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Comment ID #72115

THE ADVENTURING GUILD OF FAIR-RIVER. A DIFFERENT SORT OF ROLEPLAY.

I highly encourage that anyone who was involved in the MM or SAG games at least give this game a shot. I would love to see you all take part! It never hurts to try something new…. so come on? Please ;—;? I’ll be your friend! You like Bri don’t you?Heh…but jokes aside…

What is this? Yes it’s another role play in the Reinheilds Curse setting (Since you’re all familiar with it) but focused in a different city, and around new, original characters of our own creation.

For those unfamiliar with it; it’s basically a fantasy medieval world similar to dungeons and dragons, with a sprinkling of Snes-Final fantasy. Of course it also has Cats/Dogs rather then people. Sort of a given with the forum we’re on here eh?

This game will have two major differences to earlier RPs. The first is that it will be primarily run on IRC. All players being part of the ‘adventuring guild of fair-river’ the second largest city in the country, that has one of the largest rivers flowing through it. With the forum threads being used for organization, and ‘casual’ role plays in taverns, and around town. Things you don’t need a referee for.

The second major difference is there WON’T be one huge quest. Instead we will have a list ‘game masters’ who will announce they plan to run a game in 30 minutes to two hours, posting his intent her on the forum and on IRC gathering what players they can. He will a run a one shot to 2-3 part Quest on the IRC chat with whomever is available.

In a nut shell it’s a way for us to run a role play at any time, having established characters, settings, and players to make it easy to run whenever people are free, and whenever people feel like it. All the logs being posted on the forum for people to read.

Okay that sounds great. How do I Join?
There are two main ways to go about it. The main one is to read all the rules here and simply post a character. Once a GM has okayed the character you’re free to start playing in the games. If you’re having any trouble feel free to log onto IRC or Skype and send a listed GM a PM. He’ll help you out with the Details!

The Java Client for IRC is easy to access with one click on the link on the top of the forums. Come join us why don’t you~

How do I become a GM?
Also easy: Volunteer to run a game. If the game turns out well you’re officially a GM and can continue acting as ref to the games.

THE RULES!

!!!!!!!!!Character Creation!!!!!!
First and most importantly will be using a modified version of the ‘Cosmic Castaways’ Rules for game play. Players familiar with role playing games will find this system very simple and easy to understand. On the other hand if you’ve NEVER used a role playing system before feel free to log onto IRC and PM a GM to help you out with each step.

Full character creation rules and the system being used can be found here.

-None of the BCB cast members used in previous SAG games can be used here. It’s strongly encouraged that you create your own new, original, OC for this game. Something that’s your own that can develop as the game goes on.

-If that simply isn’t your thing players are free to re-flavor unused or underdeveloped Cast heroes reworked to be used in a fantasy setting. Or you may play as the child of the character you played in the previous campaign. Though such a character should not be a carbon copy of its parents! What ‘Cast’ Characters are currently free is listed at the very bottom of the rules document linked above.

GM August 9, 2010, 1:42 AM EST.

Comment ID #72117

Characters will be one of five ‘Species:
-The Cats the Primary race of the setting.
-The Dogs, the second most common race in the setting. Tend to be a little taller.
-The Hedgehogs/Birds. The races of the ‘Eastern lands’ whom have the sort of culture you’d expect. The Hedgehogs tend to be a little short, while the birds a little slim. Note: The birds can not fly, and the hedgehog quills aren’t that sharp despite appearances.
-And lastly the Yasho, the Yoshi like race of the ‘Desert lands’. Tend to be short but wide with the culture you’d expect: Sultans, Pharaohs, and Gypsies depending on where you look.

-Characters may NOT be any other sort of animal. They also may not be any sort of ‘legendary’ creature. No vampires, demons, Werewolves, and so forth. Dogs and cats are limited to domesticated breeds (No: wild breeds that a select few breeders have tamed do not count Mister Special SnowFlake.).

-Crossbreeds are impossible, though Marriages/Romances between species are not uncommon. Such pairings almost always adopt.

SOME THINGS TO KNOW BEFORE PLAYING IN A GAME!
-If you’re using the Java client above simply typing out /join #BcbGames will allow you to join the room where the games are played.
-To roll dice simply type out “,roll 1d10” Taking out the “”. If you need to roll a different sided die simply take out the 10.
-There should be no ‘Skyping’ going on while the game is in session. A voice chat will distract players unfamiliar with it, and alienate those who don’t have it at all.
-There should be no ‘Out of character’ comments in the game room when a quest is being run unless they’re directly related to the game. Such as asking about a rule, or asking the GM to clarify something. Feel free to talk OOC in the main BcB chat, or request our own OOC room be made if the BcB chat is active with other things.
-A GM can only handle 4-6 players at a time. Anymore and the game will simply be unrunable. Don’t worry if you end up showing up late, there will always be more games~
-Have your ‘Quick info’ from your sheet ready to be copy and pasted as the session begins.

GRAND DM/PLAYER LIST

OPTIONAL READING

Some Notes on Game Masters:
-If a GM says he’s busy… Accept that he’s busy! Don’t Hassle the GMs!
-This game can not exist if people don’t volunteer to act as a GM. In order for this to work we will likely need at least 3 or more players who are willing to GM from time to time. Don’t be shy! Give it a try!
-Gms are allowed to have their own characters, but may not use those characters in their own sessions.
-When Making ‘Badguys’ for your game using the CC system try to follow these two rules of thumb. 1) A Badguy should have lower stats then PC’s unless they’re outnumbered or are Solo villains. 2) A Badguy’s highest CS should -always- be attack. With ‘Tanks’ simply having more balanced stats. Other wise they won’t be an interesting threat and take too long to defeat. Boring~

Some Helpful role playing Advice
-Don’t play an Anti-social or shy character unless you’re sure you can pull it off. These characters are hard to write and keep interesting. It’ll be a major problem if most of the cast are these for obvious reasons.
-Don’t play a character who is a saint unwilling to use any underhanded tactics and polices the party. Similarly don’t play a character who is a self-serving bastard who backstabs the party left and right. Grey area’s are fine, but working as a team and being friends works a lot better in the long term
-Don’t use your long term OC/Fursona/Mary Sue for this unless you‘re willing to edit it tons. I encourage people to create a brand new characters specifically for this game. Letting the Quests/Characters involved become his or her story/friends developing as his own creature. Other wise your set ideas about the character will hold you back.
-Try to add some Variety to the game. If there’s already five Fighter Felines, don’t make a Sixth! This goes for personality, race, gender, class, weapon choice, and so forth. That said, keep in mind Cats and Dogs ARE the more common races in the setting, just as swords are popular for a reason. Just learn a little moderation k?

GM August 9, 2010, 1:43 AM EST.

Comment ID #72119

NOW THIS IS FOR THOSE WHO HAVE SENT ME SHEETS ALREADY!

I would request that you post your character sheets -here- so they can be approved and added to the grand Player/Character list.

I’d also like to note the system has changed some since. Some things to due to Rixx’s advice, others being my own ideas. The major ones including:

*Heal and heal other are now the same SM. Those who had chosen both now have a free SM to work with.
*All Defensive Powers may now be used -After- the rolls are made. (This rule is experimental and might be changed)
*All attacks that set you DEF to 0 against the next attack now cut it off instead. The only exception to this rule is the ‘Entrap’ power which functions normally to encourage team work.

At the very least I suggest taking a look at any of the powers you chose before to see if they’ve changed any. There shouldn’t be any huge issues.

Once we have enough players added to the list a ‘Fair-River’ Thread shall be open where people can take part in ‘mundane’ role play between games. Hanging out at the guild, sharing stories, walking around fair-river etc. Some basic information about Fair-river shall be shared as well, though not too much (I want to leave plenty of breathing room for people creating backgrounds, and GM’s creating quest locations)

As games are played and logs are created they will be linked under the Game Master who ran them in the ‘grand list’ as it were.

GM August 9, 2010, 1:44 AM EST.

