Hey folks, I'm thinking of running an old school overland travel / dungeoncrawl sandbox using the Openquest system. The game would be PbP here, with ideally at least a post every other day or so. We'd use Invisible Castle for rolling. I'm looking for up to 8 players.
Openquest SRD (http://www.systemreferencedocuments.org/index.php?option=com_content&view=article&id=149:open-quest)
Invisible Castle (http://invisiblecastle.com/)
I'm down, Psuedo. :)
Are there any House Rules that we should know about?
Quote from: Drohem;397234I'm down, Psuedo. :)
Are there any House Rules that we should know about?
I'll keep it simple to start. I will allow specialist characters, and characters to start with divine magic or sorcery if they so wish. I will be using the MRQ2 random encounter tables. I'm willing to take suggestions if people want a specific house rule I haven't mentioned.
The initial setting will be a small village in north-eastern Axrew (in my Moragne setting - think early Norman England with a few twists) just after the first spring thaw. The roads are finally clear enough to travel.
I am interested...when are you looking to start?
:)
Quote from: skofflox;397268I am interested...when are you looking to start?
:)
I'm eager to get going, but I want to give it a bit of time to recruit enough people. I figure about a week should be enough time. BTW, I'm totally fine with newbies / people who don't know Openquest that well joining the game if they're interested in learning the system.
I normally would be interested, but I cannot commit to a regular posting schedule until September (I'm traveling too much in the meantime).
If I could join later that would be cool, but if it's too much trouble no worries.
Quote from: Akrasia;397325I normally would be interested, but I cannot commit to a regular posting schedule until September (I'm traveling too much in the meantime).
If I could join later that would be cool, but if it's too much trouble no worries.
Hah, I thought this might tweak your interest ;)
Yeah, if you need to join later, that's fine with me. We may end up taking a while for character generation, depending on how many people we get.
Quote from: Pseudoephedrine;397281I'm eager to get going, but I want to give it a bit of time to recruit enough people. I figure about a week should be enough time. BTW, I'm totally fine with newbies / people who don't know Openquest that well joining the game if they're interested in learning the system.
Cool! I am a nu'b,this will be my first PbP and Openquest is new as well though I am familiar with %d.systems in general.I will start looking over the links you provided and thinking on what sort of character I might want to play.
AWESOME...:)
OK, here is my character concept. I used the random generation method and here are the Invisible Castle rolls (http://invisiblecastle.com/search/?roll=&name=Norel+Glorarr&player=Drohem&campaign=Moragne&latest=).
Norel is a fairly young dwarven male at the age of 55-years-old. He was trained in metal smithing by his family from the time he was small dwarven child. He was also trained in the arts of warfare by his grandfathers, father, older brothers, uncles, and cousins. He was trained in the ways of the Earth Mother Cult by his grandmothers, mother, old sisters, aunts, and cousins.
Once he reached adulthood at the age of 45-years-old, he spent five years in the family business working with metals. However, about five years ago, he clan's holdings were attacked by a horde of goblinoids. He fought well and bravely, but saw many of his kin and childhood friends die in that war. It changed him in many ways. He discovered that he is a naturally born warrior, and that killing came easy to him.
He stayed with his family and clan for four years after the war to help rebuild. However, it was difficult for him, and he took up excessive drinking. He had difficulty sleeping as well. Rather than subject his family, kin, and community to his degeneration, he left home about a year ago.
He has been trying to mend to his soul, but he doesn't exactly know what he needs to do. He's still prone to binging occasionally, but he doesn't drink as much as he did when he was at home. He has become more comfortable with the idea that he is a natural born killer, but he will only kill if he is forced to do so. He knows the end result of violence intimately, and, therefore, doesn't initiate unless given no choice.
His name meaning:
Nor (-Nora) = Mithril
el = Warrior
His stronghold meaning:
Glor (-Glori) = Silver/Glitter/Glittering
arr (-aln) = Tower
I use this excellent name generator for dwarves:
http://grey-starr.ca/Tools/random-male-dwarf-name.htm
Character Name: Norel Glorarr
Initiate: Earth Mother Cult
Player: Drohem
Campaign: Moragne
=== CHARACTERISTICS ===
11 = STR
16 = CON
09 = DEX
08 = SIZ
14 = INT
14 = POW
11 = CHA
=== ATTRIBUTES ===
+0 = Damage Modifier
12 = Hit Points
06 = Major Wound Level
14 = Magic Points
15m = Movement Rate
02 = Hero Points
=== PRACTICAL SKILLS ===
25% = Athletics
34% = Craft
23% = Deception
23% = Driving
44% = Engineering
44% = Healing
21% = Influence
23% = Mechanisms
21% = Performance
48% = Perception
23% = Riding
23% = Sailing
25% = Streetwise
24% = Trade
=== KNOWLEDGE SKILLS ===
24% = Culture (Dwarf)
64% = Language (Dwarf)
79% = Nature Lore
24% = Culture (Human)
24% = Language (Human)
=== RESISTANCES ===
39% = Dodge
34% = Persistence
50% = Resilience
=== MAGIC SKILLS ===
42% = Battle Magic Casting
14% = Sorcery Casting
54% = Religion (Earth Mother)
=== COMBAT SKILLS ===
50% = Close
43% = Ranged
20% = Unarmed
=== EQUIPMENT ===
Leather armor (AP 2; ENC 3)
Shield (Medium; 1d6; Enc 2)
Nomad bow (1d8; 125m Range; Load 1; ENC 2)
Ball & Chain (1d8; ENC 2)
Dagger (1d4+1)
Backpack
Rope
Traveling rations (2 weeks)
Flint and tinder
Water skin
Bedroll (ENC 1)
First aid kit
Lantern (ENC 1)
Oil, flask x2 (ENC 2)
130 = Starting Silver
92 = Current Silver
=== SPELLS ===
Heal (Battle Magic; magnitude 2)
Protection (Battle Magic; magnitude 2)
Divine Heal (Divine Magic; magnitude 2)
One minor change: Demons, half-demon mutants and evil cultists fit better than gobs into Moragne, if it's alright that his hold was attacked by them instead.
As a dwarf, you're probably not from the country of Moragne itself, but from Geornland or Sassenland, neighbouring barbarous regions. Geornland is more northern, basically a big grassy bowl surrounded and split up by mountain chains. Sassenland is more southern, but covered in hills and forests with a spectacular mountain range forming its northern border. Geornland is closer and Sassenland is further away, if that shapes your decision.
In Sassenland and Geornland, dwarves are more like another tribe or clan than a truly separate race. In the kingdom of Moragne proper, there are few dwarves, almost all travelers from elsewhere. So instead of buying "dwarf" and "human" culture, you can take Sassen/Georn culture instead and it'll cover dwarf + human. The same is true of language. Moragnian and Morag (language) are the culture and language of the kingdom you'll be in.
