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Kane
07-19-2004, 11:26 AM
Luke has given me permission to run a BW play-by-post game here on the forums. So, this is an open call for any players who wish to participate. At this time, I am restricting the group to only five. Please reply to this message with the character you wish to use. If we can get at least three people to play, Like will give us our own forum.

Here is the premise that I will be using:


---Paradise Lost

After centuries of sporadic conflicts with the Orcish Horde, the Human and Elven kingdoms of the continent of Xanadu have begun maritime trade and exploration again. A group of explorers striking out across the vast Ocean of the West have discovered a new continent about a month’s journey away. Scouting reports indicate that the land is uninhabited, and possesses an abundance of natural resources and arable land.

A century has passed. Many groups of men, elves, and dwarves have crossed the ocean to the new frontier, and the colonies of the new continent are thriving in a golden age of peace and prosperity. Fleets of ships transport needed goods between Xanadu and the colonies. Now, a powerful holy relic, the Staff of Law, is being sent to the frontier to rally the colonies into a united empire that will span the two continents.

However, a sudden storm has wrecked the ship carrying the Staff and its convoy. On an unknown beach our heroes awaken, apparently the only survivors of the shipwreck and the Staff of Law is nowhere to be found…

JKahrs
07-19-2004, 11:43 AM
DIBS!!!! I will have a character posted tonight. I an unfortuantely at work.

Jeff

Grong
07-19-2004, 09:21 PM
sounds aewsome the base of my character is in the forum but i have revised him to the suggestions put there.

JKahrs
07-20-2004, 08:14 AM
What are we looking at in terms of life path limitations?

Kane
07-20-2004, 09:04 AM
What are we looking at in terms of life path limitations?

I'm looking for characters built on either 3 or 4 Lifepaths, no Orcs. Basically, if you give a reason why your character would be travelling to the new continent, preferably with some connection to the Staff of Law, I'll allow it.

Grong
07-20-2004, 11:31 PM
Name: Falin

Settings-Village born, Acolyte, Priest.

Stats: perception-5 Will-4 Agility-4 Speed-4 Power-4 Forte-4.

Health-B5 Reflexes-B4 Mortal Wound-10 Steel-B3 Faith-B4

Aptitude: Per-5 Wil-6 Agi-6 Spe-6 Pow-6 For-6.

Skills: Read-B3 Scribe-B2 Doctrine-B3 Oratory-B4 Symbology-B3 Cudgel-B3.

Traits: Faithful-5pts Fervant Beleiver-1pt

Resources: Quilted Armor(Dice-7 DN-6)-3rpts Run of the mill arms-5rpts Clothes-1rpt Traveling gear-1rpt Shoes-1rpt Holy Symbol, prayer book, vetsaments.(skill kit)-9rpts.

Contacts; Mentor-Teacher-5rpts

PTQ: Sup-3 Lig-5 Mid-7 Sev-8 Tra-9 Mor-10.

Beliefs: There is some good in evryone. Help the needy. The Staff of Law is the key to "Greater Good".
Instincts: Carries Holy Symbol prominently around neck. Wakes up before dawn to pray. Looks for signs of the staff's whereabout's everywhere.

Backround: Falin has always lived in suclusion in the temple for as long as he can remember but he seems to have a good relationship with the peasents in the area. He was soon elevated to a priest of his order, and has been sent on a holy mission to spread his faith; which revolves around self sacrifice for the greater good while not becoming suicidal in the face of danger. Falin's god is Haddin the god of Justice and equality his priests go to great lengths to help slaves and people in that line of trouble but help anyone in need.(As long as these are not for selfish needs.) The priests of Haddin are known as great warriors while remaining Stubborn to the ancient code of not wearing metal armor and not shedding blood.


Is this ok, when will we start playing?

luke
07-20-2004, 11:38 PM
Hi Grong,

Just a few suggestions:
Your aptitudes are a bit off: Per apt = 5, Will apt = 6.

In your skill kit purchase, I'd include more than just your holy symbol. How about a prayer book, some holy water and maybe even a reliquery.

Lastly, if you're serious about using a character in a BW game, you should always try to tie your Beliefs and Instincts directly into the setting. Kane's given you some leads to go on, the Staff of Law, the conquest of a new land, but I'd ask him quite specifically, "What Belief or Instinct is going to best tie my character to this story?"

Your other two Beliefs and Instincts are yours to use to create your own facets of the story.

So Kane, give him some direction on his BITs.

-L

Verrain
07-21-2004, 11:11 AM
Hey Grong.

Just one question I had while looking at your character. If Falin has been a cloistered cleric all his life, why is his Cudgel skill so high? Is this one of those martial arts is a path to enlightment kind of religions?

Oh and Kane I've got a sailor to add to this venture. I'll post him tonight.

JKahrs
07-21-2004, 11:18 AM
I have a peasant turned fisherman worked up, I am just trying to nail down his beliefs and instincts. He will be older (37) as he took head of household as one of his paths. I envision him as a guy looking for one last adventure.

Jeff

Grong
07-21-2004, 01:36 PM
Hey Verrain

The reason he has such a high cudgel skill is that he is a battle-priest of his religion, which knows of the harsh realities of the real world.


The Wheel burns!!!

foxandwarlock
07-21-2004, 02:26 PM
I'm interested but I've never done a play by post. What kind of regularity is required for posting? Daily? Weekly? I don't want to waste anyone's time by taking up a slot and not being able to keep up.

foxandwarlock
07-21-2004, 03:42 PM
Character Name: Calib Shorthand

Born to a small peasant family who could not afford another child, Calib was sold to a wealthy landowner and put to work in the fields before his tenth Summer. There, he proved to be strong-backed but showed little talent for the work and when an accident took two of his fingers, he was turned out without home or possession. He took refuge in a nearby city and turned to a life of begging in order to support himself where he learned that he had the gift of storytelling. In a few years, he no longer stood on street corners but instead sat by the fireplaces of taverns as he wove tales of adventures to travellers.

