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

@Whatisasociallife?
Lets see here! The Poison move is a little too powerful. Just replace it with 'Aggravated Damage', Fluff wise it can be the same! The anti-poison move however is a little -underpowered- I'd suggest using 'Negate Effect' instead. Same effect, more flexible in use, fluff can stay the same.

Keep in mind while neither states it's 'poison' specifically, you can easily fluff it so AD's extra damage, and Poison counts as an effect when it comes to Negating it.

I'm afraid I can't allow Experienced Sneak though. It's basically just a free +1 Agility half the time with no drawback! You would need some sort of penalty that comes up just as often as the bonus.

Make some edits to the sheet and a quick post here. Should be able to approve it after the fixes.

Quote

Aggravated Damage: Attack your opponent as normal. If the attack connects, in addition to the normal damage, your target takes one additional point of damage. Your opponent will also take one point of damage automatically for his or her next three turns.

Negate Effect: Roll for defense as normal. If your defense fails, and your opponent is using an offensive special move, you take damage as normal, and don’t suffer any of the special move’s other effects (such as multiplied damage or detrimental effects).

This post has been edited by Bribri: 14 February 2011 - 11:10 PM

  • #51

Thanks for the advice.

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*
Negate Effect: Roll for defense as normal. If your defense fails, and your opponent is using an offensive special move, you take damage as normal, and don’t suffer any of the special move’s other effects (such as multiplied damage or detrimental effects).
Aggravated Damage: Attack your opponent as normal. If the attack connects, in addition to the normal damage, your target takes one additional point of damage. Your opponent will also take one point of damage automatically for his or her next three turns.
Backstab (Double Damage): NeverSmile strike at a weak spot, doing double damage.

*Quirks*
Agile Specialist: NeverSmile can gain +2 on an agility check when sneaking in urban homes/castles, but loses 2 on an agility check in non-urban(wilderness) areas.
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.

Hopefully now it's ok.

This post has been edited by Whatisasociallife?: 14 February 2011 - 11:26 PM

  • #52

@What
Yeah It's A-OK now pretty much. The only real change needed is your Agility is now just '7' or 9 when sneaking i urban environments, or 5 when sneaking in forests thanks to that one quirk of yours. I'll be adding his quick ref to the Player list regardless. Consider him approved.
  • #53

I am hoping to run a quest pretty much nowish (5 pm pacific time 2/14/2011); if any of you happen to be looking at the thread and not the IRC, feel free to pop in to participate.
  • #54

  • Susan
  • BCI Member
  • harlot and pretend virgin and quitter
oh god i am so going to fuck up hnnnnngh so nervous and shit oh lord almighty i hate you rukral

Name: Verity Misham Player: Susan
Gender: Female
Age: ~20
Race: White Turkish Angora (Feline)

Combat Stats

HP: 15/15 FP: 2

ATT: 3 DEF: 6 VIT: 5

Attributes

Bod: 6
Agi: 8
IQ: 9
Per: 8
Cha: 3

Special Moves

Heal (Support): The most basic of spells all healers learn, it was the very first spell she had used and has become rather adept with it. A small wave of her hand and a quiet chant heals most of an ally’s wounds, although the magic has it’s limits.

Offering (Support): In the years Verity was under Gran’s watchful eye, she would spend much of her time selflessly caring for the sick while neglecting her own needs that weren’t pressing. She is happy to extend this to her allies, willingly sacrificing her own health to heal that of a friend.

Shield (Support): In what time she studied the supportive arts, the only one she could ever get right was this spell. Sacrificing her ability to attack, she encompasses the group in a small psionic barrier, effectively raising their defense a small amount.

Quirks

Practiced Defender (Passive): Being physically weak, Verity began to learn how to defend herself at an early age. Although she cannot strike with great strength, she can still withhold enemy attacks with great strength. Even the strongest of enemies sometimes fail to break through her defenses - that’s not to say they always hold up.

Expert (Passive): Verity has always been more of a book worm than a soldier, and as such she has very little training in any combative arts. However, this has left her with a vast and great knowledge of many subjects she can use to her advantage outside of the unpleasantries of battle.

Healer (Passive): Feeding off of her knowledge, Verity also has spent far much more time reading up on healing spells than studying attacks and the like. Therefore, she has the ability to use healing quite often but as a result her combat abilities suffer.

Quick Info

Verity Misham, a white-furred Turkish Angora with a knack for healing but shy personality.

A : 3 D : 6 V : 5
B : 6 A : 8 I : 9 P : 8 C : 3

Description

Verity was born into a rich noble family who had made their fortune in a way one would deem under-the-table; it was neither lawful or grueling work. You see, her family made their fortune by selling food and other goods that were either past their expiration date or broken. They were always in surplus and rather cheap to purchase, leaving only a few workers to make it seem like they were not rotten or were functional. These craftsman excelled at their work. Often times, the local constabulary would show up at their home to investigate crimes but her family had become adept at covering their tracks and as such were rarely imprisoned.

