post 
I'm definitely in, and will play Gunriana again. Are we supposed to post an amended character sheet to this thread?

(Essentially, exactly the same as before, except that her equipment list adds Demoslant's Principles of Rhetoric and a dirty old human skull hung by a leather thong passed through the eye-sockets, which she occasionally talks to.)

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

Bunny with an axe
# 2522

 - Posted      Profile for Kelly Alves   Email Kelly Alves   Send new private message       Edit/delete post 
quote:
Originally posted by Doublethink:
It is a bit fauna specific, it can be a sneaky small wolf though - half-grown maybe ?

(I.e. We are trying to be earthlike, not tied to specific actual regions - and it is difficult to think of coyotes without thinking Americas.)

Ok, that makes sense. (there's also a whole mythos attached to coyotes that give them a built in personality-- perhaps that is an American thing, too [Biased] )

Although just to argue a bit further-- if anyone saw a coyote outside of the Americas, they would just think it was a weird-looking wild dog.

[ 26. May 2014, 22:17: 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
Doublethink.
Ship's Foolwise Unperson
# 1984

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
[crosspost reply to Eliab]

Yes please. I would reimagine your perk as a gift with the same downside - but instead of a plus to your roll, you get a critical success if you roll 17 or over.

[ 26. May 2014, 22:18: 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

 - Posted      Profile for Kelly Alves   Email Kelly Alves   Send new private message       Edit/delete post 
OK, revised character sheet for Player Kelly Alves:

Character Name: Brandon Covey

Brief Physical Description: 16 years old, 4 ft 8 in. tall, stocky and muscular, dark eyes and dark hair in a "bowl cut", Dressed in skins. 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
OK Readiness
Excellent Inspiration
OK Toughness
Weak Elan
Weak Spryness
(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 (Inspiration)
Tracking (Readiness)
Traditional Medicine(Inspiration)
Stealth (Wits)
Light Weapon (Toughness)
Swimming (Toughness)

Gift Quick learner, gains new skill with a roll of 19 or 20

Special Item: Wolf Spirit, x1 per week wits swaps with toughness and becomes a wolf.

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

[ 26. May 2014, 22:32: 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
Doublethink.
Ship's Foolwise Unperson
# 1984

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
That should be wits swaps with toughness if you are able to edit.

--------------------
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

 - Posted      Profile for IngoB   Email IngoB   Send new private message       Edit/delete post 
I will join again, but retire my previous character (Bayani). Unfortunately, I'm travelling till Thursday, I will post a character then.

I'm happy to share a character, so if you want to share a character with me and be involved in the "character design" phase, please drop me a PM.

Likewise, can people indicate here whether they are happy to share their character. I might join someone else's character then instead of making my own...

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

Bunny with an axe
# 2522

 - Posted      Profile for Kelly Alves   Email Kelly Alves   Send new private message       Edit/delete post 
quote:
Originally posted by Doublethink:
That should be wits swaps with toughness if you are able to edit.

Yup.

--------------------
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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
I forgot to put party size in the campaign brief, oh well, nevermind. We will see how we go. Am hoping to leave recruitment open for a week or so.

--------------------
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

 - Posted      Profile for Dafyd   Email Dafyd   Send new private message       Edit/delete post 
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
Weak Readiness
OK Inspiration
Weak Toughness
Weak Elan
Good Spryness
(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, lycanthropes, 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 (Inspiration) - using a holy symbol or pair of candlesticks, etc, he can temporarily ward off undead. He can also perform minor infusions of positive energy - healing cuts and scrapes, minor blessings, etc.
Crossbow (Spryness) - useful for stakes.
Investigation (Wits)
Interrogation (Elan)
Staff / Spear Fighting (Spryness) - also, flaming torches.
Etiquette (Elan)

Gift: 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 Readiness, for the purposes of looking at items close by, rises to Good.

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

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).

--------------------
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

 - Posted      Profile for An die Freude   Email An die Freude   Send new private message       Edit/delete post 
I'm still deciding on whether this will work with my daily life and (the) pi, but Stone might return in a somewhat adapted shape. I'll let you know in a day or so.

--------------------
"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
Net Spinster
Shipmate
# 16058

 - Posted      Profile for Net Spinster   Email Net Spinster   Send new private message       Edit/delete post 
Sounds interesting but I might just observe.