As a Sassen or Georn, it's cool to worship the Earth Mother, but the Moragnians are (ideally) monotheists who worship a single god known as the Hidden God.
Half-demon mutants and cultists instead of goblinoids? Check! Sounds good. :)
He'll be a Sassen.
For some reason, I can't edit my posts on this site. Here is an updated sheet. Is Sassen a separate language too? Did I get the Knowledge skills right?
Character Name: Norel Glorarr
Race: Dwarf
Initiate: Earth Mother Cult
Homeland: Sassenland
Player: Drohem
Campaign: Moragne
=== CHARACTERISTICS ===
11 = STR
16 = CON
09 = DEX
08 = SIZ
14 = INT
14 = POW
11 = CHA
=== ATTRIBUTES ===
+0 = Damage Modifier
12 = Hit Points
06 = Major Wound Level
14 = Magic Points
15m = Movement Rate
02 = Hero Points
=== PRACTICAL SKILLS ===
25% = Athletics
34% = Craft
23% = Deception
23% = Driving
44% = Engineering
44% = Healing
21% = Influence
23% = Mechanisms
21% = Performance
48% = Perception
23% = Riding
23% = Sailing
25% = Streetwise
24% = Trade
=== KNOWLEDGE SKILLS ===
24% = Culture (Sassen)
64% = Language (Sassen)
79% = Nature Lore
24% = Culture (Moragnian)
24% = Language (Morag)
=== RESISTANCES ===
39% = Dodge
34% = Persistence
50% = Resilience
=== MAGIC SKILLS ===
42% = Battle Magic Casting
14% = Sorcery Casting
54% = Religion (Earth Mother)
14% = Religion (Hidden God)
=== COMBAT SKILLS ===
50% = Close
43% = Ranged
20% = Unarmed
=== EQUIPMENT ===
Leather armor (AP 2; ENC 3)
Shield (Medium; 1d6; Enc 2)
Nomad bow (1d8; 125m Range; Load 1; ENC 2)
Ball & Chain (1d8; ENC 2)
Dagger (1d4+1)
Backpack
Rope
Traveling rations (2 weeks)
Flint and tinder
Water skin
Bedroll (ENC 1)
First aid kit
Lantern (ENC 1)
Oil, flask x2 (ENC 2)
130 = Starting Silver
92 = Current Silver
=== SPELLS ===
Heal (Battle Magic; magnitude 2)
Protection (Battle Magic; magnitude 2)
Divine Heal (Divine Magic; magnitude 2)
Sassen is a separate language, though part of the same language family (think Old English vs. Old German). There are some loanwords between the two - mainly related to military stuff b/c Sassens often work as mercenaries in Moragne's border wars.
Anyone else out there interested? I'm happy to take people who've never played OQ before on.
Will be working out my character this Fri.!
Cool
So, I've had three people other than Drohem express interest so far. Interested folks: Start simple, and just give us a concept for your char, and let's talk it over and see what we can come up with.
If there's any info you'd like, about the setting or possible ideas for chars, let me know in this thread, and I'll do my best to answer questions or otherwise render assistance.
Quote from: Pseudoephedrine;398983*snip*
If there's any info you'd like, about the setting or possible ideas for chars, let me know in this thread, and I'll do my best to answer questions or otherwise render assistance.
Rough idea... on the surface a merchant (maybe just a drifter?) from a horse nomad culture looking for new markets, adventure and fame. Thinking human steppe nomad skilled in mounted combat (bow,lance),un-armed and knife fighting with some diplomatic skills and common magic.
son of an ambassador or trade representative fleeing some situation that has made the character a bit jaded or wanted as a criminal.
am thinking to use point buy for chargen...
What sort of details can you give me on this type of culture in your setting?
would something like this work?
Could be a Dakon from just across the northern border. Moragnian and Dakon lords fight on-again, off-again wars with one another constantly (with the occasional crusade thrown into the mix), but people jump sides pretty frequently for gold and glory, and it's not unusual to find one in the other's lands. Dakons are heathens by Moragnian standards, but there's actually a long, porous border that shifts back and forth frequently that's thickly populated with people who have hybridised the cultures.
Dakons look and dress kind of like central Asian nomads. Think Afghanis and you'll be close. They conquered a large northern territory about a hundred and fifty years ago, but most of it is empty wasteland, and the core of semi-civilised Dakon culture is close by their south-eastern (Moragne's north-western) border.
How does that work?
I'm thinking of a Moragnian sorcerer...
Quote from: Akrasia;399118I'm thinking of a Moragnian sorcerer...
There are secular and church sorcerers, whichever you would prefer to play. Secular sorcery is a skilled, regulated profession, like advocates and physicians, mainly practiced by urban freemen who are organised into chartered guilds and fellowships. Several of these fellowships are sponsored by the king to render specific services for the administration of the realm.
Guilds tend to have long, formal names and short nicknames that everyone refers to them by. So the Honourable Commune of Freemen Dowsers and Diverters are just called the "Rivermasters" by most people.
Church sorcery is mainly practiced by members of monastic orders (it is a branch of applied theology). It tends to be a bit more individualised and less closely regulated by secular authorities, but more closely watched by the church. Generally, gentlemen and nobles who practice sorcery learn church sorcery.
Mechanically, the two types are identical, it's purely a matter of fluff.
There are two universities in Moragne, both of which teach the basics of sorcery as part of their curriculum. Men who have read at either may join the priesthood or one of the secular colleges
The first is the University of Carlaw. Carlaw is the biggest city in Moragne (and of Axrew, the province you're in), though not the capital. The second is the University of Forsberth, located to the far south in the province of Angryn. Carlaw tends to produce more secular graduates, while Forsberth produces many of the finest theologians in Moragne.
In Axrew, where we'll be starting, the most important secular fellowships include the Rivermasters (dowsers, diviners and engineers), the Charred Men (pyromancers & fire services), and the Knackers (animal and plant control).
The main monastic sorcerous order in Moragne is the Order of St. Daegmer, Apostle to the Vellings. They're a mendicant order, similar to the Franciscans or Dominicans IRL. They're known as "Dagmarins" for short.
By the way, here's the Moragne thread over on RPGHaven: http://www.therpghaven.com/viewtopic.php?f=4&t=987
It's not complete by any means, and most of the stats are for MRQ2, but there's some maps and some write-ups there that may help folks get a feel for the setting.
For a character I was thinking of some kind of thief/ranger/fighter kind of character, fights with two weapons. Possibly uses a mount, no Sorcery or Divine magic but possibly some Battle Magic. Are there any races aside from humans in Axria?
Not normally, though there are a handful. There are a variety of different human ethnicities that are found in Moragne though.
If you want to play a woodsman, a Velling might be an idea. They're a different ethnicity than most Moragnians, and their homeland is a massive forest in the centre of Moragne called the Vellingwood. Most Vellings grow up in a forested environment, and they're known as generally being good woodsman, hunters, trackers, etc.