Her father, Maximillian, was a cruel and cold-hearted man, always abusing his daughter. Her mother was also scared of her husband, and often times looked the other way as her husband beat their poor daughter. She rarely spoke around them or anyone else, afraid that the abuse her family showed her was commonplace and that all adults did it. Her father often hit her with leather belts or with his hand, but something was odd about his daughter when she would come to see him the next day. All of her injuries would have been healed, and this infuriated her father even more, prompting him to abuse her even further. When it was made known Verity was adept in the healing arts, her father hired a tutor to strengthen this skill in her.

The tutor her father supplied was a kind-hearted and elderly old woman, who, for the first few years of teaching Verity had no knowledge of the hierarchy within her family and no knowledge of Maximillian’s abuse. This all changed on a fateful day that her tutor found her cowering in the home’s foyer as her father tossed vases and other decorative objects at her in a fit of rage. At that moment, the elderly woman scooped Verity, not a day older than eight, up from the floor and carried her back to her home, showing Verity what a caring family was like.

While she lived with the woman she began to call “Grandmother”, it was made more apparent how the physical and psychological abuse affected Verity. She always spoke quietly and never out of will, only if it was required or if someone spoke to her. She avoided confrontation whenever she could by faltering or surrendering immediately, which made her the laughingstock of the nearby pub where she was forced to work. Even still, through everything, Verity was taught the healing arts by her Grandmother and more often than not spoke to her Grandmother about the things that caused her strife in daily life. The fact how often the people picked on her in the pub caused her great stress and ripped her self-esteem, turning her into a fragile young girl that often needed to cry into someone’s shoulder to get everything out.

As such, Verity spent most of her time indoors, studying her profession and other supportive magic. Nothing pleased her more than sitting in an armchair, surrounded by piles of books filled with knowledge or tales of the past. This added to her social deficiency as Verity had absolutely no friends. Despite prodding from her Gran, the little girl rarely left the house and lived a very sheltered life. When she started to come of age and start the path to womanhood, Gran insisted she go out into the village and find a suitable lover. Most men had heard stories of the young girl as the town was rather small, but the only suitable men were the drunkards, soldiers, and sailors in the tavern who really wanted nothing to do with young Verity. She suffered heartbreak after heartbreak and after a few short months, gave up entirely on finding love.

However, nothing life tossed at Verity could harden her. Her heart remained soft and she cared for the sickly and ill as much as she could, seeing them lying out in the streets of her hometown with not a healer around. More often than not you would find her in Gran’s garden, happily taking care of the plants and sometimes animals that sought refuge under the large leaves of Gran’s sunflowers. After the trauma that Verity suffered in her childhood, things seemed to be picking up and she lived with her new family for ten years before tragedy struck.

Verity awoke one day and began making breakfast for Gran when she noticed that the elderly woman was not already waiting in her signature armchair. Upon closer inspection of Gran’s bedroom, Verity found the old woman to still be in her chambers with a solemn look upon her face. Gran had recently fallen ill and despite how Verity studied and studied to heal her, the old woman’s condition kept worsening. As Gran’s final wish, she begged Verity to go out and explore the world and experience all it has to offer, and not to blame herself for Gran’s death. And also maybe to find a nice boy, you know? She also requested Verity quit the shameful quiet-girl routine and be more social. That was the day Gran passed on, leaving Verity alone in the world.

It was during these two years in her home town that Verity found she had an uncanny hatred for thieves and the unlawful. Since most people in the town were crooks, she became rather adept at seeing through ruses and noticing special details about people if they would, for example, lie. Despite these talents, nobody around town would give the soft-spoken and weak Verity any jobs. Just when she thought all was lost someone mentioned it through the grapevine about the multitude of quests that the Guild had to offer, and so Verity set off posthaste!

Other Tidbits

Verity suffers from a few mental problems, most notably self-esteem issues and depression. Since Gran’s death, she has been unable to talk to anyone and as such this only worsens her depression. She has contemplated suicide many times and has attempted it once before. She does enjoy socializing with people but she has never broken the habit of her soft-spoken personality and to this day rarely ever initiates a conversation or interrupts someone. However, in recent times, she has been trying to break free of the quiet girl shtick and will go so far as to hesitantly greet someone, but often times with severe fears or rejection or hurt. She tries to be as polite as can be and more often than not succeeds, as the notion of starting an argument scares her more than any monster could. She is physically frail and can’t deal a lot of damage or take it for that matter, but her defense outmatches both. She is very romantic and is torn between searching for a lover again or simply giving up. One cannot blame her, as no one gave her a chance, but then again all the men she has met in her life have been abusive and uncaring.