Was thinking a ship captain's widow, older, recently shipwrecked which also killed her husband might be an interesting character to play. Skilled at bartering, piloting, and language. Special gift of almost always knowing where she is. However I'm not sure she could be made to fit (certainly not good at offensive fighting except by using a marlinspike, Jael style).

--------------------
spinner of webs

Posts: 1093 | From: San Francisco Bay area | Registered: Dec 2010  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

 - Posted      Profile for Autenrieth Road   Email Autenrieth Road   Send new private message       Edit/delete post 
I'm not quite clear how this works. Frithwynne has a backstory which explains her skills, but there's no place on the sheet to put it. Do I tell the story here as part of negotiating with the GM for the character sheet? Anyway, here's draft 1:

Player: Autenrieth Road

Character Name: Frithwynne

Brief Physical Description: Frithwynne is somewhat muddy and scuffed, with a drawn face and a slight build.

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 Readiness
Good Inspiration
OK Toughness
Useless Elan
OK Spryness
(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.)

Navigation (Wits)
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
Night Vision (Readiness)
Find Hidden (Readiness)
Intuition (Inspiration)
Animal command (Inspiration)
Climb (Spryness)


Gift: Frithwynne can navigate mazes (how to quantify this?)

Special item / Transformation: Silver chalice of Intuition (when gazed into, increases Intuition to Excellent, x1 per week)

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

Well made boots, exceptionally soft yet sturdy. If you ask her how she got them, Frithwynne will say "barter," with a look and a tone which say "don't ask."

Walking staff

Knapsack, with a few odds and ends: a tin cup, a thimble, a river-smoothed stone, a red ribbon, knitted shawl, three square white cloths wrapped around blue velvet cloth wrapped around silver chalice

Small knife and waterskin on a belt

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

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

Shipmate
# 10509

 - Posted      Profile for Autenrieth Road   Email Autenrieth Road   Send new private message       Edit/delete post 
"Intuition" on the chalice should be "Inspiration." Which would then increase Intuition, if Frithwynne were using that Skill. But I can imagine her wanting to use the raw Potential instead.

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

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

Shipmate
# 10509

 - Posted      Profile for Autenrieth Road   Email Autenrieth Road   Send new private message       Edit/delete post 
The red ribbon, incidentally, could be conceived of as adding +1 to Frithwynne's Useless Élan. Can I add that? This may still be completely useless to the quest (if we're ever in a situation where we're depending on Frithwynne to roll Success on an Élan task, we're in deep trouble...). But it matches how I was thinking of the ribbon when I put it in Frithwynne's pack. And who knows, maybe she'll find some Élan during the quest and then +1 might be useful?

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

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

 - Posted      Profile for Ariston   Author's homepage   Email Ariston   Send new private message       Edit/delete post 
I'll be in, but watching character/party balance; while I think Jetse the Walking Tank still has some life in him (I intentionally made him a slowly developing character—yes, there's quite a bit of backstory behind him, no, he's not the type to spill everything at his first campfire), I'm wondering if something along the lines of a cleric (healing, support) or a mage (magic open locked doors! do nifty magic things! make big, flashy fireballs!) might be more useful.

--------------------
“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

 - Posted      Profile for Banner Lady   Email Banner Lady   Send new private message       Edit/delete post 
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:

Wits …………weak………….2
Readiness….excellent…….5
Inspiration..excellent…….5
Toughness…okay…………..3
Elan………….weak………….2
Spryness…..useless……….1


Skills: able to use crone lore in seven specific ways

Find hidden (R )
Spot deception (R )
Understand nature (I)
Hypnotise (I)
Use a divining rod as a weapon (T)
Brew (W)
Cook (W)

Gift: Call Water, Clawdine senses 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. Spryness and Readiness ranks swap and Clawdine turns into a young naked woman. This is triggered x1 per week in a situation where she has received a compliment - but she can choose to compliment herself, provided there is a convincing reason.

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

--------------------
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
Doublethink.
Ship's Foolwise Unperson
# 1984

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
quote:
Originally posted by Autenrieth Road:
The red ribbon, incidentally, could be conceived of as adding +1 to Frithwynne's Useless Élan. Can I add that? This may still be completely useless to the quest (if we're ever in a situation where we're depending on Frithwynne to roll Success on an Élan task, we're in deep trouble...). But it matches how I was thinking of the ribbon when I put it in Frithwynne's pack. And who knows, maybe she'll find some Élan during the quest and then +1 might be useful?

