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

I'm sorry for being an idiot.. but a Quick Ref? Please do explain further.
Okay I edited the Leech special move, I didn't think it quite fit either.

This post has been edited by BittersweetMike: 08 October 2011 - 08:17 PM

  • #301

OK im new to this but here goes

Name: Zeke
Age: 53
Gender: Male
Species:Dog
Player: Viken

***Stats***
HP 12
FP 1

ATT 5
DEF 9
VIT 4

AGI 5
BOD 3
CHA 8
IQ 9
PER 5

***Abilities***
Eternal guardian - Zeke summons a corps which mimics his attack role and attacks the same target with him with him

reflection - Zeke can instantly attack the person who attacked him and can cause the same damage and effects he took to his target

ultimate zombie - Zeke uses one turn to charge this attack but on his next turn he creates a huge zombie attacker who can attack with the damage of two damage roles.

***Quirks***
Rotting - being an undead Zeke begins to rot while in the intensity of combat. he loses 1 HP after his turn while in combat but if he takes damage during that turn he can redirect some of that allowing him to gain 2 HP after the turn. (if he gains 2 HP he does not then lose 1) Also he is unable to be healed by a normal healing ability.

***Backstory***
Zeke was once a grate necromancer who worked privately, usually being paid to revive executed convicts. Eventually Zeke was tracked down and brought before the guild. he was found guilty and put to death, but when he made it to hell the God of death struck a deal with him. Go free from hell but live your days as one of the undead you use to control.

Now Zeke lives wherever he can with whatever money he can earn. He still goes by the name Zeke but keeps personal info to a minimum to avoid detection. seeing the horrors of hell gave Zeke a new outlook, as he now quests for good and wants to help wherever he can.

***Appearance***
Zeke is technically 6,4 but due to him slouching all the time he only comes up to about 5,11. also being a corps his body it not all to good. rotting flesh, holes and a vile smell, but he can mask the smell with a bit of magic. As for the rotting and holes Zeke wears a long black hooded robe to hid his body, with bandages to cover his face.

(also just wandering how the dice system works, do we need our own dice or is it done some other way?)
  • #302

@Viken

Hey it's cool Vik got to start somewhere <3~. Forgive my incoming ranting ^_^;

Now first thing I'm going to have to address right away:You can not be undead. There's no real way around this. Everyone in the game is a mortal being:Cat, dog, Hedgehog, Bird, or Yasho. You'll have to rethink your design here a bit. Also keep in mind necromancers are going to be getting some dirty looks, try to be subtle about it:Walking around town with a zombie following you is a quick way to get the guards attention.

Now onto the actual mechanics. Your stats are fine both combat and RP add up.

Special moves... not so much. If I gather it right Eternal guardianis double attack (Which might be a bit weak on a ATT:5 character. I'd recommend Sure strike, or Attack boost instead but up to you) ultimate Zombie is charge attack which is perfectly fine. While the last one... reflection appears to be the BIND SM which is viable I suppose though tends to work better on high VIT characters then high DEF characters.

Refer to the Special move list if you don't remember what those are ^_^;

I can't really allow rotting as a quirk. Or anything similar in truth. Particularly given it's connection to your whole undead theme which isn't viable here.
  • #303

Name: Joust McJesterfinn

Species: Yasho

Personality: Joust is a natural born trickster. She loves a good joke and tends to tease people through cheap magic tricks or puns. She hates

seeing anybody who's sad, so she instantly tries to cheer them up through obnoxious pranks or jokes. Joust has a hard time expressing her

feelings, so she often annoys people rather then perks them up. Joust prefers odd food combonations for a snack. Like chocolate and

ketchup. She can also be a bit self-centered as well.

Battle Stats:

Hit Points: 18
Attack: 6
Defense: 6
Vitality: 6

Non-Combat Stats:

Agility: 9
Body: 8
Perception: 3
Charisma: 5
IQ: 7

Special Moves:

Joke's On You (Disable): Sneaking up on her opponent, she strikes them by surprise, causing them to be stunned temporarily.

Second Wind: Joust uses a special scarf hidden in her sleeve to sap life from her opponent.

Partners in Crime (Bind): When Joust's defensive tactic fails, she switches to offense mode and makes a quick counter strike.

Quirks:

Absent-Minded(Patience): Joust's antics can get in the way of her fighting abilities. She becomes distracted and it takes her a bit to get serious. Joust gains two extra points for Non-combat attributes but rolls 1d6 for initiative.

Iron Guardian: She mocks and torments her enemies a lot, making them less liable to show any sign of mercy...so she receives hard hits as a result. If an enemy you attack does not target you on their next turn, you gain +2 ATT to your next attack roll against them. If you did not attack your target last round, take a -2 ATT penalty. This penalty is ignored for the -first round of combat-. Only characters with 7 ATT or less may take this quirk.

Backstory:

Joust lived in a town of poverty and depression. Everyone was sad, smiles were quite a rare sight. This saddened Joust, so she decided to get into a happier mood. Going around, she told jokes and fooled around to try and make people laugh. It worked, so that encouraged her. It got to the point where she couldn't recognize it when someone was serious or annoyed. A bit of a mental issue, but part of it is because she never wants to go back to the age of grieve. That explains why she nags at people when they're sad.

She used to have a teacher that taught her self-defense tactics, but since he was never paid he did a poor job of teaching her. That left her to create and devise her own battle strategies, so she uses odd attacks on the battlefield.

Appearance: Joust's skin is rough and scaly, colored a deep, forest green. Her eyes are a blend of purple and red, and her whole outfit is themed in a black and red style...similar to the typical Jester attire. She goes around barefoot, and her claws are colored white. Her tail and tongue are considerably long.

This post has been edited by PandaRainbow: 10 October 2011 - 01:53 AM

  • #304

@Panda
Approved and added to the Quirk ref.
  • #305

So I felt like making a new character.


