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#1 Stars

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Posted 25 June 2012 - 06:31 PM

CHARACTER GUIDELINES

Each character will fall under one of the three general archetypes: warrior, mage, or rogue. Each archetype has different strengths, weaknesses, and abilities, listed below. After choosing an archetype, select three abilities. At least two abilities must belong to your archetype, but the third can be from any of them. If you don't care for the available range of selections, feel free to suggest something more. As the game progresses, you may have opportunities to gain additional abilities.

Everything here can be interpreted and adapted however you feel best fits what you want to do with your character. Just be sure to stay consistent. Characters will have their choice of any two weapons upon creation. (Keep it medieval. And no magic weapons. You'll have to look for stuff like that as you play.) Entries for Appearance, Personality, and History are encouraged but optional.

Include your character's information in your first post, and I will copy them all up here for easy reference.

Warrior Archetype:
Strong physical attacks and defenses
Weak against magic attacks
Ability pool:
- Mighty Presence (intimidate weaker foes, cause stronger foes to focus on you instead of the squishy mages and rogues)
- Immovable (solidify your defenses to defend an ally or passage)
- Unstoppable (break on through to the other side (use brief bursts of strength to plow through obstacles))
- Throwback (hurl foes with a powerful strike, a martial arts throw, or a Fus Ro Da!)
- Shockwave (strike the ground to create tremors that knock nearby targets off their feet)

Mage Archetype:
Strong magical attacks and defenses
Weak against physical attacks
Ability pool:
- Elemental Magic (mastery over a single element, such as fire or ice; can be taken multiple times for additional elements)
- Healing Magic (self-explanatory)
- Necro Magic (repel the undead, or perhaps turn fallen enemies into undead servants)
- Space/Time Magic (slow your enemies, speed up your allies, teleport short distances, that sort of thing)

(EDIT: Mages are free to regulate their own use of spells. There are are no Magic Points, but you can opt to have your character tire out from too many big spells or whatever you want to do to show that they've used a lot of power.)

Rogue Archetype:
Exceptionally sneaky
Average physical and magical aptitudes
Weak against all attacks...but only if you're spotted
Ability pool:
- Pickpocket (pick a pocket and take what's inside)
- Lock picking (pick a lock and take what's inside)
- Trap Detection (pick a trap and ...sense traps or ambushes before they're sprung)
- Nightvision (see just fine in low-light conditions)
- Identify Properties (intuit the uses and effects of any magical items or potions you find after a quick examination)

[b]Name:[/b]
[b]Gender:[/b]
[b]Archetype:[/b]
[b]Weapon(s):[/b]
[b]Abilities:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]Other:[/b]


RULES OF ENGAGEMENT

There are very few rules for this game. Everyone can basically do anything they want with their character. The main thing you *can't* do is take control of another character. For instance, you might have your character attack someone, but you don't get to decide the outcome of the attack. That is up to the judgement of whoever controls the defending character.

Whenever it is up to you to resolve an action, do whatever you feel will keep the game fun and interesting. I will try to do the same. *Don't make your character invincible.* Similarly, while you can use your abilities in whatever way you like, do try not to get carried away. If a mage tries to repeatedly shoot off huge, room-clearing fire spells, they probably won't get away with it for long. (I reserve the right to break the first rule in order to deal with troublemakers.)

Everyone may post at their own pace. There is no strict turn order. However, if we need you to resolve an action, and you are absent for too long, I may post something for you in order to move things along. I will either find a way to decide a random result, or I will pick something dramatically appropriate. I know that people have lives outside the internet though, so I probably won't do this very often.

If you want to join in, but the game has already been going for a while, don't worry about it. I'll find a way to introduce your character. On the flip side, if you've been playing and know that you'll be taking a break for a while (or you just want to stop playing for a while), I can have your character taken captive or something, leaving them available to be reintroduced when you come back.

Finally, be sure to differentiate any out-of-character comments from in-character actions and dialogue. Common ways of doing this include placing [brackets] or ((double parentheses)) around your out-of-character text, or by typing OOC: and IC: in front of your text where necessary.


SCENARIO

The province has been plagued by the machinations of a fearsome warlock known as Rezo Nator. The duke has offered a reward to any adventurers who can put a stop to Rezo and his minions. Some fight for the sake of good. Some fight for the sake of the reward money. Others may have their own reasons for fighting, but whatever your cause, it is time to band together to overthrow this madman!

It is said that Rezo dwells in the ruined city of Tarfu, in a towering keep that looks down upon the abandoned streets and homes. Your ragtag party of heroes no stands at the gates of the city, ready to venture forth into this jungle of stone and brick.


