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Wanting to run a Game

Started by Serious Paul, October 28, 2008, 03:30:08 PM

Previous topic - Next topic

Engine

If ED is the way that we go, here is an excellent posting on the current state of ED character generators. I'm going to try using EDCG, but if all else fails, I'll make the character in Second Step - which really is the best - and then verify him manually against the books.
When you\'re a bankrupt ideology pursuing a bankrupt strategy, the only move you\'ve got is the dick one.

Pseudoephedrine

I'm gonna go for a human wizard, I think.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

DeadUematsu

#17
I'm considering beastmaster but I am also open to troubadour or weaponsmith if someone else REALLY REALLY wants to play a beastmaster.
 

Serious Paul

I don't want this to discourage you, because there's no reason to do that, but keep in mind when designing your Beast master that the only animals you've ever seen in real life are:

  • An assortment of fish
  • an assortment of birds
  • goats
  • sheep
  • pigs
  • a rare few dogs and cats, kept as pets by the rich-who could afford pets, and the cost of maintaining them
This doesn't mean your tradition couldn't have been handed down verbally, but just keep it in mind. Personally I think you can do some pretty impressive stuff with a Beast Master.

DeadUematsu

#19
How does this affect the Beastmaster discipline? I am assuming that I would know about other animals through books and whatnot. Also, could I get a ram breed sheep? According to Wikipedia, they can grow pretty big (100 to 350 pounds). I'm totally thinking WAR SHEEP.
 

Serious Paul

You're absolutely correct in that it doesn't, I was just trying to make sure I was clear, but apparently you're  a good step ahead of me! No worries, as you've already stated written and verbal lore is how you'd learn.

I just wanted to make sure you didn't get screwed through a lack of input from me.

Pseudoephedrine

#21
Here's my first attempt at a human wizard.

Isil the Carved
1st Circle Human Wizard

Dex 11 5/d8
Str 11 5/d8
Tou 13 6/d10
Per 16 7/d12
Wil 16 7/d12
Cha 13 6/d10

Physical Armour: 4
Mystic Armour: 2
Physical Defense: 7
Spell Defense: 9
Social Defense: 7

Death Rating: 35
Wound Threshold: 9
Unconscious Rating: 27

Initiative: 5/d8
Movement: 54/27
Recovery Tests: 2/d10
Karma: 10/d8

Talents:
Read & Write Magic (1) 8/2d6
Spell Matrix (1)
Spell Matrix (1)
Spellcasting (3) 10 /d10+d6
Threadweaving (2) 9/d8+d6
Versatility (0)

Skills:
Artisan/Tatooing (1) 7/d12
Knowledge (1) (Magical Lore) 8/2d6
Knowledge (1) (Barsaive History) 8/2d6
Speak Language (1) (Dwarven) 8/2d6
Speak Language (1) (Human) 8/2d6
Read & Write Languages (1) 8/2d6

Spells:
Astral Sense
Crushing Will
Dispel Magic
Divine Aura
Ignite
Mind Dagger
Wall Walker
Default Attuned: Mind Dagger & Dispel Magic

Gear:
Broadsword
Scabbard
Padded Leather Armour
Traveler's Clothing w/ Robe
Adventurer's Kit
2 Daggers
Tatooing Tools (inks, needles, swabcloth)
Grimoire
Felt Hat
9sp
Weight: 36/80lbs.

Personality:

Isil has a morbid sense of humour and can shoot his mouth off, but always comes through in a pinch for his friends. He wants out of the kaer and into the wide world beyond.

Appearance:

A lanky pale man in his late 20's with thin black hair and a sparse beard. He wears a grey and blue kilt over a long-sleeved tunic, and his legs are wrapped warmly. He looks bulkier when wearing his armour, and keeps it on whenever possible for that reason. Underneath his clothes, much of his torso, upper arms and thighs are covered in small blue runic tatoos (his grimoire), though keeps them covered. He wears a floppy, broad-brimmed all-weather hat outdoors, and keeps his sword slung over his shoulder when traveling.

History:

Isil is one of several individuals responsible for maintaining the protective wards in the kaer. He otherwise serves as the apprentice librarian and lorekeeper for the kaer.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

I cheated ever so slightly: According to this Earthdawn 2nd ed. book I have, all wizards need to take "Robe Embroidery" as their Artisan skill. Rather than do that, I gave him tatooing as his artisan skill. I then paid the same amount for an embroidery toolkit and called it a "tatooing toolkit". Also, his grimoire is on his body instead of being a separate, weightless object of no cost.

Is that cool?
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

DeadUematsu

#23
Caoul Brenarth
Human First Circle Beastmaster

Strength (11) 5/1d8
Dexterity (16) 7/1d12
Toughness (16) 7/1d12
Perception (11) 5/1d8
Willpower (11) 5/1d8
Charisma (16) 7/1d12

Armor
Physical Armor 4
Mystic Armor 1

Damage
Death Rating 39
Wound Threshold 11
Unconsciousness Rating 31
Recovery Tests 3
Recovery Dice 1d12

Defense
Physical Defense 9
Spell Defense 7
Social Defense 9

Initiative 1d12

Karma
Karma Die 1d6
Karma Cost 6
Current Karma 10
Maximum Karma 40

Movement
Full 75
Combat 38

Might
Carrying 80
Lifting 160

Racial Abilities
Versatility Talent

Talents
Animal Bond (1) 8/2d6
Dominate Beast (1) 8/2d6
Karma Ritual (1)  
Tracking (2) 7/1d12
Unarmed Combat (3) 10/1d10+1d6
Versatility (0)  

Knowledge Skills
Creature Lore (1) 6/1d10
Wild Animals (1) 6/1d10

Artisan Skills
Body Painting (1) 8/2d6

Language Skills  
Speak Dwarven, Human
Read/Write Languages (1) 6/1d10

Equipment
48 silver pieces, hand axe, blow gun, 2 boxes of needles, sling, padded leather, traveler's garb, week worth of trail rtions, adventurer's kit

Personality
Outwardly, Coaul seems cool, logicial, and a bit of loner. Inwardly, he is introverted, miserly, and a bit sensitive.