Verity enjoys dressing modestly. She often wears her long and silky hair in a taught bun, and does not like wearing it long. You can usually find her wearing a pair of tight-fitting leather pants and knee-high boots with a long-sleeved blouse covered by a plate of chest armor. Usually, she wears a cloak and uses it to get through crowds without being seen or addressed. On the rare occasion she removes said cloak (inside, if it’s too warm; when she goes to bed; or even more rarely - when she’s comfortable with someone) you can see the pack she wears around her waist and the small dagger that is kept in it’s confines. Verity’s powers do not actually require a conductor such as a staff or wand, but they can help amplify the affects for more serious injuries. This is why she carries a spare wand in her pack.

During combat (with the little experience she has) she prefers hanging behind the buff warriors and allowing them to slaughter the enemy while healing them as often as she can. On the rare occasion she is forced to fight, she often uses her small dagger to defend herself as her studies into supportive magic only allows so much. She does not enjoy harming animals or beasts (or humans, for that matter) but demon spawn, dark beings such as the undead, and evil humans often prompt a vicious response totally unlike her normal self.

If you can't tell, I am deathly afraid of ruining this and a load of other bullocks I've discussed with Rukral in detail.

This post has been edited by Susan: 28 February 2011 - 04:26 AM

  • #55

@Susan

No real complaints here. No mechanical issues, and your background, while rather depressing, has nothing questionable for the setting one bit.

I will say Offering might not be a 'great' choice for a character with bellow average VIT, though I can understand taking it for role playing reasons. Keep in mind Custom special moves -are- allowed, so you might be able to design one that fits better down the line. Just a suggestion, nothing you can't go into the campaign with as is.

Approved~ I'll add you the the character list.
  • #56

  • Susan
  • BCI Member
  • harlot and pretend virgin and quitter
Mmm yes, Rukral advised I add a few more points to Vitality but I only added one. I can see what you mean about it being a fatal move if misused, so I'll discuss things with Rukral (He is my RP Dictionary) about a custom Special Move, although I can't give you any guarantees as I am rather uncreative in certain aspects.

This post has been edited by Susan: 15 February 2011 - 03:42 AM

  • #57

For storyline purposes, I will be revealing most RP information on this sheet as story progresses enough. Example: When my character introduces his first name and last name they will appear on this sheet. He is known lightly around the area as "Nanie."

Character Name: ****** ****** (Nanie)
Race: Cat
Age: **
Height: 5'6

Character Stats:
Hit Points: 15

Attack: 8
Defense: 3
Vitality: 5

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


Special Moves:
Attack Boost: (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.)
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.)
Protect: (Select one ally. For the next three turns, which is typically until your special move becomes available again, any attacks directed at your ally will change targets to you instead. The special moves Never Miss and Bypass can get around this protection and target your ally as normal.)


Fate Points: 2


Character Quirks:
Critical Strike: Whenever you roll the maximum on an attack roll again and add the result. If you roll a 1 you fumble and lose your next turn. Characters with critical strike may not use Fatepoints to reroll 1’s. The extra damage from Critical strike is -not- multiplied by SM’s such as charge attack or double damage.
Expert: You may give up two points of your combat stats in order to have four more points to spend on non-combat attributes.
Gentle Soul: If special attacks are available to this character, out of turn if an ally is being attacked he may immediately activate Protect as though it was active the previous turn. However, he always deals half damage to people he doesn't have a very valid 'life or death' or 'must save someone' kind of reason to hurt and attacks that send characters to zero or less health will not kill. (I hope this sounds acceptable)


Character History Thus Far Revealed via RP:
None yet, you don't know him any. :P

Character Attire, Appearance, and General Desctiption:
He sports fairly dark clothing, his shirt being dark and midnight blue whereas his pants hang a simple black. He wears combat boots which are also black. His fairly normal clothing is masked by a slightly tattered dark green hoodless cloak. His dark fur has a slight tint of red as the sun glints off him. His eyes seem gentle, a dark brown that seems to shift slightly toward golden in well lit areas.

This post has been edited by Nanie: 17 February 2011 - 08:47 PM

  • #58

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Might I suggest editing so your special moves are together? The classification in the rules thread is just so you know where to look for what type of SM, it isn't really required on the sheet.

You'll need to wait for Bribri for approuval for your quirk though. I can say that normally at least a character name is provided I don't personally see a problem with doing it this way.
  • #59

@Miw: Alright, I'll just - WHOA, my skill list was in two different places all together! D: That's what I get for trying to be fancy while using copy and paste. -_-;

-exaggerated thumbs up- Amended! Many thanks, bro-chacho.

Quirk was approved, albeit suicidal in nature. :P I saved a link to my sheet in my About Me section so I can quick visit and quick edit it on the go. I'm totally down for this, but I've never tried it before like this so I have to get used to it. ^^;
  • #60

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Hmmm, anyone still got ahold of my full-length CP? I haven't got it on my new hard drive, and for the life of me I can't remember the history or personality apart from vague sections.
  • #61

  • Grass
  • Is fucking Panny up in heaven
    Member
Character: Jason Conan
Age: 17
*Combat Stats*

Hit Points: 21
Fate Points: 1
Attack: 6
Defense: 6
Vitality: 7

*Non-Combat Stats*

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

*Info*
Jason; 5'5, A long haired black and tan Shiba Inu with hazel brown eyes.
He wears a sleeveless shirt, covered with a brown, ripped cloak. Jason usually carry's around two short daggers, but may use one, larger and stronger dagger. Jason can be hard headed, as he thinks much of himself. He is a sort of a charmer, or at least, he thinks he is. Jason also thinks he has "Rugged" good looks.