Comment ID #72120

=Player: TheBellBoy=
Character: Syd, Finnish Spitz

=Combat Stats=
HP:18/18 FP:2
ATT:5 DEF:7 VIT:6

=RP-Attributes=
Bod:6
Agi:7
IQ:5
Per:5
Cha:5

=Special Moves=
Counter
Double Attack
Leech

=Quirks=
Elemental Attack - +2 ATT VS enemies weak against water and -2 ATT VS enemies strong against it.

The Bell Boy August 9, 2010, 1:48 AM EST.

Comment ID #72121

Also yeah. My sheet. For those actually interested in such things ;p

No need for the little GM tag on this post huh?

Also… notice in the grand Player list there’s a little ‘Quick ref’ with each player? Giving a one line description of their hero and quick stats?

I’d like everyone to include something like that with your character sheets and to copy/paste it at the start of every game. It’s a quick and dirty way to let everyone playing know what your character is, and what his strengths are.

Bribri August 9, 2010, 1:50 AM EST.

Comment ID #72123

Just a couple of things!

A) The system is called “Battle!”
B) Saying an NPC MUST have a high attack rating discourages a lot of creativity in play, and makes certain strategies prevail more than others. “Usually” is fine.
C) Invoking specials before the rolls are made is meant to mean that failure is always a possibility - it should be a tense moment! If you feel that defensive powers aren’t good enough, it might be because of all the high-attack enemies. (As a side note, the defensive specials are already a bit “better” from a numbers standpoint - compare Charge Attack, which doubles your attack roll after waiting a turn, and Double Defense, which doubles your defense roll with no drawbacks. This is because of the reactive nature of defense specials - whether or not to use them, at the opportunity cost of not being able to use a special for a couple more turns, is tactically a more important decision than whether or not it will work. Allowing them to be invoked after the roll removes a huge part of that decision and takes a good deal of strategy from the game.)

'Rixx August 9, 2010, 1:54 AM EST.

Comment ID #72126

Quite naturally you could be right Rixx. I’ll admit that, you’ve got the experiance with the system, and plenty with role playing games in general….

But really… just give me a chance to run the system here and see what works for us ehn? If you’re proven right I’ll change it in an instant~

But I’ll take your advice to heart. We’ll test it for a while with defensive powers being before only. If they end up being underused, and ineffective we’ll see about switching it back.

Bribri August 9, 2010, 2:05 AM EST.

Comment ID #72127

=Player: Rukral=
Character: Iestyn (Ee-es-tin)

=Combat Stats=
HP:15/15 FP:2
ATT:5 DEF:8 VIT:5

=RP-Attributes=
Bod:7
Agi:9
IQ:3
Per:8
Cha:3

=Special Moves=
Volley (Multi Attack): Pulling a handful of arrows from his quiver, Iestyn quickly pulls his bowstring taut with the numerous projectiles and fires the volley upon any foes in front of him.
Focus Shot (Double Damage): Iestyn carefully focuses in on his target, pulling the bowstring tighter then usual. Once he lines his shot as best he can, he releases the extra taut bowstring, causing the arrow to hit with more force then a normal shot.
Ash Arrow (Confuse): Pulling a small bag of ash from his belt, he quickly attaches it to his next arrow. He quickly notches the arrow and fires it upon his target. On impact, the bag splits open from the force, covering the enemy in a cloud of ash, and causing it to become confused. If forced to fight melee, Iestyn simply throws the ash-filled bag at his opponents face.

=Quirks=
-Archer:Years practicing his aim in the forest have made Iestyn quite adept with bows. This has come at a price though, his skill with other weapons is much weaker. He tends to be more clumsy when attacking or defending himself without his bow.

=Description=
Iestyn is a swift striped-grey cat with a white chest and belly. His face and forhead have dark grey stripes running across his cheeks and down the top of his head, with a solid dark grey line running down his back to the tip of his slender tail. His golden eyes are keen, able to pick off targets at quite the distance. Generally dressing in the colours of the forest he spent his childhood exploring, Iestyn tends to wear a light green shirt and brown pants, with litte armor to allow him to move and dodge rapidly. Hooked to his belt are a series of pouches carrying rations, flint, his bags of ash, and other supplies one who travels often may carry. Iestyn also keeps a skinning dagger in his belt loop, which he uses adequetly when unable to use his bow. He keeps his quiver and bow slung over his back, strung and ready for use almost immedietly.

Iestyn is stronger then the average person, able to pull his bowstring nearly to the point of snapping when others could not and extremly agile. Years of climbing and jumping from the treetops have taught him how to move fast and percieve much of the world around him quickly. His time in the forests did harm him in some ways however, as despite his good looks, his ability to talk his way out of a situation is less then adequate, and his knowledge only stretches as far as the treelines he learned within.

Iestyn spent his childhood in the forests near his home. His father a carpenter, and his mother a simple houswife, the boy would spend his free time exploring the woods. His adventures would take him further past the treelines everyday as he learned to climb, and jump and see the hidden secrets his private paradise had to offer. By the age of 10 however, his father had decided the boy’s future and began to instruct him in the art of carpentry. He fought to return to his natural element in the forest, but with little success. He gained strength in the carving and shaping of lumber, yet his lust for adventure never subsided.

A year later, as he stared off into the woods while shaving down lumber with a smoothing plane, he saw a figure emerging from the woods. A Somali archer arrived at their house, asking to rest for the night before continuing on his way. His family, never to turn down a person in need allowed him to spend the night. Iestyn spent the evening asking question after question to the archer, eyes glistening with curiosity as the Somali answered each. When all others had left to sleep, Iestyn snuck over to the visitor, gently shaking him awake. The Somali sleepily chuckled at the boy before sneaking outside with him.

The two ventured into the woods, Iestyn asking him questions all along the way. Finally, the questions led to the bow the Somali had over his back. The archer chuckled again, drawing his bow and an arrow he handed the two the young boy. Iestyn fumbled clumsily with the large bow, barely even firing the arrow a foot. The Somali laughed, picking up the arrow and returning it to his quiver and taking back the bow. He pulled out another arrow, the tip made of a shimmering black obsidian rock and fired it into a tree hundreds of yards away. Iestyn returned home delighted, having shared this secret experience with the archer.

The next day Iestyn awoke to find the archer gone. Having left at first sunlight, the boy miserably returned to his duties. As he returned to the window he had been watching from the day prior, he was shocked to find the Obsidian arrow laying in the windowsill. He shakily took the gift, and from then on he began to spend his nights away in the woods practicing archery with a bow and arrows made from scraps of lumber left over. Many years later, now an expert at archery, he packed his bags and left for the adventure he still yearned for. His father furious, and his mother tearful his only goodbye was the note he had left as he set off to become the adventurer he had dreamed of becoming as a child, his prized Obsidian arrow safely nestled away in a special part of his quiver.

Rukral August 9, 2010, 2:14 AM EST.

Comment ID #72128

Feel free to mess around with it! I’m really glad you like this system and are adapting it to your own purposes, and I’ve taken a lot of your advice to heart in revising it for you.

Now, when you say to give you a chance to run the system and see what works, I ask you afford me the same courtesy. Run the system as designed before changing anything fundamental about it!

Saying I have experience with the system doesn’t really do it justice - I designed this system’s basics years ago, and since then have run endless variations of it, trying what works, taking suggestions from dozens of people and incorporating them. (The version I gave you guys is actually a bit outdated!) I’ve made tabletop versions played with real dice, alternate special systems where different effects are combined, versions played on a map with stats for Mobility and Range… the game’s basic mechanics are the crown jewels of my game design career, and I’m very proud of them.

You’ve run this game once or twice. It’s easy to get assumptions about how the system works from those few times (it’s easy to say certain things are underpowered or overpowered from experience this way) but luck is a huge factor, as well as some metagame assumptions (such as your policy of all NPCs having ATT as their primary score). It’s not my first time to the rodeo - I’ve gone over these things before. No need to retread old ground - it’s also not a good idea to constantly change core assumptions of the system while you’re just starting out, as that may put off people who are just starting and learning the rules.