Hearing of the Staff of Law and the good fortune a unified Kingdom will bring, Calib has decided to get a piece of that good fortune for himself. He hopes to sustain himself by doing odd jobs and storytelling until he hits it big.

Lifepaths: Born Peasant (Lead to Servitude), Field Laborer (Lead to Outcast), Beggar, Itinerant Performer

Age: 22

Stats: Pe: 3 Wi: 4 Ag: 4 Sp: 4 Po: 4 Fo: 4

Attributes: Re: 3 Ste: 3 He: 4 MW: 10 Hesitation: 6 Faith: NA Resources: 13

PTGS: Su: 3 Li: 5 Mi: 6 Se: 8 Tr: 9 Mo: 10

Skills:
Brawling: B2
Conspicuous: B2
Cooking: B2
Farming: B1
Haggling: B2
Inconspicuous: B2
Mending: B2
Storytelling: B3
Streetwise: B1

Gear:
Clothes, Shoes, Travelling Gear, PQ Padded Armor, Tool Kit (Mending & Cooking)

Association: None. He has left his "life" behind.

Contacts: None. He has left his "life" behind.

Traits:
Dramatic
Driven
Hope (From Field Laborer)
Missing Digits (Pinky & Ring on Left Hand)
Night Owl
The Story (From Beggar)
Scavenger

Beliefs:
-I'll make it big in the New World (new continent).
-Seize every opportunity you see.
-Keep your head up and good things will happen.

Instincts:
-When bored pass the time by storytelling.
-Always ask if you can help (to create opportunities for yourself)
-Always strike up conversation.

Ubby
07-21-2004, 05:25 PM
Like Fox, I'm interested, and while I've RP'ed for 20 years (damn I'm old) I've never played in a play by post forum.

A.) Are you still open to new players?
B.) If so, what are the player requirements (time, duration, etc.)?
C.) Would an Elven Ranger type be useful?

Cheers,
-Ubby

DaGreatJL
07-21-2004, 06:55 PM
Phillip Smithson was born the fourth son to a moderately well-off village master smith. The preceding sons had already taken up the hammer for their father and the sword for the country, so Phillip was not obliged to participate in these activities; his childhood was spent in relative idleness. Around his tenth birthday, Phillip's father set him down and explained that he was giving Phillip to the God of Light, so that their family might be blessed. Phillip was confused by how wan his father was when he delivered this news, but didn't think much of it until later. Anyways, the child put up no protest, was was sent to become an acolyte of the God of Light.
Phillip found he excelled in this environment: he was quick-witted and keen eyed, and this helped him in learning both letters in general, and the words of the divine in particular.
Then the fateful day came. Phillip was nearing the end of his studies, and had been thinking about going off into the world as a priest. Then, late at night, the monastary was attacked. Phillip remembers little of the exact details of that night. He knows that only he survived, and he knows who did it. The man who called himself Owehn explained that he was an uncle of Phillip's, his father's brother, and that he had searched high and low for him. "You have the Touch, my boy. And the Touch can not be wasted on a servant to foolishness. You will learn what true power is; I will show you."
And show him he did. By day, he did Owehn's chores; by night, he was taught terrible secrets of sorcery. Owehn seemed to enjoy tormenting the child both physically and emotionally. Though still a young man, Phillip became old in mind.
And again, Phillip's life was changed overnight, in the night. A group of heroes had raised a small force to strike out at Owehn. As the tower shook with the battle, Phillip grabbed was things he could, and ran.
Phillip didn't have long to go before he found an escape; he encountered a group of pilgrims travelling around and visiting holy sites and churches. Though he didn't have any money, Phillip was allowed to join the group when it became known that he could read. For many years he traveled as a pilgrim; he didn't stay with the first group for very long, but he was usually able to find another group of traveling companions easily. Finally, five years after getting out from under Owehn's thumb, Phillip decided to try and seek out his family. He couldn't face his parents; however, one of his older brothers had travelled across the sea, to seek business ventures elsewhere. Phillip booked a trip across the sea.

Born Villager, Lead to Religious Setting, Acolyte, Lead to City, Sorcerer's Apprentice, Pilgrim, Pilgrim

Per:B6 Will:B5 Ag:B4 Speed:B3 Pow:B3 For:B4

Skills: Read-B5, Scribe-B4, Calligraphy-B2, Doctorine-B6, Research-B4, Symbology-B4, Sorcery-B5

Steel:B7, Health:B3, Reflexes:B4, MW:B9

Traits:Reverant, Paranoid, Determined, Gifted, Thousand Yard Stare, Road Weary, Almstaker, Religious Diatribe, Tall Tales, Skulking, Sucking Up

Resources:Parchment, quills+ ink, in carrying case, clothes, boots + traveling gear
Spells:Dark of Night, Cat's Eye, The Fear
Contacts: Owehn, Mad Wizard, Importent, Family, Hated
Smith Brother, Minor, Family

Beliefs:No weapon is greater than darkness and fear, to use darkness and fear is to damn oneself, I must make myself good in the eyes of the God of Light

Instincts: Always bar the door before going to sleep, always pray at waking and before taking meals, always put away writing tools to keep them clean and dry

Grong
07-21-2004, 08:45 PM
Hi DaGreatJL

That's a pretty cool backround story for your character it will be cool to see how he effects the games we play.


The Wheel burns!!!

Verrain
07-21-2004, 08:45 PM
Hob Gadling

Hob was born the son of a sailor and his lady in the port of the capitol city. The sea was in his blood and once he was old enough to get his sea legs he joined his father on the sea. He rose through the ranks as his body grew from cabin boy, to signalman, and then to a full sailor in his own right. His father, Kale the Strong, sailed across the sea to the new world and stayed there sending word about the fine prospects out there. So Hob was overjoyed when his captain announced that the Reliant's next port of call would be that new land and with the Staff of Law yet!