*Specials*
Sandstorm! (Disable):
Within combat, Jason may kick up dirt/dust if within a grassy area or within an old building, or throw sand if in a
Beach/sandy area. This stops the enemy from attacking for 1 turn.

Sucker punch(Double Damage):
Jason runs up to the enemy from one side, then fakes to the other side and punches the enemy.

Run away~ (Double defense):
Jason runs and hides behind the biggest thing in the area.
DEF X2.
*Quirks*
Up,close,and personal (Close Combatant):
Jason has daggers. I think you know the rest.

Item check:
At the beginning of a quest Jason may choose between using one, stronger dagger, or his two normal daggers.
When using the larger dagger he gains +1 ATT, but loses -1 DEF.

_______
I hope my character is alright.

This post has been edited by Grass: 28 February 2011 - 04:04 AM

  • #62

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
@Sushi: It was posted on the first page of this thread when you asked for it back in January.

@Grass: I'm not bribri, but everything seems to check out, you should be fine.
  • #63

Yeah nothing is out of order here Grass. You're free to use this character.
  • #64

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Miw; I meant the extended one that had his history and personality on it. The one linked in Jan just has his stats.
  • #65

  • ILB
  • secretly a man :smirk:
    Member
Where did you post it? It is not in the old topic. ^_^
  • #66

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Hmm, should be in there. Ah well, I can remember the important parts, so it's all good.
  • #67

Name and Description:
Franklin East
Grey furred cat
5'8
Age 21
Dual wields axes

Combat Stats:
Attack – 9
Defense – 5
Vitality – 5

Non-Combat Stats:
Agility – 9
Body - 6
Charisma – 4
IQ – 7
Perception – 4

Quirks:

Close Combatant:
You gain an additional point to spend on your combat stats – however, you are completely unable to make attacks at range.


Special Moves:

Double Attack:
Attack the same opponent twice in one turn. Your opponent must roll defense against these two attacks separately, and any defensive special moves only apply to one of the attacks.

Double Damage:
Attack as normal. If the attack connects, multiply the damage dealt by two.

Disable:
Attack your opponent as normal. If the attack connects, your opponent cannot act next turn, even if using a special move.


Description:
Franklin comes from a very wealthy family. As a child he always took an interest in his father’s collection of weaponry, and it quickly became a passion for him to study many of the weapons. He took particular interest in two of his fathers hand axes. As he studied more, his father allowed for him to take lessons from a private trainer. As the years and trainers went by, he grew more accustomed to using weapons fluently, until one day when his father brought out the two axes he admired so much. He claimed that if he could defeat him in a duel he would leave them to him. The fight lasted for almost an hour, but Franklin managed to out maneuver and beat his father. His reward was granted and he held the axes with a gleam in his eyes. Soon after, his father told him that his next challenge would be to earn his inheritance by adventuring out into the world and helping those in need. The very next day Franklin packed his bags and headed out for the closest source of adventure he could think of, the Adventuring Guild of Fair River.

This post has been edited by Junior Boomer: 08 July 2011 - 05:14 PM

  • #68

  • Grass
  • Is fucking Panny up in heaven
    Member
*Character*
Name: Arther Baldi
Age: 14
Hight: 4'8
Eye color: Brown
Ragdoll cat.
Weapons: Bow, Hand Axe.
*Combat Stats*

Hit Points: 15
Fate Points: 1
Attack: 7
Defense: 6
Vitality: 5

*Non-Combat Stats*

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

*Quick Info*
A: 7 D: 6 V: 5
A: 7 B:6 P: 7 C: 5 I: 5

*Specials*
Last chance (Parting strike):
Arther sends in his last strike, chucking his axe at his enemy.
It is a throwing axe, after all.

Back in action (Second chance):
Just can't keep Arther down.

Freeze (Freeze):
Arther uses his very limited knowlage of magic to freeze his enemy.

*Quirks*

Archer:
When defending or attacking from a distance, Arther gains +2 to attack and def. When fighting in close combat, his Att and DEF stats are lowered by 2.


___
My backup. Just in case.

This post has been edited by Grass: 28 February 2011 - 02:34 AM

  • #69

  • Susan
  • BCI Member
  • harlot and pretend virgin and quitter
TD says the first time one edits their character is free, so I've given Verity her third quirk of "healer". Just a heads up.