I’ll tell you all what - I’m going to spend the rest of the day codifying this system into a manual that’s easy to read and understand, and including a good deal of your houserules and changes (such as the new non-battle skill system and the changes to heal and charge attack), and I just ask you use the rules as written for a while. I just want to make sure the system works - activating specials after making the roll is a core assumption of the system, and removing it takes away a lot of the strategy - if you only activate specials when you know they’re going to work (which is when you get a good roll), the game becomes much more luck-based.

A the same time, I don’t want to sound high and mighty - I’m super flattered you guys like the system enough to mess around with it! I just want to make sure everything goes smoothly for you guys.

'Rixx August 9, 2010, 2:17 AM EST.

Comment ID #72130

Also, Bribri, I’m going to credit you with the non-combat system (which I can tell is a simplification of the “ability check” system from AD&D, which I’ve always liked) and a lot of the rules changes - is there a full name I can use for you?

'Rixx August 9, 2010, 2:24 AM EST.

Comment ID #72132

I’m not going to post Amunet just yet as there’s some fixes I’d like to work on first. Mostly to her background, but some to her build as well.

MiwAuturu August 9, 2010, 2:32 AM EST.

Comment ID #72133

Name: Duruan
Age 18
Job: Apprentice Swordman, Apprentice Magician


He is an apprentice swordman, since he is skilled and simply loves swords, and a apprentice magician, since he born with Magi powers in his body, although he simply can use basic magic. He worked in a farm where he started his swordmanship.He can be brave but sometimes he can be a little unworried, making him do stupid fast actions. Also he has a great moral, he will do good things and let his enemies alive , but hurt. He is smart, he knows how to get out of trouble. He has one weakness though… a event that killed her sister in a fire… thats why he doesnt use fire based magic often. He has a long sword that he name Roxanne in honor to her dead sister.

CaosDraws (Duruan) August 9, 2010, 2:33 AM EST.

Comment ID #72134

Just list me as Bribri I don’t need any real name listed there dude~ It’s all cool. Your creation and all.

I also DID say I was going to step back from the ‘after rolls’ Rules, with the exception of the ‘Never miss’ attack power. It seems like a fitting power to have that ‘reliability’ attached to it yeah? So really don’t worry about it.

I’m honestly at a bit of a loss on how to respond to all that. But hey~ It’s cool.

Bribri August 9, 2010, 2:35 AM EST.

Comment ID #72135

=Player: theJoustingJester=
Character: Felix Kinsey. Head-smashing Husky of the northern outpost

Felix is a brown and white husky from one of Caignwell’s northern outposts. He was born there to a blacksmith and his wife, he was trained as a blacksmith originally, but he joined the militia to protect the outpost from the northern raiders. Turns out he was a natural with the battle axe, a real berserker. He got by with his brute force and his ability to take many hits, but with little formal training he knew he couldn’t survive forever. He travelled south, to Caignwell proper to try and get the formal training he need and possibly even join the guard.

Used to the northern cold, his combat based on giving incredible damage, he doesn’t see the need for clothing or armour. His battleaxe strung across his back is normally the only thing on his body.

=Combat Stats=
HP:27/27 FP:2
ATT:9 DEF:1 VIT:9

=RP-Attributes=
Bod: 9
Agi: 8
IQ: 5
Per: 3
Cha: 5

=Special Moves=
Rampage (Multi Attack): Felix goes absolutely berserk, hitting everything in sight as hard as he can.
Force of Will (Second Chance): Through sheer force of his anger and will, Felix forces his body to keep fighting past his limits so that he can do just a little more damage.
Disarm (Disable): Felix smashes his battleaxe into the enemies weapon so hard that it goes flying, they can’t attack again until they can get it back.

=Quirks=
-Melee Expert: ATT is always treated as 1 when attacking at a range. Gain 1 extra point for Combat stats. You must have 5 or higher base ATT to take this Quirk. (Used to increase VIT from 8 to 9)

=Quick Info=
Felix Kinsey; husky berserker of the north, usually naked, his battleaxe strung across his back
A:9 D:1 V:1
B:9 A:8 I:5 P:3 C:5

theJoustingJester August 9, 2010, 2:35 AM EST.

Comment ID #72139

Cool! Sorry I text-walled you there, haha… I just wanted to explain why I “vetoed” that change. In any case, the manual is coming along smoothly.

If I get the time, I’d also love to participate - probably in the capacity of a GM, but I should probably play in a game first to get a feel for the game’s world.

'Rixx August 9, 2010, 2:44 AM EST.

Comment ID #72140

Here Is a better one

Name: Duruan
Age 18
Job: Apprentice Swordman, Apprentice Magician
LV 4 Swordman
LV 2 Magician

Stats:
HP: 26
MP: 20

Atk: 3~4
Def: 2
Vit:3
Bod:7
Agi:5
IQ:8
Per:4
Cha:4

Offensive Skills
Sword Cyclone- Swirls with the sword.
Sword Fall- Jumps with the sword pointing down

Magic
Fire,Thunder,Ice magic (2MP each)
Stun,Poison,Sleep magic (4MP each)
Heal- Heals 30 Hp
Teleport- Teleports to somewhere safe (50MP- He needs to lvl)

Passive:
AtkUP
MgcUP
CoffeeRush- stops sleepyness


He is an apprentice swordman, since he is skilled and simply loves swords, and a apprentice magician, since he born with Magi powers in his body, although he simply can use basic magic. He worked in a farm where he started his swordmanship.He can be brave but sometimes he can be a little unworried, making him do stupid fast actions. Also he has a great moral, he will do good things and let his enemies alive , but hurt. He is smart, he knows how to get out of trouble. He has one weakness though… a event that killed her sister in a fire… thats why he doesnt use fire based magic often. He has a long sword that he name Roxanne in honor to her dead sister.

CaosDraws (Duruan) August 9, 2010, 2:47 AM EST.

Comment ID #72143

=Player: Ace=
Character: Xavier
Race: Feline
Breed: Domestic short hair

=Combat Stats=
HP:12/12 FP:2
ATT:4 DEF:8 VIT:4

=RP-Attributes=
Bod:4
Agi:6
IQ:9
Per:8
Cha:7

=Special Moves=
(Terrify)Freeze - Flipping back his hair, Xavier flips his eyepatch up and stares at the enemy. Those that gaze into his eye socket see their worst fears come alive int their own minds and are frozen in place. (Your opponent cannot act next round. Do not attack.)

Confuse - Snapping his fingers, an enemy’s vision is suddenly thrown into complete darkness and hears noises that they lash at instinctively in fear. Sometimes these noises are the target’s friends, sometimes it’s their enemies, either way Xavier laughs. (The target becomes confused, and must choose their next target at random by die roll including all enemies, allies, and even self. Do not attack.)

Redirect - Xavier bows and suddenly he is no longer standing where he was. Enemies see him appearing in a different locations and attack. They don’t notice that he is standing right where their allies are… (Any attacks aimed at the user will be redirected to target any other character of the user’s choosing. Can’t be turned against the character who made the attack.)

=Quirks=
Elemental Attack(Perception): You have an affinity for a particular ‘element’ when attacking. Gain a +2 ATT bonus when this works to your advantage, and -2 ATT when it does not. (So basically he does more damage to stupid people as it is easier to mess with their minds)

-Expert: Loose Two points from your Combat Stats. Gain Four points in Role playing attributes

Background: Raised in the court as the son of a noble, Xavier joined an errant knight company early in life to appease his father but suffered a blow in practice that robbed him of his left eye and his chance at knighthood. He then devoted his time to studying magic against his father’s wishes and quickly learned to use the power of the mind to his “advantage.” His proficiency in illusion magic often put him at odds with other novices who quickly became tired of his playing with their emotions and memories. (Those who were foolish enough to believe his illusions anyways) After multiple pressures by his father to quit magic he finally left home to escape these pressures, taking a sizeable amount of money, “coerced” from his family as a parting gift. With nowhere to go and no family he cared to return to he joined the guild to practice his talents and create a name for himself in the world. A name no one would forget.
That name is: Xavier

Ace August 9, 2010, 2:55 AM EST.

Comment ID #72148

Right then right then. Thanks for the sheets for far. Seems everything’s in order don’t it?

As you can see a lot of you have been added to the player list. At least those with workable sheets in this thread.