Son of a Gun, Cabin Boy, Signalman, Sailor

Per:B4 Will:B4 Ag:B5 Speed:B4 Pow:B4 For:B4

Health: B4 Reflex B4 Mortal Wound B10 Steel B4

Skills: Etiquette B2, Signalling B3, Rigging B3, Observation Training, Brawling B3, Sea-wise B3, Knives B2, Cudgel B2, Swimming B2

Traits: Obsequious, Sea-legs, Iron Stomach, Superstiuous, Trustworthy

Resources: RoM Club, RoM 3 Daggers one at belt, two in boots, 5D of Quilted Armor, Clothes, Travelling Gear, Boots

Contacts: Kale the Strong, father
Reliant Crew Members

Beliefs: If you work together you can weather any storm, opportunity is always over the next horizon, always give people a fair deal

Instincts: Always examine my stuff after waking and before sleeping, always look over a new situation carefully, unless obviously hostile try talking before fighting

foxandwarlock
07-21-2004, 08:53 PM
Verrain reads Sandman. :twisted:

Kane
07-21-2004, 09:37 PM
Okay, let's have a look here...

Grong, your skills don't add up. Keep in mind that you always round down when calculating your skill roots. That sudden appearance of B6 Cudgel is especially suspect. An exponent of 6 is a pro. Your Cudgel skill is two points higher than your priestly skills! When you consider that there's no obvious indication that your character has seen combat, it just doesn't make sense. If he 'knows the harsh realities of the world', then why doesn't have have any skills to compliment that cudgel? And how in the heck did you get a B6 when you have only 3 General Skill Points to spend??

I also agree with Luke that you need to give your character some motivation as to why he would be travelling to the new continent. Try to tie your Beliefs and Instincts into that reason.

Lastly, if you're going to be Faithful, you need to tell me everything you can about your deity. What are His background, demeanor, attributes, and religion? I think you need to check this character over before I can accept it.


Foxandwarlock, how many dice worth of armor do you have? What is the goal that makes your character Driven? Other than that, this looks just fine.


Ubby, with regards to your questions... I request that everyone make a post at least once a day. I'll handle the rolling on my side. When combat begins, you'll have 24 hours to submit your script. One Volley will be executed every 24 hours. I'm willing to take up to five players right now, so there is still space. And yes, an elven ranger would be welcomed. Just give him a good background and a reason to travel to the new continent.


DaGreatJL... Wow, 12 Trait points in 5 Lifepaths. If I saw CYF or Mister Lee in there I would have kicked you to the curb, but this looks pretty darn good to me. I think you may have one too few physical stat points. I count your age at 28, and you only have 14 points in Physical stats. Also, what is the Thousand Yard Stare? I don't see it in the book.


Verrain, your character looks good to me. But do you really need five daggers? That's a lot for someone with only B2 in Knife and no Throwing skill. And what are the point costs of your Contacts?


Well, so far, we have Calib Shorthand, Phillip Smithson, and Hob Gadling who are just about ready to go. Falin is going to need some revision, but he isn't out of it yet. One more slot left, so hurry!

Grong
07-21-2004, 10:55 PM
I think I fixed it check it out and let me know if you see something wrong.

1) When are we going to start playing?

2) Are we using this forum post?

DaGreatJL
07-22-2004, 01:58 AM
I got Thousand Yard Stare from the website, and have reprinted it below; if it's not cool with you, I can pick something else. I recounted, and you're right; raise my Speed to a B4. Also, I forgot to spend my General points: I'd like to have Falsehood, Soothing Platitudes, and Inconspicious, all at their root of B2.

Thousand Yard Stare, Die-Character trait, 3 pts

This character has seen so much death, shock, inhumanity and horror that nothing phases him any more.

This trait reduces Hesitation by 3 against violence and intimidation, but increases Hesitation by 2 against surprise and Wonderment-type spell effects. This character may not Run and Scream.

Characters with this trait tend to be quiet, remote and cold. They also never seem to look into your eyes, rather their gaze is always fixed a thousand yards behind you.

Tom B
07-22-2004, 03:36 AM
First, I want to apologize for the length of this background. Karabis was originally created for Harn and was one of my favorite characters. Alas, I didn't get to play him for long enough. I've re-created him from scratch with a few differences due to the system (BW seems much more restrictive than HM). I also wanted to see how well BW could create a character from an initial concept devised with no regard for the mechanics of the system.

As a result, there are some mis-matches in the background as written and the stats below, because BW didn't seem to allow that particular aspect, or it took more points than were available. Although a set of chain armor is mentioned in the background, I'm assuming it was lost with the ship. Actually, I don't know what else may have been lost. If he doesn't have to pay Resource Points for items lost before the beginning of play, he may have some RP to spare.

Please check him over and suggest what I should do to 'fix' the character, and make sure I understood the rules correctly. This is my first BW character.

Karabis Ledenson

Karabis was born in a caravan enroute to the capitol. Khalyssa Ledensen, his mother, went into labor during a brigand attack. She had traveled from distant lands and didn’t seem to have any firm destination in mind, but a newborn decided her destination as the next large city, and so she ended her travels. She had no husband, although there were three travelers who seemed to compete for her company during the course of the caravan’s travels. Whether it was one of those three who was the boy’s father, or whether it was someone back home, Khalyssa would never say. Her trip had been circuitous and long, and either was a possibility. She gave Karabis her own last name, Ledensen. Whether Ledensen was her married name or her maiden name, again she wouldn’t comment.

Khalyssa paid for a small shop with living space above it, and quietly settled down to business as a seamstress and embroiderer, as well as a single mother. The shop was in a respectable neighborhood of the mercantile district, and she quickly earned a reputation as an excellent designer and seamstress. This, along with her quiet, enigmatic nature and shrewd political acumen earned her the respect of the Mercantyler’s Guild members and her neighbors. She could have progressed far in status and responsibility, but Khalyssa seemed content to remain quietly in the background. Thus her reputation was not widespread, but existed where and with whom it most mattered. She found herself being consulted often for advice and opinions, and gradually entered into the city's social scene.

