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Pavilo

Humorist

PostPosted: Sun Apr 01, 2012 4:07 am


Yeah, that's right, we're on to the prep stage of this thing. I'm still accepting requests for content but I want to know what kind of characters I'm going to be dealing with. I do have a few guidelines for this so focus.

1. This shall be a fantasy setting; magicians, fighters, thieves, barbarians and all of that. There is a small availability of technology, but it's going to be magic fueled.

2. You're playing good guys. You can be kind of more centric in morality, but you're not going to be the ones taking over the world. Sorry Mert, you will not be playing a badguy, I'm going to be keeping this all in check.

3. Be willing to accept that some things may not come out as you desire. I don't think I really need to post this, but I'm doing it anyways. There will be dice rolls, and there will also be things that I straight up veto. This RP is plot and character heavy, you might know something out of character or think your character should know something, but some times they will not. I'll generally leave it up to a roll of the dice, but depending on your character's background and ability scores I might flat out say no. Also, I may reject some character designs. This is unlikely, but I'm putting the warning here.


You may be wondering why I need this extra thread, or maybe not, ******** if I know. The reason is that we're going to be using an actual game for the backbone of this. We shall be using Legend, a free game that uses the d20 system which only allows you to send in donations that then go to the Child's Play charity.

DOWNLOAD HERE


It's versatile, balanced, and relatively easy to understand. I'm cutting out a majority of the confusion through the way I'm running our game. This game will not include experience or level advancement. As such, treat yourself as 20th level when building your character. Don't stress about keeping track of all the math, I just need you to work on the most basic of aspects. I will be tracking all of the math, I want the rest of you to just get into character and have fun with the world I'll be presenting.



Forgive me for any confusion, but I am open to questions, even if you're completely new to using a system like this and require a total walkthrough for creating your character. I've been reading the system and while I am not 100% versed I can probably clear certain things up. On to the confusing stuff.



Character creation will be simple; choose a race, or 'Racial Track' which shall be explained later, from those listed; select your skills-trained, which is listed in your main track; choose what weapons you will use, found on page 168; then select your feats, feats after weapons because some are weapon specific. After that, we'll be selecting the ability scores, which shall be described later. Don't forget to make the character a character, describe his intentions, his personality, appearance if you can, all that jazz.

If you are part-way through creation and discover something else that looks good, you're very much allowed to go back through and rewrite. However, if you come to the game and want to do something else I will require you to make a new character, but you may do this as many times as you wish. Unless you're doing it all the time, in which case I'm going to veto you and either you stop doing that or stop playing. Please try to make the characters have unique personalities and identities, it's okay if you don't, but I would be highly appreciative.



Race selection is easy, just pick one and get going. If you're using a racial track, or just curious, please view page 77. To make it simple, a racial track will effectively be your character race and base class, it shall determine what maths go into you. In other words, it does stuff you don't have to worry about beyond what bonus feats you get to pick.

'Track' selection may be done from all available. You can either go full in with 3 tracks from a single class, or 2 tracks from one class and one third without a problem, but there is a way to have 3 tracks from 3 different sources. The use of the 'Guild Initiation' feat may be required if you were to use one of the following:

Racial Track (1)/ Racial Track (2)/ Class Track
Racial Track (1)/ Racial Track (2)/ Extra Track
Racial Track/ Class (1) track/ Class (2) Track
Racial Track/ Class track/ Extra Track
Class (1) track/ Class (2) Track/ Class (3) Track
Class (1) track/ Class (2) Track/ Extra Track
Class track/ Extra Track (1)/ Extra Track (2)

These are examples, and it most definitely is confusing without looking at the system. Thankfully the chapters make it perfectly clear what each of these are in relation to each other, so just read through and you should be fine. I will only allow up to 2 racial tracks, as you would require to use the Guild Initiation feat twice to have 3. If you choose a racial track, it DOES dictate your ability scores and such, you lose the other race selections. Your 'Utter Brute' may actually just be a burly dwarf, but he does not gain the dwarf specific racial bonuses.