Player: BittersweetMike
Name: Joshua Artyom Vladistovic
Age: 28
Race: Pitch-Black Bombay Cat


Combat Stats:

ATT:8
DEF:3
VIT:7


Non-Combat Stats:

Agility:5
Body:6
Charisma:9
IQ:5
Perception:5

Quick Info:
Has black fur, wears a light armor made of amber and a black cloak. Has icy blue eyes. Uses two dual swords. Good at Persuading people and fighting them as well. Reasonably smart.
A:8 D:3 V:7
A:5 B:6 C:9 I:5 P:5


Special Moves:

Slipsword(Bypass): Artyom can find the weak points in his opponents' armor and slice his sword into them.
Defense Break: Artyom is pretty strong, seems like he can break through his enemies' defenses.
Power of Nirvana(Second Wind): Artyom is able to use the energy in his sword to revive himself and re-enter the fray.

Quirks:

Rage: Artyom also harbors resentment and anger for his parents' wrongful death.
Critical Strike: Artyom is pretty good with those swords, his strikes are pretty deadly.
Elemental Strike(Ice): Artyom learned ice magic as he was growing up as well, just like his younger brother.

Background: Being the brother of Alexander, he was also brought up in the same part of town as him. He always picked on his younger brother to make him tougher. He didn't like living in the slums either, he was the stronger of the brothers so he was able to get more. When the corrupt law official sentenced his family to death, he went and tried to argue the lack of evidence of the claim but was unsuccessful. After learning ice magic with his brother he was hunted and driven out of the town for voicing his opinion on the town's corrupt law system, he has been wandering around ever since.

Description: Artyom is a Pitch-Black Bombay cat, just like his brother, however Artyom stands at roughly 6'1'' and his eyes are also an icy blue, but with a faint red twinge on the outer edge of them. Artyom is more outgoing than his brother, and is sometimes not afraid to voice his opinion out loud. His looks are a bit better than his brother's, he is also better at persuading people than his brother. He wears a light armor made out of amber that he crafted himself, it is very durable and shimmers in daylight. He uses two swords that he also made for himself Acheron and Nirvana, both are light (to him anyways). He usually likes to pick on his younger brother, but just for fun.

(Did I get this one right?)

Edit: Fixed the Leech SM and changed it to Defense Break. Took out fire magic, replaced with ice magic and gave him Elemental strike quirk.

This post has been edited by BittersweetMike: 16 October 2011 - 04:04 AM

  • #306

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Looks good to me.
  • #307

@BittersweetMike
I would recommend against taking both second wind AND leech. There... really isn't much point to have both. SW might be a little better in fact given you have a healthy 7 VIT. I'd recommend replacing Leech with something else. Beyond that nothing is off rules wise.

Role play wise.. he's fine. Though I'll say there seems to be a few recurring themes being popular as of late (I think we recently had a few people switching to a duel wielding style?). You also seem to be lacking -anything- here to represent his fire magic that's mentioned in the bio as well (He doesn't have the IQ to use rituals with it reliably, none of his attacks have a Fire modifier attached to them, no quirks related to it etc).

This post has been edited by Bribri: 15 October 2011 - 06:32 PM

  • #308

I'll remove those then.
Lemme mess with it a bit.
  • #309

@Bittersweetmike
Yeah looks fine now. You didn't need to take out the fire element though. Just applying it to one SM would have been enough. But it's cool~ approved.
  • #310

And I messed with the sheet again.
Ice magic, again....
He has a quirk which is tied to it.... So it works I guess?
  • #311

View PostHakuInaba, on 27 September 2011 - 03:10 AM, said:

Player:HakuInaba

Name: Lin Xun
Description:
Lin Xun, a japanese bobtail, spends most of his time studying war tactics and ancient wars in the library of Fair River. He sometimes goes to the Guild Hall to spar but hasn't made any friends. He seems to be a genuinely warm person who goes by virtue but underneath the surface is his darker side filled with ambition.
Description:
Stats
Att: 6 +1
Def: 8
Vit: 4
HP: 12

Out of combat skills
Agility: 8
Body:6
Perception:6
Charisma: 6
IQ: 4

Special Moves:

[Disable]:
(Lead the Charge]
[reflect]



Quirk
Close Combatant
Practiced Defender
Reliable Strike



Quick Info:
Lin Xun ; yellow eyed pure white Japanese bobtail with black ears, white hair nearly covering eyes, black samurai robe with ordinary black shorts, black wooden sandals and his black sheath which holds his katana
A:6 D:8 V:4
A:8 B:6 P:6 C:6 I:4

Edited it a bit so the rolls could be a little more reliable.~ The dice bot hates me..I'm serious.
  • #312

The changes to Lin Xun are approved.
  • #313

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Saturday October 29th, 2:00PM EST

MiwAuturu's second annual Halloween quest. This year's title: Slenderquest.

Room for 4-6 people. No reservations will be taken, be on time or miss the quest.

BE WARNED

1. This quest could have repercussions on your character in Freeform, especially if you get the very bad ending.

2. If on the off chance you do get the very bad ending it does not mean the death of your character, however it will require a second quest so that the characters can redeem themselves. This will take place one week later if possible.

3. This could be a long quest, only join if you're ready for the long haul as I do want to finish it in one session. So long as four people remain the quest will continue.

4. This quest is exploration & RP stat intensive, not battle intensive, although there will be some fighting, it can mostly be avoided.
  • #314

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Spending two of Nick's FP (down to four) to create this char.

Character: Song Zhou

*Combat Stats*

Hit Points: 9
Fate Points: 0
Attack: 9
Defense: 7
Vitality: 3

*Non-Combat Stats*

Agility: 9
Body: 7
Perception: 7
Charisma: 3
IQ: 4

*Quick Info*
Song Zhou; 5’1”, Formosan, rust/black patched coat, hazel eyes. Is often wearing beige shin length silk chinos and black flat pants, and a beige vest covered by a embroidered red bolero.
A: 9 D : 7 V: 3
A: 9 B: 7 P: 7 C: 3 I: 4

*Specials*

Imperial Rush: (Double Damage)
Song spends a second or two whirling and feinting her nunchaku to confuse an enemy before launching an incredibly strong straight punch at her opponent.

Blossom Typhoon: (Multi-Attack)
Song goes on an all-out assualt, using her formidable nunchaku and acrobatics to strike every foe in her way.

Dragon Crush (Perfect Strike)
After concentrating her Chi into her arms, Song lashes out with a strike capable of collapsing ribs and snapping limbs.