Quote from: Pseudoephedrine;399109*snip*
Dakons are heathens by Moragnian standards, but there's actually a long, porous border that shifts back and forth frequently that's thickly populated with people who have hybridised the cultures.
*snip*
...semi-civilised Dakon culture...
How does that work?
Sounds great...can you provide more detail on the "heathen" statement and what type of magic/cults may be appropriate.
semi-civilized in what sense?
Sure!
Moragnians, along with their southern neighbours, the Narboniks and Lacallians, worship a god they call the Hidden God (or just "God"). Think of it as sort of like Islam, Gnosticism and Christianity combined, theologically. They claim that the Hidden God created the world, and that it has communicated with various prophets throughout history to provide guidance to mankind.
It definitely exists, as it has angels serving it who occasionally manifest for one reason or another, but it has never appeared itself. The Moragnians believe in an evil trinity of spirits who serve as Satan-equivalents. They are known as the Bone Man, the White Wolf, and the Faceless Shadow.
Spirits definitely exist, and angels are merely one sort of spirit (Demons are another).
The Dakons acknowledge the Hidden God exists, but most think of it as a cowardly god and don't worship it. They worship their ancestors and powerful natural spirits. The Moragnians prior to converting had a similar religion, and while they acknowledge the reality of these things, they consider worshipping them rather than the Hidden God to be like preferring gilted wood over gold. The Moragnians are constantly trying to convert the Dakons, who are none too keen.
The Dakons are split between traditionalist horse-riding nomads who are still roaming across the rocky plains of Dakonland, and the more successful former-nomads who conquered the plains and cities north of Moragne. The latter group is richer, better educated, and more populous, but Dakon armies are mainly drawn from the nomads, and the Dakon kings spend a lot of their wealth placating the tribesmen.
Even the "city" Dakons are still pretty wild at times. While the people they conquered aren't badly oppressed, they can't rise higher than a freeman, and they can't serve in the government unless they're eunuchs. They also pay special taxes that Dakons don't have to.
Alright I made up a character using the point-buy. If you want me to use rolled stats I'll scrap this guy and see what my rolls give me and go with that.
However before I post up his stats I was looking for some more fluff. Stat wise this character is huge (size 17). Good with both close and ranged combat. Magic wise he's got Water Breathing and Clear Path, things to help travel across difficult terrain. He's also got Bladesharp and heal. No Sorcery or Divine Magic.
For practical skills he's got decent Mechanism/Deception/Athletics/Streetwise/Influence. He also has very good Nature Lore.
I was thinking something along the lines of a tracker and thief-catcher maybe? Someone who hunts down people, preferably for the Law. If such a thing exists (I'm not terribly familiar with 12th century Britain). I know there's some kind of sheriff/warden position, so maybe he'd work for them.
The name I'm thinking of using is Sighard Sherman.
A couple character creation questions. In the starting item package you can pick anu 1 handed weapon, ranged weapon and shield? I chose a Longsword/Longbow/Kiteshield.
So any possibilities of where this character could fit into the world? If its pretty far off I can always try a character made from rolls and see what I get.
Quote from: Llum;399996Alright I made up a character using the point-buy. If you want me to use rolled stats I'll scrap this guy and see what my rolls give me and go with that.
However before I post up his stats I was looking for some more fluff. Stat wise this character is huge (size 17). Good with both close and ranged combat. Magic wise he's got Water Breathing and Clear Path, things to help travel across difficult terrain. He's also got Bladesharp and heal. No Sorcery or Divine Magic.
For practical skills he's got decent Mechanism/Deception/Athletics/Streetwise/Influence. He also has very good Nature Lore.
I was thinking something along the lines of a tracker and thief-catcher maybe? Someone who hunts down people, preferably for the Law. If such a thing exists (I'm not terribly familiar with 12th century Britain). I know there's some kind of sheriff/warden position, so maybe he'd work for them.
The name I'm thinking of using is Sighard Sherman.
A couple character creation questions. In the starting item package you can pick anu 1 handed weapon, ranged weapon and shield? I chose a Longsword/Longbow/Kiteshield.
So any possibilities of where this character could fit into the world? If its pretty far off I can always try a character made from rolls and see what I get.
He sounds fine conceptually, don't worry.
If you want to be a bounty hunter, that would be fit just fine. Most crimes that aren't assaults on royal, noble or clerical prerogatives are considered civil disputes between families, tithings or clans.
As you can guess, running away when you've done something bad is pretty common. Not to get away from the other guys, but from your family, tithing or clan, since they're the ones who have to pay your fine if you don't have enough money. There's also the occasional peasant who flees the land rather than try to buy his freedom.
So there's plenty of work across Moragne for a bounty hunter and tracker. You would be mainly working for private clients though, rather than the government, if that's OK.
Hope that helps :)
I'm busy until Friday; but I'll make a character then. I need to reread your Mogaine stuff to know what I want to do. I haven't had a chance to look at the rules but is OQ an RQ varient?
Character concept: Dakon Horse Nomad (specialized) warrior/merchant.
Chargen:Point buy
Name: Amrakhan
16=STR
13=CON
18=DEX
11=SIZ
11=INT
8=POW
9=CHR
Dam.Mod:+1d.4
HP: 12
MW:6
MV:15
53=Dodge
23=Persist.
41=Resil.
74=Close Combat
59=Ranged ''
39=un-armed
21=Culture, Dakon
61=Language, Dakon
50=Natural lore
32=Language, (trade?)
11=Culture, other
11=Lore, other
55=Athletics
21=Craft
30=Deception
11=Engineering
21=Healing
19=Influence
30=Mechanisms
21=Performance
43=Perception
50-Riding
30=Sailing
17=Streetwise
36=Trade
24=Battle magic
Magic points:8
Battle Magic spells
Heal (mag.1)
Coordination (mag.1)
I still have to generate some details.Any comments/recommendations on the basic concept?
Psuedo., what is a widespread "trade" language for the area we will be travelling?
This char. is a traditionalist nomad type...does not think the city way is best for his people.Can you give me any info on traditional weapons/armor and tactics?
cheers
:D
Quote from: Aos;400323I'm busy until Friday; but I'll make a character then. I need to reread your Mogaine stuff to know what I want to do. I haven't had a chance to look at the rules but is OQ an RQ varient?
Yeap. It's simplified though. More suitable for PbP than RQ2.
Quote from: skofflox;400491I still have to generate some details.Any comments/recommendations on the basic concept?
Looks good so far.
QuotePsuedo., what is a widespread "trade" language for the area we will be travelling?
There isn't one, really. Moragnian is the national language of Moragne (the country in which the game will begin) and is widely spoken by both Moragnians and Dakons. Dakon is the language of the Dakons, and is also widely spoken.