Thanks for adding the “Quick Info” to yours JJ. Was hoping to have that for every character here.. for those just want a quick glance at what everyone is.

Bribri August 9, 2010, 3:08 AM EST.

Comment ID #72149

HOLY BEJEEBUS I did not intend to end up writing that much for her.

=Player: MiwAuturu=
Character: Amunet of the southern desert

Physical
A female sphinx cat, at first glance it’s hard to tell what gender she is as she still wears the light (colour & weight) cloth coverings that she had to in her old profession. She always seems to have her bow, strung and ready to use, held onto a clip on her belt.

Background
Although they are less common, cats do exist in the southern deserts mostly inhabited by the yasho, some even end up praised as gods due to their considerably larger stature compared to said yasho. Amunet was not one of these cats. She was orphaned as a child and was raised as a bodyguard since “Orphans do not have family ties or feuds that could interfere with their duty to protect their charge.”

Eventually it was found that she was an incredible archer, rumour flying about that she never missed her target, and could kill a hundred men before they reached her. This was of course no more than rumours, but she was nonetheless incredibly capable with her bow and was thus placed into the pharaoh’s personal guard. Here she was given one of the bows of the winds that represented her position as a bodyguard. She served as his personal guard for many years, putting her duty before all, saving the pharaoh’s life on more than one occasion.

One day, however, things changed for her. She was protected the pharaoh as was her job, when a bard was summoned to entertain. She heard his stories of wartimes, of great heroes and of the great beasts they slew. She began to wonder about this outside world, but the one time she asked she was met with punishment for being distracted during her duties.

Eventually her curiosity grew to great, she grabbed her wind bow and escaped, her years of staying in the shadows protecting the pharaoh allowing her to stay hidden and get away from any guards that may seek her. Even after getting to Caignwell she mostly stayed hidden, listening to snippets of conversation, trying to gather information about the outside world. Finally she heard of a guild for adventurers in the City of Fair River. Figuring this was the best way to see the world, she went to join, and easily passed any tests given to her through her prowess with the bow.

Personality
Being trained her whole life as a bodyguard in the strictest conditions she is rather unused to actual human interaction. She has trouble letting go of the habits of her old profession, often preferring to sit in a corner and watch for dangers than to mingle. She has trouble trusting people, although co-workers seem to have an easier time getting her to open up. She will never act openly hostile towards someone, no matter how much they deserve it, and will often not mention that she is injured or suffering, preferring to stay silent and strong. She respect loyalty and intelligence above all other traits.

=Combat Stats=
HP: 15/15 FP: 2
ATT:6 DEF:7 VIT:5

=RP-Attributes=
Bod:5
Agi: 8
IQ: 6
Per: 9
Cha: 2

=Special Moves=
Quick Fire (Multi Attack): Amunet fires a few arrows in quick succession, trying to get a few more hits in. (you may make an attack roll against every target you can hit.)
Summon Winds (Never Miss): Amunet calls upon the enchanted winds within her bow that she may strike true and quick (Make an attack roll as normal. Your opponent cannot use any defensive special moves against this attack, and must reroll defense until the attack is successful. If your attack roll comes up as a “1”, re-roll.)
Healing Winds (Second Wind): Amunet calls upon the healing gods of the wind to heal her as she fires her bow (Make an attack roll as normal. In addition to your normal attack, you also roll a die with a number of sides equal to your VIT score, and immediately recover that amount in HP. You can only use this ability once per battle.)

=Quirks=
-Archer: Gain a +2 Bonus to ATT/DEF when using a ranged weapon or avoiding one, but a -2 penalty when forced into melee.
-Elemental Attack: You have an affinity for wind when attacking. Gain a +2 ATT bonus when this works to your advantage and -2 ATT when it does not.

=Quick Info=
Amunet, female sphinx of the southern desert. Wears cloth armour covering her entire body, it’s hard to tell her gender through it, always has her bow strung and ready. Anti-social.
A:6 D:7 V:5
B:5 A:8 I:6 P:9 C:2

EDIT: sorry, I changed things in my RP attributes for my build, but forgot to add them to the quick info

MiwAuturu August 9, 2010, 3:12 AM EST.

Comment ID #72193

=Player: TurnerClassicNinja=
Character: Maaka. Cat, Maverick Lark

=Combat Stats=
HP: 12/12 FP: 2
ATT: 8 DEF: 7 VIT: 4

=RP Attributes=
Body: 6
Agility: 8
IQ: 6
Perception: 6
Charisma: 4

=Special Moves=
Double Attack: Maaka swipes at his opponent in a wide arc, spinning around and following up with a potent magic attack.
Dizzying Blow (Ensnare): To his opponent, Maaka leaves his entire, vast…boot to the head *punch’d*. The powerful kick dazes its victim, leaving him wide open against another attack.
Attack Support: Maaka and all allies within a 5m radius gain +2 on their next attack rolls.

=Custom Move (replaces Ensnare if allowed by GM)=
Intimidating Rush: Maaka sprints at an opponent, laughing manically. Roll a d4 die. Roll a 1, attack normally. Roll a 2 or higher, negate defense for that attack and reduce opponent’s next attack by -1.

=Quirks=
Melee Fighter: Maaka loathes attacking his opponents from afar, preferring to tear into them with his own two hands. All ranged attacks treated as 1. Gains +1 CS.
Nocturnal: Lower Agility by -1 during the day, raise it by +1 at night.
Qinqin Player: Raise Charisma by +1 and lower Perception by -1 when in a tavern, bar, or inn.

=Character Description=
Since he was a young boy, Maaka always had a taste for adventure, and a love of all things magic. This childlike innocence died the day he arrived home to witness the murder of his merchant parents. Orphaned, he spent much of his childhood on the streets, learning to play the qinqin as a source of income and sleeping during the day so he could avoid the thieves and gangs that prowled at night.

One day, when Maaka was around twelve, he comes across a Siilitian hedgehog being pestered by a group of thugs. When one of the brutes tried to rough him up, he was blasted back by a wave of magical fire. Another fire, until then long dead, rose up within the young cat, inspiring him to help the old man beat back his assailants and ask to be his apprentice.

Chuckling at the sight of Maaka’s enthusiasm, the hedgehog introduced himself as Ouji, a member of a powerful nation-spanning guild known as the Mavericks. This band of adventurers, politicians and merchants sought to promote acceptance and understanding in a world of rejection and ignorance. Recently, the Mavericks have been thinking that the best way to instill this controversial message was to introduce it while the person was still young. Seeing this as a golden opportunity to do so, Ouji decided to take the boy in, raising him as a member of his society and as his adopted son.

Over the years, Maaka studied tome after tome of magical knowledge, gaining a vast wealth of arcane wisdom that surprised even Ouji with its depth. But… it became apparent that something was off about him. Some violent rage within Maaka that made the young man lash out at those around him, hardening his heart to the values the Mavericks so praised. Seeking to help him channel this ferocity, Ouji began to teach him the ways of hand-to-hand combat. Maaka took to it well. Perhaps, too well…

Nonetheless, Maaka’s martial arts training had done well to temper his anger and to teach him patience with other people’s shortcomings. To a degree, anyway. However, it became apparent to Ouji that his ward’s moodiness and reluctance wouldn’t be relieved if he stayed around him studying. After Maaka came of age, Ouji decided to send him off to travel the world, hoping that some forced interaction with others would help him grow.


Maaka is a Turkish Angora with green eyes, a black smoke coat and a lanky build. He has shoulder length hair the color of his coat, with long bangs covering most of his face. His armor is light, consisting of mostly cloth with leather leggings and gauntlets. The latter of these end in steel claws, which end at about six inches from the fingertips.

Maaka tends to be a bit of a loner, and can often be found alone nursing a drink or playing on his qinqin at the Amber Dragon. Moody and reclusive, he generally only talks to others because he knows Ouji would be pissed if he knew that he was missing the whole point of his journey. Start a conversation on anything that even remotely involves magic, however, and he’ll egg on about it for hours on end. But for the most part, he’s a really nice guy once you get to know him. Miu in particular seems to have an adverse effect on him, reducing him into a beet-red puddle of mush whenever she so much as enters the same room as him.