Appearance
Coaul is of tan complexion, skin marred with red and white painted marks, possessed of a luscious mane of curly brown hair and a thick goatee.

History
Coaul is the disciplined son of an eccentric but good-natured shepherd. Unlike his more gregarious and kaer-minded predecessor, Coaul tends more towards listening and seeing new things.
 

DeadUematsu

#24
Sweet. One tattoo artist and one body painter. We should get an endorsement from both Samira and Grisha and then set up a shop.
 

Serious Paul

Quote from: Pseudoephedrine;261741Is that cool?

Yes, that's perfectly fine.

Engine

If Jack's still in - still in, Jack? - I'll base my choice on his. If he's out, I'll play something combat-oriented, if for no other reason than that it's unlikely a group would be sent out without someone capable of defending the party. I don't know if I'll go the scout-like route, or a more straightforward warrior type; we'll see.
When you\'re a bankrupt ideology pursuing a bankrupt strategy, the only move you\'ve got is the dick one.

Engine

#27
Here's my character.

In an enclosed space who greatest risks to security are from its own largely peaceful population, a security force is perhaps one of the least useful groups to maintain. Yet the Council is reasonably adamant that all Adept of martial Disciplines train with, and subsequently work with, the guard. Responsibilities are mostly in sorting out disputes or returning "borrowed" property; almost never is force required.

Garon Stonehand, son of Griffick and Ida Stonehand, has learned this lesson daily throughout his life. Large even for a troll, Garon dreamed from youth of combat, inspired by legends learned at his father's knee. Though Griffick - like all in the kaer - has never known war or danger-by-violence, as a Weaponsmith and heir of a warrior heritage, he, too, learned from his own father the legends of beast and Horrors and even conflict with other Name-Givers. Ida, on the other hand, has always been a voice for caution; for her, glory in battle is a poor exchange for the safety of her son. Though she respects his Warrior discipline, she has always firmly hoped that his skills will never be challenged by anything worse than fights between drunken fools.

For his part, Garon has enjoyed his time with the guard, and has learned well how to quietly and peaceably end conflicts; yet his muscles burn with the knowledge of their ability, and the desire to contest himself against the wider world rises within him. For decades he has done nothing but hone his skills, learning about the dangers of the world beyond the kaer at one remove, but learning the dangers of training with Kalf Ironhand - his mentor, his superior, and his cousin in some obscure way - directly, training with her daily until exhaustion; these bouts are his one real pleasure, though he enjoys an illicit swim now and again, as well, to soothe his too-sore muscles. He finds a strange calm in the remaining animal pens, as well, a simplicity of thought and action that is a relief from the constant complexities of life with 2,000 close neighbors.

Since mutters of exploration beyond the walls of the kaer have begun, Garon has begged Kalf for additional training, that he might be selected for the scouting party. To his surprise, she has chosen not to teach him more fighting - his preference, but unnecessary in her view - but instead to assign more of his free time to study of the greater world. She has also been adamant about expressing to him his responsibilities for the safety of any who might venture outside the walls, a responsibility he takes increasingly seriously. Kalf is well aware that without such responsibility, Garon in his impatience might be less cautious than he would if he remained mindful of his companions.

Dinner in the Stonehand household - reduced to three members since Varyl fell from the lattice years ago, and since Kathil's death at the forge some months ago - has been increasinly tense, as Garon's certainty of his selection in the scouting party increases, to his father's pride and his mother's fear. There is an informal truce - mostly not to speak of the issue - but tensions yet run high, with passive-aggression - not unknown even to the usually-open trolls - being the preferred mode of combat.

Slow and calm, almost zen in his behaviors, Garon suppresses his need for action until the last possible moment, and then explodes in a fury of action. Though he prefers by tendency to strike, he has learned well the lessons of restraint, and buries his Warrior passions beneath a hard-learned weight of responsibility to his kaer. Once outside, challenged regularly by those to whom he owes nothing, the Warrior within him may re-assert himself; only the ages will tell.

Oh, and: given the death of his two younger sisters, Garon chose to remain living in his parents' home, rather than torture them with the silence of absence. He does maintain a sort of private spot within the warren of unoccupied living spaces, he owns virtually nothing of his own; other than some childhood toys and the clothes on his back, his only belongings are his grandfather's sword - presented to him by his father with solemn ceremony followed by copious drinking upon Garon's joining of the guard - which in generations long past knew the light of the sun, and his tiny Windling dagger, with which he fulfills the custom of the kaer: "the artist is the canvas." He also has a small sum of silver coins, won over the years through friendly contests; though the money means little within the kaer, it is a symbol of sorts, and a convenient counter for wagers.
When you\'re a bankrupt ideology pursuing a bankrupt strategy, the only move you\'ve got is the dick one.

Serious Paul

DeadUematsu how are you coming along? Jack you still in? (I ask hopefully!) If possible I'd like to start getting the first IC posts from me, opening the game, this evening.

DeadUematsu

I've posted my character already.