PLAYER CHARACTERS

Player: Sam/streets913
Name: Rupert Trousergait Klink
Gender: Very Male
Archetype: Mage
Weapons: Silver dirk and Black Oak Quarter-staff
Abilities: Necro, Elemental(Ice), and Pickpocket
Appearance: Classically Scottish. Bad Teeth, long unkempt hair, barrel-chested, beefy all round. Probably smells of Corned Beef, Haggis, and Potatoes. Wears a tartan of brilliant plaid. Very large belt with Heavy Iron Buckle. Carries a traditional man purse of sorts.
Personality: Very archaic. Loves a good piece of literature. I suppose he would be considered Chaotic-goodish.
History: Inventor of Chicken Tika Marsala. From Glasgow. Bastard child of a Scottish brute. Raised by a corrupt nun.
Other: Impecable cook. Speaks Latin, Greek, and various other languages.

Player: Kasper/Kalamikaze
Name: Duncan Squat-Thrust
Gender: M
Archetype: Rogue
Weapons: Shortsword ®, Grappling Hook(L)
Abilities: Trap Detection, Night Vision, Time/Space magic
Appearance: Duncan looks like a bum, balding with few teeth, and a long coat. But it's all a put on to fool his enemies into underestimating him. he hides his tight, dense musculature beneath his oversized clothing.
Personality: Exceptionally sneaky, exhibits self preservation more than anything else. Whether this is a result of being smart, or being a coward is up for debate. He's probably just one of those dangerous mental cases that seem to live at every single bus stop you've ever been to.
History: Duncan Squat-Thrust was born Lanty Aiden O'Shaunesy Connorman, but thought that name was terrible. After changing it to something much manlier, he found himself often on the run from brutish bullies who were in actuality, as manly as Duncan pretended to be. Through necessity, he learned the skills of the deception and stealth, but only to avoid getting his face pounded in. By night, he sneaks about playing out his fantasies under cover of darkness, where nobody can see him.
Other: always carries tinfoil to fashion into a helmet should the one he's already wearing become compromised by invisible grasshoppers.


((There is still time for me to make modifications. If you have any suggestions, please post them in the Interest topic. If you just want to get started, post your character in here. Once we have a few adventurers ready to go, I'll start throwing bad guys and stuff at you.))

EDIT: ((I added another skill for Rogues as well as a note for Mages (or anyone else who wants to use magic).))
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#2 Phalanxman

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Posted 28 June 2012 - 12:06 AM

Rupert Trousergait Klink:
Very Male:
Mage:
Silver dirk and Black Oak Quarter-staff:
Necro, Elemental(Ice), and Pickpocket:

Classically Scottish. Bad Teeth, long unkempt hair, barrel-chested, beefy all round. Probably smells of Corned Beef, Haggis, and Potatoes. Wears a tartan of brilliant plaid. Very large belt with Heavy Iron Buckle. Carries a traditional man purse of sorts.:
Very archaic. Loves a good piece of literature. I suppose he would be considered Chaotic-goodish.
Inventor of Chicken Tika Marsala. From Glasgow. Bastard child of a Scottish brute. Raised by a corrupt nun.
Impecable cook. Speaks Latin, Greek, and various other languages.
  • 0

We've made too many compromises already, too many retreats. They invade our space, and we fall back. They assimilate entire worlds, and we fall back. Not again. The line must be drawn here! This far and no further!


#3 Septerra

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Posted 28 June 2012 - 12:53 AM

Just a quick observation, but shouldn't the last skill of the rogue better befit the mage, at least for magical properties.

and: In my oppinion, every game involving rogues should have a sneak attack option. but thats just me.

@Street: I'm getting a sort of weird image in my head about your character description. sort of gandalf the grey mixed with the stereotype look of a Brit....somewhat unnerving.
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I AM THE HARBRINGER OF THE SPICY ROOSTER APOCALYPSE!
I AM A HYDROGEN BOMB IN A NECKTIE!
I HOLD THE FLAMES OF A THOUSAND COLLAPSED STARS!
I AM...BOBRACHA!


Strange women lying in ponds, distributing swords is no basis for a system of government. Supreme executive power, derives from a mandate from the masses!


#4 Donkeymog

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Posted 28 June 2012 - 03:47 AM

But Gandalf was a Brit! At least in the films anyways.

And isn't the stereotype look of a Brit just James Bond with bad teeth? I wouldn't know, it's hard to get an objective perspective of this from within Britain.
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#5 Stars

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Posted 28 June 2012 - 05:14 AM

((Hooray, a character~))

/>Just a quick observation, but shouldn't the last skill of the rogue better befit the mage, at least for magical properties.

and: In my oppinion, every game involving rogues should have a sneak attack option. but thats just me.