*Quirks*

Impulsive

Elemental Strike (Fire)

Close Combatant

This post has been edited by SushiJaguar: 03 November 2011 - 03:56 PM

  • #315

@Sushi
It seems the numbers are wrong a few places.

Your Combat stats are 1 point over (9+3+7)=19. You don't have CC as far as I can tell so it should be 18.

Also your Quick ref stats don't match the characters actual stats. the CC stats and RP attributes are quite different by the looks. Fix it so everything matches up and it should be fine.
  • #316

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Yeah, forgot to put Close Combatant in the Quirks. My bad.
  • #317

HOLD IT!!!

Your assistance has been requested in Stonewall City! The Royal Duke's treasured Family Armor has been stolen, and vigilantes are needed to track down the criminal. But be warned. The laws of Stonewall do not appreciate rash claims. Only the most thorough investigation and evidence can the true culprit be found!

SAVE THE DATE: NOVEMBER 6TH, 12 NOON!

As the description suggests, Turnabout Quest is highly inspired by the Phoenix Wright series. This also means that the quest will be very RP-Heavy, with barely any combat in-between the main attractions. Also note that the quest will definitely have 10+ hours of gameplay put into it, so expect to dedicate to several sessions.

List of Players (Spots are full, sorry!)

1 - Gameking (Raden)

2 - MiwAuturu (Liz)

3 - Sushi Jaguar (Malcolm)

4 - Sue (Sari)

This post has been edited by Spradic Zoom: 04 November 2011 - 01:31 AM

  • #318

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
I will participate, I would love to play with Matlalihuitl, but he is yet to be approved/finished, so for now I am playing with Alex. Liz, Liz is better suited for RP quests. http://pastebin.com/ez6zw6Hm

This post has been edited by MiwAuturu: 04 November 2011 - 12:04 AM

  • #319

Hey someone quest what who YES.
  • #320

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Yeah, Malcolm is all up in this intellectual bitch.
  • #321

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Speaking of Mat, I should probably stick him in here for tentative approval since I know the custom quirk is a bit of an issue.


=Player: MiwAuturu=
Character: Matlalihuitl; Urutau Assassin

=Combat Stats=
HP: 18/18 FP:1
ATT:7 DEF:4 VIT:6

=RP-Attributes=
Bod: 8
Agi: 9
IQ: 8
Per: 6
Cha: 3

=Special Moves=
Neurotoxin (Desperation Strike): Dips a knife into a powerful neurotoxin and throws it at the enemy.
Paralyzing toxin (Disable): Dips a knife into the paralyzing toxin and throws it at the enemy.
Multi attack: Throws knives at everyone he can sense.


=Quirks=
Half-Expert: -1CS +2RP
(Tentative) Blind: Being blind since birth hasn’t caused him much trouble, his other senses have gotten a lot better to compensate, incapable of making visual checks, +3 PER on checks requiring the other senses.
Patience: A lifetime of training as a killer has left Matlalihuitl a patient man. He waits for just the right moment to strike out for the kill. (Your character gains two extra points for Non-combat attributes but rolls 1d6 for initiative.)


=Quick Info=
Matlalihuitl; A mottled grey and brown blind Urutau, he wears nothing but a similarly coloured bandanna over his eyes so as not to interfere with his natural camouflage. His source of knives seems infinite, but nobody is quite sure where he keeps them.
A:7 D:4 V:6
B:8 A:9 I:8 P:6 C:3

This post has been edited by MiwAuturu: 04 November 2011 - 12:42 AM

  • #322

Using 2 of Joshua's FP for this new character.

Yeah, Here in the google doc is where you can find it. The new character that is.

This post has been edited by BittersweetMike: 04 November 2011 - 02:08 AM

  • #323

  • Susan
  • BCI Member
  • harlot and pretend virgin and quitter
Put Sari in, Spradic.
  • #324

I messed up the Google Doc. I'll just post it here.

Player: BittersweetMike
Name: Shi Ajairu
Age: 22
Species: Dog
Gender: Female
Race: Norweigan Elkhound

Combat Stats:

Att: 7
Def: 6
Vit: 5
Hp:15

Out of Combat Skills:

Agility: 7
Body: 7
Perception: 4
Charisma: 4
IQ: 8

Quick Info:

Shi is a 5’7’’ Norwegian Elkhound. She has mostly gray fur with white going down his chest. Her eyes are dark green. She fights with two katars. She wears modified samurai armor.
A:7 D:6 V:5 HP:15
A:7 B:7 P:4 C:4 I:8

Special Moves:

Pierce(Attack Boost): Shi can put all of her power behind a jab with one of her katars.
Energy Siphon(Leech): Shi can use her lightning to siphon the enemy’s energy.
Electrocute(Aggravated Damage): Using her lightning, Shi can inflict continuous damage against her target.

Quirks:

Elemental Strike(Lightning): Shi is a master of her lightning skill.
Critical Strike: Shi really knows how to use those katars.

Description:
Shi is a 5’7’’ Norwegian Elkhound. Her fur is mostly gray with some white going down his chest. Her eyes are dark green and piercing. Shi uses two katars, one is the traditional triangular, the other utilizes a spring mechanism which splits the blade into three. Her armor is traditional samurai armor, but has been modified to provide greater mobility and flexibility.

Background:
(Taken out due to... Sleep induced retardation. Make it a joke.)


Edit: Hopefully I got everything right this time.

This post has been edited by BittersweetMike: 02 December 2011 - 09:22 PM

  • #325

@Miw
As you already know I'm -quite- uncertain about allowing something like blind. With good reasons which I've already informed you of. For the time being I'd much prefer you just make it a simple +2/-2 for now

Yes I know this means he might -pass- a visual check, but the guy must have some way of 'seeing' things without sight as other wise a simple silent hall with furniture could prove difficult. Make -sure- you inform the GM at the start of every session so they know it's there as such a quirk would come up A LOT in a typical session.

Mostly this would make him very effective at spotting people/creatures (since they move, breath, smell what have you even if they're standing still) but rather bad at spotting inanimate details in the environment. This... will make it a benefit more often then a flaw, but the more passive drawbacks (not being able to read, or perceive color) should make up for that.

