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The Adventuring Guild of Fair-River (RP-Recruiting)

THE ADVENTURING GUILD OF FAIR-RIVER.

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Welcome~ Wondering what this is? The Adventuring Guild of Fair-River is a COMMUNITY ROLE PLAY that is always active on IRC. It has been going on for over two years now, and is looking for new blood to keep things interesting.

The basic premise is simple: all players are part of an adventuring guild in a fantasy medieval world, located in the city of Fair-River a trading town in the very middle of the nation. With your warriors, wizards, rogues, monsters, dragons, bandits undead and what have you. With the players being heroic anthropomorphic heroes, all be it limited to certain animals. These heroes, as adventures, take jobs for the guild in the form of quests run by other players. The role play itself takes place in three Major Channels.

All of these Channels are on the RIZON IRC server. ( irc.rizon.net ) If you're unfamiliar with IRC you can simply connect with the easy to use Mibbit client. Simply select' Rizon' from the drop-down menu, put any nickname you want in the 'Nick' box, and a #bcbgamesOOC in the channel box.

The FREEFORM located in #BCBGAMES
Here players can log in at any time and simply role play their characters interacting in the Guild hall. Gossiping, having a drink, sparring, Romancing, interacting with other players who are online at the time. Forming friendships, lover triangles, and gaining enemies among the other players. The ‘between quests’ sort of thing where there’s no story or plot: Just the characters hanging out. A good place to practice, and get used to the nature of things. From time to time you can expect some -very- poorly written drama in here but I think most people here ENJOY that sort of thing . It’s typically active everyday 6pm EST or later, but is often active other times as well! You do NOT need to take part in the Freeform to take part in the QUESTS.

The QUESTS which are ran in #BCBGAMES2
Now an adventuring guild wouldn't be an adventuring guild if our heroes didn't get Quests now would it? Rather then having one set ‘Game master’ anyone with an idea for a quest can run one any time they wish. Simply announcing their intent to run, with the players presently online volunteering. *Once the group is ready to go, the quest begins typically lasting 4-6 hours and can vary greatly in style and subject. Fighting off undead in an ancient castle, protecting a caravan from bandits, solving a mystery, or tracking a wanted criminal down. Typically someone decides to run a quest every 3-4 days or so, but given the 'when you feel like' nature of the game this varies a lot, and should become more common as we get more players

Last but not least there is the all important #BCBGAMESOOC

The ‘out of character’ room where people playing the game can simply talk as themselves. Discussing possible plot points for the future, just reacting to what’s going on IC, Bug people about killing zombies on steam, and just.. Idly talking about whatever they wish. Typically when someone wants to run a QUEST they will post an announcement there to see who’s awake! If you want to take part in quests you should lurk in this channel whenever you’re online.

HOW DO I JOIN?
An obvious question! First thing you need to do? MAKE A CHARACTER! All the rules (As well as some example characters) can be found in the link bellow. Simply make a sheet, and post it in this thread for approval. Once it’s approved you’re free to play! Make sure to read the rest of this post so you know more about the setting though!

CHARACTER CREATION RULES
SPECIAL MOVE LIST
QUIRK LIST

And for those who want a hint as to what sort of characters we have already feel free to checkout the


GRAND GM AND PLAYER LIST.
Art Collection
Some handy role playing advice!(please don't skip this!)

It’s also a great way to figure out who, and what, you’re talking to when interacting with new players. The art collection is a mix of commissions, free-art from streams, and some player-made-art. As you can imagine quality varies.

Other handy links that aren't required reading.
A more in-depth guide on character building using the system.
A quick list of already cannon Gods

If you're not used to role playing with rules like these and find this sort of stuff intimidating don't worry about it! Just log into the IRC channel and ask around! Someone (Particularly Bribri or TD) should be able to help you out with your first sheet.


*A quick guide to what this game ISN'T*
This game is NOT competitive or player verse player.
Simply put:This game is about heroes who work together as a team and go on adventurers together! Typically intent on doing the right thing, or at the very least doing the right thing if the pay is right. If you're looking for a game where you get to play the villain, facing off against other players, plotting against them, betraying them, and manipulating them.... you best look for another game. No we do not expect you to be a SAINT, but the 'newbie friendly' nature of this game just won't work if we had people regularly backstabbing each other. If things -do- go so far that your character will turn evil you should handle it from a GM's perspective:The character is now FAIR challenge for the other players to overcome that should be handled elsewhere and discussed with other GMs, not someone you can lord over other players with or god mod with.

This game is NOT a grim and gritty death simulator
While we hope to keep this game realistic to a certain degree it still is suppose to be an exciting, and -fun- romp through a fantasy world. Seeing strange monsters, developing characters, exploring wondrous places. While many of us have -played in- and -enjoyed- more realistic or dark or grim campaigns or game worlds that is -not- what this game is about. For the sake of keeping the game newbie friendly, and easy to play a lot of things will be abstracted and grazed over; similarly death (For PCs at least) is a rare thing; the fact your characters can go into such dangerous situations and come out-alive regularly being what sets you apart from your typical guard
[I]

SETTING INFORMATION.


-RACES-
There are five ‘civilized’ races in the Fair River setting, all of which are collectively referred to as ‘humans’ despite their obvious animal like traits. In all truth they are mostly just human stand ins, used here for stylistic purposes. Races have no effect on your characters stats, though certain stat lines are more common in the actual setting (Yasho tend to have higher body, birds higher Cha etc) but there's no rules preventing you to set it anyway)

CATS
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The Primary race of the setting, making up the largest chunk of Caignwell‘s population, the Central country of the role play. They are found in just about every other nation as well, in every form, in a wide range of occupations. Caignwell itself greatly reflects your typical ‘Fantasy European’ world; With Knights, Kings, nobles, commoners. Cold winters, hot summers, and a wide range of geography. Cats tend to be around 5’10 in height for men, and 5’4 for women.