Her ATT is now 3 and her DEF is now 6 to make up for the two combat stat loss.
  • #70

@Junior Boomer
Nothing seems out of place. Quite straight forward really! Approved~

@Grass
Also approved, but keep in mind you'll need to spend 2 FP from your current character if you plan to use this one (unless your retire the old one anyway)

@Susan
Such a change is fine~ so no problems.
  • #71

*Character*
Gippetto Pinhearl Barrow Rocktoe III (Yasho)
Age: 19
Weapon: Dagger, Lute.

*Combat Stats*
Attack 5
Defense 6
Vitality 7

*Non-Combat Stats*
Agility 7
Body 5
Charisma 8
IQ 6
Perception 4

*Special Moves*
A Quite Confusing Melody(Confuse)
A tune so disturbed and off beat it leaves the listener confused.

Heartsong (Inspire)
This song can encourage the most weakened spirits and push them forward to victory!

Deception is Thy Name (Reflection)
Gippeto is quite the tricky Yasho. As he pretends to be lost in his music, his foes attempt to strike him down, only to find themselves in a world of pain.

*Quirk*
Bardic Knowledge: Gain +2 bonus when talking about locations of towns, pubs, stores etc. but -2 when talking about geographical locations.
Lute Master: While playing the lute Gippetto can get very lost in his music, but keep the mood in the room upbeat. He gains +1 to his charisma but -1 to his IQ and Perception when playing the lute in non combat situations.
Practiced Defender:Gippetto has seen his fair share of fights, been in some too. He knows how not get hit.

Quick Reference:
Gippetto: Bardic Yasho, 5"3 with bright green skin ad dark green eyes.
At:5 D:6 V:7
A:7 B:5 C:8 I:6 P:4

This post has been edited by BotonWiggles: 07 March 2011 - 04:07 PM

  • #72

@BotonWiggles
Okay first off Ancient song of soothing? That is not a -quirk- that is an -SM-, and an absolutely broken one at that! It basically grants the benefits of Inspire, Shield, AND lowers their HP too boot. Way, way, way too powerful dude, I can't allow it.

Beyond that nothing seems out of place. I will say editing in a QUICK REF similar to the ones found in the Grand DM/Player list would be a good idea.
  • #73

  • Grass
  • Is fucking Panny up in heaven
    Member
I have already taken the 2 fp from my character. the one left on his was from a quest.
  • #74

Character: Jonas, an 18 year old tan European shorthair who is always seen wearing a black vest. In combat he uses a falchion.
*Combat Stats*

Hit Points: 15
Fate Points: 2
Attack: 7
Defense: 7
Vitality: 5

*Non-Combat Stats*

Agility: 7
Body: 8
Perception: 6
Charisma: 4
IQ: 5

*Quick Info*

Jonas, 18 years old, European shorthair, wields a falchion, always wears a vest
A: 7 D: 7 V: 5
A: 7 B:8 P: 6 C: 4 I: 5

*Specials*
Knockout (Disable)
Jonas hits in just the right spot, disabling the enemy for a while.

Painkiller (Half Damage)
Half of the damage caused by injury is pain. Jonas is good at dealing with pain.

Payback (Mimic Attack)
Jonas can take a hit and give it right back.

*Quirks*

Rage
Jonas doesn't like losing and if his defense and agility are failing him then he will put everything he can into making his enemy hurt.

Close Combatant
Jonas is always right up next to his enemy, which is good, because his aim is horrible.

*Background*

Jonas was born "somewhere west of here" and has been interested in building weapons and other strange contraptions since an early age. He has been the victim of many self-inflicted cuts, burns, and bruises because of this. He wasn't really good at anything. He was incapable of using magic, he couldn't create anything worth paying for, and he was cursed with unbelievably bad fortune. The only thing he was good at was fighting. On the day of his 18th birthday he found a note on his door with an address and the words "Adventuring Guild,Fair-River." He had no money, no friends (he never was very popular), no living relatives, and nothing better to do with his life and so after a few days of preparation (this consisted of sitting around waiting for the right time to go [this was whenever he stopped being lazy]), he set off.

"It's better than blowing myself up I guess."

---

STILL NOT HAPPY WITH THE BACKGROUND MOST OF EVERYTHING ON HERE :(

This post has been edited by NoCreativeNames: 05 March 2011 - 02:16 AM

  • #75

  • ILB
  • secretly a man :smirk:
    Member
I think you have one RP point too many. ^_^
  • #76

View PostILB, on 04 March 2011 - 02:28 PM, said:

I think you have one RP point too many. ^_^

Fixed it.
  • #77

Looks fine NCN. Approved and I'll get to adding it to the player list~
  • #78

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
And one combat point too many. 18 is the count, right?
  • #79

  • MiwAuturu
  • BCI Member
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Not if you have close combat, which he does. It raises it to 19 at the cost of not being able to attack at range.
  • #80

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Aha, cool.
  • #81

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Just to let everyone know: "Giftmas" is going to be next Saturday (the 12th of March) for all those who don't know what that means it's a late-winter celebration in the RP world. Giftmas is not the in game name, but it's what most people call it OOC.
  • #82

Player: Suzen
Character: Paelsia Megorem
Gender: Female
Race: Chartreux/Korat crossbreed (Feline, Kitteh)
Age: 21

Quick Info:
Paelsia; An average sized grey-black furred female Chartreux. She is dark wizard with long robes that cover her frail body. She carries a tall staff of ebony wood, embedded with a large, dimly shining diamond. On top of her staff she has an orb that helps her channel her power, which is held by a dragon's claw, ripped off its living body.