Yes, you can have +1 on the ribbon for elan. Please can you give us a paragraph on her background, and incate which three skills relate to it. Your gift, re navigation, you can have. It is just always available, no rolls or anything.

[ 27. May 2014, 07:01: 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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
quote:
Originally posted by Net Spinster:
Sounds interesting but I might just observe.

Was thinking a ship captain's widow, older, recently shipwrecked which also killed her husband might be an interesting character to play. Skilled at bartering, piloting, and language. Special gift of almost always knowing where she is. However I'm not sure she could be made to fit (certainly not good at offensive fighting except by using a marlinspike, Jael style).

Would you like me to draft you a character ? Or you might want to try co-running a character, maybe with Ingo ?

[ 27. May 2014, 07:04: 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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
Bannerlady, is Clawdine a troll this time ? Your Skills are fine, your gift can have sense water and also causing withered things to grow (but you can have do the grow thing at will, not just once a week).

--------------------
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

 - Posted      Profile for Banner Lady   Email Banner Lady   Send new private message       Edit/delete post 
DT - I have used exactly the same description of her that I did last time - it was others who interpreted "a troll of a woman" as a "troll-woman". She may look like one, but whether she is or not is a moot point. Does there have to be a definitive answer to that? I think it may just be part of the mystery that goes with being a crone.

--------------------
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
Yorick

Infinite Jester
# 12169

 - Posted      Profile for Yorick   Email Yorick   Send new private message       Edit/delete post 
I’d really LOVE to have a go but find the complexity somewhat daunting (having not played any RPG since D&D, about twice, as a kid) and I would probably have to be AFK for periods of a day or two, at times. Please could I share a character with one or more Shipmates? I fancy the role as Party’s Medic, if that’s somehow possible. I imagine a quiet and bookish character of either gender, colossally knowledgeable in herbal medicine and rudimentary surgery, and perhaps with a special skill of extraordinary intuitiveness and empathy. The ‘magic’ skill could perhaps be the ability to read people’s thoughts to some extent. The special weaknesses would be in fighting, wherein the medic would be a defensive liability to their friends, but who would demonstrate exceptional bravery and selflessness in tending to the wounded in the heat of battle.

Any thoughts, DT?

--------------------
این نیز بگذرد

Posts: 7574 | From: Natural Sources | Registered: Dec 2006  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
quote:
Originally posted by Banner Lady:
DT - I have used exactly the same description of her that I did last time - it was others who interpreted "a troll of a woman" as a "troll-woman". She may look like one, but whether she is or not is a moot point. Does there have to be a definitive answer to that? I think it may just be part of the mystery that goes with being a crone.

That's fine.

--------------------
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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
That should definitely be doable Yorick.

--------------------
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
Adam.

Like as the
# 4991

 - Posted      Profile for Adam.   Author's homepage   Email Adam.   Send new private message       Edit/delete post 
I'm in, but I think I'm going to be coming up with a new character (over the next day or so). I do have some travel coming up, but nothing that should be overly prohibitive.

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

Posts: 8164 | From: Notre Dame, IN | Registered: Sep 2003  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

 - Posted      Profile for Autenrieth Road   Email Autenrieth Road   Send new private message       Edit/delete post 
quote:
Originally posted by Doublethink:
...three of them [Skills] should be directly related to your trade / social status / profession

Frithwynne is the only child of a shepherd. She grew up herding sheep, training sheep dogs, and escaping to explore a shallow system of caves whenever she felt she could leave the sheep dog alone to mind the sheep (which was often). Her parents died when Frithwynne was 17, leaving a mountain of debts which resulted in the loss of their holding, leaving Frithwynne with no social place except what she could cobble together by her wits. She is now 26.

Almost all of her skills flow out of her story, but I don't know if they're tightly related enough to her "trade / social status / profession" to count. Let me know if you want me to revise some of her skills to get three background skills which are in the right relation to her background.

~~~~~~

Her Animal Command (ability to coax animals to do her will) comes from her experience with sheep and dogs.

Her Night Vision, Climb and Navigation come equally from exploring the caves and from scrambling over crags to hunt lost sheep late at night.

Her Improvised Weapons has been developed both as a child throwing rocks to ward off wolves, and as an adult using anything that came to hand to ward off those who would take what they wanted violently.