DOGS
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The second most common race in Caignwell dogs are found in almost as many places as cats are. The largest portion of their kin being found in the far north of the country, where the winters are long, and the dogs more hardy builds suit, some even falling into barbaric cultures in the frozen wastes. That said smaller, civilized dogs are not an uncommon sight, and there is plenty of Canine nobility about to add to the mix. Male dogs tend to be around 6’2 on average, with females around 5’10. ’Tiny’ dog breeds tend to be much shorter (by 6-12 inches), and are rarely found in barbaric tribes of the North.

BIRDS AND HEDGEHOGS
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The races of the far east. Living in lands overseas with a culture akin to ancient China known as Siilitie, with strange Philosophies and culture. Siilitie is currently Caignwells main trader when it comes to over-sea goods, and Siilitian traveling to the ‘Western lands’ is hardly uncommon, though they still only make a small part of Caignwells population. Hedgehogs are generally known to be ‘thinkers' clever warriors and knowledgeable scholars, while Birds are known for their Charismatic Exotic nature, and majestic singing voices. Hedgehogs tend to be two inches shorter then cats, while Birds tend to be a little taller, with slim builds. Hedgehogs sometimes honestly looking more like porcupines despite the races lack of relation. (The Hedgehogs are -not- done in the sonic style FYI)

THE YASHO
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The strange reptile folk from the deserts of the far south the Yasho are a proud people with strong convictions in what they believe in, and a typically loud, mirthful attitude. They come in a Variety of bright colors, sometimes sporting spikes of various kinds unique to their clan. They can be compared to humanoid dinosaurs but with far more softened features, though those with more lizard like traits aren't unheard of. Yasho are generally -very short-. With the Typical Yasho man standing at around 5’2-5’4, with woman almost always being under 5’0. Despite this the race is known for being surprisingly strong, if not particularly graceful. The Desert kingdoms they come from are a splintered people, countless nations at war due varying beliefs and ancient grudges. (While more 'Pear shaped' Yasho exist they are as a whole built more like human beings in this setting, and come in a variety of shapes and sizes.)

OTHER ANIMALS
Simply aren't present. You can't be anthro horses, bugs, mice, etc. Don't get me wrong: many of us love other animal types (I particularly have a love for Anthro bugs, and Hooved types) but we decided early on that we wanted the race selection to be limited so that it didn't feel like we literally had everything and the kitchen sink. So players would focus more on making their -character- unique rather then race. Similarly the smaller intelligent-race pool just made more sense in a world where crossbreeds aren't possible. If you prefer- an animal that isn't available here consider this a chance to try something different. There's also nothing stopping you from choosing another animal and taking themes from another.

MYSTICAL RACES
While there are other ‘intelligent’ races in the form of monsters, undead, fey, demons, angels, and so forth NONE of these creatures may be used as a player. Similarly crossbreeds of any sort are NOT allowed. You may not be part demon, or part Vampire or part whatever. Cats and dogs are limited to domestic breeds ONLY (and no not some random wild breed some random breeder managed to tame.) and Cross-Species breeding is not possible: Cats can’t have kids with dogs, nor Yasho’s with birds. Though mixed-race couples aren’t uncommon, and often adopt.

-THE CITY OF FAIR RIVER-

The second largest city in Caignwell FairRiver is located smack dab in the very center of the country. Noted as being a ‘stones throw from everywhere’ the city in many ways is a merchant town, with goods coming in and out from all parts and places; the large river that runs through it only aiding in that. Politically the city is run mostly by the ‘Guilds’ who are in charge of various aspects of life:The Farmers guild, Craft Guild, Adventurers guild and so forth. It’s people are generally quite proud, and practical, having a friendly ‘rivalry’ with the Capital. Most Fair-River folk believe their fair city is the true heart of the country.

-THE GUILD-

The Guild hall itself is a two story building with a number of rooms. Though the primarily one is the ‘Gathering hall’ which is more or less a large eating/commons area on the first floor that you’ll find right when you enter, the adjacent kitchen allowing it to function as a tavern. On the walls here new jobs will be posted, and sometimes announced when they’re particularly important. This floor also has a basic reception area, a Smithy, and a general store. On the second floor are rooms free to be rented by members, the guilds ‘office’ where most of the paper work is dealt with, and a small library. All of this could easily make the guild a one place stop for all their needs but preference and habit makes that rarely the case.
Wait? Who’s the guild master you ask? Oh all the characters know the guild master. The Guild master is a very great person to say the least. However I’m afraid the guild master will never be seen ‘on screen’ only referred to in reference now and then. Odd person I must say.

-MAGIC- (if you plan on making a magic user don't skip this!)
Magic comes in countless forms in this world, and even today Sages argue what the -true- source of it all is, and even if there is a single source to begin with. *Magic can be inherited by birth, learned through study or focus, or given by the many Gods to those they deem worthy. There is no real doubt that magic -does- exist in this world, and tracking down someone who knows it isn’t difficult. Institutions exist for the teaching and studying of it, and it has existed as for as long as people remember.

That’s not to say that -everyone- knows how to cast magic, quite the opposite in fact, most people don‘t even know where to begin! The schools that teach it are very expensive, and take great intelligence to master. For most it is only by -luck- that they get a chance to gain a hold of this power.. Being chosen by a god, fate, or lucky enough to find another wizard to apprentice them. Most people don’t truly understand what makes one magic different from the other beyond the bare basics. For the most part the power of steel is far, far more common place.