Skills are a little awkward if you don't get what they're styled after, but allow me to create a simpler list and descriptions.

Acrobatics: Performing acts of dexterous mobility.
Athletics: Performing feats of strength.
Larceny: Performing the tasks of a rogue.
Stealth: Performing actions quietly or secretly.
Ride: Riding s**t.

Knowledge (Arcana): Identifying, or using, magic.
Knowledge (Engineering): Creating, Identifying, Fixing, or weakening structions and constructs.
Knowledge (Geography): Knowing elementals, finding routes, or locating dungeons.
Knowledge (History): Knowing the past and legendary creatures. Also, knowing local lore.
Knowledge (Medicine): Figuring out what's up with humanoid bodies, dead or alive. Healing people.
Knowledge (Nature): Identifying s**t you find in the woods, tracking stuff.

Bluff: Lying and being good at it.
Diplomacy: Being persuasive.
Intimidate: Scaring things.
Perception: Identifying motives in people, and spotting anomalies in your immediate area.

That's it, a nice variety of skills but they can all be very useful if properly utilized.



Weapons are easy, as before they're on page 168. The damage listed there isn't too important, at the levels you will be at the most of your damage comes from your classes; just use this as a guide to stylize your character. Feats, you may choose up to 8 feats. 1 from your race, or racial track, and 7 free from restriction. You just have to follow the requirements listed in the feats, and you do have to have the entirety of a feat chain if you want the final one. It's just that simple.



Ability scores are a little different. You need to identify what your important abilities are under your class track heading, or racial track heading. Distribute the base array of; 16, 14, 14, 12, 10, 10 among; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. After that, you are to add +8 to two skills, and +6 to two more. If you would rather avoid this, tell me a general sense of what you want your character to be able to do and I shall arrange these for you.



If this all goes smoothly as it should, you could probably come up with a working character within one evening. These rules are mainly here to add a bit of risk to this game, it isn't strictly up to the narrator, and it forces you to work with restrictions. All I will need from you is something like the following two, and there's blank as the third. Warning, too tired to think of genuine names.

Quote:
Race: Human

TRACKS
Rogue (Esoterica Radica)/ Rogue (Acrobat Adept)/ Vigilante

Track Choices
Esoterica Radica: 1st (Acrobatics, Athletics)
Acrobat Adepr: N/A
Vigilante: N/A

KOM: Strength
KDM: Constitution

BASE STATS (with racial stats included)
Strength: 18
Dexterity: 14
Constitution: 14
Intelligence: 12
Wisdom: 10
Charisma: 10

+8: Strength, Constitution
+6: Charisma, Wisdom

Skills: Acrobatics, Athletics, Larceny, Stealth, Ride, Diplomacy, Perception

Weapon: Unarmed

Feats: Breakneck Pace, Damage Specialization, Danger Sense, Deft Strike, Fancy Footwork, To Iron Married, By Steel Beholden, In Mithril Reborn

Character Description: Using her great physical talents, Jane "The Deer" Doe has taken to fighting evil. Common criminals, evil royals, any who stand in the way of justice learn to fear The Deer! When not performing her duties as The Deer, Jane wears very common clothing to keep from standing out in a crowd. When forced to enter combat, she enters some out of sight area, calls forth her deer themed armor and returns to the battle in dazzling fashion.