@Mike
Well lets see mechanics wise the Non-Combat RP attributes do not match the quick ref, and -both- sets have more then 30 points (Both are one point over) so make them match, and take off a point so they work and the mechanics side should be fine. Keep in mind there's no mechanics here for having a 'pet' like that, so don't expect to be able to send a wolf off to scout and do other odds and ends. You -might- be able to fit him as a ritual, but that would mean he's off wandering on his own a lot when you haven't spent the SM to have him around.

As for the background, if you're willing to listen to some honest critic. Please don't take this too seriously ^_^; you can go with it if you want.

But I think you're trying too hard to have those grim/dramatic moments. Pretty much all of this is 'Shi gets something as a result of someone dieing tragically' three times in a row makes the entire thing feel a little contrived, particularly the last one. The ladies opinion of the guild is either unrealistic (It's a mercenary guild with a good reputation for not being jerks, not a golden hall of heroes) or rather silly/contrived (She just so happened to be an oracle or some such and knew it was his DESTINY to go there)

This post has been edited by Bribri: 05 November 2011 - 06:22 PM

  • #326

I agree on that; There's not enough monocles to take off my face to express my feelings.
  • #327

Oh no no no, I wasn't trying to, I was falling asleep as I created that.

Besides.... I used most of that background before in a creative writing assignment. It was lying next to me and I was falling asleep, I truthfully don't remember writing any of that....


Let's just say it was a joke and I can call it a day.

This post has been edited by BittersweetMike: 06 November 2011 - 05:06 PM

  • #328

Player: NegraCardia
Name: Nickolas Carson
Age: 17
Species: Dog
Gender: Male
Race: Malinois

Combat Stats:

Att: 5
Def: 7
Vit: 6
Hp:18

Out of Combat Skills:

Agility: 7
Body: 7
Perception:6
Charisma: 4
IQ: 6

Quick Info:

Nickolas is a tall (6'3") Black Malinois. that's pretty much a black german shepard.
Special Moves:

Bypass
counter
leach

Quirks:
(too tired to set them yet)

Description:
again, 6'3" malinois. he's not very social but can get people to listen if he wants. what he lacks in mind he more than makes up for in body. His past has given him bad trust issues and so it takes a real friend to be considered as more than just another party member. He's extreamly loyal to whoever is the leader (who ever has more charisma?), but will quickly follow someone else should the leader fail to lead as they should. He's trained like a rogue but usually fights like a knight. as such, he can do some sneaky things, but only if he feels the reason is right



Background:
He used to be part of a criminal group but his morality got in the way of a mission and he got kicked out. He's trained like a rogue but usually fights like a knight. When his membership in this organization ended,he found himself badly beaten on the outskirts of Fair River with all of $10 to his name and the cloths on his back.

This post has been edited by NegraCardia: 18 November 2011 - 04:19 AM

  • #329

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
I'll admit I laughed at this character.
  • #330

  • ILB
  • secretly a man :smirk:
    Member
Hmm... Let me see now.

Refaela Bat-Sarai
  • #331

Your character should be fine ILB. Approved.
  • #332

So I wanted to create this new character, and yeah, that's it. This puts my other character to 1 FP once more. Anyway, here it is

Player: Ciclopotis
Name: Sofia Pereira da Cruz (here's a link: https://docs.google....Y/edit?hl=pt_PT)
Age: 21
Species: Dog
Gender: Female
Race: Estrela Mountain Dog

Combat Stats:

Att: 8
Def: 6
Vit: 5
Hp: 15

Out of Combat Skills:

Agility: 9
Body: 7
Perception: 4
Charisma: 5
IQ: 5


Quick Info: Sofia is a 5'5, brown Estrela Mointain Dog that uses a spear and a shield as weapons, while also keeping a dagger close to her boots just in case. She's around 110 pounds, and she's very friendly and flirty, always trying to meet everyone she can, however, she's quite feisty when angered. Her eyes are bright yellow and her voice is suave, though presenting a thick not-iberian accent (portuguese accent, if you will). She wears light leather armour, along with a leather cap and a solid shield, when she's out on the job.

Quirks:
Close Combatant: You gain an additional point to spend on your combat stats or two additional points to spend on RP stats – however, you are completely unable to make attacks at range. You must have at least 5 ATT to take this quirk. Years of training with her spear and shield have made Sofia a proficient melee fighter... however, her sight and aim are rather poor to fight effectively at range.

Practiced Attacker: Whenever you make an attack check roll three times, discard the highest and lowest roll making your rolls far more reliable. Fatepoint rerolls ignore this Quirk.

Rage: You treat your ATT two points higher once your HP is equal to your VIT score or less. But in your fury you neglect defence, losing two points of DEF. When things are going baddly, Sofia launches herself into a frenzied state, attempting to impale any foes in sight.

Special Moves:
Second Wind: Make an attack roll as normal. If you hit you also roll a die with a number of sides equal to your VIT score, and immediately recover that amount in HP. Deep reserves of energy allow Sofia to carry on even when she seems about to go down.

Multi Attack: You may make an attack roll against every target you can hit. Using her agility, Sofia maneuvers herself through the battlefield, thrusting her spear at any foe she encounters, or bashing them with her shield.

Defense Break: Attack your opponent at +2. If the attack connects, your opponent’s next three defense rolls lose two sides, as if their DEF score is two points lower.. A lunge at the legs or bash to the face can disorient an enemy, alowing the Estrela dog and her allies to attack it more effectively.

History: Sofia is a warrior huntress from the southern provinces of the land, although not as far as the desert. To have a more clear idea, imagine the Iberian kind of person, more specifically lusitanian. She trained for most of her life in fighting with her spear, having learned well both melee and ranged combat with it. However, an accident involving a fire mage from a different tribe had nearly burnt her face entirely when she was but a young lass; however, thanks to a great deal of magical healing (and also luck, she'll admit) she wasn't left completely blind - nor disfigured -, but seeing from a distance greater than 20 meters away is almost impossible for her, so any sort of ranged ability she had was lost (this also makes her a bad choice for a scout or for spotting traps). This didn't take Sofia from the warrior's lifestyle, and she simply chose to fight in melee combat from that point on. She's very agile and rather strong for her build, but she also has a nice set of brains and a decent people skill. In terms of appearance, beyond having lots of brown fur, she as a relatively pretty face, certainly not the most beautiful woman ever to be seen, but cute (also, she's a C cup). She values practicallity over anything else, which reflects on her clothing and armour choice. Her spear is a simple one, though well crafted, and the shield is as sturdy as any kind of leather can be. If you need her, she'll be there for you, but angering her will have unpleasent consequences.
She left her homeland because not being able to hunt effectively and not knowing any other craft made her feel useless, even though her parents insisted she stayed; as such, at the age of 19, she left her tribe to wander the world and "see all the amazing things it has to offer", which for someone with week eyesight is rather pointless. Anyway, she got a job as a guard for a few months, but since there was too much standing about inside, and worst of all, in the city, she decided to leave that and join an adventurers guild, where she could be outside doing what she likes and is good at while also receiving money for it.