Another important fact about magic is there are no true generalists. There is no ‘generic wizard’ or ‘Generic Cleric’ who can cast the wide range of spells often connected to these names. All casters, regardless of the source of their power, have some sort of focus, a specific style that they have mastered, either following their masters tradition, or going on with their own. Common examples include people who have master one of the natural elements (Fire, Ice, Lighting etc) One of the ‘typical’ schools of spells (Illusionists, Enchanters, Summoners, Healers), powers derived directly from a ‘God’ they worship (Such as a God of storms, love, justice etc) or worship/understanding of a natural aspect of reality: Nature, Spirits, Fate, and so on. While most casters can dabble in other forms of magic, it is their focus that truly defines what they can do. ‘Generalists’ when they do exist, are the Jack of all trades, lacking any of the truly impressive spells for the sake of knowing a tiny bit of everything. Their spells being more along the lines of high-powered cantrip's.

Casters are not limited stylistically by how they gained their magic. Healing spells can be learned, just as A fire god may grant his followers destructive power.

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Religion and the Divine

Just some quick facts about the Gods in the setting:
-There are no true atheists in the setting. It is a known -fact- the Gods exist, and there -is- a heaven, and there -is- a hell even if they might be more complex then you'd expect; with multiple layers representing more then black and white. Some may think they're not worth being worshiped, but saying they don't exist is insanity.
-There are many, many Gods similar to D&D settings, and the Olympic/Norse Pantheons. Each with distinct personality's, flaws, goals, and spheres of power not a single 'Distant intangible God.' Most being faithful to one of them over others. Pick a concept physical or Philosophical and there should be a God for it somewhere (Justice? Fire? Sacrifice? Craft? Travel? Etc)
-These Gods by no means follow a 'Christian like' Philosophy. Vanguard the God of justice is likely more interested in having you kick evils ass, and protecting the innocent then how you spend your Sundays, or what you do in the bedroom.
-Druids and spiritualists gain their divine magic from the understanding of the balance of the universe, and worshiping the 'Cosmic order' rather then a God directly. They still pay the Gods respect, but see them as part of this grand balance rather then its masters. Heaven and hell simple pit stops before reincarnation.
-The only true requirement of being a God is the -great- divine power they wield, a sphere of influence to follow, and the ability to grant their followers magic. People in this world don't -expect- Gods to have created everything, and know everything. They understand for every God of Good there is a God of Evil to oppose him so the world can't just be 'fixed'. Viewing them in many ways you would a powerful respected King. Still very aware it's up to them how they live their lives (Unless you're worshiping a Goddess of Fate anyway)
-While it is not the norm there are a few 'Single distant God' Faiths present in the setting. Individually about as popular as a -single- God from the greater Pantheons. At best these faiths note the other Gods as being his 'Unknowing' servant's and those raised in the faith can't help but find the rest of the world Gods as flawed. Those outside the faith often find this 'loving' God uncaring in his silence in turn. His followers still gain magic and If this magic is truly coming from this 'One God' is a mystery.


-OTHER FACTS-
Science
With the power of magic being so common complex mechanics have been see as more of a novelty then anything practical in this world. Something far too expensive, unreliable and complex for anyone but eccentric nobles to care about. Clockwork windup devices being used mostly only for objects of decoration: Pocket Watches, Toys, Music boxes, and so forth though it’s slowly gaining more popularity in the form of practical tools. In recent years relatively compact, efficient Steam engines have been created and men of science are -trying- to figure out how they can be used cost-effectively next to their arcane competitors with limited success (No the concept of trains hasn't dawned on them and won't for a -long- time) so I'm afraid everyone's stuck with horses and carts for a while yet. Fair-Rivers Craft Guild specifically have been trying to create efficient Mining machines which have been hit or miss thus far. As for Gunpowder? *While A form of it does exist it is far too unstable to be practical for hand held arms, being limited to cannon fire alone, and isn't common enough for Cannons to be a battle field standard quite yet. It is possible to refine it further and negate this problem, but the process is very time consuming and expensive so fire-arm wielding tropes is still little more then a pipe dream.

Language
The people of this world talk like we do. There are no rules in place that ‘Force’ you to talk in some silly sounding fake Medieval accent, which would be considered very old fashioned by the actual characters. Actual accents based on real world areas are fine, twice so if you come from a place similar to it. For the most part it’s okay as long as you don’t go over board: Spitting out constant internet slang or talking like a surfer dude will not be tolerated.


The races are human stand ins. While they will have some minor animal mannerisms now and then they do -not- act like animals. They do NOT clean themselves with their tongues, and don‘t use internet furry slang. The Birds can't fly. The hedgehog spines tickle more often then they harm, and most of the cats don't have claws of any level near deadly.


IF YOU HAVE ANY QUESTIONS FEEL FREE TO POST THEM HERE OR JOIN THE OOC AND ASK US DIRECTLY!


This post has been edited by Bribri: 29 March 2013 - 10:05 PM

  • #1

That goes double for all of you!
  • #2

This is really cool but is hard to me play...
  • #3

If any people need a PIC to characters I draw this...
Attached Image: Character.png
  • #4

  • ILB
  • secretly a man :smirk:
    Member
Took you quite some time, Bribri. :smirk:

Perhaps I should sticky it so that it is more apparent. And, if that does not work, I will just unpin it. ^_^


Also, Andres, how do you mean?
  • #5

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Is my full character profile saved somewhere? I have no idea what I chose for my special moves anymore.
  • #6

Quote

Character: Nicholas Rainswift (Swift Nicks), Mackerel Tabby

*Combat Stats*

Hit Points: 7
Fate Points: 2
Attack: 6
Defense: 5
Vitality: 7

*Non-Combat Stats*

Agility: 7
Body: 5
Perception: 7
Charisma: 6
IQ: 5

*Quick Info*
Swift Nicks; 5’9”, Short-furred Mackerel Tabby, silver and black pelt, tropical-sea blue eyes. Wears tight, ease-of-movement outfit of leather. Black poncho with a hood over the top. Wields a handaxe or a fighting knife/throwing knives.
A: 6 D: 5 V: 7
A: 7 B:5 P: 7 C: 6 I: 5

*Specials*
Thin Blades (Bypass)
Making use of his specially sharpened weapons, Nicks can slip his blades past most enemy defences.