Eventually, she married Tarn Dane, a mercantyler and the brother of Shannon Dane, the head of one of the more successful mercantile families in town. They had always been competitive, and Tarn was determined to make a name for himself as well. Even though she moved out of her shop, Khalyssa continued her work and her advice was as sought-after as ever, if not more so. Tarn was smart enough to heed her advice as well, and has had some success at becoming a well-known political and mercantile figure in the area. He got along well with Karabis, even after he and Khalyssa had children of their own.

Karabis differed markedly from his half-brothers and sisters. They were blond like Tarn and had darker complexions like Khalyssa, who had dark reddish-brown hair, while Karabis had black hair--although his eyes were pale blue like Khalyssa’s. By the time he entered adolescence, Karabis was already as tall as his stepfather, and far more strongly built. It had been a struggle when growing up to be careful around his friends so that he didn’t accidentally hurt them. This was a lesson he had learned after an incident when he was six. He and his friends had been rough-housing when the friend Karabis had been wrestling suddenly cried out in pain from a dislocated shoulder. The boys were afraid it was broken, or that permanent damage had been done. Karabis had carried his friend to the local healer at a run, with the other boys trailing behind. They were relieved to learn it wasn’t serious, but his friends were hesitant to play with him for several months afterward. This incident, along with his mother’s teaching, assured that Karabis would never become a bully, and that he wouldn’t tolerate them either. Just because he developed a caution in play didn’t mean he wasn’t willing to use his strength if he felt it was necessary. As a big brother, he was very popular. He got along with his siblings well, and defended them as necessary. Very few bullies bothered them more than once.

Tarn made sure Karabis was schooled in business, economics, and proper social etiquette. He provided an intellectual counterpoint to the morality and philosophy his mother taught. It was true, however, that Tarn was more a friend than a father. He was a close and trusted friend, however. They participated in many things together, from going to the races to attending guild meetings. Tarn was certainly an influence in his life, but it was someone else who inspired the path he would eventually follow. Before Tarn, while he and his mother were living alone above her shop, he had early on struck up a friendship with Sully, a blacksmith who worked a few blocks from his mother’s shop. Even after they moved in with Tarn, Karabis visited Sully often... daily, if possible. It wasn’t long before Sully let him help out, and before he was ten years old, Sully formally requested him as an apprentice. Tarn wasn’t happy to see his stepson apprenticing to a blacksmith instead of joining the army, or entering other, more ‘appropriate’ professions, but after a long discussion with Khalyssa, he finally relented. Khalyssa seemed oddly pleased at the whole episode.

Karabis proved to be quite adept at blacksmithing, and had a preference for weaponcrafting. He felt that it required a finer touch that most other tasks, and he enjoyed the subtle craftsmanship that went into making a fine weapon. He took pride in his developing style, and was always looking for ways to improve it. Karabis wasn’t interested in using weaponry any more than was necessary to verify his workmanship, but he always took a special joy in a well turned out creation. His work on armor, specifically mail armor, also progressed in quality. It was also an area that held a certain fascination for him. After all, it was the flip-side of making a fine weapon... making armor that can withstand such a weapon. He studied the ways weaponry damaged armor, and began investigating certain methods to minimize that damage. While this didn’t require quite the subtlety of balancing a sword, it posed its own challenges. Karabis hasn’t developed any breakthroughs, but his study has enabled him to produce armor of very fine workmanship.

After becoming a Journeyman, Karabis became a familiar figure to mercenaries in the area, as Sully turned over more of the weaponcrafting to him. He also became known to a number of the Guard as he sought them out for advice on balance and heft, as well as hilt-work and usage. On his days off, he spent hours watching the Guard train and spar, and would often speak with them afterward, requesting demonstrations of certain techniques and moves, or how their armor constrained them in their maneuvers. In this way, his understanding of weaponry and armor increased, and he became a familiar presence on the training fields. Sully arranged for Karabis to spend time in the Imperial smithy, which specialized in weapons and armor, and his friendship with Guard members grew.

Karabis grew into the man hinted at in the boy. He stood over 6’2” and weighed in at well over 200 pounds. Every ounce was corded muscle, built and defined by years in the forge. His forearms bore the scars of forgework, and his skin was tanned and toughened from the heat and sparks. He had a quiet demeanor and was very difficult to provoke, and few who provoked him ever desired to do so again. While never classically trained as a warrior, his work with weapons and his understanding of their capabilities led to an inherent ability that often startled the mercenaries who sparred with him while testing the weapons they had commissioned or brought to him for repair. Nevertheless, his preferred mode of self-defense was hand-to-hand or a simple quarterstaff. He made his own quarterstaff, spending hours doing detailed ornamental work. Woodworking was not his specialty, but he had become interested in it as something different from metalwork and it became something of a hobby he pursued in his leisure time. When he finished a staff, he would usually give it away as a gift and begin a new one.

Every so often, Sully would pack a wagon to travel a circuit of farms and holdings that didn’t merit full-time blacksmiths, and Karabis always looked forward to these opportunities to get away from the city and visit the people in the countryside. Apart from learning a new refinement to his technique, this was his favorite activity... traveling and meeting new people. He would be glad to do it more often, except that he missed the workshop and the tools that made the really fine workmanship possible. Traveling work was necessarily cruder than that done in the shop, even if it was good enough for the purpose. Of course, this posed unique challenges of its own, which Karabis always took pleasure in meeting. Unfortunately, there was also less call for weaponry, being too expensive for the typical farmer, and there were restrictions in the types of weaponry allowed.