This post has been edited by Ciclopotis: 24 December 2011 - 03:19 AM

  • #333

@Ciclopotis
Nothing wrong that I can see save a typo or two. I will say Defense break -might- be better then Impede Defense for a character with 8 ATT but that's more personal choice.

Going to need to see the basic background before I can approve it though. Even if it's just one paragraph.

Edit:Yeah background is added now I see? approved. Nothing wrong with it

This post has been edited by Bribri: 29 November 2011 - 12:55 AM

  • #334

Hum, thanks for the tip, I missed that SM completely :D Also, I'll post in the history soon, just getting a few things sorted out.
  • #335

Hey, just a quick suggestion. Why not make a Minecraft server based on this? Just a idea.
  • #336

I am very, very new to this concept, but I am interested!

Character: Savant
Species: Cat
Gender: Male
Age: 19
Player: Buddy1006

Stats

HP 21
ATT 7
VIT 7
DEF 4

Not Combat Stats

Charisma 3 ( Another point from a quirk, making it 4)
Body 9
Agility 6
I.Q. 8
Perception 4

Special Moves

Change Of Plans! (Redirect)
Savant takes the speed, velocity, power, and force of an opponent and tries to use it against them. Of course, his methods aren't perfect, so it is a fifty-fifty chance.

Painfully Fair. (Counter)
Savant uses the pain he already received, and attacks with the equal amount of damage to the opponent who sent it!

Memories of The Past... (Attack Boost)
He Remembers all the injustice he had suffered in the past, and then uses his emotions, coupled with his small magical aspects, to augment the damage he deals! (Attack your opponent, adding two sides to your attack roll, as if your ATT score is two points higher. Your next two attack rolls you make also gains this benefit.)

Quirks

(I made this one) Close Quarter Attacker
Savant Recieves one RP point in Charisma, but can only Use his attack phase in close quarter combat, BUT, he is able to use only use his special moves to direct range attacks.

Backstory
Savant was born in a fairly small village called Erodùr. His Mother Died giving birth to him, but he was born perfectly healthy. But when he was 3 years old, his Father was put into a local Militia to combat a Chimera terrorizing the village. Though they did succeed in the quest, Savant's father was one of the casualties of the fight. So he was put into the hands of a Kind Old Woman, who raised him untill he was 8, when another incident happened. Savant had been terrorized by several grown men because they thought he was telling people of their nefarious deeds, so they com

( I did this over my phone, is it good? )
  • #337

I am very, very new to this concept, but I am interested!

Character: Savant
Species: Cat
Gender: Male
Age: 19
Player: Buddy1006

Stats

HP 21
ATT 7
VIT 7
DEF 4

Not Combat Stats

Charisma 3 ( Another point from a quirk, making it 4)
Body 9
Agility 6
I.Q. 8
Perception 4

Special Moves

Change Of Plans! (Redirect)
Savant takes the speed, velocity, power, and force of an opponent and tries to use it against them. Of course, his methods aren't perfect, so it is a fifty-fifty chance.

Painfully Fair. (Counter)
Savant uses the pain he already received, and attacks with the equal amount of damage to the opponent who sent it!

Memories of The Past... (Attack Boost)
He Remembers all the injustice he had suffered in the past, and then uses his emotions, coupled with his small magical aspects, to augment the damage he deals! (Attack your opponent, adding two sides to your attack roll, as if your ATT score is two points higher. Your next two attack rolls you make also gains this benefit.)

Quirks

(I made this one) Close Quarter Attacker
Savant Recieves one RP point in Charisma, but can only Use his attack phase in close quarter combat, BUT, he is able to use only use his special moves to direct range attacks.

Backstory
Savant was born in a fairly small village called Erodùr. His Mother Died giving birth to him, but he was born perfectly healthy. But when he was 3 years old, his Father was put into a local Militia to combat a Chimera terrorizing the village. Though they did succeed in the quest, Savant's father was one of the casualties of the fight. So he was put into the hands of a Kind Old Woman, who raised him untill he was 8, when another incident happened. Savant had been terrorized by several grown men because they thought he was telling people of their nefarious deeds, so they completely tore off his lower jaw and cut off his tongue so he couldn't speak ( He still cannot). They succeeded, and also cut off one of his ears. After that cruel misfortune, he was put into the hands of a Old Man in town who was thought to be insane. But, he was using that as a cover for what he really was; one of the last remaining warriors of an old Tribe. Under the old man's guidance, Savant learned to take his pain and inflict in on enemies in a strange fighting style, with a small amount of magic derived from his pain and suffering. When the old man died, Savant was 15, he missed him greatly and was in a bout of depression. His mourning was stopped abruptly when he saw a Mercanary Corp. and set out with them. He was making good progress in the Corperation, displaying amazing combat prowess, but then the company got in deep debt, and was disbanded when Savant turned 19. So, he decided to join a guild of adventurers. He may not be able to talk, but is trustworthy and likes others. He is a nice person, and doesnt like injustice of any kind. And so his newest adventure is the guild!

Description
His left eye is a dark teal, while his left is bright green. He is missing his left ear and his jaw, so he keeps a mask over wear his jaw would be. He is seen wearing Light Grey clothing, and uses his fists, with a special set of claw like gloves, to fight. His height is Six Foot Even ( tall for a cat) and is pretty muscular. He usually wears his specially made leather armor, which is a dark grey. His Fur Color is Black and white, with white mask fur markings over his eyes. He has a trusting look in his eyes and is mostly calm, even in battle.

So, that's it.