((I see your point, but I always imagine rogues making up for their lack of magic spells by being good with magic items. Mages can still choose it for their third ability though.))

((And I forgot to mention it, but all rogues can sneak attack without having to take it as an ability. Thanks for bringing that up. Other characters are welcome to try it too, though it probably won't work very well for them. :p))

/>And isn't the stereotype look of a Brit just James Bond with bad teeth? I wouldn't know, it's hard to get an objective perspective of this from within Britain.

((You left out tweed suits and flat caps.))
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#6 Donkeymog

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Posted 28 June 2012 - 10:15 AM

/>


And isn't the stereotype look of a Brit just James Bond with bad teeth? I wouldn't know, it's hard to get an objective perspective of this from within Britain.

((You left out tweed suits and flat caps.))

What what? Tweed suits and flat caps are cool though! They're like the style that never goes out of fashion! I thought this was known internationally.
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I wanted orange. It gave me lemon-lime...


#7 Stars

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Posted 28 June 2012 - 10:33 AM

((I have nothing against them. :p I just view them as stereotypically British.))
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#8 kspr

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Posted 28 June 2012 - 11:42 AM

Name:Duncan Squat-Thrust
Gender: M
Archetype: Rogue
Weapon(s): Shortsword ®, Grappling Hook(L)
Abilities: Trap Detection, Night Vision, Time/Space magic
Appearance: Duncan looks like a bum, balding with few teeth, and a long coat. But it's all a put on to fool his enemies into underestimating him. he hides his tight, dense musculature beneath his oversized clothing.
Personality:Exceptionally sneaky, exhibits self preservation more than anything else. Whether this is a result of being smart, or being a coward is up for debate. He's probably just one of those dangerous mental cases that seem to live at every single bus stop you've ever been to.
History: Duncan Squat-Thrust was born Lanty Aiden O'Shaunesy Connorman, but thought that name was terrible. After changing it to something much manlier, he found himself often on the run from brutish bullies who were in actuality, as manly as Duncan pretended to be. Through necessity, he learned the skills of the deception and stealth, but only to avoid getting his face pounded in. By night, he sneaks about playing out his fantasies under cover of darkness, where nobody can see him.
Other:always carries tinfoil to fashion into a helmet should the one he's already wearing become compromised by invisible grasshoppers.
  • 0

you awaken in the intestinal tract of satan. you must defeat the hydra to escape. your only weapon is righteous anger. 


#9 Phalanxman

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Posted 28 June 2012 - 04:10 PM

/>



And isn't the stereotype look of a Brit just James Bond with bad teeth? I wouldn't know, it's hard to get an objective perspective of this from within Britain.

((You left out tweed suits and flat caps.))

What what? Tweed suits and flat caps are cool though! They're like the style that never goes out of fashion! I thought this was known internationally.

Interesting fact: Did you know that urine is traditionally used to color tweed? That is why the older chambers of parliament smell of urine. Also, urine was once the prime export of... I think it was Essex?
  • 0

We've made too many compromises already, too many retreats. They invade our space, and we fall back. They assimilate entire worlds, and we fall back. Not again. The line must be drawn here! This far and no further!


#10 Stars

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Posted 28 June 2012 - 05:28 PM

((Now all we need is a greasy, overweight warrior with wooden teeth, and we'll be ready to go. xp))

((Or rather, I'm out of town visiting family for a day or so, so perhaps when I get back tomorrow evening I'll get something started with whoever has filled out a character by then. And of course more can still join in after that.))
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#11 Septerra

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Posted 29 June 2012 - 02:27 AM

/>But Gandalf was a Brit! At least in the films anyways.

And isn't the stereotype look of a Brit just James Bond with bad teeth? I wouldn't know, it's hard to get an objective perspective of this from within Britain.

((I believe the stereotype setting is: unatractive/ugly with shabby teeth and personal care. drinking tea, eating fish and chips. talking snobbish.))
  • 0

I AM THE HARBRINGER OF THE SPICY ROOSTER APOCALYPSE!
I AM A HYDROGEN BOMB IN A NECKTIE!
I HOLD THE FLAMES OF A THOUSAND COLLAPSED STARS!
I AM...BOBRACHA!


Strange women lying in ponds, distributing swords is no basis for a system of government. Supreme executive power, derives from a mandate from the masses!


#12 Stars

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Posted 29 June 2012 - 07:37 PM

((GAME START!))

Rupert the Scottish mage and Duncan the roguish hobo are the first to arrive at Tarfu. They had heard that other adventurers would be joining them, but no one else seems to have arrived yet.