Eventually, Karabis presented his masterwork for judgment by the Guild and it was accepted. His family was very proud of him, particularly Khalyssa. Even his stepfather could find no fault in a career as a Master Weaponcrafter. Of course, this could have been partially due to Karabis’ little brother’s growing interest in the mercantile trade. Selwyn was young yet, but nevertheless was showing something of an innate instinct for the intricacies of trade and bargaining. His sister, Khalysta, was also young, but showing an increasing interest in the God of Light...beyond simple worship. Karabis was very interested in seeing where her interest took her. He also followed the God of Light, as did his mother.

Karabis stayed on with Sully for a while after putting in his application for a franchise, but soon felt the urge to go out on his own. Sully gave him a parting gift of a portable anvil as well as the tools he had been using. Karabis knew where he wanted to go...over the sea. A whole new land awaited there, and there was high demand for his skills. It would be rough starting anew, but he was up for the challenge. His stepfather used his influence to bring Karabis' petition for passage aboard the convoy carrying the Staff of Law. He knew it would be a prestigious start, despite the fact that Karabis was willing to pay his own way. However, his skills were recognized and would be very useful in view of the size of the Guard contingent guarding the Staff. He carried with him a bastard sword and set of mail he had made as demonstration pieces. He also carried with him his current quarterstaff, on which he was experimenting with different techniques in wrapping the leather straps. Sully had convinced him to pack a set of armor for himself. He didn't see the need, but included a set of plated leather he had made recently.

The passage was relatively uneventful until the storm...

Lifepaths: Born Village, Apprentice, Journeyman, Master Craftsman

Age: 33

Stats: Pe: 5 Wi: 3 Ag: 4 Sp: 3 Po: 6 Fo: 4

Attributes: Re: 4 Ste: 3 He: 3 MW: 11 Hesitation: 7 Faith: NA Resources: 54

PTGS: Su: 3 Li: 5 Mi: 7 Se: 9 Tr: 10 Mo: 11

Skills:
Armorer: B6
Blacksmith: B5
Weaponsmith: B6

Armor Training
Shield Training
Brawling: B5
Haggling: B3
Quarterstaff: B4
Reading: B5
Sword: B4

Gear:
Travelling Gear, SQ Quarterstaff, SQ Bastard Sword, SQ Plated Leather Armor, Tool Kit (Smith work)

Association: None here.

Contacts: None here.

Traits:
Affinity for weapons

Beliefs:
-I believe in the God of Light and strive to follow his teachings.
-I'll establish a reputation as the best human weaponcrafter in this land.
-Although there are exceptions, people are basically good.

Instincts:
-Help those who need it.
-Defend the weak.
-Unfamiliar weaponry must be examined.


Tom B.

EDIT: corrected a couple of skills

Verrain
07-22-2004, 08:18 AM
Verrain, your character looks good to me. But do you really need five daggers? That's a lot for someone with only B2 in Knife and no Throwing skill. And what are the point costs of your Contacts?



Not 5 daggers, three daggers. One at his belt and one in each boot. He actually carries them more for his duties on the ship. Last thing you need after climbing the rigging in a storm to cut away sail is to have a wave knock your only knife out of your hand.

As for the contacts, Kale is a 2 point, Minor, Family, Loyal.

I assumed the rest were going to die in the shipwreck so I didn't detail them. Assume 5 1 point Inconsiquentials since that is how many resource points I had left and if you need names or backgrounds for them, let me know and I'll whip something up.

Verrain
07-22-2004, 08:21 AM
Verrain reads Sandman. :twisted:

Why, yes. Yes he does.

If you going to steal a name, steal from the best. That's my motto. :D

Kane
07-22-2004, 10:09 AM
Okay, I think we have enough interest to get started. No more characters for now, please. Those of you who have Contacts listed as being back in the old country of Xanadu might want to reconsider them, since they'll be distant and probably won't come into play. I'll give you all a little more time to look over your resources before the game begins.

Also, for those of you who have purchased travelling gear, please specify exactly what is in your travelling gear kits. You can have just about anything you need, within reason. Bu once play begins, you are committed to that gear. You can't just say, 'Oh, I have item X in my travelling gear pack'. So, rope, torces, bedrolls, tents... decide on what you want.

Ubby
07-22-2004, 10:34 AM
D'oh, too slow in Burning. Damn job getting in the way :x

Let me know if you need a replacement.

Kane
07-22-2004, 11:36 AM
I'm going to double-check everyone's stats before copying them down to my character sheets. We won't start until either Saturday or Sunday, so if you have any questions or last minute changes to make, make them now.

Sorry that you didn't make it in time, Ubby. But keep your concept in mind, in case we need a replacement. Odds are, we're going to need one sooner or later.

JKahrs
07-22-2004, 11:44 AM
I know what you mean Ubby...but if this takes off let's hope more people are inspired to try the format.

Grong
07-22-2004, 12:57 PM
like i said going to be in Hawaii for threee weeks but i think i'll be able to get a hold on a computer to post just let me know if you can cover for me if i can't get on one.

foxandwarlock
07-22-2004, 01:49 PM
I probably can't commit to 1 post every day. I can swing weekdays but the weekends are crazy so I guess you can consider Calib rescinded. Sorry about that.

Kane
07-22-2004, 03:03 PM
Well, foxandwarlock is out. Grong will be moved to the waitlist since he'll be away for a few weeks. That means I have two new slots re-opened. JKahrs and Ubby, this is your chance.

luke
07-22-2004, 03:26 PM
I would just like to chime in here. I've only done a play-by-post once before, so I don't know entirely what I'm talking about. (But I have played Diplomacy a couple of times online.)



But posting everyday, including weekends, seems like an awful lot of work. People get busy and sometimes can't get to the forums. Might I suggest posting once every three days? And perhaps making the moves longer?

Maybe even doing a designated play day as well? A day/night when you all meet in the forum to resolve some quick decisions via rapid posting?

just a suggestion.
-L

Grong
07-22-2004, 03:59 PM
That sounds like a good idea Kane. In my case it doesn't help anyway but that will make the game a lot easier.