~~~~~~

The following two are less tightly coupled to her background and are simply skills I want her to have:

Her Intuition has been honed through 9 years of carefully observing the people around her from a low social position, although she has always been one to see beneath surfaces and to make surprising connections.

Her Find Hidden could be from finding lost sheep, but that doesn't feel right to me somehow; from reading about RPG it simply seems like it will be a useful skill to have.

[ 27. May 2014, 13:48: Message edited by: Autenrieth Road ]

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

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

Shipmate
# 10509

 - Posted      Profile for Autenrieth Road   Email Autenrieth Road   Send new private message       Edit/delete post 
Would it be useful for this thread to have "RPG" in the title, so people who weren't following the Dungeon Master's thread and the development of the Writes & Wrongs system know what it's about?

Otherwise those interested in RPG may just pass it by without opening it, not realizing it's of interest.

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

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

Like as the
# 4991

 - Posted      Profile for Adam.   Author's homepage   Email Adam.   Send new private message       Edit/delete post 
Before I do too much detail development of my character, I wanted to share the basic idea to check if it's OK (especially as the character development does make some assumptions about the world we're in).

--

Character Name: Dorainen

Physical Description: Dorainen is a young male water elf, though most humans have a hard time telling different types of elves apart (a phenomenon that baffles elves to whom it's entirely obvious). Most humans would peg him at around 18 by his looks, but he has actually lived through 50 winters. He is tall with a slender yet athletic build by human standards, but is actually rather short and stocky by his own race's. His pale blue robes appear light and insubstantial, but are in fact made of an advanced magical fabric with advantages detailed below.

Some background: Dorainen has lived his whole life in a small teyv (or commune) of water elves, rather segregated even from other elves, yet alone other races. As he turns of age, he is required to live a full year outside of the teyv. While most water elves go only a small social distance from their upbringing (often living with elves of the mountains), Dorainen has long been fascinated by the humans he has read about in books and desires to spend his year living among them. Who knows, it may even be longer? Dorainen is well-trained in survival skills both natural and magical, but is very socially naive.

  • Wits: Week
  • Readiness: OK
  • Inspiration: Excellent
  • Toughness: OK
  • Elan: Useless
  • Spryness: Good

--
If this sounds like a goer, I'll work up some skills, gift and item.

[ 27. May 2014, 15:23: Message edited by: Hart ]

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

Posts: 8164 | From: Notre Dame, IN | Registered: Sep 2003  |  IP: Logged
Adam.

Like as the
# 4991

 - Posted      Profile for Adam.   Author's homepage   Email Adam.   Send new private message       Edit/delete post 
I should add, I'm fine with the GM either adding a little backstory for how I met up with the rest of the party before the role-playing begins, or for that to happen early on in the role-playing.

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

Posts: 8164 | From: Notre Dame, IN | Registered: Sep 2003  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

 - Posted      Profile for Autenrieth Road   Email Autenrieth Road   Send new private message       Edit/delete post 
Thanks, Smudgie!

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

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged
Net Spinster
Shipmate
# 16058

 - Posted      Profile for Net Spinster   Email Net Spinster   Send new private message       Edit/delete post 
quote:
Originally posted by Doublethink:
quote:
Originally posted by Net Spinster:
Sounds interesting but I might just observe.

Was thinking a ship captain's widow, older, recently shipwrecked which also killed her husband might be an interesting character to play. Skilled at bartering, piloting, and language. Special gift of almost always knowing where she is. However I'm not sure she could be made to fit (certainly not good at offensive fighting except by using a marlinspike, Jael style).

Would you like me to draft you a character ? Or you might want to try co-running a character, maybe with Ingo ?
I think co-running might be easiest. I did do a little fiddling, but, I am novice.

Model Character Sheet

Player:

Character Name: Mary Drake

Brief Physical Description: 40 year old woman, middling height and weight, graying black hair, brown eyes, brown skin, calloused hands and feet Clothes are a worn dress and bonnet, much patched, and a much faded shawl. No shoes at this time though she would like to acquire a pair.

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

4 Good Rank Wits
3 ok Rank Readiness
2 weak Rank Inspiration
2 weak Rank Toughness
4 good Rank Elan
3 ok Rank Spryness

(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)

(Wrongs are omitted.)