( I did this over my phone, is it good? )

This post has been edited by Buddy1006: 12 December 2011 - 11:39 PM

  • #338

@Buddy

Well first:you posted the sheet twice. Likely a glitch with your phone so yeah don't worry about it.

Mechanics wise... the character seems fine honestly. While it isn't against the rules I will note that having both Counter and Redirect -might- be a little redundant, there are still situations where one would be better then the other though so isn't a flat out bad idea. Up to you.

Background wise.... yeah I have to admit you over did it a bit. Take what I'm about to say as advice not so much actual commands. Piling on tragic events over and over doesn't actually make an interesting history. Tone it town it a bit, make it sound a bit more reasonable you know? I'd.. also advise -against- making your character mute. This is a social game, and it takes a lot of writing skill to pull off a mute character in these sorts of settings. You can go with what you have here if you want of course.

This post has been edited by Bribri: 12 December 2011 - 11:24 PM

  • #339

I can like the skill sets, but I do admit the character is over dramatic. Anyways, I have done other role playing games with a mute character for it and so I have practice doing it. Also, is the quirk fine? I tried making it balanced. But the redundentcy ( hopefully spelled that right) is because of his consistent fighting style to take pain, then deal it back.

I forgot to say something. I do have a taste for the dramatic, hence the tragic history . Also, the fighting style he has was tempered with the pain of the past, making him stronger.

This post has been edited by Buddy1006: 12 December 2011 - 11:30 PM

  • #340

Right then. Some SM/Quirk changes.
Almost all the changes here are Custom SM's being made official, or buffs to neglected ones to make them a bit stronger with one exception.

While most of these will be welcome I know the single SM change here that will not be:Bind. People reacted extremely negatively the last time a change was attempted. A change, that quite honestly, wouldn't have even balanced the SM and would have actually made it more powerful at least 33% of the time!. This new version on the other hand is in fact a harsher Nerf. But a needed one.

Bind is by far the most FPed SM in the entire game and there's a reason for it.

When this system was first made bind was actually a semi-balanced, but still very strong, SM. Primarily because all combatants had the same stats, any thing you used bind on was never anything beyond what a normal character could perform. With the introduction of boss monsters and their massive damage rolls it simply is not. It allows players to deal massive damage, with no turn cost, and -no- real draw back to them. Yes you need to be attacked to use it, this is true, but lets face it:You would have been attacked anyway! Bind or no! This isn't like sacrifice where the damage is something you forced upon yourself when the SM is used.

People have come up with examples of battles where the players 'wouldn't have made it out alive' if Bind hadn't been used. In many of these cases? Bind was used by the enemies they were facing! Or the players went through FP like candy to pull those binds off. FP that could have easily been used to heal players, give extra turns, and other such things that could have still given them the edge they needed without an overpowered SM.

For that matter if you folks are right.... if only a SINGLE SM is the sole thing that decides if you lose or win a battle...doesn't that sort of go to show how it's much better than any other?

The new version will still regularly give players attacks that Will often hit as hard (or harder!) then Desperation attack or charge attack with the cost of a single turn! A single turn that ignores turn order to be performed on top of that! Allowing you to get the attack off even if the binded attack would have knocked you out giving it all the benefits of parting strike! The only cost being its more situational nature.

Are you seriously going to tell me that's underpowered?

Another argument I've heard is:Why change things at all? Why not leave everything as it is? Changing one SM isn't going to change game-play much so why bother upsetting people over it?

This argument has two flaws One:It can be used right back at the person complaining since if it really doesn't matter why is it bothering you? But more importantly Two:Every minor change is a set towards a more balanced system. One minor change isn't big. But ten minor changes is. Every minor change is a tiny improvement to the games balanced over all which will in the long run result in an, all together, better system.

Added:
Determination: Re-roll all 1’s for attacks and regenerate 1 health per turn for 3 turns. You may still act on the turn Determination is activated.

Reinforce:When attacked roll DEF as normal. If you survive heal yourself 1dVIT HP.

Invigorating strike:Attack the target at +2. If you hit the party heals 2 hit points. If the PC is already at full health they gain +1 to their next De-fence check.

Swift: If your SM is charged at the start of the round you may add a +6 bonus to your current initiative to determine your turn order for the rest of combat.
(essentially an 'optional' version of impulsive which costs an SM slot to have)

Retaliation: Roll for defense as normal against an attack. Instantly attack the target back rolling ATT+2 DEF+2 or VIT+2 as your roll, whichever is highest. May still be used if the character is reduced to 0 HP or less by the triggering attack.

Has been added to the top of the SM list: You made add an ‘element’ tag to any SM. Any attacks used when the SM is active are treated as having that element for the purposes of damage boosts or penalty's.

Has been added to the top of the Quirk list: Any quirk that grants a +2/-2 bonus may instead grant a less drastic +1/-1 bonus if preferred.

Changed:
Bypass: Attack your opponent at +2 ATT; when your opponent rolls defense, he must divide his defense roll in half, rounding down. Bypass ignores any defensive SM's the target may be using, as well as protect, with the exception of direct bonuses to def (such as those from Omni-boost, defense boost, or Defensive Spin)
The +2 ATT does not apply to boss monsters using this SM they hit hard enough as is!

Counter: Attack all targets who attacked you since your last turn. Your attack roll is automatically set to the highest attack directed at you since your last turn.

Reflect: Roll for defense as normal. If your defense roll exceeds your opponent’s attack roll, you can deal damage to them equal to the difference plus 2. Reflect may be activated after the roll is made.

Bind: Roll for defense as normal against an attack. The enemy -also- rolls defense against the same attack roll as if he attacked himself including secondary effects (Such as those from offensive SMs). Using Bind causes you to loose your next turn, in addition to any turn lost caused by the attack. Critical strike is ignored for the purposes of this SM.

Swift Bind: Roll for defense as normal against an attack. The enemy -also- rolls defense against the same attack roll and takes half damage from the result (rounded up) as if he were attacking himself ignoring any secondary effects. Unlike bind Swift bind does not cause you to loose your next turn. Critical strike is ignored for the purposes of this SM.