Swift Swipes (Double Attack)
Living up to his name, Nicks unleashes a flurry of blows at his opponent.

Tricky Nicky (Trap)
Cunning can be a major factor in deciding a battle. Opponents learn the hard way to be wary when fighting Nicks.

*Quirks*

Impulsive:
You can choose to gain a +4 bonus to your initiative roll, at the cost of being unable to use your special moves until two turns of combat have passed.



This what you're looking for Sushi? It was still in the old archived forum.

This post has been edited by Bribri: 24 January 2011 - 07:40 PM

  • #7

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Yeah, that's the one. Cheers, Bri.
  • #8

@ILB I only draw a random character... I was bored 8-D

This post has been edited by andresm: 24 January 2011 - 09:19 PM

  • #9

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
I was just going to comment on the fact you called yourself boring when you edited... well played.
  • #10

I wrote it wrong... Remember... I know only the basic of english :unsure:
  • #11

Rules change notifications for long time players!

-THE LOWEST AN RP ATTRIBUTE CAN BE IS NOW 3 NOT 2!
-YOU MAY NOT HAVE ANY MORE THEN ONE 3 AND ONE 9 AMONG YOUR RP ATTRIBUTES FROM NOW ON.
-THE SM'S REFLECT AND ABSORB MAY NOW BE ACTIVATED -AFTER- THE ROLLS ARE MADE.
-TRAP AND ENSNARE ARE NOW THE SAME SM. ENSNARE NOW CAUSES THE 1/2 DEF PENALTY EVEN IF YOU MISS.


If any of these rules changes your character PM me the updated quick reference or sheet on IRC at the earliest time available!

These rules are mostly to negate some of the Min-Maxing among stats. While Reflect, Absorb and trap/ensnare needed small boost in a game where almost all the enemies are focused more on attack then defense

This post has been edited by Bribri: 25 January 2011 - 08:14 PM

  • #12

Name: Kevin
Age: 18
Gender: Male
Species:Cat, generic mix
Player: Zoe Stellan

***Stats***
HP 15
FP 5

ATT 6
DEF 7
VIT 5

AGI 6
BOD 4
CHA 5
IQ 6
PER 9

***Abilities***
PSI Inundation (Disorient) - Kevin sends an intense mental attack to an enemy, causing temporary brain damage. If the attack connects, your opponent must choose the target of his or her next attack at random (via die roll). Your opponent cannot elect not to attack at all, and includes himself or herself in the roll to decide the target.

PSI Barrier (Defense support) - Kevin places a protective barrier on an allied character, increasing DEF by 2 for the next three DEF rolls.

Foresight (Never miss) - Being able to see the near future, Kevin is able to hit an enemy with an attack regardless of how they try to evade it. 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. Foresight may be activated after the rolls are made.

***Quirks***
Mindshield - Kevin is constantly protected by a psychic shield, increasing the result of all his DEF rolls by 1 while it is active. However, when Kevin receives damage while the shield is active, he takes 2 extra damage that turn and loses concentration, making him lose the protection from Mindshield. Mindshield is regained at the end of Kevin's second turn after it was lost.

***Backstory***
Kevin is the first and only son of a traveling merchant, who managed to get his own ship after being dragged into an incident in Siilitie, and emerging as one of the lesser known heroes.

He was raised mostly by his mother, as Kevin's father was usually out sailing the seas to perform trades in distant lands, and only being able to see him a few days every year.

Ever since Kevin was a child, he noticed several strange things happened around him: Vases breaking, doors slamming, espontaneous combustions... and so on. He later discovered those happenings took place whenever he was in an altered emotional state, and learned that he was the source of everything.

Upon the realization of his powers, he began to practice in private in order to gain control over them, but with no guidelines he was stumped. He never told anyone about this. However, his father detected an increased mental activity on him after he returned from one of his trips, and saw that they shared the same powers.

Kevin trained under his dad for years to come whenever he was available. Eventually his abilities increased and they were able to establish a telepathic communication, which allowed for an uninterrupted training.

At the age of 18 Kevin decided to finally leave his home and make a life for himself, while still maintaining contact with his father. Inspired by the tales of his father's youth, he decides to become an adventurer and see with his own eyes what kind of challenges the world has to offer.

***Appearance***
A mixed breed cat of around 165 cm (5'5) in height. His fur has patternless brown and yellow spots, on a white background.

He dresses the same way a civilian would, as he prefers to go around carrying very little weight. In battle, he wears a vest, gloves, and pants, all made of not very durable leather, but also very light.

He carries a polearm as his weapon, a memento of his father.

This post has been edited by ZoeStellan: 11 February 2011 - 04:03 AM

  • #13

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
htt
ps://docs.google.com/document/d/11TN0-hbW--5miODLR2BLcjtUnd0r9Vfve_J5jKCf-R0/edit?hl=en&authkey=CMbunK0I&pli=1#

This would have been nice in the first place.

editing
Name: knil
Age: ~19
Gender: Male
Species:Cat, IDK see the picture
Player: Craft aids

****Combat****
HP 18 (currently 12)
FP 2

ATT 6 (currently 4)
DEF 6 (currently 4)
VIT 6( currently 4)

****Role-playing****
I need to find out what I am supposed to put here.
post edit: Still not sure.

****Abilities**
Spin attack
He can spin in a circle with his sword out and not get instantly pwnd.

sword beam- he can hit at a distance when he has full health.

Options - can use whatever tool's fighting type he picks up, poorly.

**Quirks****
Ruler tool using fool - Depending on the number of tools he is carrying, knil may have higher or lower stats. I would like the person who is running this to tell me where to max out but I assume that it is the normal amount. He has an active score of 4 for each of his stats at the start and he may grow by +1 on a related stat each time he gets an item. If he dies totally he will re-spawn with no items. This would be talking about some event that goes past the normal 0 hp death for this game.