QuoteThis char. is a traditionalist nomad type...does not think the city way is best for his people.Can you give me any info on traditional weapons/armor and tactics?
cheers
:D
Javelins, falchions / scimitars, the compound bow and large, curved daggers. Other than swords, nomad Dakon weapons tend to be better-made and nastier versions of hunting tools. They tend to wear leather jacks & leggings made from boiled horsehide and sheepshide, with veterans and magnates dresssed in scalemail hauberks split to allow riding. Dakon shields are medium round shields without heraldry.
So, what other info do people need to come up with their chararacters?
Here's a first draft of my potential PC. I'll post some ideas about his background and motivation when I get a chance (most likely later this week).
OpenQuest PbP Character – Akrasia
[Point buy + Specialist option]
Character Name: Bryce Arabus
Race: Human (Moragnian)
Homeland: Moragne
Fellowship: Knackers
Education: University of Carlaw
Player: Akrasia
Campaign: Moragne
=== CHARACTERISTICS ===
08 = STR
08 = CON
15 = DEX
09 = SIZ
16 = INT
16 = POW
14= CHA
=== ATTRIBUTES ===
00 = Damage Modifier
09 = Hit Points
05 = Major Wound Level
16 = Magic Points
15 = Movement Rate
02 = Hero Points
=== PRACTICAL SKILLS ===
25 = Athletics
26 = Craft
31 = Deception
31 = Driving
26 = Engineering
60 = Healing
45 = Influence
31 = Mechanisms
24 = Performance
50 = Perception
31 = Riding
31 = Sailing
30 = Streetwise
26 = Trade
=== KNOWLEDGE SKILLS ===
35 = Culture (Moragnian)
67 = Language (Morag)
66 = Nature Lore
=== RESISTANCES ===
50 = Dodge
50 = Persistence
25 = Resilience
=== MAGIC SKILLS ===
64 = Battle Magic Casting
56 = Sorcery Casting
26 = Religion (Moragne)
=== COMBAT SKILLS ===
23 = Close
61 = Ranged
23 = Unarmed
=== EQUIPMENT ===
Leather armor (AP 2; Enc 3)
Quarterstaff (1d8; Enc 2)
Light crossbow (1d8; range 125; Load 2; Enc 1)
Quiver
30 Crossbow bolts
Dagger (1d4+1)
2 Throwing daggers (1d6; range 8)
Backpack
Rope
Traveling rations (2 weeks)
Flint and tinder
Water skin (Enc 1)
Bedroll (Enc 1)
First aid kit
Writing Kit (1 Enc)
10 Papyrus sheets
160 = Starting Silver
016 = Current Silver
=== SPELLS ===
Create Magic Point Store (Battle Magic; magnitude variable)
Detect Enemy (Battle Magic; magnitude variable)
Heal (Battle Magic; magnitude variable)
Mindspeech (Battle Magic; magnitude variable)
Multimissile (Battle Magic; magnitude variable)
Protection (Battle Magic; magnitude variable)
Create Familiar (raven) (Sorcery)
Dominate (birds/ravens) (Sorcery)
Fly (Sorcery)
Cool, you're a bird master, eh?
We're just waiting on Aos at this point. Once has has a char, I'll start an IC thread and we can get going.
OK folks, you'll be starting in a roadside village named Breakwood. Like most travelers, you've probably wintered in one of these villages rather than risk the snows or worse, a winter sandstorm. The road it's on is Harold's Road, the longest, largest, and best maintained road in the entire kingdom, that stretches for hundreds of kilometres in either direction.
Breakwood is in northern-eastern Axrew, and is surrounded by a combination of scrub plain, badlands, and pasturage. The village is the outermost extension of Baron Hendrick's lands. His manor (Mizzenhall) is about two hours walk to the south-east, set back from the road, along with the larger and more prosperous village of Mizzenhall. Breakwood is lovely in summer, or so you've heard, as it grows olives and fruits in orchards, but it's currently surrounded by bare, skeletal
So, what brought you all to Breakwood, and how do you know one another?
Shit. I forgot. I got lost in my new Dark Sun book. I'll try to have something up by tomorrow morning. Sorry.
Updated character...ready to throw it down!
Name: Amrakhan Chuluunbataar
19 year old Dakon Nomad seeking adventure while looking to develope trade contacts for his clan.
compact build,long black hair in traditional style and green eyes.
well travelled by the looks of it.
16=STR
13=CON
18=DEX
11=SIZ
11=INT
8=POW
9=CHR
Hero Points:2
Dam.Mod:+1d.4
HP: 12
MW:6
MV:15
53=Dodge
23=Persist.
41=Resil.
74=Close Combat
59=Ranged ''
39=un-armed
Scimitar: 1d8, Enc2, Medium
Dagger: 1d4+1, light
Nomad Bow: 1d8, 125m rng., load 1,Enc.1
Quiver + 15 arrows
Leather: AP 2, Enc 3
Med. Rnd. Shield: 1d6, Enc 2, Heavy
21=Culture, Dakon
61=Language, Dakon
50=Natural lore
32=Language, Maragnian
11=Culture, Maragnian
11=Lore, The One God
55=Athletics
21=Craft
30=Deception
11=Engineering
21=Healing
19=Influence
30=Mechanisms
21=Performance
43=Perception
50-Riding
30=Sailing
17=Streetwise
36=Trade
24=Battle magic
Magic points:8
Battle Magic spells
Heal (mag.1)
Coordination (mag.1)
Backpack
waterskins (2)
large sack (2)
small sack (2)
Bedroll
candle (6)
climbing kit (+25% climb)
fishing kit (+25% Nature Lore/fish)
flint/tinder
rope (10m)
rations (2wk.)
Weapon/Arm. Enc.:8
Backpack/Gear Enc.:10
Enc. Total:18
110sp @start...59sp remain
Hai! Self am in fine village of Breakwood waiting for blush of Spring to see the studs gambol...horses that is! Looking to enrich clan pedigree.
I am willing to find suitable work,for aspiring horseman such as myself,opportunity to familiarize with stallions.
Love talking horses with natives!
Local consumables may be good trade items so am being friend to farmers (some drinks perhaps?) while awaiting audience with royal person Baron Hendrick or his trade rep.
We will discuss matters of great import.
Hai-yahah!
(Met fine companions in drinking establishment?)
I'm just about done, I'll have it posted within an hour or two. I am accustomed to BASH and 0D&D so this is taking me a little longer than I expected. Also making a character from a .pdf sucks.