Quote:
Race: Sentient Construct

TRACKS
Sentient Construct/ Utter Brute/ Paladin (Heroica: Seven Circles of Endings)

Track Choices
Sentient Construct: N/A
Utter Brute: 1st (Defender), 4th (Soldier), 5th (Flexibility, Flesh), 6th (Slowed, Fear)
Paladin: 2nd (Might)

KOM: Intelligence
KDM: Dexterity

BASE STATS (with racial stats included)
Strength: 14
Dexterity: 14
Constitution: 12
Intelligence: 18
Wisdom: 10
Charisma: 10

+8: Intelligence, Dexterity
+6: Constitution, Strength

Skills: Athletics, Knowledge (Engineering), Knowledge (History), Knowledge (Medicine), Perception

Weapon: Unarmed

Feats: By Will Sustained, Guild Initiation (Utter Brute), Weaponized, To Iron Married, By Steel Beholden, In Mithril Reborn, Meteor Crush, Batter Down

Character Description: Created long ago, PunchBot has become an ally to Jane. He has several fields of knowledge, a finely polished silver exterior, and extendable arms. Despite being a machine, PunchBot is swift in combat.


Template
Quote:
Race:

TRACKS
Track 1/ Track 2/ Track 3

Track Choices
Track 1:
Track 2:
Track 3:

KOM:
KDM:

BASE STATS (with racial stats included)
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

+8: 1, 2
+6: 1, 2

Skills:

Weapon:

Feats: 1, 2, 3, 4, 5, 6, 7, 8

Character Description:
PostPosted: Sun Apr 01, 2012 4:12 am


Out of the villain mold emotion_awesome

Badbomb

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PostPosted: Sun Apr 01, 2012 5:45 am


eek sweatdrop
PostPosted: Sun Apr 01, 2012 7:05 am


Wait, do I have to keep track of the math, because I really don't want to?

Bannelore
Crew

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Rya Dracosin


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PostPosted: Sun Apr 01, 2012 7:06 am


Thanks. Means I can't play. I can't download s**t cuz im on my phone. Oh well... confused
PostPosted: Sun Apr 01, 2012 8:44 am


I actually have a serious question - will we be using the Legend system exactly as-is? That has some bearing on whether or not I take a specific feat which suits my character excellently for roleplaying, but is a blank slot if we don't.

Small Concessions
Prerequisites: None
Benefit: Once per social encounter, you may grant all involved parties a single token each.

Bannelore
Crew

Greedy Gekko


Pavilo

Humorist

PostPosted: Sun Apr 01, 2012 3:34 pm


Exxodeuce
I actually have a serious question - will we be using the Legend system exactly as-is? That has some bearing on whether or not I take a specific feat which suits my character excellently for roleplaying, but is a blank slot if we don't.

Small Concessions
Prerequisites: None
Benefit: Once per social encounter, you may grant all involved parties a single token each.
No we shall not, I will be demonstrating what combat is. Social scenes shall strictly be roleplaying, but if you are trained in the social skills I will grant you greater success in what you do. I may occasionally request a roll for a certain skill, I will demonstrate this as well.

Rya Dracosin

Not true, I can walk you through and tell you what the options are quite easily.
PostPosted: Sun Apr 01, 2012 3:47 pm


Pavilo
Exxodeuce
I actually have a serious question - will we be using the Legend system exactly as-is? That has some bearing on whether or not I take a specific feat which suits my character excellently for roleplaying, but is a blank slot if we don't.

Small Concessions
Prerequisites: None
Benefit: Once per social encounter, you may grant all involved parties a single token each.
No we shall not, I will be demonstrating what combat is. Social scenes shall strictly be roleplaying, but if you are trained in the social skills I will grant you greater success in what you do. I may occasionally request a roll for a certain skill, I will demonstrate this as well.
Fair enough. I've amended by character sheet (which I've sent you, and will post here if need be) to have the alternate feat, as labeled thusly.

Bannelore
Crew

Greedy Gekko

Pavilo rolled 1 20-sided dice: 15 Total: 15 (1-20)

Pavilo

Humorist

PostPosted: Sun Apr 01, 2012 3:59 pm


Combat shall be done for maximum style, and ease of deciding who you hit.

Let me create 3 character ideas.

Character A) Melee attacker, be this a Barbarian or Swashbuckler.
Character B) Ranged attacker, Ranger or a Ninja throwing darts.
Character C) Magic attacker, slinging spells of any sort.

