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Author Topic: Simulationist experiment - FC  (Read 4604 times)
ludomastro
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« Reply #45 on: August 16, 2012, 12:55:11 AM »

Yes, Riverton will be the primary base of operations.  If the game lasts long enough (it is PbP after all), there will be times when you are away from the holding for an extended time, but not at first.

Yes, standard starting ratings for silver and whatnot.  Yes, you may purchase holdings and contacts as prizes but not magical items.  Alternatively, you may purchase Renown if you so desire.

Standard adventuring gear
Whether your patron provided it or your put it together yourself, everyone gets (for free):
  • a backpack
  • a lantern with 2 units of oil
  • a traveling cloak
  • a blanket
  • 50' of rough hemp rope
  • one unit of rations
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MikeS
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« Reply #46 on: August 16, 2012, 11:40:56 PM »

Is the exploration of (previously) demon infested ruins the core theme?

How do you feel about a demonic heritage character? Can we reskin one of the other Heritages for the demonic one? I don't really like the horns; I'll take any other demonic mark of your choosing.

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ludomastro
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« Reply #47 on: August 17, 2012, 12:19:48 AM »

Is the exploration of (previously) demon infested ruins the core theme?

How do you feel about a demonic heritage character? Can we reskin one of the other Heritages for the demonic one? I don't really like the horns; I'll take any other demonic mark of your choosing.

The ruins that are "out there" weren't / aren't necessarily demon infested.  Imagine if the world population dropped to 10% of it's present value and then lost communication with "nearby" cities for 200 to 400 years.  That's basically where this world is right now.

I'm giddy fine with anticipation about you playing a demonic heritage character.  It will provide plenty of plot hooks opportunities for role playing.
 Smiley Cheesy Grin Evil

Alternate markings?  Hmm, let me think.  Feel free to suggest something as well.
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spinningdice
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« Reply #48 on: August 17, 2012, 01:27:57 PM »

Okay, I've got a draft character,
Sidari, Sage (savvy merchant)
Adopted daughter of an Innkeeper in Riverton, with a fascination for adventurer and some of the adventurous types that stayed at her father's tavern. While her father's tried to teach her the skills she needs to take over the Inn, she's always been fascinated by adventure and picked up whatever she can from  passing travellers staying at the Inn and trial and error.
Fairly generalist, though more specialised in Sneaky and Talky skills.

Still working on what feats to have, currently looking at combative feats for delving with.

Was contemplating having it setup so her father's getting old and has started passing on responsibility for some aspects of the Inn to Sidari, allowing me to build up to having the full Inn as a holding, but not have the hefty rep outlay - that's of course GM dependant. If you'd rather not work it that way then I'll just leave off the holding for now and 'inherit' it later (if we carry on that long)

Alternatively I've been poking around idea's for an Effet Scout
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ludomastro
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« Reply #49 on: August 17, 2012, 05:26:34 PM »

@ spinningdice
I like the concept.

@ MikeS
How about trading the Gore attack (horns) for a Claw (claws) attack?  You look normal until your hands come into view?
« Last Edit: August 17, 2012, 05:31:15 PM by ludomastro » Logged

MikeS
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« Reply #50 on: August 17, 2012, 08:45:09 PM »

Claws would work. Would they be retractable?

Other features I thought of where eyes (black vertical slit on yellow) or forked tongue, but in that case I'd either have to change the feat, or re-skin a different one.

Either way, I planned to wear a travel cloak and keep my face hidden most of the time.

I'll try to put the character together over the net few days.
« Last Edit: August 17, 2012, 11:01:39 PM by MikeS » Logged
Doublebond
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« Reply #51 on: August 17, 2012, 10:11:56 PM »

I've pretty much worked out the mechanics for a Pech Criminal Burglar—naturally, he's built right now as a sneak / prestidigitation specialist, but he should be able to handle himself well enough in combat—and now I'm ironing out the particulars of his fluff.