Sort of chosen hero- When he breaks pots and kills things green gems the size of your hand magically appear.

followed-All fate points must be used to bring back people without him knowing and he seems to attract the points.

Jerk-He is naturally RACIST to Gerudos who don't exist.

Stop your whining -He has some small level of immunity to dark magic.

****Backstory****
Since the death of the last link there has been prosperity. This is because the tri-force on the back of his hand was turned into very sturdy and well preserved paper. It is being protected by its own magic and if it exists link cannot return. If link can't return, his problems are trapped with him. Then I appeared and did the most bad ass thing I will ever do. I stitched it into the back of my hand. Sure I had a mom and a dad or something like that but who cares about those jerks? Sure I just screwed with the real link and he may never come back. Isn't it cool!?
I AM the link wanna be.
ps. I may have caused the normal problems but I have little skill.

****Appearance****

This post has been edited by Craft aids: 26 January 2011 - 09:06 AM

  • #14

  • ILB
  • secretly a man :smirk:
    Member

Quote

If any of these rules changes your character PM me the updated quick reference or sheet on IRC at the earliest time available!


Aww. Do we have to change pre-existing characters? I mean, Colm and Zoe were allowed to keep going with an attack stat of one. Besides, this mocks with the concept for Tarah. ^_^

Also, posting this message here because it may be difficult to do so in the OOC channel: My current network provider may or may not consider IRC to be a virus-breeding abomination, and kick me off the Internet for that very reason. If it does, I will be absent for long periods of time, so to those whose plotlines/quests are affected or go unresolved by this, I apologise most profoundly. Of course, if this is not a problem I will still be present. Probably I will confirm either of these options to be true today or tomorrow. ^_^
  • #15

@Zoe
I can't really allow any of those quirks. They're basically.... 'boss killer quirks' in all truth, and players quite often out number enemy targets. They're just not balanced. I -might- be able to allow stalker if it automatically turns off if there's only one enemy left.

Obviously you're going to figure out the RP-stats of the character too.


@ILB
Oh stop being a wuss. All it means is one of your 9's gets turned into an 8! 8 isn't bad! Besides.. Colm.. NEVER had 1 ATT.. Zoe was the only one who didn't change that, and that was mostly because he was never around!

As for the whole Virus thing... Most Virus scanners have the ability to list 'exceptions' and the like. Noting programs that -aren't- viruses so it stops kicking up a fuss. Not sure how much access you have over the settings of yours though. If it does become a problem It might be wise to fish around for alternative IRC programs that -do- work.

@Craft
hahaha joke posts is it? Ehn I'm afraid it's a bit of a boring joke post though.

If you honestly want to make an actual character all of the details you missed is in the same rules document you linked in your post. Such as role playing attributes, and the -actual- rules for Special moves (Which you have listed as abilities) and Quirks.

This post has been edited by Bribri: 26 January 2011 - 01:44 PM

  • #16

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
Wait, they are limited to that list? danm.
I guess I will have to edit it again.
  • #17

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
You can make custom ones, but they have to have actual effects, not just be cool sounding.
  • #18

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
Trying again.
editing
Name: knil
Age: ~19
Gender: Male
Species:Cat, IDK see the picture
Player: Craft aids

****Combat****
HP 18 (currently 12)
FP 2

ATT 6 (currently 4)
DEF 6 (currently 4)
VIT 6( currently 4)

****Role-playing****
Agility: 7
Body: 7
Charisma: 4
IQ: 2
Perception:10

****special moves**
Spin attack
He can spin in a circle with his sword out and not get instantly pwnd.
Hits all enemies in a circle.

sword beam- he can hit at a distance with Malay damage when he has full health.

Options - can use whatever tool's fighting type he picks up, poorly.

***Rituals***
Sort of chosen hero - When he breaks a pot green gems the size of your hand often appear.
I will wait for the person running this to comment on killing things for gems and the usage of hearts.
The heart thing just seems like too much.



***Quirks****
Ruler tool using fool - Depending on the number of tools he is carrying, knil may have higher or lower stats. I would like the person who is running this to tell me where to max out but I assume that it is the normal amount. He has an active score of 4 for each of his stats at the start and he may grow by +1 on a related stat each time he gets an item. If he dies totally he will re-spawn with no items. This would be talking about some event that goes past the normal 0 hp death for this game.


Followed - All his fate points must be used to bring back people without him knowing and he seems to attract the points.

Jerk-He is naturally RACIST to Gerudos who don't exist.

Stop your whining -He has some small level of immunity to dark magic. I am unsure how this translates into the game.

****Backstory****
Since the death of the last link there has been prosperity. This is because the tri-force on the back of his hand was turned into very sturdy and well preserved paper. It is being protected by its own magic and if it exists link cannot return. If link can't return, his problems are trapped with him. Then I appeared and did the most bad ass thing I will ever do. I stitched it into the back of my hand. Sure I had a mom and a dad or something like that but who cares about those jerks? Sure I just screwed with the real link and he may never come back. Isn't it cool!?
I AM the link wanna be.
ps. I may have caused the normal problems but I have little skill.

****Appearance****
Posted Image

Now lets see how much I get to keep.

This post has been edited by Craft aids: 26 January 2011 - 07:37 PM

  • #19

  • ILB
  • secretly a man :smirk:
    Member

Quote

Oh stop being a wuss. All it means is one of your 9's gets turned into an 8! 8 isn't bad! Besides.. Colm.. NEVER had 1 ATT.. Zoe was the only one who didn't change that, and that was mostly because he was never around!