The two stand before a tall archway - perhaps 15 feet high - set into a formidable stone wall. A pair of large wooden doors have long since fallen off their hinges, but the entrance to the ruined city is still blocked by a portcullis. A crank that appears to control the portcullis can be seen on the other side of the wall. There do no appear to be any kind of guards nearby.
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#13 Phalanxman

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Posted 30 June 2012 - 06:59 AM

Rupert suggests to Duncan that he should sweep for traps. "You can never be too careful!"
  • 0

We've made too many compromises already, too many retreats. They invade our space, and we fall back. They assimilate entire worlds, and we fall back. Not again. The line must be drawn here! This far and no further!


#14 kspr

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Posted 30 June 2012 - 08:18 AM

"Safety is for squares, man." Replies Duncan. In a flash of light and a puff of smoke, Duncan teleports to the other side of the portcullis, and starts to work the crank.
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you awaken in the intestinal tract of satan. you must defeat the hydra to escape. your only weapon is righteous anger. 


#15 Phalanxman

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Posted 30 June 2012 - 08:39 AM

Rupert realizes that since there is portcullis there probably would have been a gate guard. Since there would have probably been a gate guard, there would have been a gate guardskeep. Rupert begins to search the surrounding area for a guardskeep to loot.
  • 0

We've made too many compromises already, too many retreats. They invade our space, and we fall back. They assimilate entire worlds, and we fall back. Not again. The line must be drawn here! This far and no further!


#16 Stars

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Posted 30 June 2012 - 08:52 AM

The crank turns with some difficulty due to the weight of the gate, but Duncan manages to get it open.

Once inside, Duncan does also notices some traps, although anyone would have seen them since they've already been sprung. Seven bodies each dangle from one ankle above him, looking and smelling like they've been there for a while by now. Four of them are human, probably more adventurers who had previously tried to get to Rezo Nator's keep. The rest of the bodies are goblins, which smell even worse than the human corpses. The ropes holding up the bodies can be traced down to the ground, where they are tied to a holey chunk of a ruined building.

That aside, with the portcullis out of the way now, the gate opens onto an old street that goes straight for a couple hundred feet before branching out into a four-way intersection. There may also be some smaller alleyways between the buildings, but it's hard to tell from where you are. From what you can see, continuing straight through the intersection would lead you into an open area that looks like a town square. A sizable statue or monument sits in the middle of this area, though you can't make out what it is at this distance.

((It's been a while since I've done any GM'ing through text. I've gotten too used to doing everything by voice in real time. xp))

EDIT: ((Sam must have posted while I was typing. Didn't see that last post.))

Rupert doesn't see any corpses on the ground. The bodies hanging by their ankles are the only ones in sight.
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#17 Phalanxman

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Posted 30 June 2012 - 09:17 AM

Rupert continues down the street, trying to open every door on the way.
  • 0

We've made too many compromises already, too many retreats. They invade our space, and we fall back. They assimilate entire worlds, and we fall back. Not again. The line must be drawn here! This far and no further!


#18 kspr

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Posted 30 June 2012 - 10:16 AM

Duncan stretches, since cardio is survival rule#1. he checks the bodies for loot, and then teleports himself into the body of one of the human corpses, and after cutting himself loose, begins to wear its rotten skin as a disguise. he gazes into the distance, and heads for the monument.
  • 0

you awaken in the intestinal tract of satan. you must defeat the hydra to escape. your only weapon is righteous anger. 


#19 Stars

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Posted 30 June 2012 - 10:52 AM

((Interesting disguise...technique...?))

The bodies have already been looted of any armor or weapons they may have had - other than the piecemeal bits of armor on the goblins - but there is a bit of gold left in some of their pockets. The ex-adventurer that is now being used as Duncan's disguise had also been carrying some bits of parchment. One is an older reward poster (with a smaller payout) calling for Rezo's capture, and the other says something about a pair of crystals or objects made of crystals. A large portion of the words are unreadable, but it definitely mentions crystals a few times.

Rupert finds most of the doors to be unlocked or missing, but there's little worth mentioning in any of the buildings. They all look thoroughly ransacked. About midway between the city gate and the intersection, he finds an alleyway on the left side of the road. There is a foul smell reminiscent of the dead bodies coming from its direction.

After checking the bodies, Duncan has just about caught up to Rupert, looking rather like a zombie in his dead skin disguise.
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#20 Phalanxman

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Posted 30 June 2012 - 11:03 AM

"KRIEKY!" Rupert travels down the alley way, keeping his wits about him. "Hello? Is anyone there?" Rupert searches for dead bodies taking careful note of the armament and size of each.
  • 0

We've made too many compromises already, too many retreats. They invade our space, and we fall back. They assimilate entire worlds, and we fall back. Not again. The line must be drawn here! This far and no further!





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