The Wheel burns!!! :D

JKahrs
07-22-2004, 05:20 PM
Here is my character. Let me know if I am in.

Thimas Valon

Like most of the population of Xanadu, Thimas was born to poor farmers who worked the lands of one of the many powerful lords. The Duke of Fahim was a more reasonable lord than some and the family received an adequate portion of their labor, adequate enough even to feed the rapidly growing boy that Thomas became.
He did farm work, but dreamed of being a soldier, and going off to fight in the wars that the Duke was often embroiled in. He made friends with one of the Duke’s younger children (Gregan) and they spent the few hours left between Thimas’s chores and bedtime playing at the games most boys play. Gregan promised his young companion that he would make him his bondsman and chief sergeant one day.
All that came to a halt shortly after Thimas’s fourteenth birthday party, or to be more precise at the party itself. Thimas had long had an eye for the daughter of another farmer, Becca. Becca had “special” gift for Thimas, and, a few months later when she was determined to be with child, she and Thimas were quickly joined and his dreams of glory and warfare settled down to a reality of raising a family.
Gregan had given Thimas a choice plot to work as a wedding present and though there were no more children (Becca lost two more before they were born), life was mostly happy. Young Flin was a good healthy boy, joining the Duke’s Army when he turned 12. Thimas could not have been more proud. Things were about to take a turn.
After Flin left, the house began to feel lonely, and though she was warned by the midwives to exercise caution, Becca begged Thimas to try to have one more child. The birth proved too much for her and the small sickly child did not outlive her mother by more than a few hours.
Even the small hut they had occupied as husband and wife was too roomy for Thimas. There was no where he could turn where he was not reminded of his bride. He went to the Duke and was granted his freedom. Heading to the coast, he fell in with some fisherman. The long days working were perfect for losing oneself. The years slipt by and slowly, Thimas began to shed his grief.
One day, he saw a familiar device on a carriage by the docks and was glad to see that is was his old friend, Gregan. To the scandal of Gregan’s handlers, the lord (now with a sinecure in the new lands) went to get drinks with his old friend. He asked Thimas to join him in the New World. Realizing there was nothing for him here, he agreed. He wanted to earn his own way and told Gregan as much. Gregan agreed and asked Thimas to look him up once he was able to get to the new lands.
A few weeks after Gregan’s ship sailed, Thimas was able to get a berth on the ship carrying the Staff of Law as a fisherman and a cook.

Paths: Born Peasant, Farmer, Head of Household, Fisherman

Age:37
Hair/Eyes: Mostly grey, brown

Stats : Per B4, Will B4, Agi B4, Speed B3, Power B4, Forte B4
Attributes: Hel B4, Steel B3, Ref B3

PTGS SU B3, Lt B5, Mod B7, Ser B8, Trau B9, Mor B10

Skills Farming B4, Mending B3, Fishing (line) B3, Fishing (net) B4, Cooking B4, Hunting B2, Rigging B1, Knots B3, Boat Building B2, Brawl B3, Knife B2, Firebuilding B3, Husbandry B2, Carpentry B4


Traits: Early Riser, Weather Sense (from his years both farming and at sea), Massive Stature (Thimas is 6’8” and weighs upwards of 30 stone), Hoarding, Superstitious

Gear: Fishing “tools”, poor quality knife, Clothes, shoes, traveling gear

Contacts: Gregan (major)

Beliefs: Nobles are basically good people who watch out for their subjects.
This is my last chance at adventure; I will enjoy it no matter what comes.
Fish stew in the stomach is better than the promise of steak.

Instincts: Make sure things are covered and tied down, before the rain comes
If there is a choice between fighting and talking, talk.
Defer to nobles; follow their lead.

Kane
07-22-2004, 06:20 PM
I would just like to chime in here. I've only done a play-by-post once before, so I don't know entirely what I'm talking about. (But I have played Diplomacy a couple of times online.)

But posting everyday, including weekends, seems like an awful lot of work. People get busy and sometimes can't get to the forums. Might I suggest posting once every three days? And perhaps making the moves longer?

just a suggestion.
-L

You bring up a good point Luke. What I'm trying to do is to get the players into the routine of making a move once per day. It's been my experience that this is a critical obstacle in gaming online. And once a day keeps the game moving at a pretty good clip. Making a move should only take about five minutes or so. I plan to adjucate moves every day, so I guess in the strictest sense a 'post' every day isn't needed, so much as keeping a sharp eye on the board, unless an oppurtunly slips though your fingers.

Kane
07-24-2004, 04:59 PM
Quick update for you. DaGreatJL, Verrain, and JKahrs are all ready to go. I'm currently working through Tom B's character again. Which means one spot is still open.

Kublai
07-26-2004, 11:48 AM
Lifepaths: Born Village, Apprentice, Journeyman, Master Craftsman

Skills:
Armorer: B6
Blacksmith: B5
Weaponsmith: B6

Armor Training
Shield Training
Brawling: B5
Haggling: B3
Quarterstaff: B4
Reading: B5
Sword: B4


I find these numbers questionable when compared to the lifepaths. Born Village should only give you 3 or 4 General Skill Points at the most. I count at least 14 or 15 points that must've been used for the non-lifepath skills. Only General Skill Points can be spent on non-lifepath accrued skills.

foxandwarlock
07-26-2004, 12:10 PM
Tom B - you may also want to change his Affinity for Weapons to Affinity for Smithing Weapons - depending on the flavor you were trying to accomplish with that trait. Technically, the affinity for weapons wouldn't translate into a die bonus for smithing only for wielding but if you were trying to say that he love weapons of all shapes and sizes and finds them fascinating then you probably have the affinity right.

luke
07-26-2004, 12:11 PM
tom and I already discussed this character at great length. I'm not certain, but I think he's switched to another character for the pbp.