Pssh~ Wimp, am I? ^_^

But if he never did have one attack, I must have mixed something up. Still, nothing really doing - I will edit my two affected characters at soonest convenience (and if I do get on the IRC again without issue).
  • #20

Jonathan the Russian-Blue Thief

ATT: 7
DEF: 5
VIT: 6

Agility: 8
Body: 4
Charisma: 7
IQ: 5
Perception: 6
Special:
Attack Boost
Double Attack
Defense Boost

Quirks:
Thief: Having lived his life in it, Johnathan prefers the dark, being able to move calmly through it.
In darkness, Perception +1, in bright light Agility -1
Impulsive: always rushes ahead, feeling the urge for victory
A Silvery Russian Blue Thief, wearing all black robe, shoes, and etc. Has a scar on his left eye. Carries a ninjato as a weapon.
Backstory: When he was young, he lived a relaxed life with his family, until one day his father left. His Mother was horrified, and his family was split. Life grew hard, until one day his father returned... as a raider. He murdered his entire family, Jonathan lucky enough to survive. To this day he is still searching for him...

This post has been edited by DangerIce: 30 January 2011 - 06:39 PM

  • #21

@DangerIce
As you should already know:Approved! Though a little more description wouldn't hurt ;p

@Craft aids
Yeah~ Sorry Crafts. Can't approve it in anyway. If you -really- want to play and this isn't just a joke? Re-read all the rules, and make a character that isn't a bad Zelda joke.
  • #22

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
awwwww.
I wanted to play but the bad zelda joke was half to point! The first thing I was going to do was go to the craft guild and end up only being able to make a basket. Then I was going to stand on that in a dungion and have the high ground.
  • #23

Spoiler


Who enjoys massive character sheets? :(

Sorry about that, but is this alright? Does it need anything reworked at all?

EDITED

This post has been edited by Gameking218: 27 January 2011 - 04:27 AM

  • #24

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
I'm not Bri, but I can tell you that nothing allows an RP stat to go over 9.
  • #25

@Miw
I read that creation sheet twice and it completely slipped my mind! I just cut the whole damn thing; more trouble than it's worth unless I could find a way to work it out better.
Thanks for pointing that out, though.

This post has been edited by Gameking218: 27 January 2011 - 04:35 AM

  • #26

@GameKing
I have... absolutely no complaints what so ever. Everything sticks to the rules just fine, and the character is balanced and usable. You also put a decent effort into description which is a nice thing to see. Approved and added to the player list. Hope to see you around active hours.
  • #27

That's great! I spent a lot of time trying not to Min-Max while giving him definable strengths and weaknesses, and I'm glad it payed off.
I hope to be on by active hours. Excited to try this system! It seems incredibly interesting and fun.
  • #28

  • ILB
  • secretly a man :smirk:
    Member
It is. Welcome among us. ^_^

Quote

I'm not Bri, but I can tell you that nothing allows an RP stat to go over 9.


Except if you are Silvia or Allistir *ahum ahum* *cough*. :smirk:
  • #29

View PostILB, on 27 January 2011 - 02:30 PM, said:

It is. Welcome among us. ^_^

Quote

I'm not Bri, but I can tell you that nothing allows an RP stat to go over 9.


Except if you are Silvia or Allistir *ahum ahum* *cough*. :smirk:


Uhh.. as far as I know neither of those characters have any ability that allows their RP stats to go over 9, unless they have a quirk I forgot about, or you're thinking about 'Spradics Quest only items' which are a bit different. Silvia still has an attribute lower then 3, but a lot of people haven't fixed that yet.
  • #30

  • ILB
  • secretly a man :smirk:
    Member
Hee~

Oh, I am just joking a bit. In Turner's quest, Allistir had some sort of bonus that gave him 11 IQ in recognising Maaka. And Ace said that Silvia cannot be surprised (supernatural Perception) in forested or overgrown areas. ^_^
  • #31

  • Ace
  • BCI Member
Oh I guess I forgot she had that thar 2 for her agility, I guess I didn't read that that affected rp attributes and that whole forest thing was a quirk anyways. She crazy
  • #32

As a question, how does one go about logging into the IRC? Is it by the character's name or the players, and is it different in different rooms; would I be logging in as Gameking in the OOC and my character in the RP?
I know this seems simple but I'd rather ask and get it sorted out.
  • #33

No there's no hard set rule saying you need to use -any- sort of name on IRC. You pretty much can log into all of the channels under the same one, and role play under the same one. Though it's highly recommended that when you -are- playing to switch to your characters name with the /nick command so people know who they're talking to.

You're free to lurk and hang out when you're not playing as well. We're not too strict here~
  • #34

Thanks; I've been on a couple of places before and I could never find a stead-fast rule. Nice to know things are so friendly.
  • #35

I'm not fully sure what I'm about to do will be useful, but may serve well enough for some novice players. It's a direct link to the OOC channel via Mibbit. (In a sort-of-full-screen version, unlike the one found in the link to the forum's chat)

Either way, Here it is.

If anyone think it is unnecessary, I can simply edit it outta here.

This post has been edited by Visionary: 30 January 2011 - 02:26 AM

  • #36

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
Lets try this again.

Player: Craft aids
Character: Lee
Age: 18
Gender: Male
Race: Lilac breasted roller bird


Stats

Combat
HP 21/21
FP 2
ATT 4
DEF 7
VIT 7

Non-combat
Bod 4
Agi 7
IQ 3
Per 9
Cha 7



Custom

Special moves
Rock Out (Enable): You may allow one of your allies to use a special move out of turn, and without affecting their normal recharge rate. This does not allow an ally to use two special moves at once.
Serenade (Heal): You may recover hit points for yourself or an ally. Make a roll with a number of sides on the die equal to the target’s VIT stat; your target immediately regains HP equal to the result.
Screech(Multi Defense Break): This does no damage. All your in range opponent’s next defense roll loses two sides, as if their DEF score is two points lower.