I opted to take Dark-Earth Folk, so a lot of his character is going to be shaped by how you interpret that feat in relation to the setting. I like the idea of him being something of a cultural outsider—that was part of the reason I found ghost-eye folk so appealing—but I'm still pondering just what his personality & appearance are going to look like beyond that.

Also, I was hoping to get a point of renown with his starting reputation. I suppose Heroic renown is the only sort that makes sense for a social outcast and criminal?
« Last Edit: August 17, 2012, 10:19:56 PM by theManUnknown » Logged
ludomastro
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« Reply #52 on: August 18, 2012, 11:17:30 AM »

Claws would work. Would they be retractable?

Other features I thought of where eyes (black vertical slit on yellow) or forked tongue, but in that case I'd either have to change the feat, or re-skin a different one.

Either way, I planned to wear a travel cloak and keep my face hidden most of the time.

I'll try to put the character together over the net few days.

No, the claws would not be retractable.  That would defeat part of the drawback in this world.  Based on your alternate description, I'm wondering if you are looking for a mechanical benefit or a role playing one.  If you want your character to have the eyes or tongue WITHOUT a mechanical benefit, please be my guest.  It would free up a feat AND allow for some RP issues.  Let me know.
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ludomastro
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« Reply #53 on: August 18, 2012, 11:20:54 AM »

Okay, I've got a draft character,
Sidari, Sage (savvy merchant)
Adopted daughter of an Innkeeper in Riverton, with a fascination for adventurer and some of the adventurous types that stayed at her father's tavern. While her father's tried to teach her the skills she needs to take over the Inn, she's always been fascinated by adventure and picked up whatever she can from  passing travellers staying at the Inn and trial and error.
Fairly generalist, though more specialised in Sneaky and Talky skills.

Still working on what feats to have, currently looking at combative feats for delving with.

Was contemplating having it setup so her father's getting old and has started passing on responsibility for some aspects of the Inn to Sidari, allowing me to build up to having the full Inn as a holding, but not have the hefty rep outlay - that's of course GM dependant. If you'd rather not work it that way then I'll just leave off the holding for now and 'inherit' it later (if we carry on that long)

Alternatively I've been poking around idea's for an Effet Scout

The inheritable inn seems like a great RP idea but not a benefit I'd be comfortable handing out.  Let's have her working up to owning the inn later.  However, I'm not opposed to her starting with an appropriately sized holding of her own.  Particularly if it were NOT the inn, given her adventurous lifestyle.  Perhaps a disused bell tower in a church/temple?  A place for her to hole up and dream about the future?
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ludomastro
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« Reply #54 on: August 18, 2012, 11:38:06 AM »

I've pretty much worked out the mechanics for a Pech Criminal Burglar—naturally, he's built right now as a sneak / prestidigitation specialist, but he should be able to handle himself well enough in combat—and now I'm ironing out the particulars of his fluff.

I opted to take Dark-Earth Folk, so a lot of his character is going to be shaped by how you interpret that feat in relation to the setting. I like the idea of him being something of a cultural outsider—that was part of the reason I found ghost-eye folk so appealing—but I'm still pondering just what his personality & appearance are going to look like beyond that.

Also, I was hoping to get a point of renown with his starting reputation. I suppose Heroic renown is the only sort that makes sense for a social outcast and criminal?

Dark-Earth Folk
A setting perspective
The pech of the Razor's Spine are a hard scrabble people.  They farm the hills and vales of the mountains.  While modern experts claim that no one can grow food in darkened caverns the few non-pech that have visited the caverns claim that there are giant mushrooms (or something that looks like mushrooms) that the dark-earth folk grow there.  The most unnerving thing about these folk is the ability to both blend in with their surroundings and see in what most people would consider darkness.  It has lead to a few rumors that they are assassins or thieves or both.  But most people know they are honest, hard working, but odd farm folk.
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MikeS
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« Reply #55 on: August 18, 2012, 05:35:12 PM »

Claws would work. Would they be retractable?