Elemental Strike* All your attacks have a set element attached to them. Such as fire, ice, or lighting. Your targets DEF is treated as 2 points lower when this is an advantage, and two points higher when it's resistant. Instead of taking this as a quirk you may apply Elemental strike directly to SMs ‘gaining’ the element only for attacks related to the SM.
(This leaves it to the GM to alter the enemy's defense rolls so players don't need to wait for confirmation on if the element is strong or not!)

Impulsive: You gain a +6 direct bonus to your initiative roll, at the cost of being unable to use your special move until two turns of combat have passed. You may take a lesser version of impulsive that grants a +3 direct bonus to your initiative roll but you are unable to use your special move until one turn of combat has passed.

This post has been edited by Bribri: 06 January 2012 - 05:39 AM

  • #341

New character... Meet Kyle's twin.... the only thing similar is their looks.


Name:Jameson (James) Madison,snowshoe/Tabby
Sex: Male
Age:26

Combat Stats:

ATT:7
DEF:4
VIT:7
Hp:21

Non-Combat stats:
IQ:4
Body:5
Agilty:5
Perception:8
Charisma:8

Special Skills:

Retaliation [Retaliation]: James just does not sit there and take it without a little bit of vengance
Fists of Steel [Double Damage]: James can really punch hard.
Strong Will [Second Chance]: Just like his brother,He doesn't allow himself to go down that easily

Quirks:
Close Combatant:He would rather fight you up close
Impulsive: He does things without even caring about the consequences

Description:
He was born with two other kittens,in a triplet set.One of his brothers grew up to be the unlovable and highly intelligent Kyle,While the other became a starting magic user training to become a mage.James started off a lovable and carefree kitten,he was the model child in the family and was the favorite,he ended up getting all the best things.He wasn't a prick or a narcissist until the dreaded infamous day of when their hometown was raided,looted, and destroyed.He and his brother Kyle were the only survivors of their family.Years went by when they went their seperate ways and when they reunited,James was a changed man.Right now he lives not far from fair river in a house turned shop,with his wife(That he managed to convince to marry him instead of the unfortunate other snowshoe-tabby), and has three kittens

Quick Ref:
James is 5'10 with Brown-black eyes.He is a Snowshoe-tabby mix with white feet and hands, coupled with a grayish yellow fur coat.He wears a fancy white shirt with frills at the ends of the sleeves and a small black coat with loose grey pants.Looks essentially like kyle.

A:7 D:5 V:7
I:4 B:5 A:5 P:8 C:8
  • #342

Forgive the slow response time on this one.

Mechanically I see nothing wrong. Role play wise... I'd honestly recommend -against- playing your characters own brother. Having a character who will regularly refer to your other PC, or has links to your other PCs, tends to be a a bad idea particularly if you start using those characters to aid one an another. Siblings, if present, should mostly be played by -other players- for a more natural feel to it.

I'd also recommend against regularly bringing that wife of his or the kids into the guild unless you expect some serious eye rolling from the other players; who have a certain apathy towards people role playing their characters own romantic interests.

Not to mention making a guy who basically has the same background and appearance as your other one isn't all that creative ^_^;

That all said you're still allowed to go the brother route if you want. This is just my humble opinion is all. The character is more or less approved. This is all just narrative advice. So try not to take it too personally <3~
  • #343

Thanks for the advice.I'll try and follow most of it
  • #344

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Two FP from Nick to make;

Character: Mattias Walker

Age: 35

*Combat Stats*

Hit Points: 21
Fate Points: 0
Attack: 6
Defense: 5
Vitality: 7

*Non-Combat Stats*

Agility: 6
Body: 9
Perception: 6
Charisma: 4
IQ: 5

*Quick Info*
Mattias Walker, 6'4" Manx cat with dark tortoiseshell fur (black, dark brown). Usually garbed in tight-fitting wool clothing, wool-lined leather trousers being a favourite. Combat gear is a scalemail vest with half-sleeves, archer's bracers and chainmail-reinforced leggings with shin-high flared boots.
A: 6 B: 9 P: 6 C: 4 I: 5

*Specials*
Overdraw (Double Damage)
Exercising his strength, Mattias pushes, or pulls, his bow to the limit to launch a powerful shot.

Charge Attack: Spend one turn charging, next attack deals full damage.

Crippling Shot (Trap)
Mattias takes aim at vital joints and vulnerables, hampering an enemy's ability.
(Target must halve their DEF roll on the next attack)

*Quirks*

Archer: Add two to ATT/DEF die at range, subtract 2 in close combat.

Wild Knowledge: +2 to IQ/Per rolls regarding nature and animals, -2 to rolls requiring any other kind of specialised knowledge.
Edits made.

This post has been edited by SushiJaguar: 07 March 2012 - 08:41 PM

  • #345

@Sushi

Sorry Sushi. RP attributes aren't suppose to be used for stuff like that. I can't allow honed reflexes, or intense training as a result or anything like them. If you still want a good DEF score while in melee combat just don't take archer! It isn't actually -required- you take it if you use a bow.

Keep in mind if you do keep it archer applies to both ATT -and- DEF. Not just one or the other. You'll need a minimum base of 5 ATT, and 5 DEF to take it.

Ambush Volley is similarly a bit iffy. If you roll low, you can just use one of your other SM after all making it a mostly cost-less bonus for rolling high initiative.

If you want a good SM for ambushes I would suggest Charge attack instead. If someone isn't aware you're there there's nothing stopping you from 'charging' the attack before the fighting even begins. It's a very good move for representing sneak attacks and the like.

Lets see.. two other minor issues (1) your quick ref stats don't match the stats listed. please fix one or the other if you could and (2) I need to see the characters back-story before fully approving it. If you don't wan't to post it here that's fine, just PM it to me here on the forum instead.

This post has been edited by Bribri: 06 March 2012 - 02:22 AM

  • #346

  • Ace
  • BCI Member
I HAS A NEW CHARACTER. Anyways backstory... I'll flesh it out later again maybe never.