-L

Tom B
07-26-2004, 02:09 PM
Learning curve problems. I was using the entire Root Stat as the beginning skill, instead of half. I thought he was pretty buff for a beginning character, which was why I requested a second opinion from Abzu and Kane.

I was trying to translate a starting character I had from HarnMaster, and he didn't translate well. I submitted a totally different character to Kane a couple of days ago.

Tom B.

Ubby
07-26-2004, 03:47 PM
Very cool. I'm still interested (sorry for the slow response, I was away this weekend.)

I'll post my character concept when I get home from work in a couple hours.

Cheers,
-Ubby

Ubby
07-26-2004, 07:50 PM
Here's my character treatment for Galanthas te'Allvior, and Elven Ranger sent across the ocean to seek out a new home for his people. There are some similarities to the sample character, Quenesh Quenayas, and that is regretable but unintentional.

Also, I know Grief isn't suppose to be a factor until the elf is 225 years old, but when you read his history, I think its appropriate, despite his age.

Galanthas te’Allvior was born to Edallas te’Allvior and his wife Medra. As their only child, he was spoiled and protected by his loving parents. Edallas was a Forester of fine skill and notable repute in the Elven Forest Kingdom of Mith Galailin in western Xanadu. Galanthas, an easy going lad, if a little mischievous, admired his father and his work greatly, and looked forward to the day he would follow in his father’s footsteps.

As he grew older, Galanthas developed a talent for using the bow. He spent much of his free time shooting targets off an old dead tree that bridged the creek near his forest home. He also loved to sneak around the forest as quiet as possible, stalking his father, his mother, and any others he could find. His father could always sense him just before he pounced, which always frustrated him (and amused his father greatly). His mother however, he would always surprise. Her squeaking always brought a huge smile to his face, despite his mother’s gentle reproofs. His antics with others, however, weren’t as kindly received. On more than one occasion a local Elder brought Galanthas home to his father by the ear. His father sought to channel his son’s energy, and began to take him out on hunts. Galanthas was a natural hunter, and quickly learned to track deer and other forest game. His ability to stalk was keen, and he often was able to approach closer to their prey than his father. His ability with the bow then showed its worth, as he rarely failed to bring down his quarry. He was encouraged to develop his ability and as he grew older, spent more and more time on the hunt.

Life was good.

Then one day, Galanthas returned home from a successful hunt. He planned to startle his mother, as he was often apt to do. He knew his father was off at the Etharch’s great Citadel, so he expected not to be discovered which would, of course, ruin the joke. As he quietly crept up on his home, he heard several voices. They were guttural and crude, and thoroughly un-Elven. As he quietly approached, he was shocked to see 3 orcs, whom had wandered into the forest in search of food and sport, standing over the lifeless body of his beloved mother. They stood over her with their bloodied blades drawn, howling with delight at their grim deed. The howl of their laughter echoed maddingly rang in Galanthas’ ears, louder and louder, until suddenly he snapped. He silently drew an arrow from his quiver, and took aim. Seeing his memories of his mother flash before his eyes, he let fly, sending an arrow into an orc’s eye, felling him instantly. By the time the others had realized what had happened, Galanthas already had bowstring to cheek. This time his arrow cut through an orc’s throat, leaving him to die gurgling on his own black blood. Galanthas stepped into the open. The remaining orc growled and charged, and Galanthas put an arrow into the orc’s belly, dropping him to the ground writhing in pain. Galanthas walked over, drew his hunting knife, and cut the wounded orc’s throat, with a cold murderous glare. He had his vengeance, but it was too late for his mother. Galanthas was consumed by his grief.

His innocence taken, he forsook his plans to spend his life learning the craft of his father. Instead, he went to the great Citadel of Mith Galailin, where he learned to become a soldier. His training refined his bow skills even further. He eschewed the sword however, preferring to fight in close with a dagger. His skill with a blade grew deadly as he spent several decades fighting against Mith Galailin’s enemies.

Galanthas’ superiors recognized his skill in stealth and hunting. He was eventually singled out for training and acceptance as one of the Rangers of Mith Galailin. He was charged with patrolling the border marches of the forest kingdom, to guard against incursion by orcs or other forces.

Meanwhile, the kingdom of Mith Galailin found its position becoming more and more untenable. The orc raids from the north had seriously lessened the kingdom’s population, and the forest kingdom began to find itself surrounded by human settlements. The Etharch and his Seers began to see the inevitable fate: The kingdom would eventually die, either to the orcs to the north, or to human expansion. A new home would have to be found, an exodus would have to be made. Their eyes looked to the west, across the ocean to the newly discovered lands. Perhaps there a new home could be found.

Galanthas’ father, worried that his only child would be consumed by his grief at such a young age, approached Galanthas’ Ranger Mentor, Aethalan. Together, the two managed to convince the Etharch to have Galanthas join several rangers already sent across the ocean to seek out a new home.

Galanthas was charged to sail to the New World and search for a suitable new home for his people. He is also to seek out the other rangers sent before him. He is given the name of Coradir as his contact, and given dispatches to carry.

Having found passage across the ocean from a human port, Galanthas looks forward to the day he can find a new home for his people, and name it in memory of his mother.

Ubby
07-26-2004, 08:06 PM
Character Name: Galanthas te'Allvior

Lifepaths: Born Wilder Elf, Huntsman, lead to Citadel, Soldier Protector, lead to Protector, Ranger

Age: 157

Stats: Pe: B6 Wi: B4 Ag: B6 Sp: B5 Po: B4 Fo: B4

Attributes: Re: B5 Ste: B6 He: B4 MW: B10 Hesitation: 6 Grief: B4 Presence: 4 paces Resources: ?