Character Name: Korvan Gall (trapper)
Race: Human
Homeland:
Fellowship:
Education:
Player: Aos
Campaign: Moragne
=== CHARACTERISTICS ===
08 = STR
08 = CON
21 = DEX
08 = SIZ
13 = INT
10 = POW
18= CHA
=== ATTRIBUTES ===
00 = Damage Modifier
08 = Hit Points
04 = Major Wound Level
10 = Magic Points
15 = Movement Rate
02 = Hero Points
20 = age
=== PRACTICAL SKILLS ===
59 = Athletics
23 = Craft
34 = Deception
34 = Driving
23 = Engineering
23 = Healing
28 = Influence
34 = Mechanisms
28 = Performance
53 = Perception
31 = Riding
33 = Sailing
28 = Streetwise
39 = Trade
=== KNOWLEDGE SKILLS ===
24 = Culture (Moragnian)
63 = Language (Morag)
64 = Nature Lore
34= Langauge (Other)
=== RESISTANCES ===
61 = Dodge
35 = Persistence
33 = Resilience
=== MAGIC SKILLS ===
30 = Battle Magic Casting
13 = Sorcery Casting
23 = Religion (Moragne)
=== COMBAT SKILLS ===
69 = Close
44 = Ranged
39 = Unarmed
=== EQUIPMENT ===
Leather armour
Shield
Sling
20 bullets
Short sword [1]
Dagger
Backpack,
Rope, [2]
Two weeks traveling provisions,
Flint and tinder,
Water skin.
Fishing kit [1]
Crowbar [1]
Climbing Kit [1]
Lantern [1]
Oil flask [1]
S.P. 88.3
Background: Orphan raised in the wilderness by a (deceased) trapper. Parents killed for withcraft (or some such).
Characteristics: Always unkempt and smoking. Never turns down a drink. Makes his living trapping animals and selling pelts. Extremely introverted, but strangely charming. Shameless ogler of women. Due to what happened to his parents is distrustful of magic and will make no use of it.
Last season's trapping was bad, I'm in Breakwood hoping to find a little work before my money runs out. I know the others through casual conversation over drinks.
Sorry to nitpick, but...
Quote from: Aos;40091021 = DEX
A starting character can't have a stat higher than '18' (21 is the highest that they eventually can obtain). (See p. 11.)
Also, no Battle Magic at all? :confused:
Well, I'll have to go back over it again, later. No time now.
As a matter of fact, go a head without me. School starts tomorrow and I don't have the time today, nor will I later in the week to give this the attention it deserves. Thanks.
hmmm,seeming lonely in the tavern tonight.
Self am wondering where are erstwhile companions...:(
Quote from: Pseudoephedrine;400846Cool, you're a bird master, eh?
Yes, that's the idea. :)
I'll post a brief bio later this week or this weekend.
Quote from: skofflox;400988hmmm,seeming lonely in the tavern tonight.
Self am wondering where are erstwhile companions...:(
Since I'm in the midst of one of my seasonal moves, I will not be able to participate properly for a few days (most likely this weekend).
Norel has been wandering for a while and wound up here. Unfortunately, since things are slow he has been a fixture in the common room, and has been drinking more than he thinks he should. It has kind of put him in a sour-mashed mood most of the time, but when he gets really drinking he becomes a happy drunk.
Quote from: Aos;400920As a matter of fact, go a head without me. School starts tomorrow and I don't have the time today, nor will I later in the week to give this the attention it deserves. Thanks.
I'm sorry to see you go. If anything changes, lemme know and you're always welcome back. :)
Sighard would probably be in the town as he was passing through after finishing a bounty and stayed the winter. He would have done only minor jobs around to support himself until he can travel on.
Quote from: Akrasia;401036Since I'm in the midst of one of my seasonal moves, I will not be able to participate properly for a few days (most likely this weekend).
No worries mate, I just started a new job, so things are hectic on my end too.
I have a couple of questions about the village of Breakwood:
-- What's the name of the inn that we're staying at in the village of Breakwood?
-- Is there only one inn in Breakwood?
-- Are we all staying at the same inn currently?
Quote from: Drohem;401399I have a couple of questions about the village of Breakwood:
-- What's the name of the inn that we're staying at in the village of Breakwood?
-- Is there only one inn in Breakwood?
-- Are we all staying at the same inn currently?
The inn is the Crowned Lumberjack, the Lumberjack for short. It's the only inn in Breakwood, and also the only stone building in the village. It's really more of a small compound, with a low wooden fence surrounding the privy, stables, storehouse, and the central one-story stone building that serves as the drinking hall and where patrons stay. You would all be staying there because it's the only place in the village that provides food and board for travelers.
Etiquette, Style, Formatting and Posting
I know we have a few PCs who are new to PbP, so I'm going to cover some details of PbP now so that we can set expectations. Most of these aren't rules, but they're guidelines I've come up with from years of playing in play-by-post games that I find help things to run smoothly. I'm passing them on as "best practices" for PbP games. Those of you who have played PbP before should find most of them familiar.
Posting
The ideal is at least one post every day from every player, including me. I emphasise "ideal", because I know we all have busy schedules and unexpected absences from the internet and occasionally someone can't get online for a few days.
Even if you're not directly involved with the action for some reason, please feel free to simply drop an aside, or a post on your character's musings, or even some OOC encouragement to the other players. While around a table this can be distracting, in PbP it's much easier to manage, and it conserves the inertia of the game.
If you are going to be absent for an extended period of time, please let us know. I can "puppet" your character in your absence, or another PC can take over if you work it out with them, or we can simply move the spotlight away from your character for a bit. Similarly, if you do need to drop out, for any reason, please let us know. I'm not going to be angry or take it personally, but it allows us to avoid wasting our time waiting for a post that will never come.
Formatting
I'm going to run this game entirely from one thread to which both in-character and out-of-character comments can be posted. This makes it easier to keep on top of what's happening in the game.
To make this work well, it helps to have a clear distinction between posts that are IC and OOC. This prevents confusion as to whether you're "speaking" or your character is.
The default in our game for PCs will be in-character speech or description. If there is no indication otherwise, I will assume that you are speaking in-character, or describing your character's actions, not your own. For my part, if there is no marking, you may assume I am describing things that your character can perceive.
Please distinguish your character's speech from their actions by putting speech in quotation marks, e.g. "How are you? ". I know most people will anyhow,
In posts that are solely OOC, I encourage you to use bold text. The ideal is to be able to tell at a glance whether someone is speaking IC or OOC.
In posts that are mixed IC and OOC, please write the IC text out fully first, and the OOC text afterwards. This helps keep things visually uncluttered.
If you are posting your character's thoughts, memories or private activities that other characters (NPCs or PCs) wouldn't be aware of, please use italics. This lets us keep track of who knows what and avoids confusion about whether you're saying something or merely thinking it.
Style
Please feel free to post short posts as well as long. Short posts can be just as valuable and interesting to the flow of the game. Long posts are welcome when appropriate of course. If you can't think of anything to do that directly bears on the moment, please feel free to post reactions, even if it's just "I watch stoically while they converse."
On a related note, please give the other players space to respond to what your character is doing. If it is a long and complex activity involving several steps, it might be best to write the first part of the activity IC, and post a brief overview of what your plans are. This lets the other players react or "pass" as they feel appropriate.