=Background=

Paelsia originates from a family of noble warriors, that have, during their latest generations descended to mercenaries. As a child, she was discarded for her weakness, and learned to gain her respect by other matters, using her long fingers for simple illusionist's tricks. When one day, she found herself in possession of a spellbook, Paelsia began to study, and soon became skilled in lesser spell casting. She developed a new love in her life: the art of magic. She went to one of the greatest towers of magic where she was taught in the art. But as life went on for Paelsia, she descended into the darker parts. It was then that she left the tower of magic that had been her home for years and went to the other, the tower of dark crafts. But when she took the test, things went wrong. And when she laid upon the cold floors of the tower, at the brink of death, someone- something came to her, and offered her power. She embraced it, and completed her final assignments, escaping on the brink of death. Ever since then, Paelsia has been seeking to strengthen herself, to gain more power, to feed herself and the cold soul that rests within her and tears up her body.
=Description=
Paelsia is a powerful black wizard, who tends to try and win battles quickly by using her spells that hold great power, and lets her team take care of the rest. Paelsia is, though strong, also very fragile, as she sacrifices her own vitality to gain more power. She had a quite fluctuating personality, and tends to talk down to those around her while being supportive another moment, and demanding afterwards.

Combat Statistics:
Health Points: 9
Fate Points: 2
Attack: 9(+1)
Defence: 5
Vitality: 4(-1)

Role Play Statistics:
Body: 3
Agility: 6
IQ: 9
Perception: 6
Charisma: 4

Special Moves:
Forked thunder: Pelsia casts a spell and starts channeling her energy. She then creates a sphere of static electricity in the air, and gathers it into a series of lightning bolts fired towards multiple enemies for high damage, allowing her to take out groups of weaker fighters in a single assault.(multi attack)

Mortal dismember: Before each battle begins, Pelsia conjures up an amount of magic energy which she charges into her staff. When under attack and in mortal danger, Pelsia will invoke her saved magic and call upon a wall of dark energy that drains power from her opponent, and then fires it back at him. The energy void doesn't last very long once summoned up, and Pelsia can rarely concentrate herself for long enough to recast it, thus leaving it usable only a few times per battle.(Negate)

<Insert name here>: Pelsia conjures a large amount of dark magic around her target, and summons a creature of dark energy around it, which instantly attacks its enemy and collides with it, dealing a massive amount of damage, and shortly disorienting her opponent to weaken him to other attacks.(Added damage, -DEF)

Quirks:

Pact of the forsaken: Paelsia has a pact of power that allows her to call upon powers beyond those of other mortals. She sacrifices her own health for more and more power. (+1 ATT, -1 VIT)


Side thingies that are almost-but-not-quite Quirks:

Dark Wizard: Paelsia is imbued with dark magics that lie beyond death. She can recover from dire situations with ease, and can walk around while bleeding and coughing blood, but still walk around. (Can continue to go on easier after a defeat, provided the battle is won by her team mates.)

Eyes of time: Pelsia has been affected by some of the things she has seen in her past in a most extraordinary manner. This has finally led to her mind to change, such that it does not see things as do others. Instead, she can see time, as it affects the world around her, and devours the living. (No combat effects)

This post has been edited by Suzen: 07 March 2011 - 10:05 PM

  • #83

@Suzen

Approved.. sort of. I don't really see the need or Dark Pact (Why not just set your ATT to 10 and Vit to 3 by default?) but hey if you want to do it that way who am I to pester you?

You should probably come up with a name for <insert name here> As well as be more specific as to what the benefits and penalties are (I believe you wanted +2 ATT, and -1 DEF for the next three rolls?)

Beyond that I -should- be able to approve it for the time being.
  • #84

I apologize for the long post but I tried to make my character as realistic as possible with a slight touch of fantasy into him.

http://pastebin.com/hRywFdcz

Spoiler


*Edited*

This post has been edited by Blazer: 01 August 2011 - 08:25 PM

  • #85

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Okay, I can see a couple of problems. First of all your quirk has no downside, perhaps +2 CHA when talking to females, but -2 when talking to males would work.

Second your Special Abilities sound more like unbalanced quirks, try looking at the Special Move List to get some ideas. And you're supposed to have three of them, unlike quirks which you can have up to three.