Each character type is specifically strong against their own type. When rolling a d20, you only need to get at least 10, but when attacking the other types you have to get over 15. Melee folk have a hard time catching up to archers, and the magicians tend to have magic shields. Ranged people have a hard time properly using their tools when someone is knocking them around, and magicians can cast illusions to make aiming difficult. Magicians have a hard time knocking a melee fighter's endurance down, spells are very noticeable to the agile ranger.

You can have multiple means of attacking, but I do require that you tailor your tracks to demonstrate this. Further, I will be granting bonuses depending on how much focus you put into a line of work. I will detail these to you, and will have certain notes for myself. As I said before, I will be handling all of the math. You just have to roll 1d20 in your posts like this. To demonstrate, say that Jane the Deer and PunchBot are in a fight right now. They are both melee fighters, meaning Jane only has to roll 10 or higher.


Jane sees that her friend is actually an obnoxious robotic douchebag, so she decides to teach him a lesson that humans are just as important as he is. Calling him out, "PunchBot, this day your dickery ends. Take this, my drill kick!" With that she takes a running start and leaps toward him, prepared to land a heavy strike with her booted foot.
Pavilo rolled 1 20-sided dice: 8 Total: 8 (1-20)
PostPosted: Sun Apr 01, 2012 4:08 pm


As you see above, Jane rolled a 15 to hit something she's strong against. That means she deals double damage, as it would be a heavy strike. Normal hit is 10-14, heavy hit is 15-19, and critical hit is a natural 20. This is regardless of the feats that change critical hit range, I'm only going to take those into account when dealing with goons for the badguys, and you will be getting damage bonuses to those folk.

Now, PunchBot would have to respond in a matter accepting the hit.


The suddenness of Jane's turn caught him off guard, the kick landed squarely on his chest and knocked him back. Seeing that his friend is anger, PunchBot decides to try and speak things through. While not his strong point, he still has to try.

"Jane! What has caused this? Have I done something to offend? If so, I apologize." His speech was orderly as always.



At this point, he's attempting Diplomacy. This is something he is untrained in, meaning he needs to roll to attempt it. He will have to get over a 10 because they're friends, but were strangers he would need 15. If they were enemies, he would have to roll a 20.

Pavilo

Humorist


Pavilo

Humorist

PostPosted: Sun Apr 01, 2012 4:15 pm


PunchBot rolled an 8, his attempt at diplomacy failed.

Jane simply takes his speech at fuel to her perception that he is arrogant. Always speaking in concise fashion, can't he loosen up? Are humans too lowly for him to show a real face to? BAH! DAMN HIM!


Some bullshit like that, the battle would continue. Social skills are generally up to roleplaying alone, but in highly stressful situations like combat I will call for it. If that happens I'll interject and make it known.

For things like athletics or a knowledge skill, I will announce if a skill check is required and whether trained or untrained. If it's an untrained thing, those who are trained get an automatic success, while those who are untrained have to roll over a 10. If it's trained, you will roll and I will react.
PostPosted: Sun Apr 01, 2012 4:23 pm


Exxodeuce
Fair enough. I've amended by character sheet (which I've sent you, and will post here if need be) to have the alternate feat, as labeled thusly.
Take a look over my examples now, it might alter what you would like to do. Your current character idea works out well, but if you do want to change that's okay.

@Thread in general
As should be obvious by now, we're running very rules light here. While the size of the book is intimidating, it's mostly done so I can properly reward you for taking the time to put a character together. You don't have to worry about trying to maximize your powers, if you put effort into who your character is and tailor what your character does based off that you're going to come out with something just as competent as the person who spends their time focusing on what the character does then fills in the blanks after.

I know it's going to make starting up a little slower, but I think that it might work out nicely. If it doesn't, I'm willing to admit the mistake and get a fully freeform game running, I just want to try this out and see if maybe we have a working concept here.

Pavilo

Humorist

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