=Player:Ace=
Character: Dartanian, The Suave Duelist
Race: Avian, Loggerhead Shrike
Age: 24
=Combat Stats=
HP:15/15 FP:0
ATT:7 DEF:7 VIT:5

=RP-Attributes=
Bod:5
Agi:8
IQ:3
Per:7
Cha:7

=Special Moves=
Disarm (Attack Break) – With a flick of his wrist, Dartanian easily removes the weapon from his opponent's hands, raps them on the knuckles, etc, leaving them unable to attack properly.
Parry (Retaliation) – Preparing himself perfectly, Dartanian blocks the strike of his opponent and immediately strikes back to exploit the opening they just revealed.
Bypass – With a keen eye, Dartainian finds the opponents weaknesses and exploits it, bypassing all defenses

=Quirks=

Duelist's Honor (Iron Guardian)- Dartanian challenges an opponent, unwilling to show weakness before defeating them, striking viciously if they dare ignore him.

Close Combatant- He...he has a saber. Rather nice too.

Attack Preference(+2 attack against Yasho's and Lizard-like enemies, -2 attack against Birds and bird-like enemies)- Dartanian does not know why he has found it so easy to find spots to strike at Lizards and Yashos but he does not complain. Unfortunately something within him also stays his hand from deadly force when fighting birds. It is a mark of shame for him.

Appearance:
Classic Loggerhead Shrike coloring, white chest, gray back with black on the wings and around the eyes. Clad in a wide-brimmed green hat complete with feather and flamboyant green clothing, Dartanian almost looks of nobility with his smiling beak and charming face. He carries himself with a swagger that suggests confidence and arrogance, almost daring people to challenge him to a duel, something his embellished saber he always keeps at his hip, would enjoy.

Background:
Hailing from the Isle of Buteur, Dartanian was born a lowly son of a Cobbler. His destiny was to become a Cobbler like his father before him and his father before him. He never had an issue until a band of Queen's Men stayed in his town and he was blown away by the way they carried themselves and fought. When he went back home that evening he began to train himself to be just like them, pretend fighting with broomsticks, etc. He was going to be a Man of the Queen.

In secret he practiced, eventually managing to purchase a crude foil some years later, teaching himself the sword in secret. When he turned 16 and it was his time to take up the mantle of Cobbler he refused, declaring his intention to fight for the Queen. His father did not believe he had the ability and sent him off to the capital to learn his lesson, waiting for him to return soon. All that came back however, was a letter saying Dartanian was staying.

He had not be accepted as he had hoped but his performance at a rather rowdy night at the Duchess's Stocking bar inspired an old knight to teach him the sword. Over the years Dartanian learned the proper way of fencing, honor, and being a duelist. His teacher was mildly disturbed at his prowess at fighting yashos but he kept his suspicions quiet. He may have also learned a thing or two about women from the old man. He'll never tell. At the age of 23, learning all he could, his old teacher gave him a masterfully crafted, engraved saber perfect for his balance. Thanking his teacher, he left to become a Queen's man once again.

Unfortunately the night before he was accosted by a group of drunken guards and, in defense, he killed them. Even though he knew he would never be found out, he could not allow himself to fight for the Queen when he had such a stained blade. Taking his modest amount of money he left the island and traveled around Caignwell, dueling to earn money and charming women until he stopped into Fair River. Tired of traveling, he decided to settle here, joining the guild in order to hone his skills as the greatest duelist in the world.

This post has been edited by Ace: 21 March 2012 - 02:55 AM

  • #347

Mechanics wise I can't see anything TOO out of place here. Though I'd strongly recommend taking one of the two Defensive quirks (heavy or reliable) over attack preference if you're planning on using a DEF:7 character but it's hardly required.

While you -can- technically play without a background in place you'll still have to send me an eventually copy before giving to many details IC. Just to make sure it makes sense and doesn't clash with anything.
  • #348

Right then. This is something simple I'm going to get in the habit of organizing once every one or two months.

April 1st to the 7th will be quest week in fair river!

The idea is simple:Making sure there's at least -one- quest being run every day from the 1st to the 7th of the coming month. Getting a list of people willing to commit to being a GM for each day of the week.

How do I apply to GM?
Simple:Post all the days of the week that you're available to GM here in the thread! Including the date and 'around' when you'll be around to run in US Eastern time. Try to avoid game start times that are earlier then 5PM est, or later than 10:30PM EST. By Friday I'll post the schedule on who's GMing when.

People who have -never played- in fair-river before I would recommend making your first character to take part rather then GMing just yet.

-Some quick ground rules-
-The minimum number of players for all of these games will be -four- rather then -five- to make it easier to run! Though five players will be still permitted.
-Try to keep the plots simple enough that the quests will -likely- be finished in one or two sessions, but complex enough that they last at -least- five hours.
-Try to avoid quests that are directly related to ongoing plots if you can.
-Follow the standard rules for any quest and the GM advice given in the first post!
-Alt-World quests are fine (aka alternate universe of the fair-river setting. Modern day? Science fiction? Grim dark?) but are obviously Non-Cannon if run!

What do I get for GMing?
Nothing! Or well, nothing beyond the usual fate points. The actual -reward- here is if everyone agrees to do this -everyone- will have a chance to play in a quest throughout the week. You run today and someone else will be running for you tomorrow <3~

What if I have to cancel or don't have enough players?
Obviously if you're GMing you should try to make sure the day is -free-. But lets face it:shit happens. Family trouble, work calls you in, etc. If a GM can't show there's not much we can do, but if this -does- happen it's strongly recommended one of the -other- GMs, if they're around, try to run a short bounty quest so the day isn't wasted. If you simply end up with too few players run a short bounty quest of your own!

What if my game ends up taking more then one session? The entire week is full for games! There won't be any time to run it!
Once again:It happens. In this situation there's three possible solutions:(1) Just wait until Game week is over and run but make sure to -plan ahead-. PM -all- your players. Find out when they're available. Set a date and PM that date to everyone involved. Double check! Make sure they all know!. (2) If one of the other GMs is one of your players he may 'give up' his game day to allow you to run the second part assuming everyone is available (3) If the reason it needs to be split is because of a single player leaving.. consider simply running -without- him for the sake of getting the quest finished! Either NPCing him, or better yet, switching him out for another player who's available! Don't worry about continuity, we're here to play after all!

This post has been edited by Bribri: 27 March 2012 - 08:38 PM

  • #349

  • Susan
  • BCI Member
  • harlot and pretend virgin and quitter
YOU CAN COUNT ME IN. Basically as of now I am free all of those days for, uh... I guess most of the days. After noon central, which is before five pacific anyway.
  • #350

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