In combat, Maaka becomes a completely different person. Wild and energetic, he slashes at his opponents with his steel claws with an almost manic vigor and kicks like a freshly-branded bull. His great speed allows him to dodge and parry his enemies’ attacks with ease, and his equally swift spell-casting allows him to punish his foes with powerful short-range magicks.

=Quick Info=
Maaka, Moody Turkish Angora Lark (Combat-oriented mage), with medium length hair and long bangs, cloth armor, leather leggings and gauntlets ending in steel claws
A:8 D:7 V:4
B:6 A:9 IQ:6 P:4 C:4

TurnerClassicNinja August 9, 2010, 4:33 AM EST.

Comment ID #72197

All right, here it is: The rules!

http://www.megaupload.com/?d=C3I238CB

This document contains all the basic rules for the game system, but nothing based on the setting. I incorporated most of the extra rules that BriBri created (tweaking a couple of them slightly).

I’d like to ask that no more changes be made to the core rules, and that the game is played as detailed here - if anyone has suggestions to make (such as different ways special moves should work, or new specials to include), I’ll consider them and revise this document with the changes. However, feel free to mess around with and change anything under the “additional rules” section, like the character quirks and non-combat skills - that stuff is new to the system, and therefore needs to be played around with!

I hope nobody minds me taking the position of “official rules keeper”, but I think it’s a bit better for everyone if there’s a definitive, consistent version of the rules; that way, we don’t have the problem of multiple GMs and players having different sets of house rules, and players being confused about the rules of the game changing from one session to the next. And if there’s gonna be one definitive version of the rules, well.. it’s my system, so it might as well be me, I guess!

(Also, regarding “Never Miss” - I think it’s fine as it is. There’s really no reason to treat it differently than the others in regards to whether or not you can invoke it before or after the roll is made - sure, your opponent may roll low on defense anyway, but no special move is guaranteed not to be a waste.

I also removed the cap on Charge Attack entirely, though, as suggested.)

'Rixx August 9, 2010, 4:43 AM EST.

Comment ID #72202

Well if I might ask the obvious there Rixx:Where are the Stamina Rules? The Recovering section of my own little document from earlier? What was wrong with them?

Just a tiny bit of easy to do realism can’t hurt can it?

Bribri August 9, 2010, 4:51 AM EST.

Comment ID #72207

Eh? I’m looking through the document right now, and I don’t see Stamina and Recovering… I might have an outdated version.

If you mean the Death and Dying rules, they’re in there.

'Rixx August 9, 2010, 4:54 AM EST.

Comment ID #72214

Hmm I wish I had more of an attention span to read everything, ;__;

And I also wish I had more time to devote to these, this would have been perfect if we started them during the summer so us newbies could learn the system, but I’m about to start college and will have no time for this.

*Sigh* I’m sad face now…

La Comi! August 9, 2010, 5:00 AM EST.

Comment ID #72220

Yeah you’re looking at my auto-dated beta rules then. Check the rules link that was posted in this thread. It should detail those and additional changes, I believe I made a few.

For the time being Rixx I’ll let you control these here. But if we decide we want to change -anything- core or not… we’re going to change it. We won’t be changing things after the first game or anything mind you, we’ll test it, we’ll play it, we’ll see how things work. But yeah.

It’s great that you’re putting work into this… and this is clearly your baby we’re dealing with here.. but let the people who use your system use it the way they feel is right.

I’d.. also like to note two things… first… this really needs an example sheet so new players know what I expect. Including the notes about the ‘Quick ref’ thing.

Two…..I’m going to need a document version of this. Something I can copy and paste into the original document linked at the start of this thread. The fact is I can’t go back and edit the earlier posts. When people make their characters they will see the earlier links and follow them. Not scroll down and spot your one megupload one. So unless I copy all that information over they’ll see an outdated set of rules yah know?

That’s the very reason I linked a document that I was able to edit and change as time pass.

Bribri August 9, 2010, 5:08 AM EST.

Comment ID #72223

@La Comi!
Keep in mind Comi this is a ‘play when you can game.’ If you’re online for 3-4 hours due to having a free night from school…. and discover someone is running a game BAM you can join and hang out. It’s actually well suited for those with busy lives with work and school.

This isn’t like the previous SAGS where you need to be there every constant hour posting and it eats your life away~

If learning the rules are a problem logging onto IRC and PMing myself or one of the other GMS to run you through the basics it the best way of doing things. If you’re up for such things ;p

Bribri August 9, 2010, 5:11 AM EST.

Comment ID #72232

Hmm still, I’ll try it later though is seems like it would work pretty easily once I got the hang of it. My school does this weird thing were for the first month they keep you super busy so you don’t get home sick.

But i will try it later, I am only saying that I will be a total newb by the time I get to try it.

La Comi! August 9, 2010, 5:24 AM EST.

Comment ID #72233

https://docs.google.com/document/edit? id=1lLETqsAELMB06T287O0VKbmdIJGxk4A5WgrFLj-EdNQ#

Here ya go! You can go ahead and copy parts of this document into yours.

I guess there’s not really much I can do to control how the rules are changed, so I guess if you’re running this then you can feel free to change them as you wish. I just humbly request that you keep the core assumptions of the game (like when you can use special moves and how all the provided ones work) the same. In any case, feel free to consult me on any rules changes - I could tell you pretty easily how they’d affect the game as a whole and whether or not they’d be a good idea.

Sorry for my protesting, but keep in mind that I approve heartily of the vast majority of changes already made, so keep up the good work in that regard!

'Rixx August 9, 2010, 5:25 AM EST.

Comment ID #72236

Rixx you forgot to set that document as share to linked or all~ *Chuckles* and yeah as I’ve said plenty of times. It’s all cool dude~

Bribri August 9, 2010, 5:26 AM EST.

Comment ID #72287

Is this thread still valid for recruitment? (meaning the actual adventure hasn’t started yet?) If so, I’d like to try and join.

Icaras August 9, 2010, 6:39 AM EST.

Comment ID #72290

ALSO:

=Player: ‘Rixx=
Character: William Wilhelm, Yorkshire Terrier

=Combat Stats=
HP:18/18 FP:2
ATT:6 DEF:6 VIT:6

=RP-Attributes=
Bod:5
Agi:7
IQ:9
Per:4
Cha:5

=Special Moves=
Defensive Roll (Defense Boost): William quickly darts out of the way of an attack, moving erratically to avoid being hit.
Haymaker (Bypass): William puts all his physical and arcane power into a mighty swing of his fist.
Coordinate Defenses (Shield): William focuses his attentions on the tactics of his enemies, and imparts advice to his allies.

=Quirks=
Augmented Body: +1 Body for feats of strength, -1 Body for checks related to physical health


William Wilhelm was born with an innate curiosity for the workings of the world around him. Unabashed by the warnings of others, Will sought to find out how everything worked - from magic to machines to nature. He’d often combine the three in new, interesting ways, as well; he had a talent for animating small objects by infusing them with magical power in the form of crystals, which he referred to as “aether batteries”.

Unfortunately, William’s curiosity eventually led to disaster - while pushing the limits of what he could and could not do with his crystal storage method of harnessing magical power, he caused an explosive accident which claimed his left arm. Through this accident, however, one of the secrets of his talent manifested: the shock awakened his latent sorcerous abilities, arcane power flowing through his veins.

Not content to let his new abilities go unexplored, Will studied his own magical power like he studied everything else. He discovered that he had a talent for manipulating raw force - a talent that he applied creatively by constructing himself a new arm made of stone that he could control with his magic. Discovering that his new arm gave him more strength and precision than before, he was so pleased that he had his remaining arm amputated and replaced as well.

Granted this new power, William decided that the adventuring life was now an option for him, now that he had some kind of combat capability. Practicing day and night, he developed a unique fighting style, using his stone fists to deliver solid blows, as well as using his magical talent to project waves of arcane force from his hands.

Despite the strange appearance his arms give him, William is friendly and approachable, always the optimist, and always eager to share his passion for learning with others.

'Rixx August 9, 2010, 6:41 AM EST.