PTGS: Su: B3 Li: B5 Mi: B7 Se: B8 Tr: B9 Mo: B10

Skills: Singing B2, Call of the Wild B3, Alarm B2, Observation Training, Bow B5, Knife B5, Orienteering B3, Bow-Craft B3, Rhyme of the Pathfinder B3, Threne of the Chameleon B3, Stealthy B4, Lament of Mourning B2

Gear: Shoes, Elven Clothes, regular cloak, Hunting Bow (24 Hunting Arrows), Leather Jacket (torso and arms), Dirk, 1 RP of coin, Ranger Badge, Traveling Gear (Flint & Steel, Waterskin, pack, whetstone, twine, extra bow strings), Quiver, Mother's necklace.

Association: Rangers of Mith Galailin (military)

Contacts:
- Edallas, father. Minor, family, loyal
- Aethalan, ranger mentor. Minor, loyal
- Coradir, ranger contact in colonies. Insignificant.

Traits: First Born, Born under Silver Stars, Essence of the Earth, Fair, Statuesque, Keen Sight, Vengeful.

Beliefs:
- The New World is the future of my people. A new home must be found.
- Orcs must be destroyed.
- Your bowstring is your life.

Instincts:
- Every night, take care of my bow, strings, and arrows.
- Always stealthy using Threne of the Chameleon when tracking
- Kill orcs first, even if not the biggest threat.

Kane
07-26-2004, 09:59 PM
I think you're 1 point over on your stats. 157 years gives 16 points for the Physical pool, and 10 for your Mental. You have 11 Mental and 19 Physical points worth of stats. Huntsman and Soldier protector each add a Physical point, and Ranger adds a Physical OR a Mental. I think you may have taken both here.

Ubby
07-26-2004, 11:17 PM
I think you may have taken both here.

Yup, I did. My bad.

I will revise my Will down one point and modify all other dependent scores accordingly.

luke
07-26-2004, 11:24 PM
i'd suck it up and take a 5 in Ag or Per rather than have a 3 Will. I'd rather be able to stand up to a Severe wound, have a Social skills aptitude of 6 than 7, and have Root 2 social skills.

But that's just me.

-L

Ubby
07-26-2004, 11:42 PM
i'd suck it up and take a 5 in Ag or Per rather than have a 3 Will. I'd rather be able to stand up to a Severe wound, have a Social skills aptitude of 6 than 7, and have Root 2 social skills.

I think you're looking at my revised post Abzu. I downgraded a B5 Will to B4. I feel his youth and background would be better reflected by a B4 Will. I wouldn't downgrade a B4 to B3 and then keep 2 B6's. Believe me, I'd love to have B6 Reflexes but I didn't want B3 Power or Forte just to gain B6 Speed.

On a related note, I'm thinking about changing his Patient character trait to something more related to his defining moment (violent loss of his mother). Perhaps Haunted, or Determined? I picture his hatred of orcs to be a primary motivator, but not to the point of obsession, and I think I should have a character trait that reflects that. Thoughts anyone?

luke
07-26-2004, 11:50 PM
oops.

you're right!

Anyway, character traits for Elves with murdered mothers: Bitter, Cynical, Morose, Vengeful, Spiteful, Reckless, Brash, Bloodthirsty, Calculating, or even Broken.

good luck!

-L

Ubby
07-27-2004, 12:26 AM
Anyway, character traits for Elves with murdered mothers:

Damn, I hate it when a cool idea at the time sounds suddenly cliche. I'll have to be careful about getting locked into a mold.

That being said, I think I'm going to adopt "Vengeful". Maybe its because i just watched the De Niro/Pacino film "Heat" for the millionth time. You could definitely say that McCauley (De Niro) had that trait... he could have gotten clean away with his money and his new love, but he risked it all for revenge against Waingro, and got killed for it. That's a choice Galanthas would make.

Kane
07-27-2004, 08:26 PM
I'd also like to see the exact breakdown of how you spent your skill points and your resource points. My calculation comes up several points short.

Ubby
07-27-2004, 11:47 PM
Skill Points:
4 General:
Bow-craft, 2pts to open at B3 (Ag + Per)
Lament of Mourning, 2pts to open at B2 (Will)

23 Lifepath (2 + 5 + 7 + 9):
Singing, 1pt to open at B2 (Will)
Call of the Wild, 2 pts to open at B3 (Ag + Per)
Alarm, 2 pts to open at B2 (Will)
Observation Training, 2 pts to open
Bow, 1 pt to open at B3 (Ag) 2 pts to raise to B5, 3 pts total
Knife, 1 pt to open at B3 (Ag) 2 pts to raise to B5, 3 pts total
Orienteering, 1 pt to open at B3 (Per)
Threne of the Chameleon, 2 pts to open at B2 (Will) 1 pt to raise to B3 3pts total.
Rhyme of the Pathfinder, 2 pts to open, 1 pt to raise to B3, 3 pts total.
Stealth, 1 pt to open at B2, 2 pts to raise to B4, 3 pts total.
TOTAL: 23 Skill Points

Resource Points: 31 ( 5+9+10+7)
Shoes: 1
Elven Clothes: 2
Hunting Bow: 5 (Run of the Mill)
Leather Armor: 3
Cloak (Elven Clothes, NOT Elven Cloak): 2
Dirks: 5 (Run of the Mill, not Elven Arms)
Coin: 1
Contact: Father, Minor (2), Family (-1), Loyal (x2) = 2
Affiliation, Military: 10.
TOTAL: 31 RP's

Affiliation gives 5 free RP's for contacts and 2 free RP's for Gear.
Affiliation Contacts:
Aethalan: Minor (2), Loyal (x2) = 4 Free RP's
Coradir: Insignificant (1) = 1 Free RP
Affiliation Gear: Traveling Gear 2 Free RP

The only problem I see may be his dirks. If forced to make it Elven Arms (15 RP) then I will be forced to ditch the Affiliation and related items, and significantly change his backstory. For a pair of knives. Since a run of the mill Bow for 5 points is an option, it doesn't seem like taking run of the mill arms should be disallowed, but I defer to your ruling.