Also adding a quick info section is generally appreciated, but is not required. It's basically a short physical/personality description of your character then their stats. I'll use one from one of my characters as an example:

Mannik Thanatos, a black lab necromancer, rather friendly, despite the negative image that comes with such magic. Glass-canon.
A:10 D:4 V:4
B:3 A:5 I:9 P:6 C:7

Finally most people specify a breed of cat, if you don't feel it's worth it just call it a "domestic short hair" or something of the like.
  • #86

Better now? D:
  • #87

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Looks good to me, just have to wait for Bribri to come around to give you the thumbs up. In the meantime feel free to pop into the OOC room and chat with people/ watch the RP.
  • #88

@Blazer

Yeah it looks fine there dude. Though you might want to look over the example quirks in the game rules if you haven't taken a look at them already.

My only request is that you lower the bonus/penalty for Finesse to +1/-1 rather then +2/-2? It's going to be coming up -a lot- after all, and you don't want to just plain suck 33% of the time.

Besides that? Pretty much approved.

This post has been edited by Bribri: 09 March 2011 - 01:49 PM

  • #89

  • Grass
  • Is fucking Panny up in heaven
    Member
I'm deciding on if I should try to get another fp and make a third character.
  • #90

  • SushiJaguar
  • Internet Tough Guy<br>P.S. I roleplay as a medieval furry
    Member
Yeah, how about no, focus on the two you already have.
  • #91

I'll try this out, but its a bit late so if its not complete i'll come back tomorrow and edit whatever is left.

Player: Stormthehouse

Character: Odessa Stocks

Gender: Female

Race: Hedgehog

Age: 22

Quick Info:
Odessa is a 5ft 4in hedgehog who wields a hammer with a normal blunted end for general attack and a pointed end for armor-piercing, she also has a little knowledge of magic, stolen from some documents or overheard from others but not enough for being able to use it reliably.

Background:
Grew up with her family in the east, not of nobility or any particular importance her life was mostly bland until a fire destroyed their home and all their belongings when she six. While her family struggled to adjust to life on the streets Odessa learned the arts of thieves such as stealth and pickpocketing. Eventually her family managed to get a new home but Odessa was soon discontent with the boring day to day life and when she was twelve she left. As she grew she learned about many things, and improved her abilities already lightly trained by her old thieving ways. Eventually she gained an affinity for the hammer, and it became her weapon of choice. She never completely gave up thievery, but her skill has kept her from being detected, so far.

Description:
Odessa wields a large hammer with one end blunted for general attacks and one end pointed for piercing through armor. She has great strength and defense but is unable to take much damage before succumbing to her injuries.

Combat statistics:
Offense[ATT]: 8
Defense[DEF]: 7
Vitality[VIT]: 3

Role Play Statistics:
Body: 7
Agility: 7
IQ: 7
Perception: 6
Charisma: 3

Special Moves:

Final Strike:
Odessa raises her hammer above her head and brings it down with all the force she can muster, if its hits it does double damage
[Double Attack: Attack the same opponent twice in one turn. Your opponent must roll defense against these two attacks separately, and any defensive special moves only apply to one of the attacks.]

Defense Break: Attack your opponent as normal. If the attack connects, your opponent’s next three defense rolls lose two sides, as if their DEF score is two points lower.

Double attack:
Attack the same opponent twice in one turn. Your opponent must roll defense against these two attacks separately, and any defensive special moves only apply to one of the attacks.


QUIRKS:

Mercy:
+1 to DEF when health is below 1/3, -1 to ATT when enemy health is below 1/3

Just tell me what to change, if anything.

This post has been edited by stormthehouse: 12 March 2011 - 10:35 PM

  • #92

@Storm House
Lets see here background wise I see nothing out of place. From what I can see your Combat Attributes are one point too high (Total is suppose to be 18, you have 19).

Your Rp attributes are fine, though I can't help but wonder why you chose to give her 3 Body...it seems a little extreme given her background.. but you can stick with it if you'd like.

AS for your special moves I'd suggest giving the Grand special move list, a gander. Final Strike and Stagger are actually -far- weaker then the standard SM's. Given their descriptions:Double damage or Attack boost could work for final strike... while Defense Break, or Ensnare match the fluff of stagger well enough.

Last but not least your quirks? Mercy is fine over all I think. Though first strike as described won't really come up often enough to be worth putting there. Though if you want a 'rogue like' back-stab maneuver something like "+2 ATT if your target is surprised, -2 ATT if you're at 1/3 health or less.' might be a usable alternative.

I'd also recommend giving the quirk list at the end of the AG rules document a quick look over. Impulsive, Close Combatant, or Reliable Defender might be worth a look at given what you're going for here.

This post has been edited by Bribri: 12 March 2011 - 06:50 PM

  • #93

Quote

(Total is suppose to be 18, you have 19).


Derp on my math skills XD

Anyways, I guess vitality will go down to 3.