Comment ID #72293

Name: Duruan
Age: 18
Animal: Cat
Gender: Male
Job:
Apprentice Swordsman
Apprentice Magician


Stats:
HP: 15
FP:2
Atk: 6
Def:5
Vit:5

Attributes:
Body:7
Agility5
IQ:7
Per:6
Char:5

Special Moves:
Double Attack-Attack as normal. If the attack connects, multiply the damage dealt by two.
Absorb-Roll for defense as normal. If your defense roll exceeds your opponent’s attack roll, you can add the difference to your HP.
Random Basic Magic- Roll a dice to use random magic against enemy by using a dice, he may either burn (fire), freeze (ice), or stun(lightning) the enemy.

Quirks:
Healer
Food Finder - He finds food easily.
Rage- When a friend dies, he cuts his HP in half but increase his ATT by the double.

He was used to help in a farm thats why he has an good body and average agility, then he met a magician meanwhile he chased a lost chicken, they talked and he showed great interest in magic. So the magician decided to train him for him to learn the basics. Also he learned from the farmer how to find food in the wild. He can heal people. Also has an leather armor which gives him normal defense. His vitality is normal.

Quick Info
Duruan Soullight ,An regular Australian Mist trainee swordsman and magician, Short Haired, has a Leather armor and a Long Sword, Also has this golden amulet his mother let him when she died.
Atk:6 Def:5 Vit: 5
B:7 A:5 I:7 P:6 C:5

Descrition:

He is the good boy of the team, cheerful and optimist, before he fight he asks his enemies if there is another pacific way to solve things but if their enemies come to attack, he defend and stike back. He has an amulet that his mother let him before she passed… She also told him he had a sister.

He keeps a suit in his farmer back pack. He changes when he is at a town.

Besides the suit he keeps ,he also has other stuff in his backpack, like some magic tomes and a first aid kit.

He can play dead, because he used to train bulls for Rodeos.

Caos (Duruan) August 9, 2010, 6:46 AM EST.

Comment ID #72295

Two things.
One. I’m altering Intimidating Rush at Bribri’s request. New description is as follows:

Intimidating Rush: Maaka sprints at an opponent, laughing manically. Reduce the number of sides on the enemy’s defense roll by two sides, then reduce the number of sides on its next attack roll by two sides.

Two. Commie, I really hope that you take the time to try this out. As a fellow systematic RP newbie and incoming freshman, I am definitely gonna do so. I know you’re gonna have fun doing this, and I hope you give this a chance. Plus, I really want someone to RP Paulson and Theresa’s kid. XP

TurnerClassicNinja August 9, 2010, 6:51 AM EST.

Comment ID #72302

Character Sheet
=Player:Brocky=
Character: Brock; Dog of the Northern wastes.

=Combat Stats=
HP:21/21 FP:3
ATT:5 DEF:7 VIT:7

=RP-Attributes=
Bod:9
Agi:6
IQ:5
Per:9
Cha:2

=Special Moves=
Heal-Make a VIT check. Heals that Amount.
Revive - Roll a fallen ally’s VIT stat; they will be brought back into the game with the resulting roll as their HP. This move can only be used once per battle.
Second Chance - Provided your special move is available, roll your VIT stat and heal that amount upon being defeated. One use per battle.

=Quirks=
Melee Expert: ATT is always treated as 1 when attacking at a range. Gain 1 extra point for Combat stats. You must have 5 or higher base ATT to take this Quirk
The Cold Makes You Strong: You gain plus 1 to your body stat, but in hot climates(i will let the GM decide what qualifies as a hot climate), you also have to subtract 2 from your Agility and perception stats.
Elemental Defence: Your defence is attuned to the cold. You gain a +2 DEF bonus against it and attacks like it, and a -2 DEF penalty against fire.

=Description=
He is a big Alaskan Malamute, born in the far northern wastes. They lived as hunters, surviving by taking down the large animals local to the far north. The wastelands were a hard place to survive in, only the strongest could survive, ones that could take whatever the weather and the land would throw at them. Because of this, he learned early on how to survive and keep yourself and others alive. However, once he came of age, he traveled south. Though he had come to love the cold, harsh climates in the north, he figured there was nothing for him in his homeland. He weilds a maul with dangerous skill and proficiency, and more than ample strength to use the large hammer. He wears thick undershit, strong trousers, designed to withstand the cold(He also carries around both a heavy coat and an ushanka, but most of the time it is to warm to wear them). Most of his clothing incorporates heavy fur from beasts local to his homeland.


>:I

Hurr me and bribri only guys with three fate points.

Brock August 9, 2010, 7:16 AM EST.

Comment ID #72303

That is yes. One sec.

=Player: Icaras=
Character: Adrian (Paladin-in-training)

=Combat Stats=
HP: 24/24 FP: 2
ATT: 4 DEF: 6 VIT: 8

=RP-Attributes=
Bod: 5
Agi: 9
IQ: 4
Per: 5
Cha: 7

=Special Moves=
Never Miss - Uses his agility to make a quick, accurate strike.
Effect: Make an attack (if it is 1, reroll). Your opponent can’t use any defensive specials for it and must roll DEF until the result it lower than yours.

Double Attack - Moves with speed to land two attacks in quick succession.
Effect: Make two attacks against a single enemy.

Reflect - Quickly parries an attack, taking advantage of the small opening to strike back.
Effect: Roll for defense. If it is higher than the opposing attack roll, deal damage to the attacker equal to the difference.

Light of Judgement (Custom): He is surrounded by a bright aura, boosting his attack but lowering his defense.
Effect: No other actions may be taken on the turn of activation. Beginning the following turn, swap ATK and DEF until the end of the third turn following activation.
(Would replace Never Miss)

=Quirks=

Elemental Attack (Holy) - Utilizes his sword’s holy magic to smite unjust foes.
Effect: Apply a +2 ATK bonus when Holy works to his advantage, -2 when it does not.

Fleetness of Foot (Custom) - Escapes to relative safety, losing his footing in the process.
Effect: Once per round, you may use your Agility instead of your DEF when rolling to defend an attack. If you do, you cannot perform any actions or use any special moves until the end of your next turn.


Bio:

Adrian is the only son of Sir Icarus and Anabel. His father is teaching him the ways of the paladin, and showing his son a few of his old tricks. Over time, Icarus has learned to trigger his holy aura at will, and has taught his son to do so. Adrian, still being about 17 years old, is headstrong and reckless. However, he seems to know his way with words, and can usually smooth-talk his way out of trouble, if he is even caught to begin with, that is. Being Icarus’s son, Adrian inherited his father’s agility. Being as young as he is however, he is even faster than his father was at his age. He is a street-smart fellow, and does not care for bookish knowledge. However, he has a fantastic memory, and so even though he dislikes book knowledge, he can retain it. He is acquainted with Icarus’s old adventuring company and their children. Adrian was, of cours, viewed to be a bad influence on the young’uns.

Icaras August 9, 2010, 7:22 AM EST.

Comment ID #72305

Well, fuck. I just downloaded the rules, see that revive is out, go to switch it with something else…


And my ten minutes are up for editing. >:I

Desperation Strike - Make an attack roll, the value of
which is automatically fixed at 10. You can only use
this special move if your total HP is at 1/3 or less
(meaning your current HP is less than or equal to
your VIT score).

This replaces Revive.

Brock August 9, 2010, 7:29 AM EST.

Comment ID #72308

Just a note, IRC hates me as of now.

Icaras August 9, 2010, 7:50 AM EST.

Comment ID #72311

Colm
Male Feline Songblade

Combat Statistics
Hit Points: 21/21 Fate Points: 3
Attack: 4 Defense: 7 Vitality: 7

Roleplaying Statistics
Body: 4 Agility: 4 IQ: 9
Perception: 4 Charisma: 9

Specials

Heal (Heal Other/Heal Self): After hearing all the stories of death during the adventuring stories, how Delilah almost died when fighting Reinhild, how his own biological father died while fighting the Sillitie guards, Colm resolved to never allow that to happen to himself or his friends, and at every opportunity trained in the healing magics, under Jasmina and occasionally under Carter, strange feline that he is. He has since become a quite adept healer, capable of sealing wounds and keeping people who would otherwise be beyond help alive. When he uses this ability, the target of the ability regains 1dVIT hit points.