Other features I thought of where eyes (black vertical slit on yellow) or forked tongue, but in that case I'd either have to change the feat, or re-skin a different one.

Either way, I planned to wear a travel cloak and keep my face hidden most of the time.

I'll try to put the character together over the net few days.

No, the claws would not be retractable.  That would defeat part of the drawback in this world.  Based on your alternate description, I'm wondering if you are looking for a mechanical benefit or a role playing one.  If you want your character to have the eyes or tongue WITHOUT a mechanical benefit, please be my guest.  It would free up a feat AND allow for some RP issues.  Let me know.

It is mainly the RP aspect I'm interested in. I think the Devilish Heritage feat is a cool idea to tie in the RP aspect, though, since it gives some mechanical addition to that (and it also gives a path to what the character might become, depending on where the game takes him: the Legacy feat). I just don't like the idea of horns on my head; they don't fit the picture I have of the character. Claws would be fine. Elbow spikes might work. Fangs would, too. Any of those could be skinned onto the Gore II mechanic, I suppose.
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ludomastro
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« Reply #56 on: August 19, 2012, 06:14:56 PM »

Point of order: it's Gore I in the 2nd printing.'

Otherwise, I'm good with an alternate skin on the gore.  Perhaps spikes coming from the joints?
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MikeS
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« Reply #57 on: August 19, 2012, 10:44:54 PM »

Didn't notice that before. Yeah, spike coming from the joints sound good. Seed the Edgemaster picture for what I have in mind.

OK, so here's a start:

Orc Warden Scout 1/Soldier 2

Feats:
Pathfinder Basics, Settled (from specialty)
Devilish Heritage
Night Fighting
Flail Basics

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spinningdice
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« Reply #58 on: August 22, 2012, 04:41:33 PM »

Okay, I've got a draft character,
Sidari, Sage (savvy merchant)
Adopted daughter of an Innkeeper in Riverton, with a fascination for adventurer and some of the adventurous types that stayed at her father's tavern. While her father's tried to teach her the skills she needs to take over the Inn, she's always been fascinated by adventure and picked up whatever she can from  passing travellers staying at the Inn and trial and error.
Fairly generalist, though more specialised in Sneaky and Talky skills.

Still working on what feats to have, currently looking at combative feats for delving with.

Was contemplating having it setup so her father's getting old and has started passing on responsibility for some aspects of the Inn to Sidari, allowing me to build up to having the full Inn as a holding, but not have the hefty rep outlay - that's of course GM dependant. If you'd rather not work it that way then I'll just leave off the holding for now and 'inherit' it later (if we carry on that long)

Alternatively I've been poking around idea's for an Effet Scout

The inheritable inn seems like a great RP idea but not a benefit I'd be comfortable handing out.  Let's have her working up to owning the inn later.  However, I'm not opposed to her starting with an appropriately sized holding of her own.  Particularly if it were NOT the inn, given her adventurous lifestyle.  Perhaps a disused bell tower in a church/temple?  A place for her to hole up and dream about the future?

Wasn't inferring that you should gift the Inn later, more that I could pay rep for it later when I had some free & had chance to test the waters with the game (no point dropping a pile of rep on a place that we're never at).

Is there some particular place/format you want us to post characters?
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ludomastro
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« Reply #59 on: August 22, 2012, 10:07:29 PM »

Ah, yeah.  Now I see.  (Feeling a bit dense right at the moment.)  Yes, I'm fine with the inn being a future holding.  That makes sense both from an RP and OOC perspective.

-----

As to where to post character sheets:
I don't have my own wiki so I'll put up an OOC thread for this game.  Post them there.

EDIT: Here's the link to the OOC thread.
« Last Edit: August 22, 2012, 10:13:08 PM by ludomastro » Logged

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