Persona

Description
Is a bard by trade but only because he is no interested in hard work. He does not think that it will ever make him rich. As a result, he moved away from home. People dumping cash in a hat seems far less patronizing when you do not know all of them. He does enjoy making things and he spends time on it but it is more of a hobby. He enjoys many different types of instruments but has a preference for percussion instruments. He can use most of the more common ones on his continent and a few rarer ones. He can only make a flute like instrument out of wood though.
He got into the dungion buisness because being poor sucks and dungions have cash.
Appearance
He has a green backpack and is usually carrying a cheap sword or bow that someone gave him and an instrument he made.
The real bird looks like this.
http://hunterlandown...ird-cropped.jpg

This post has been edited by Craft aids: 03 February 2011 - 08:56 AM

  • #37

  • ILB
  • secretly a man :smirk:
    Member
Remember, non-combat stats can only be as high as nine or as low as three. ^_^
  • #38

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
I thought that was combat stats.
  • #39

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
fixed.
  • #40

#Craft Aids
Okay first thing first:Quirks are not moves. All of your quirks just don't work.

A lot of people made this mistake in the last thread so I'll try to explain it here. A quirk, with a few exceptions, is a give/take -passive- aspect of your character, often based on some role playing aspect but not always. Almost -all- quirks come in the form of You get 'X' Bonus, but suffer from 'Y' Penalty. The Bonus and penalty always needing to even out.

Almost all the example Quirks from the rules sheet give a good idea of how this works:

Critical strike gives you a 1/ATT chance of getting extra damage! But also gives you a 1/ATT chance of losing a turn.

Archery gives you +2 when you're at a range, but -2 when you're in melee.

Dabbler lets you use one SM you don't have per encounter.. but also makes you go last in almost every fight


And so on and so on. The Primarily purpose of them is to flesh out your character, and combat style a little. In ways Stats, and Special moves can't do alone.

Mind you there are exceptions to this rule:The Healer quirk DOES give you a move:The ability to use a lesser heal every round, but there is a -penalty- to having access to this 'whenever I want' power. 2 less combat stats. Meaning healers are typically either fragile, or not the best at beating people up. So if you are trying to make a quirk along these lines remember there must be a -cost- to having the option!

Also keep in mind that your actions aren't actually limited to your SM's alone. If you want to play a song to single your allies to a certain situation.. go right ahead! The GM will likely expect some Charisma/Perception checks though. Quirks are also optional. No character -must- have quirks if they don't want them.

Beyond the Quirks? Nothing really that off. It would help if you actually selected the -species- of bird to give people a better idea, and I can't really recommend Multi-attack for a character with 4 ATT as it'll...rarely, if ever, be worth using (Which is the cost of dumping ATT you know?). Maybe a -2 DEF penalty to all your enemies instead? Or a Sure Striked Sonic blast?

This post has been edited by Bribri: 31 January 2011 - 02:56 AM

  • #41

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
As far as the "quarks must have a drawback" thing. He can't attack while playing an instrument exept the specials.
Plus they seemed kind of passive to me.

I guess I will chainge the multi attack and remove the elemental thing.

If I take away the other two quarks won't my persona's only real usage be desided by whatever DM I am under at the time?
It seems like he would be almost worthless at that point.

Editing

This post has been edited by Craft aids: 31 January 2011 - 05:32 AM

  • #42

Its not "quirks must have a drawback". Its that having a quirk or not having a quirk should not make a character better or worse, it should simply change their focus. In other words, a quirk has to not be a -net- positive, but it can change how your character plays.

Dabbler is a good example. It gives you an advantage (basically, ANY SM once) but at the cost of rolling 1d4 for initiative, meaning you will almost always go last, which means that your foes usually have an extra attack on you.

Archer is another example - if you are at range, it gives you a bonus, but if you are in melee, it makes you almost useless (as a character with stats like, say, 6/6/6 would go from 8/8/6 to 4/4/6; the former is quite a potent offensive character, but a character with an attack of 4 is almost useless offensively, and typically speaking, archer types focus on combat). So more or less, it makes you generally stronger, but it has the catch that a non-rare situation makes you very weak and vulnerable.

Examples of things which are NOT drawbacks are, for example, having equipment. Why is this not a disadvantage? Because if you're useless without your equipment, its too big of a drawback - if I activate your drawback, you essentially -cannot play-. This is terribly unfun, so I won't ever want to do it, thus it isn't a drawback at all. Moreover, people almost never lose their equipment in the first place in games like this.
  • #43

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
So, would you not say that my inabbility to attack at a regular pace is a drawback?
  • #44

No crafts. No it doesn't. It seems you are having a very hard time understanding here. So lets try this one more time.

A Disadvantage means nothing if it only applies -when your using the ability the quirk grants you-. The disadvantage of not being able to do something ELSE While using a new move you're getting for absolutely free, is, well, stupid. No. For that matter it isn't a disadvantage at ALL outside of combat where the bonuses they grant are the most useful!

A Quirk isn't suppose to just grant you a new ability. Yes maybe you won't be attacking while you're using it, but that's still an option you're giving to your character at -no cost-. It has NO drawback for him when he isn't using it. Someone using the Healer quirk can't use their lesser heal skill and attack in the same turn either.. they still need the -2 CS penalty due to gaining -access- to the option.

That and honestly the bonuses your quirk's are given are rather silly to begin with. +1/4 IQ/PER? No. Just a time waster.

Remove both your quirks. If you want something like Rhythm:Take the Inspire or Shield SM's. You do not need either of those quirks to be 'useful' you can be useful by simply BEING THERE for the party, like a normal human being who's an extra pair of hands and eyes to help out a group. You know the way people work as a team in real life? This isn't a video game where you need to constantly be giving everyone a +1 bonus.

This post has been edited by Bribri: 31 January 2011 - 08:48 PM

  • #45

SOME MINOR RULES CHANGES
Nothing too strange here folks! Mostly just reminders in all truth first off:

Never miss now is activated AFTER rolls are made, not before, effective forcing, and allowing rerolls.