Song of the Storm (Disable): Colm begins to call upon the winds, summoning a small storm around him; wind whips at his clothing and his blades take on a deadly shine. When he strikes a foe with them, a loud clap of thunder or jolt of lightning accompanies it, temporarily disabling the foe struck, causing them to lose their next attack. This can be applied to either his rapier or his throwing knives.

Dance of Life (Inspire): Blue and green balls of energy begin to rise around Colm, energizing his allies, raising their spirits, and allowing them to push themselves to their true limits. He can sustain the dance for three rounds, granting his allies a +2 bonus to all rolls during that time, but as long as he is using this weaving dance he cannot attack.

Quirks

(note: the Songblade disadvantage is used to balance the Dabbler advantage; they are not meant to be taken as separate quirks)

Songblade: Songblades are magic users who rely on song and dance in addition to their blades in order to fight. They tend to be very multifaceted combatants, capable of magic use in addition to swordplay, and are very graceful. However, because it takes a while to get into the swing of things, Colm’s abilities take a while to come fully to bear; as such Colm rolls 1d4 for initiative instead of 1d10. Additionally, any non-defensive special ability Colm possesses can only be used if he is both free to sing and dance; if he is muted or prevented from dancing in some way, he cannot use non-defensive special abilities.

Dabbler: All the years of eclectic training Colm has received in order to become what he is allows Colm to, once per adventure, use a special maneuver not on his list, subject to all restrictions his normal special abilities possess.

Ritual Caster: Colm is a magic user, and as such does possess magical talent.

Titanium Dragon August 9, 2010, 7:59 AM EST.

Comment ID #72312

Description

The only son of Albert and Delilah, Colm is a tall, lithe cat with cream-colored fur and long ears. His blonde hair is full, like his father’s was, and the fur on his ears and down the center of his back is dark, while on his chest and throat he has a patch of pure white. Some would call him handsome, but more would call him beautiful; he is one good-looking Tom, and he uses it at times to his advantage.

Raised by his mother and her friend Dave after his father’s death, Colm never knew Albert, though the ears give him away as his son. Dave treated him as he would a son, and Colm considers him to be his father, even calling him “dad” despite the fact that his mother remarried. His family was loving and he had many years to himself with his mother, a luxury his younger half-siblings never were afforded. As such, he takes after her quite strongly in many ways, though Dave’s influence is also clear on the young man; while his mother is very peacable and avoids conflict, Colm believes it is sometimes inevitable and must be met head-on, though he is not nearly as bloodthirsty as his mentor is.

Colm grew up around many of his mother’s old adventuring companions, and Delilah would periodically visit and recieve visits from others. Colm was a curious child, and learned all he could from everyone he met; he recieved magic lessons not only from his mother, but also from the geomancer Amaja, the sorceress Susanna, and even Lily on her periodic visits. He learned swordplay from Makar, and how to hold his own from Dave. He learned how to move quickly from Lady Lieselotte, and even once was taught how to hold a throwing knife by some enigmatic white-furred dog who seemed a man of few words but of great confidence.

While many saw his mother in the young man, Delilah saw almost too much of his father in him. While very personable and intelligent, he had far more ambition than Delilah ever did, and he wanted to follow in his fathers’ footsteps - he wanted adventure! But Sillitie was a pretty peaceful place with so many heroes about, and whenever a major issue did arise it was quickly put down.

His mother saw to it he had playmates, and he grew up with the children of his mother’s friends. Miu, the daughter of Amaja and Susanna, was a particularly close friend from childhood, and the two often played together. Mollith came years later, and the older girl often had to supervise the rambunctious, trouble-causing munchkins - though she also taught them nursery rhymes which curled their mothers’ hair and sent several of the adults ducking for cover. Their childhood was a bright one, full of laughter and good friends, and it is no surprise, perhaps, that his mother’s cheerful disposition and love for dancing wore off on him.

When he was old enough, Delilah gave him Albert’s rapier and his knives; while Dave never said it outright, Colm always knew that it was his “dad” who convinced his mother to give them to him. He learned how to use them well, and unlike many children, who grow out of their need for adventure, wanderlust only grew in the young man’s heart. His adoptive father Liam helped little; while Liam loved him as a son, and treated him well, Colm never fully warmed to his adoptive father and always kept his distance from him, both physically and emotionally; to this day his biggest regret is that Dave did not marry his mother, and sometimes, he dreams about what it would have been like. Eventually, he set out into the wider world, leaving his home and very worried mother behind for a time so he could travel the planet.

Personality wise, Colm is a leader, not a follower. However, this does not mean he won’t adopt the ideas of others; indeed, he welcomes them, if they come up with a better plan than his own, though this can infuriate people as he won’t settle for a worse one unless he feels that it won’t matter. He knows that people like to feel valuable, so will compliment them, and he is generally a very congenial cat. However, this has its dark side; while he likes everyone, he often spreads his affections quite widely; many feel like they are his friend, but sometimes it is difficult for his close friends to tell that, or even whether, he likes them best. He’ll talk to anyone and everyone, and almost always wears a smile.

Titanium Dragon August 9, 2010, 7:59 AM EST.

Comment ID #72325

There we go, my lame character. Not a decent background after all.

=Player: Vinsionary=
Character: Maximilian, bearer of the maximun shield.

=Combat Stats=
HP: 15/15 (12/12) FP: 3
ATT: 5 DEF: 8 VIT: 5 (4)

=RP-Attributes=
Bod: 5
Agi: 8
IQ: 5
Per: 7
Cha: 5

=Special Moves=
Bypass ‘Guard Breaker’: Attack your opponent; they cannot roll for defense and will take full damage.
Holds his sword with both hands, aiming at the target as if using a lance, and rushes towards the foe.

Second Chance ‘Golden Potion’: If your special move is available when you are reduced to 0 HP, on your next turn, you may make a die roll with a number of sides equal to your VIT score. You immediately re-enter combat, with the resulting roll as your HP total. You can only use this ability once per combat.
Uses the last of his strenghts to take the jug from his belt and start to move it in circular motion, drinking from it afterwards.

Protect ‘Bodyguard’: Select one ally. For the next three turns, which is typically until your special move becomes available again, any attacks directed at your ally will change targets to you instead. The special moves Never Miss and Bypass can get around this protection and target your ally as normal.
Rests the sword on his left shoulder, keep his shield steady and stands besides a comrade, making sure that this one remains untouched.

=Quirks=
Recovery Jug: Loose 1 VIT points. Able to use ‘Heal’ only on self without spending a SM, healing half the normal amount.
Makes use of light magic to produce some healing potion into his jug.

=Quick Info=
Maximilian; Loyal Alsatian Guardian, with slightly long tan hair, which is darker at the end, a black light armor, a deep red cloack and gray belt.
A:5 D:8 V:4
B:5 A:8 I:5 P:7 C:5

Description
Born and raised in the kingdom of Caignwell, this Alsatian spent his childhood listening to the legend of Lord Makar’s journeys, and decided to train and study light magic to be able to protect his comrades like the noble knight did in the fables. He is a very skilled blacksmith, and made his own shield out of the pieces of a damaged one that his clan of archers found in the ruins of a castle, deep in the kingdom’s woods. Willing to be as strong as the hero from the legends, the loyal dog ordered his archers to protect the kingdom while he were gone and set travel to faraway lands holding nothing more than “his” shield, a two-edged long sword, a light armor and an empty clay jug. He still wonders who was the shield’s previous owner. Guessing the adventuring guild would give him the opportunity to become someone after all, he joined it with no second thoughts.

Vinsionary August 9, 2010, 9:13 AM EST.

Comment ID #72341

Apparently Inspire has been changed by the new rules. I think I understand why.

I am thinking, however, that I’d really like a version of inspire which added +1 to all stats rather than +2 to just attacks. Is that fair as a unique special for Colm, or do you think that’s still too good? If not, I’ll just stick to the standard inspire.