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

pilot/readiness Skill (Potential)
rope use/spryness Skill (Potential)
ship handling/spryness Skill (Potential)
swimming/toughness Skill (Potential)
accounting/wits Skill (Potential)
language/wits Skill (Potential)
barter/elan Skill (Potential)

Gift: Can almost always tell true north

Special item / Transformation: a curiously decorated leather pouch that can hold more than is apparent and is watertight and unopenable unless opened by owner

Please list equipment you acquire, with any bonuses it may have:
knife with sheath
8 inch long marlinspike
wooden boxed writing kit (however quills and ink will have to be replaced at times)

A fisherman's daughter and a ship captain's widow, she always travelled with her husband because of her ability to know where she was (at least as far as latitude). To use that ability most effectively she learned to pilot as well as some other ship related skills. In port she helped handle the disposal and acquisition of merchandise and supplies. However her most recent voyage ended in a shipwreck which killed her husband and most of the crew and left her almost destitute and a long way from her original home.

--------------------
spinner of webs

Posts: 1093 | From: San Francisco Bay area | Registered: Dec 2010  |  IP: Logged
Gwai
Shipmate
# 11076

 - Posted      Profile for Gwai   Email Gwai   Send new private message       Edit/delete post 
I'm in, and I guess I may as well bring back Jerthro:

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

 - Posted      Profile for Autenrieth Road   Email Autenrieth Road   Send new private message       Edit/delete post 
Hart, I hope Dorainen is approved by GM DT. I love the backstory! I don't see that it should be problematic to assume that this earth-like world contains water and mountains [Two face] [Biased] .

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

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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
Hart - I am fine with your character concept.

Gwai - happy to have Jerthro back, but you need to tweak your character sheet, for the new potential names, a 7th skill and you will need a new concept for your gift instead of your old perk.

Net spinster - that character is a very good first try - I make your potentials only adding up to 17 though - so you could have an extra rank in something. Also please could we change accounting to double entry bookeeping (just for reasons of flavour rather than function.). You have a very strong idea of your character, so I would suggest you dive in and run it solo. They will be plenty of help on the meta thread if you get stuck.

AR - skills background link is fine - thanks for the write-up.

--------------------
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
Antisocial Alto
Shipmate
# 13810

 - Posted      Profile for Antisocial Alto   Email Antisocial Alto   Send new private message       Edit/delete post 
I am interested but I've never done any RPGing before, in person or anything. I would be happy to generate my own character or share with someone more experienced, if that might be better for the game.
Posts: 601 | From: United States | Registered: Jun 2008  |  IP: Logged
Yorick

Infinite Jester
# 12169

 - Posted      Profile for Yorick   Email Yorick   Send new private message       Edit/delete post 
DT, please could you make any amendments?


Player : Shared: Yorick and other(s)

Character Name: John Goode

Brief Physical Description: 45 years old, 5’10 in. tall, slim and wiry with a slightly hunched posture, kind brown eyes and an easy smile, greying short-cropped hair, smart but practical travel clothes, faintly smelling of soap, clean finger nails.

Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Excellent Wits
OK Readiness
Excellent Inspiration
Weak Toughness
Weak Elan
Weak Spryness
(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.)

Diagnostics wisdom (Wits)
Knowledge of the medicinal properties of all botanic life (Wits)
Healing hands (Inspiration)
Surgery (Inspiration)
Calm in a crisis (Readiness)

Gift: Empathic sense- ability to read the thoughts of others with a roll of 18 or higher

Special Item: Full Healing, x1 per week. Ability to bring mortally injured to full health in two days

Equipment

Shoulder bag containing:
Materia medica of dried crushed herbs, phials of oils and potions
Fine leather wallet of surgical instruments
Pouch of field dressings

--------------------
این نیز بگذرد

Posts: 7574 | From: Natural Sources | Registered: Dec 2006  |  IP: Logged
Doublethink.
Ship's Foolwise Unperson
# 1984

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
Well, that's looking a good start. It should be an 18 pt rather than 20 point buy. Also, your special item should be a thing not an ability (unless you transform)

Be aware that healing is useful in quite limited circumstances - though you can effectively barter it for things. You have two unused skill slots, so I would suggest dropping healing hands (general healing is effectively covered by surgery - know its not in real life !) and the diagnostics. The medical botany thing is fine but it will be extensive rather than exhaustive knowledge.

Calm in a crisis is something you would roleplay rather than role for, you have seven skill slots in total so dropping that would give you four skill slots to add a second string to your bow alongside your doctoriness.