However, don't feel compelled to wait in the background while another player does something. At a table it helps to have good "traffic management" and do one thing at a time, but in PbP, it's easier to manage several PCs doing different things at once, especially if you're following the above suggestion and leaving space for other PCs to react.
Please don't feel the need for each post to be perfect in terms of spelling, grammar, etc. Not everyone is a native speaker of the language, and even if one is there's dyslexia, etc. I am very accepting of these things, and I'd rather have good players than excellent stylists.
However, I would ask you to make some effort to make sure your posts are clear and intelligible to others. The posting software we use has spell-check built in, and I encourage you to pay attention to those little red lines. If you right-click on a word, a list of possible corrections will appear that may assist you if you do have some difficulty.
For my part, I do occasionally use obscure or idiosyncratic expressions (especially abbreviations in OOC speech), or use peculiar phrasing in order to convey mood. If what I said is incomprehensible for some reason, please let me know and I'll do my best to restate it more clearly and simply.
Finally, I would encourage everyone to write their IC posts from the first-person. If you're not comfortable with that, it's not a crime or anything, but I do find it helps people get into the spirit of their characters.
Etiquette
We'll be using Invisible Castle for dice rolling. You can find the link here: http://invisiblecastle.com/ When you roll dice, please post a link to the roll on Invisible Castle. You can simply copy and paste the URL, I don't need anything fancy.
When you are attempting something that seems like you would probably need to roll for, please proactively roll the dice and post the result along with the description of the action. Please let me know what skill you're using along with the result.
If you're not sure, feel free to ask if you should roll, and what skill is relevant. You may also ask for modifiers to be applied to the roll (or what modifiers apply), but this should be done prior to rolling. I may occasionally apply modifiers after the roll has been posted, but I'm going to reserve the right to do this to my discretion. It is perfectly fine to first describe an action IC, and sort out the details OOC afterwards.
When posting actions, please respect your fellow characters and me by not dictating the in-character reactions or actions of other PCs or NPCs. I may occasionally say something like "You feel a sense of dread" or "The room feels grim and eerie", but I will never take control of your character away without invoking some relevant rule like a mind control spell or the like (and sparingly even then). You are free to react to dread however you please, whether by drawing your sword or fleeing - that's your choice.
To that, I would also say that I do occasionally depart from the rules, but in general I do strive to apply them fairly and reasonably, and my departures are in that vein. I try to explain why I am departing from them if I am. I am also human and occasionally make mistakes, of course. If I do seem to be doing something other than the rules would indicate and I haven't explained why, please let me know and I can at least give you an OOC explanation (which may occasionally be "Because I had forgotten to."
I would recommend that when an action is contested or requires a roll, you phrase your actions in a tentative way, rather than assuming their successful completion. "I swing my sword at his face," or "I'm going to climb the wall" are better than "I slash his eyes out," or "I clamber up the wall and stand at the top while the other PCs follow". This avoids the need to retroactively change things if the dice don't bear out on the description you've posted.
Of course, once your sword swing is successful, you are totally free to describe the slashing or climbing as you please.
I also encourage you to interact with other PCs as well as NPCs, and to offer one another advice, and to discuss options both IC and OOC. Try to aim for posts that allow other PCs to react to what you do, and in turn, react to the actions of other PCs.
Finally, I encourage you ask questions, to be proactive, and to ask me for information or options if it's not clear from a post what's going on. I will strive to avoid confusing you of course, but my descriptive style tends to focus on immediate relevancy and attention to the PCs, rather than completeness. If you want more information than I've posted, just ask.
Any concerns or questions from anyone?
My goal is to put up the actual PbP thread Sunday night. If anyone has any other questions about the village, now is the time to ask them! You've all probably been here for about four months, through the thickest and least hospitable part of the winter, and you're all at least familiar with one another as drinking and eating companions, though whether you get along is your business.
Quote from: Pseudoephedrine;401552Etiquette, Style, Formatting and Posting
Etiquette
When you roll dice, please post a link to the roll on Invisible Castle. You can simply copy and paste the URL, I don't need anything fancy.
Hmmm...could you show me an example of this. I am kinda computer challenged. ;-).
I thought the rolls would be viewable by setting up a campaign link (?) at Invis. castle or by each characters name...
Everything else seems straight forward! Thanks for the detail on the Inn...
"Purse feels a bit light,must be more cautious of light fingered guest. New companion Norel drinks like a man about to marry...maybe I should not encourage the drinking games so much as I always lose to his vast experience.(am glad the snow is clearing)"...
a few questions.How much has my stay cost so far?Have I been able to secure any income for the months I have been here?Where is the town on the campaign map you linked to earlier?
Norel would have wintered in the Lumberjack, and so would have been polite and conversational with other patrons wintering there. Depending on his mood and level of intoxication, he could be either real friendly or moody.
Yeah, I don't see Breakwood on your Axrew map either. What hex number is it located in? :)
So, what other characters have been wintering in the cozy Lumberjack with Norel the itinerant Dwarf?
Quote from: skofflox;401588Hmmm...could you show me an example of this. I am kinda computer challenged. ;-).
I thought the rolls would be viewable by setting up a campaign link (?) at Invis. castle or by each characters name...
E.g. http://invisiblecastle.com/roller/view/2666532/ is all I need
Everything else seems straight forward! Thanks for the detail on the Inn...
QuoteHow much has my stay cost so far?
Between 60 and 120 silver pieces, depending upon how fancy you want your accommodations to be.
QuoteHave I been able to secure any income for the months I have been here?
Certainly. You've been here from the second week in December to the first week in March, essentially. Two festivals have gone by (the equivalent of Christmas and Lupercalia/Valentine's Day), and villagers would have bought some goods, especially foreign Dakon goods, to give to one another as gifts.
There's also some cleaning, woodchopping, and general labour, but not much.
The net result of all of this is just that you start with your starting cash, we'll say to keep it simple.
QuoteWhere is the town on the campaign map you linked to earlier?
If you follow the road from Harken (the near centre of the map) out to the east, and then pick the southern fork at the marked village, Breakwood is an unmarked village on the seventh hex you come to, right where the road cuts between a forested hex and a desert / badlands hex.
Quote from: Drohem;401661Norel would have wintered in the Lumberjack, and so would have been polite and conversational with other patrons wintering there. Depending on his mood and level of intoxication, he could be either real friendly or moody.
Yeah, I don't see Breakwood on your Axrew map either. What hex number is it located in? :)
So, what other characters have been wintering in the cozy Lumberjack with Norel the itinerant Dwarf?
The map only shows major settlements. Each hex is about 20km across from edge to edge, so there's a lot of space and a lot of things that aren't shown. Good for exploring. ;)
There are two carters / traders (brothers named Orl and Jack) from the capital (Harken) with a group of guards, servants and apprentices (about six people all told). They're wintering here with carts full of fruit from last autumn, waiting to head out with the first thaw to sell them to winter-lightened pantries. The carters are standoffish, but the servants are good fellows always up for a drink.