Titanium Dragon August 9, 2010, 10:22 AM EST.

Comment ID #72348

=Player: Jacob83=
Character: Marcus Shaith. Yasho of the Oasis and Paladin of the Shining Helm. Aged: 36

=Combat Stats=
HP: 15/15 FP: 2
Att: 8 Def: 5 Vit: 5

=Attributes=
Body: 8 Agility: 5 LQ: 4
Perception: 6 Charismas: 7

=Special Moves=
Convert: If an enemy is one shot away from death Marcus will instead attack him with a cross doing no damage to the person, but instead making them become Converted. While converted the person will become mindless and now work for the allies instead. Of course this means that the enemies will be enraged by the betrayal and will attack their ex-warrior if needed. If the person is too strong willed (boss, powerful enemy, est.) then they will be able to resist conversion.
Blessed Soul: Upon seeing an ally in trouble Marcus will call upon a spirit to defend that person if they fail their defence roll and will only take half damage.
Double Damage: Attack as normal. If the attack connects, multiply the damage dealt by two.

=Quirks=
Elemental Attack: +2 Att vs enemies weak against Holy and -2 Att vs enemies strong against it.
Elemental Defence: +2 Def bonus against Fire attacks and -2 Def bonus against Ice attacks.

=Appearance=
Being a Yasho his appearance is pretty much the same to all the others of his kind, after reaching their mature stage. Reddish-green scales covering his body, long white horns shaped downwards to resemble hair, at long spiked tail draping down his legs, dark blackened eyes, and teeth sharp enough to bite through stone. His body’s muscularity is above average and he is quite a tall person. His armour and blade are that of the The Shining Helm’s design but he refuses to wear the helmet, since it makes it harder to talk to people and for him to have a drink.

=Personality and Background=
Spending most of his time living in the Oasis he lived a childhood of boredom, back-breaking travels, and getting used to the burning heat. His boring life is what gave him a yearning for adventure, but that was quickly taken away when at the age of 10 he was forced into conscription with the Paladins Guild so his family could afford to live easier.
Thought still being a gypsy by nature and causing a lot of coach it only took some time before he became adapted to his new life and quickly became addicted to both religion, and the fighting they were trained for.
Unfortunately, his new life could only last so long, as on one of the Paladins quests a creature attacked a village and Marcus became too afraid to fight, leaving 4 villager’s dead and making him spiral into depression. He left the Guild, went into an inn, and has been a drunken wreck since. Eventually he found the Adventurers Guild and thought this could be a way of redeeming himself, and a chance to re-live that past hope of adventure, and entered their halls immediately.

Marcus is a drunk and silent man but he was once a very happy person and this shows at times with how cheerful and active he can be, especially during the battles he knows and loves. He isn’t very talkative but his time with the Paladins has earned himself a good tongue when it comes to persuasion and even more when it comes to paying attention to the world around him. His time spent in the Desert gave a stronger body due to the harsh terrain but also a love and resistance to the heat, but thanks to that a hate of cold weather which thankfully is often avoided by his heavy armour.
Of course he is a religious nut, and looks down a little on people because of it, but would much prefer respecting people for their choices in life since he was once like tham, though because of this he is disgusted by evil and isn’t exactly open to giving villains a second chance..
After causing the death of the villagers people have never seen him without a bottle of ale, and some rumours have even gone of people seeing him interrupting a fight mid-way so he can have a drink.
He’s friendly; once you’ve earned his trust, but would much rather spend more time on the quest at hand then getting chatty with everyone.

=Quick Info=
Marcus Shaith; drunken Paladin and Yasho of the Oasis. Wears heavy armour and a jewel encrusted two-handed blade.
A:8 D:5 V:5
B:8 A:5 LQ:4 P:5 C:6

Jacob83 August 9, 2010, 11:02 AM EST.

Comment ID #72361


Damn it I forgot to change the description for double damage.
Ah well guess I’m stuck with the unoriginal verion.
That and I just thought of a perk I might of wanted.
Ahh I need to pay more attention from now on ^^;

Jacob83 August 9, 2010, 12:34 PM EST.

Comment ID #72384

Play dragonfable much Jacob?

MiwAuturu August 9, 2010, 2:34 PM EST.

Comment ID #72385

Okay bunch of sheets for me to look through here. Lets get to work! Got most of you added to the player list now….

Yeah I’m going to have to say a no to few of the quirks and SM’s flying around here… but lets take a look.

Also Keep in mind there is no limit to how many players can join the adventurers guild for heavens sake! Yes only 4-6 players can play in any quest at a time… but if you end up missing one you can just join another one later!

@TurnerClassicNinja
Your Role playing attributes still don’t add up to 30. You’re one point off.

@Titanium Dragon
Yes a version that boosts +1 to all rolls rather then +2 to a single type is fine~

@Jacob
Convert should read like this:

Make an attack. If that attack would kill the enemy they instead take no damage and switch to the players side, vanishing in a holy light once combat is over. This ability may not be used on targets with a higher Combat stat count then the user.

Second your Quick Ref Stats are a little off. Nothing major.

Third… I’m pretty sure Yasho are a ‘short but broad’ race making them sort of Dwarfy Yoshi bad-asses. How is being a big tall dude with horns and other odd traits make Marcus here ‘appearance is pretty much the same to all the others of his kind’? *Chuckles* not that I mind the design~

@Vinsionary
Your combat jug ability is… well.. completely pointless. Every time you take -1 Vit you loose 3 HP from your Max HP. While the ‘heal’ would recover around the same amount on average (sometimes less!). I’d get rid of it.

If it’s meant to be used on others… it’s basically the same as the ‘sacrifice’ support power. Which I can’t really allow as a Quirk. Sorry man:Limited to three SM’s. Just how it works. If there’s a time that you want to use an SM that isn’t on your list that’s what Fate points are for!

@Icaras
I never approved of Fleet of foot… and I honestly can’t. It’s basically a ‘defensive’ SM turned into a quirk. There’s also no penalty to -having- the ability, it just gives you another option in combat without cost.

Your Light of Judgement move still shouldn’t take your turn when used. It costs an SM use granted, but you can still act normally on its turn of activation.

@Caos
First off. There’s no listed benefit/Flaw to your ‘food gathering’ move. Over all it seems more like something based around fluff to begin with so you might as well remove it.

Second be more clear about Random Basic Magic does. Something like this:
Choose a target. Roll a 1d3 and perform the select attack with the temporary Elemental affinity listed.
1-Fire (Aggravated Damage)
2-Ice (Ensnare)
3-Lighting (Disable)

Bribri August 9, 2010, 2:39 PM EST.

Comment ID #72396

@MiwAuturu: Nah I just couldn’t think up a good armout design so I googled “Paladin armour” and that was one of the results I liked :P
@Bribri: Mmmmh okay lets just pretend I never said those things then and change them all, simple as that. Oh and the stats are wrong beacuse I’d left out two points by mistake so I must of forgotten to change that part.

Jacob83 August 9, 2010, 3:43 PM EST.

Comment ID #72420

Now this is going to sound like a strange But I’d like to ask it of those who plan to GM.….

Does Rhythm beater move on Soleil seem fair compared to other customs so far? Or the Quirks for that matter?

They seem fine to me, the quirks in particular seem to be nothing to fuss about, but I feel a bit off approving my own moves.

The Balance Scheme behind RB is balanced around ‘Charge’. Where ‘Charge’ gives you extra damage at the cost of the ‘Freeze’ effect on yourself (loosing a turn), RB gives you the same at the cost of the ‘Trap’ effect instead (1/2 def). Same attack, different self-inflicted Impede moves.

Bribri August 9, 2010, 5:09 PM EST.

Comment ID #72421

@Bribri: Alright, make the jug thing work like the ‘Healer’ quirk, but it’s just 1 Compat Point lost and the healing is just made on self. Take the combat point from DEF.
Should I post the corrected profile?

Vinsionary August 9, 2010, 5:13 PM EST.

Comment ID #72438

Yes That’s quite workable Vin. Feel free to re-post it if yah want, but It’s not required. As long as you have an accurate copy now.

Bribri August 9, 2010, 5:50 PM EST.

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