Remember that all the 'Boost' and 'Break' Moves now last three rolls rather then one. Don't forget!

The Iron Guardian quirk
has been added to the quirk examples. It is potentially a -very- useful quirk for those who want to TANK without resorting to the Protect SM.

For those who focus on the DEFENSE attribute I'd highly suggest looking into the PRACTICED DEFENDER, and HEAVY ARMOR quirks. While not truly making you better, they DO make you far more reliable. For any defense based character who has gotten their ass kicked by Kenzie being a bitch, these quirks might be for you!

@Crafts
I see you removed your quirks. This is good! However you've also added "Screech" which is pretty much a horribly broken SM. If it works on -all- your enemies at once the defense break can't really last more then one roll. Alternatively you can make it so it functions like Inspire, or Shield where you have to maintain it for the 3 rounds.
  • #46

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned

View PostBribri, on 31 January 2011 - 02:42 AM, said:

I can't really recommend Multi-attack for a character with 4 ATT as it'll...rarely, if ever, be worth using (Which is the cost of dumping ATT you know?). Maybe a -2 DEF penalty to all your enemies instead? Or a Sure Striked Sonic blast?

  • #47

Craft. Read that quote again. Where did I say 'Oh and that -2 def penalty lasts three turns'? Thinking that's what I meant is forgivable mistake I suppose, but you should have realized your mistake after I -did- explain it in more detail above, and the fact your version was just -better- then the example SM's that grant similar Debuffs.

But right. If you have any more complaints or responses Crafts please either PM them to me, or come on IRC and ask me and the group directly. This is starting to clutter the main thread here.

Anyway here's some things you -could- change it to that would be balanced.

-2 def to all enemies for 1 roll.

-2 def to all enemies rolls as long as you maintain it (You get no turns when maintaining it like this!)

-2 def to one enemy for three rolls.

This post has been edited by Bribri: 03 February 2011 - 02:50 AM

  • #48

  • Craft aids
  • That doesn't sound like a rape. That sounds like suprise sex
    Banned
Nope, happly edited. no more issues with that.
New topic, what are the "balance" details on this ass kicker you recomended?

"a Sure Striked Sonic blast"

This post has been edited by Craft aids: 03 February 2011 - 08:58 AM

  • #49

I tried making a character. Hopefully it doesn't suck.

Character: Isaac Freelander (‘NeverSmile’) , Mackerel Tabby

*Combat Stats*

Hit Points: 12
Fate Points: 2
Attack: 6
Defense: 8
Vitality: 4

*Non-Combat Stats*

Agility: 8
Body: 5
Perception: 6
Charisma: 5
IQ: 7

*Quick Info*; 5’8”, Short-furred Mackerel Tabby, Orange-Red pelt, Grass-Green eyes. Wears a grey cloak with a long hood over the top. Wields an iron longsword, and hollow-tipped darts filled with poison.
A: 6 Def: 8 V: 4
A: 8 B: 5 P: 6 C: 5 I: 7

*Specials*
Administer Antidote (Anti-Poison): NeverSmile uses his extensive knowledge of poison to create an herbal remedy to cure a Poison.
Skilled Assassin (Poison): NeverSmile stabs his opponent with a poison dart. If NeverSmile makes a successful attack check, then the target is poisoned for 3 turns with 2 damage per turn. Does not affect Undead.
Backstab (Double Damage): NeverSmile strike at a weak spot, doing double damage.

*Quirks*
Experienced Sneak: NeverSmile can gain +1 on an agility check by passing a Perception check.
Practiced Defender: Whenever NeverSmile makes a defense check, roll three times, and discard the highest and lowest making NeverSmile roll far more reliable. Fatepoints rerolls ignore this Quirk.
Fierce Protector: If an ally’s HP falls to equal his/her Vit, then NeverSmile treats his ATT two points higher but Loses two points of DEF.
*Description*
Isaac grew up in a harsh slum district in a heavily populated city to the North-east of Fair-River. The living conditions were poor, as nobles diverted funds from helping improve the district to their own bank accounts. Isaac grew bitter knowing that his parents suffered because of the noble’s selfishness and decided to try his hand at thievery to support his friends and family. At first things went well and the capers went off without any troubles, but soon the guards caught him and he was thrown into a dungeon and was intended to be kept there for life. But fate had other plans. One night, while Isaac was singing quietly to himself, a man in a black cloak bribed the guards into letting him go. The man said he represented a guild of assassins eager to have him as a recruit. Isaac leapt at the opportunity. When he arrived at the guild he was given to a mentor and educated, as well as being taught how to properly defend himself as well as kill a man. Through work, time, and determination, the corrupt nobles were killed and their successors were more than eager to meet the demands of the people after what happened to their predecessors. Something that was considered odd about Isaac was that he never seemed to take joy in what happened. Not his graduation into assassinhood, not the retribution of ‘fixing the government, not even meeting his family again. Not once did he smile. And he garnered the nickname, ‘NeverSmile’ because of it. Isaac grew tired of settling in the city, and not wanting to waste his youth, (aged 23 at this point) he moved to Fair-River in search of adventure.
*Personality*
While he may seem anti-social and unloving, give him time, and enough beer, and NeverSmile may just contradict his nickname. The real reason why he never seems so bitter is that his distrusting and insecure due to his life as a steal-to-live thief where you could scarcely trust anyone. Despite this, NeverSmile has been a faithful friend to those that he opens up to. Simply give him time and he’ll be a part of any little social group. When around women, NeverSmile will attempt to keep his composure and occasionally fail. If he does fail he just stammers an excuse turns away and blushes. All in all, NeverSmile is more or less just a paranoid, bitter, and quiet person on the outside, but inside, he’s just an insecure fun lover.

Sorry if it's a little short/long/unbalanced.

This post has been edited by Whatisasociallife?: 14 February 2011 - 11:17 PM

  • #50

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