There's a team of eight lumberjacks and sawyers who work for the baron. They're one of the few groups that does anything over the winter, knocking down dead trees for firewood in the village. They leave around midday and come back just before dark, and they are rowdy and fun fellows when they're drinking.
There's also a messenger of the king named Randall Keen-eye. He's the highest ranking man in the village short of the baron (he is a gentleman knight), and he's been hanging around waiting for the baron to respond to some message from the capital. He keeps to himself most of the time, but he loosened up during the two festivals (the only times he's been drunk) and put on a show of swordplay and singing that was really quite good.
The publican who runs the place is named Peter the Reeve, since he is the reeve of the village as well as its richest man. He has a wife and four children, with another one on the way.
Finally, various villagers come by and drink now and then.
Quote from: Pseudoephedrine;401666*snip*
Certainly. You've been here from the second week in December to the first week in March, essentially. Two festivals have gone by (the equivalent of Christmas and Lupercalia/Valentine's Day), and villagers would have bought some goods, especially foreign Dakon goods, to give to one another as gifts.
There's also some cleaning, woodchopping, and general labour, but not much.
The net result of all of this is just that you start with your starting cash, we'll say to keep it simple.
If you follow the road from Harken (the near centre of the map) out to the east, and then pick the southern fork at the marked village, Breakwood is an unmarked village on the seventh hex you come to, right where the road cuts between a forested hex and a desert / badlands hex.
Roger that...starting cash.
In regards to the location of Breakwood on the map. Do you mean 7 hexes from Harken along the stated rout or 7 hexes from the marked village?Amra has been trying to befriend Randall Keeneye (via drink and story) hoping to get him to mention that a 'trade rep.' from Dakon desires an audience with his most august person...the baron that is.
Plying the other traders Orl & Jack and thier gaurds etc. about trade contacts/market opps. in the vacinitybrooding in the common room..."Hiya...oh my aching arms. Labor not respected work for horsefolk...barely keeps me in gruel,(questionably)clean straw and drink."
"I hope Norel isn't in one of his funks tonight...""Ahh-sit, sit good man Orl. Another drink here barkeep!No I insist..."
Quote from: Pseudoephedrine;401560My goal is to put up the actual PbP thread Sunday night. If anyone has any other questions about the village, now is the time to ask them! You've all probably been here for about four months, through the thickest and least hospitable part of the winter, and you're all at least familiar with one another as drinking and eating companions, though whether you get along is your business.
Sunday sounds good!
Quote from: skofflox;401683Roger that...starting cash.
In regards to the location of Breakwood on the map. Do you mean 7 hexes from Harken along the stated rout or 7 hexes from the marked village?
Sorry, I realised that was a bit unclear after the fact. It's seven hexes from Harken (about 140 km).
Quote from: Pseudoephedrine;401722Sorry, I realised that was a bit unclear after the fact. It's seven hexes from Harken (about 140 km).
Gotcha!
Hehehe... thanks, Pseudo! :)
I actually meant what other player characters are in the Lumberjack with Norel, LOL!
However, thanks for the cool rundown of who's who in Breakwater and the Lumberjack!
Norel would've naturally warmed up to other social drinkers. He actually fairly approachable and friendly for a dwarf, especially when he's drinking. He doesn't want to drink alone, and is friendly when he's tipsy to take his mind off drinking himself to unconsciousness.
Oh, in that case, all of the PCs should be staying in the Lumberjack, unless they have family in the village. The villagers, while friendly enough, aren't set up to care and feed for an extra mouth over the winter.
I'll be uploading a few pictures here to convey the sense of what Breakwood looks like. Here are two, one of the village and one of a house in the village. Breakwood is built close to the only trees around, in the middle of a plain.
Here's the Lumberjack, and the neighbouring village of Mizzenhall.
Finally, here's the sort of landscape you can see from Breakwood at around the time our game starts. That swell in the background of the second picture is where Mizzenhall is.
Quote from: Drohem;401813*snip*
I actually meant what other player characters are in the Lumberjack with Norel, LOL!
*snip*
Norel would've naturally warmed up to other social drinkers. He actually fairly approachable and friendly for a dwarf, especially when he's drinking. He doesn't want to drink alone, and is friendly when he's tipsy to take his mind off drinking himself to unconsciousness.
Amra is there nightly with ears peeled for any interesting leads...if there is an angle to some profit he is all over it! (curse those tight lipped local merchants...trade secrets bah!)
Naturally this applies to a tipsy Dwarf, which I have not seen many of in my area of Dakon, so I am sure Norel and I are acquainted!(Dwarven silver is as good as any!)
Great pics Psuedo. Looks like prime pasturage for horses!
Thread is up. Everyone post your char sheets as your first post, and then we'll get right into the game.
http://www.therpgsite.com/showthread.php?p=401852
Some quick questions for Pseudo:
1. I'm not sure if this matters, but I'm still not completely certain about our exact location. Is it hex "38.17" or "39.16" or something else?
2. Also, I've assumed that I cast my "Create Familiar" spell at some point in the past, and now have a raven familiar (whom I've named "Dewin", which means "wizard" in Celtic). I'll post his stats shortly. Please let me know, though, if I should not have done that, and I will revise my posts accordingly.
3. Finally, as a member of the "Knackers" I'm not sure what I would be doing in the village over the winter. Any suggestions would be welcome!
Thanks!
Quote from: Akrasia;402092Some quick questions for Pseudo:
1. I'm not sure if this matters, but I'm still not completely certain about our exact location. Is it hex "38.17" or "39.16" or something else?
39:16 Sorry about the ambiguity there.
Quote2. Also, I've assumed that I cast my "Create Familiar" spell at some point in the past, and now have a raven familiar (whom I've named "Dewin", which means "wizard" in Celtic). I'll post his stats shortly. Please let me know, though, if I should not have done that, and I will revise my posts accordingly.
It's totally fine by me. I like the name.
Quote3. Finally, as a member of the "Knackers" I'm not sure what I would be doing in the village over the winter. Any suggestions would be welcome!
Thanks!
Possibly being a horse doctor? The area you're in is prime pasturage, and the horses are bred as destriers for knights, which makes them extremely valuable.
Thanks for the replies!
Oiy! The short jokes about dwarven characters never get old! ;):D
Does anyone have a shovel we can leave with Gunnar to bury his friends? Norel will repay whoever gives their shovel to Gunnar.
Hey ya'all, very happy to be joining the game :) For this game I will be...