Quote

AS for your special moves I'd suggest giving the Grand special move list, a gander. Final Strike and Stagger are actually -far- weaker then the standard SM's. Given their descriptions:Double damage or Attack boost could work for final strike... while Defense Break, or Ensnare match the fluff of stagger well enough.


Double Damage was actually my first thought, but I was nervous and i'd rather be pointed out for doing something weak then something overpowered.

So I guess change Final Strike to double damage and replace stagger with Defense Break [I read the description, -2 to defense if connects for next 3 turns, right?]

And i'll change Charisma to 3, and minus a point from Perception and IQ, then add all the remaining to Body.
I'll go edit my Character sheet.

Edit: Also, i'll just have Mercy as my only Quirk, that alright?

This post has been edited by stormthehouse: 12 March 2011 - 07:08 PM

  • #94

  • ILB
  • secretly a man :smirk:
    Member
You do not need to have quirks, really. So one quirk should be fine. ^_^
  • #95

@Storm
Yup. You're free to stick with just mercy. So the character is fine, approved, and you're free to play whenever you feel like!

I will say.. I didn't actually mean you had to boost Body up all the way, just that 3 seemed a 'little' low for a hammer wielder. A 5-6 would have been fine but don't feel the need to change back again just because I said that ;p
  • #96

alright, lets try this again

Player: The wii anonymous

Character: Othello Queldalin

Gender: male

Race: cat (specific breed is toyger.)

Age: 18

Quick Info: Othello has a Brown mackerel tabby fur style, and at a hight of 5 ft 7 in, is a master of the bow. he generally will never speak unless spoken to or finds it a mandatory requirement, generally due to the fact most of the people he sold stuff to as a child were crazy. He also knows no magic

Background: Othello came from a family of shopkeepers, but was always fascinated by the art of the bow. When not helping his family keep track of the merchandise or trying to help sell it, he would usually borrow one of the bows his father was going to sell to practice with, usually going into the forest a bit and making little toy targets and shooting arrows at it. He wasn't a very good shot but he kept practicing. over the years his aim got so good that he decided he wasn't going to continue his family's tradition of owning a shop, but to instead be a master of the bow only wishing to help destroy evil.

Description:
Combat statistics:
Offense[ATT]: 6
Defense[DEF]: 6
Vitality[VIT]: 6

Role Play Statistics:
Agility: 5
Body: 6
Charisma: 6
IQ: 5
Perception: 8

Special Moves:
Disable: Attack your opponent as normal. If the attack connects, your opponent cannot act next turn, even if using a special move.

Disorient: Attack your opponent as normal. 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.

Multi Attack: Othello draws up to 3 arrows at once, and attacks multiple targets.

(i just copy and pasted special moves.)

quirks:
Archer: You treat your ATT and DEF scores as one point higher when making attacks or defending from attacks from a distance. However, you treat them as one point lower when fighting in melee.

is this good enough?

on a realted note, my fingers hurt.

EDIT! about... 3 months later, and i have fixed it! my work is done

This post has been edited by the wii anonymous: 22 June 2011 - 11:26 AM

  • #97

  • MiwAuturu
  • BCI Member
  • Ask me what I think about Snooths!
Role play stats:

There are 5 different role play statistics and you have 30 points to distribute amongst them

Body: Determines general strength and resistance to poison
Agility: Determines general speed and steal abilities
IQ: Your character's intelligence, does not necessarily mean common sense
Perception: Your character's ability to see what is around him
Charisma: Your character's ability to convince others, to lie and often counts as generally how outgoing your character is.

Just distribute those points, you can figure out how to roll your RP stats when the time comes.
  • #98

@Anon
Heh Miw explained the whole RP stat thing well enough it seems so let me continue.

First off you start off with -three- Special moves, not just two. So you're free to pick a third. Second I'd highly recommend giving The character creation/Rules a full read over. It details everything from combat stats, to role playing stats, Fate points, and Quirks to further define your character.


@Everyone else!

Two new balances to SM's incoming. Might change these if they end up over powered as a result but we'll see.

WHEN USING THE HEAL SM YOU NOW ROLL TWICE AND TAKE THE HIGHEST RESULT!
Note:This change -only- applies to the heal SM. SM's like Second wind are not changed, and you still roll once for the 1/2 Healing Quirk version of heal.

WHEN USING A 'CONFUSE' EFFECT SUCH AS DISORIENT THE TARGET NOW ROLLS 1d2 TO DECIDE WHICH -SIDE- HE ATTACKS FIRST.

This post has been edited by Bribri: 15 March 2011 - 02:50 PM

  • #99

View PostBribri, on 15 March 2011 - 02:48 PM, said:

@Anon
Heh Miw explained the whole RP stat thing well enough it seems so let me continue.

First off you start off with -three- Special moves, not just two. So you're free to pick a third. Second I'd highly recommend giving The character creation/Rules a full read over. It details everything from combat stats, to role playing stats, Fate points, and Quirks to further define your character.


just so you know, fixed my post, thanks for the info i missed.
  • #100

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