--------------------
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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
quote:
Originally posted by Antisocial Alto:
I am interested but I've never done any RPGing before, in person or anything. I would be happy to generate my own character or share with someone more experienced, if that might be better for the game.

Why not have a go at character generating, then if you want you could share with someone or go solo. What sort of character do you fancy playing ?

--------------------
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
Adam.

Like as the
# 4991

 - Posted      Profile for Adam.   Author's homepage   Email Adam.   Send new private message       Edit/delete post 
quote:
Originally posted by Autenrieth Road:
I don't see that it should be problematic to assume that this earth-like world contains water and mountains [Two face] [Biased] .

My question was more whether it would be OK for it to contain elves... But, as it is, I'll get working on a full set of specs!

Ariston: we don't really have any honest-to-goodness tough guys/gals yet, so I think Jetse would be a great addition. Not trying to stop you trying something else though...

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

Posts: 8164 | From: Notre Dame, IN | Registered: Sep 2003  |  IP: Logged
Autenrieth Road

Shipmate
# 10509

 - Posted      Profile for Autenrieth Road   Email Autenrieth Road   Send new private message       Edit/delete post 
AR realizes she needs to work on cracking more of a smile when she makes deadpan jokes.

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

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

 - Posted      Profile for Doublethink.   Author's homepage     Send new private message       Edit/delete post 
I make that 9 characters proposed so far, with two of those possibly being co-run.

I am aware that Jay-Em and JFH are not sure if they'll join. We have Yorick, Net Spinster, IngoB and Anti-social Alto considering if they'd like to co-run.

I know Ariston would definitely like to participate, and I have pm'd Curiosity Killed and Curious Kitten to see if they would like to take part - as they missed out last time.

Absolutely and completely the maximum number of characters I am prepared to try to run with is 16 (says she in an insanely optimistic manner). For a longer campaign like this, it does mean that if someone's away for a day or two the action won't stall - (I am afraid they'll have to just be laid up with a twisted ankle or something.)

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

 - Posted      Profile for Eliab   Email Eliab   Send new private message       Edit/delete post 
Player: Eliab


Character Name: Gunriana De Vanės

Brief Physical Description: A young lady (no more than 19 years old), 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
OK Readiness
Excellent Inspiration
Useless Toughness
OK Elan
Weak Spryness

(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 (Elan)
Stealth (Spryness)
Bluff (Wits)
Seamanship (Readiness)
Rune Magic (Inspiration)
Healing (Inspiration)
Light Weapons (Spryness)

Gift: Rune Magic (bonus/penalty for runes cut with the left hand)

Special items: Wolf’s Tooth pendant - An heirloom from Gunriana’s 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.

Demoslant’s Principles of Rhetoric – A non-descript old book, which is nonetheless beautifully written, and which blesses the attentive reader with unnatural eloquence. Once per week it will boost Elan by one rank for any task principally involving speech. A formal oration prepared in advance with the aid of this book will be at +1.


Other equipment:

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 and a few needles and stout thread. Also 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.
An old and dirty human skull, missing the lower jawbone, hung on a leather thong passed through the eye-sockets completes Gunriana’s travelling outfit. She occasionally talks to it in a disturbing fashion. She will (reluctantly) leave it out of her formal attire.

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 (+1 to combat rolls).
A light throwing spear or two if she's expecting trouble (+1 to combat rolls).

Background:

Gunriana De Vanės is a young commoner from an exceptionally rich merchant family. She has been pushed into high society by her father's ambition to improve the standing of their House and is betrothed to a younger son of powerful (though heavily indebted) Duke. 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. She has in the past accompanied His Royal Highness Prince Testwe on his travels, and continues to undertake errands for members of the royal court. Her father has pulled more than a few strings to place her in society, and has 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.

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

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



Pages in this thread: 1  2  3 
 
Post new thread  
Thread closed  Thread closed
Open thread   Feature thread   Move thread   Delete thread Next oldest thread   Next newest thread
 - Printer-friendly view
Go to:

Contact us | Ship of Fools | Privacy statement

© Ship of Fools 2016

Powered by Infopop Corporation
UBB.classicTM 6.5.0

 
follow ship of fools on twitter
buy your ship of fools postcards
sip of fools mugs from your favourite nautical website
 
 
  ship of fools