Character Name: Alric Quintin
Race: Human (Moragnian)
Homeland: Moragne
Fellowship: Charred Men
Education: University of Carlaw
Player: Sigmund
Campaign: Moragne
=== CHARACTERISTICS ===
12 = STR
14 = CON
13 = DEX
11 = SIZ
18 = INT
18 = POW
08= CHA
=== ATTRIBUTES ===
00 = Damage Modifier
13 = Hit Points
07 = Major Wound Level
18(11) = Magic Points (current)
15 = Movement Rate
02 = Hero Points
=== PRACTICAL SKILLS ===
40 = Athletics
38 = Craft
31 = Deception
31 = Driving
28 = Engineering
28 = Healing
18 = Influence
31 = Mechanisms
18 = Performance
66 = Perception
41 = Riding
31 = Sailing
36 = Streetwise
18 = Trade
=== KNOWLEDGE SKILLS ===
28 = Culture (Moragnian)
78 = Language (Morag)
28 = Nature Lore
58 = Lore (Sorcery)
=== RESISTANCES ===
43 = Dodge
50 = Persistence
40 = Resilience
=== MAGIC SKILLS ===
54 = Battle Magic Casting
72= Sorcery Casting
26 = Religion (Hidden God)
=== COMBAT SKILLS ===
45 = Close
41 = Ranged
25 = Unarmed
=== EQUIPMENT ===
Linen armor (Leather Armor equivalent): Grey linen loose-sleeved, hooded and belted robe with the symbol of the Charred Men on the left breast worn over a thick linen shirt, thick linen pants, leather boots, and leather gloves (AP 2; Enc 3)
Quarterstaff (1d8; Enc 2)
Light crossbow (1d8; range 125; Load 2; Enc 1)
Quiver
30 Crossbow bolts
Dagger (1d4+1)
Backpack
Rope, 10m
Traveling rations (2 weeks)
Flint and tinder
Craft Tools
Water skin (Enc 1)
Bedroll (Enc 1)
Writing Kit (1 Enc)
10 Papyrus sheets
Slingbag
Lg. Sack
Torch X 5
016 = Current Silver
=== SPELLS ===
Create Magic Point Store (BM)
Cast Back (Sor)
Mystic Vision (Sor)
Neutralize Magic (Sor)
Energy Projection, Fire (Sor)
Smother (Sor)
Glow (Sor)
Damage Resistance (Sor)
Spirit Resistance (Sor)
Description: Alric is a fit young man (late 20s) with short (roman style) black hair and a neatly trimmed black beard, medium complexion, and clear blue eyes. Along the left side of his face from his chin up past his nose and close to the corner of his left eye into his hairline, then back to his left ear and back down along his jawline is an old, ugly burn scar. Other than the scar, his face is rather non-descript, with plain structure and a lack of notable features.
Cool! :D
Great to have you aboard, Siggy.
most AWESOME Sig. !
:D
Welcome Sigmund!
Quote from: Sigmund;426018=== CHARACTERISTICS ===
12 = STR
14 = CON
13 = DEX
11 = SIZ
18 = INT
18 = POW
08= CHA
Out of curiosity, I assume that you rolled these stats? (I ask only because they exceed the point-buy system. And I'm jealous! :) )
Quote from: Akrasia;426949Welcome Sigmund!
Out of curiosity, I assume that you rolled these stats? (I ask only because they exceed the point-buy system. And I'm jealous! :) )
Yes, I rolled, and actually got the one 18 in cha instead of pow, and the 8 in pow, but Pseudo let me make use of the optional rule to switch one pair of stats... I was very lucky, although I had really wanted a higher cha and wasn't concerned too much with str, con, or dex all that much. Was gonna make him a kinda uppity but good-looking young intellectual type who is naive but adequately talented. The low charisma and decent physical stats has caused me to rethink the personality and create a different sort of guy.
By the way, depending upon your ages, the two of you may have attended the university of Carlaw at about the same time. It's a big institution, and you would have been parts of different colleges, but neither are real barriers as there's lots of inter-collegiate interaction. A bachelor of the university has typically been there for 4-7 years before his degree is awarded, depending upon his age and prior education.
Quote from: Pseudoephedrine;427101By the way, depending upon your ages, the two of you may have attended the university of Carlaw at about the same time. It's a big institution, and you would have been parts of different colleges, but neither are real barriers as there's lots of inter-collegiate interaction. A bachelor of the university has typically been there for 4-7 years before his degree is awarded, depending upon his age and prior education.
Indeed, I thought about that as well. There hasn't been much time in-game to explore that option, but if Akrasia is open to it and assuming our ages are close enough i have no qualms about recognizing each other at least from having seen each other around campus.
Happy birthday, Pseudoephedrine! :D
Thanks mate!
Oh hey... Happy B-day!
Thanks mate!
Quote from: Sigmund;427120Indeed, I thought about that as well. There hasn't been much time in-game to explore that option, but if Akrasia is open to it and assuming our ages are close enough i have no qualms about recognizing each other at least from having seen each other around campus.
That would be cool. However, Bryce is somewhat younger than your character (24 vs 'late-20s').
Shall we all take a short break to enjoy Festivus, Christmas, Hannukah or Kwanzaa as appropriate, and reconvene on the 28th? I shall put up a post for the next morning then.
ok !
happy days all!
:)
Sounds good. Enjoy the holidays! :)
Hope everyone's Holidays have been safe and content.
Hi guys,
I sincerely apologize for my absence of late. I'm torn here in discussing the why because I don't want to come across as whiny, but my family and I have had some significant difficulties of late that pretty much knocked my dick in the dirt. I spiraled into a depressive state and pretty much withdrew from everything to insulate and consolidate.
My family is under some significant financial pressure due to medical issues and insurance issues, and this last week our furnace stopped working. We had to stay out of the house for several days while it was repaired, and the stress of that situation, as well as its financial impact, lowered my resistance and I fell into a depressive state for the last couple of weeks.
I would like to continue the game, but I would completely understand if you didn't want me to continue the game due to my flakiness.
Sincerely,
Drohem
whatever you decide is fine by me!
I trust all is well with you and yours...:)
Hang there brother, Been there myself. Speaking for myself, really not in a hurry, so as far as I'm concerned, take your time. Let me know if I can do anything for ya.
Quote from: Drohem;446939Hi guys,
I sincerely apologize for my absence of late. I'm torn here in discussing the why because I don't want to come across as whiny, but my family and I have had some significant difficulties of late that pretty much knocked my dick in the dirt. I spiraled into a depressive state and pretty much withdrew from everything to insulate and consolidate.
My family is under some significant financial pressure due to medical issues and insurance issues, and this last week our furnace stopped working. We had to stay out of the house for several days while it was repaired, and the stress of that situation, as well as its financial impact, lowered my resistance and I fell into a depressive state for the last couple of weeks.
I would like to continue the game, but I would completely understand if you didn't want me to continue the game due to my flakiness.
Sincerely,
Drohem
Sorry to hear that, mate. You're welcome to stick around, even if you're only able to post once in a while. I hope things start getting better for you soon.
Thanks guys. :)
I was swamped for a bit but I'm back in the saddle for the most part. My wife and kids are awsome and we're working through it together.