Welcome to the Circle - Character RPG Discussion/OOC

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Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Tue Feb 01, 2011 8:18 pm

Welcome to the city of Kalak. A place where the members of all societies gather at the end of the Long Trade Road. To the west, the Kalak'do Desert. To the east, the Blasted Wastes. And to the north, the vast and varied lands of Little-Earth. The time has come for the Circle to choose its next generation of warriors, mages and psychics to be the last bastion of defense against the creatures of the Infinite Worlds. For the first time in a generation, masters of many arts have gathered in the great city of Kalak to face the Circle Masters and earn their place as the newest guardians of Little-Earth. This time, however, something else has its eyes on the proceedings...


8 PLAYER MAXIMUM
Players so far:
RandomMerc (Kane Selion, Human Psychic)
Kelvara (Valaa Ta'eva, Ghostling Theomantic Mage [Cleric])
Donnigan (Gareth Relshin,Human Marshall)
Kide (Hukka, Goblin Ranger)
Silentobserver (Zedax Gnawtooth, Micekin Assassin)
Kelten (Aa'argrortartoeri'agrole, Half-Giant Barbarian)
Quarg (Aure Stark-Torr, Human Auditor)
LooksandSmiles (Bhael Salath Amn-ae Rhin, Handperson Shaman)

HOW THE GAME WORKS
You are a character in the city of Kalak, either for the choosing or for some other reason. Your character will have a background, goals, strengths and weaknesses, as well as a basic set of stats. Using these values, you will role-play as your character working through an epic adventure in the land of Little-Earth.

All actions performed by you will be explained. Bonuses will be given for creativity and strength of writing (meaning good spelling and grammar will be rewarded). So, for instance, if you are a fighter and you are facing an ogre in a cave, you might say: "I hit it with my sword". This is a perfectly acceptable answer, although not particularly creative. However, if you were to say "I slide between the massive creature's legs, causing it a moment of quizzical consternation before I slice it's hamstrings with my sword", I would give you a bonus for creativity.

This will read much like a fantasy story, with each player writing their character and with myself acting as the Dungeon Master, dictating the end result of all events. I have generated charts for successes and failures, and all dice rolling will be done by me. These charts will be shared eventually, but let's keep the mystery alive for now.

I will update once a day, at about 5:00 EST.

CHARACTERS
Your character must include the following:

Name: (Can be anything)
Race: (Races will be limited to the choices below)
Class: (The ones below give you an idea, but any good ideas can be run by me)
Stats:
-Strength
-Diplomacy
-Thoughtfulness
-Dexterity
-Will
Strengths/Weaknesses (A sample list is provided, but others can be run by me)
Background

For stats, you have 25 points to spread over the 5. Negatives are allowed, but note that thus can cause massive problems in the future. For instance, a character good have -3 in strength, but this means that they would likely be unable to perform any but the most ordinary tasks. No skill can have more than 10 points to start. These will improve with time.

STAT DESCRIPTIONS
Strength: Generally, the toughness of a person physically. This includes how much they can lift, how hard they can hit and how much of a beating they can take.
Diplomacy: How tactful a person is while speaking, or how well they interact with other people. Dictates many social interactions.
Thoughtfulness: How intelligent or wise a person is. Can relate to how much a person knows, or how they view situations. A person with high thoughtfulness is either extremely learned, or can rationalize things easily.
Dexterity: How quick someone is. Includes how agile a person is, as well as their actual dextrous ability.
Will: How mentally tough a person is. This includes their strength of mind against psychic attacks and torture.

RACES
Human: +0 to all stats
The most populous race of Little-Earth, they are also the oldest. Many of the other races are descended from their stock. They are world-weary, and have put their hands to many tasks in their long history. Good at almost anything they put their mind to.

Goblins: +1 Dex, -1 Diplomacy
A relatively common race of diminutive, colorful creatures. Generally feared, for in large groups they can be quite devious. However, they can also be honorable and courageous, even if the general populace doesn't believe it.

Micekin: +1 Dex, -1 Str
Descended from the experiments of an evil wizard, Micekin are giant, anthropomorphized mice. They are dextrous and cunning, but their forms have suffered from magical influence in their blood-line, weakening their physical form. They tend to be spies, scouts or sailors.

Dwarvenkind: +1 Str, +1 Will, -2 Diplomacy
Gruff folk who make their homes in the mountains of Little-Earth. They are excellent miners and fighters, but aren't particularly well-liked, both for their smell and their attitudes.

Ghostlings: +1 Thoughtfulness, +1 Diplomacy, -2 Will
These white-skinned cousins of humans are also called "demons" by the less educated inhabitants of Little-Earth. Learned and generally well-liked for the skills they bring to any community, they are mages for the most part. They look much like humans, but with only three fingers and toes on each hand and foot, and with small horns on their heads. They often paint their bodies with intricate designs. Unfortunately, their society communicates telepathically, which has led to an opening of the mind that is often an attack point for psychics.

Half-Giants: +2 Strength, -1 Thoughtfulness, -1 Dexterity
Large and in charge, these descendants of giants and barbarians are strong fighters, but not much else. They are often employed by towns as guardsmen, due to their abiding moral code and strict adherence to honor.

Handpeople: +1 Dex, +1 Strength, +1 Will, -3 Diplomacy
Bizarre, misunderstood nomads of the desert. They have well-trained bodies and minds to withstand the elements, but their odd customs and appearance have led to many frightful stories about them. They are monks, warriors and psychics. Their most obvious physical elements are their ears, which are pointed, their skin, which is tattooed, and their hair, which is often dyed in a plethora of colours.


CLASSES
Fighter: +1 Strength, +1 Dex (Base Skill: Strength)
-Auto-Strength: Weapon Knowledge

Monk: +2 Dex (Base Skill: Dexterity)
-Auto-Strength: Unarmed Combat

Mage: +2 Thoughtfulness (Base Skill: Thoughtfulness)
-Auto-Strength: Spellcasting

Psychic: +2 Will (Base Skill: Will)
-Auto-Strength: Mental Attack

Minstrel: +1 Diplomacy, +1 Dex (Base Skill: Diplomacy)
-Auto-Strength: Performance

Assassin: +2 Dex (Base Skill: Dex)
-Auto-Strength: Poison-Use

Medic: +1 Diplomacy, +1 Thoughtfulness (Base Skill: Diplomacy)
-Auto-Strength: Medicine

Barbarian: +2 Str (Base Skill: Strength)
-Auto-Strength: Battle-Craze

Ranger: +2 Dex (Base Skill: Dex)
-Auto-Strength: Lore (Nature)

STRENGTHS and WEAKNESSES
At the start of the game, each player can take 1 strength, on top of the auto-strength given by their class. By taking a weakness, you can take another strength. You can take a maximum of 2 weaknesses to start, for a total of 4 strengths (1 Auto-Strength + 3 strengths). All strengths and weaknesses give bonuses (or penalties) on the failure/success charts.

Strengths
-Weapon Knowledge: You are well-versed in the use of many weapons, and can pick up and use most weapons instantly.
-Unarmed Combat: You are trained in the martial arts of your people, and can deal lethal damage without the use of weapons.
-Spell-casting: You have knowledge of the arcane, and can cast spells (see "Magic")
-Mental Attack: You can lash out with various psychic powers (see "Psychic")
-Performance: You have the ability to charm people with your performances. This can include sweet-talking people to your position.
-Poison-use: You are versed in the use of and detection of various poisons.
-Medicine: You are trained in the art of healing, and can help the sick or injured.
-Battle-Craze: You are a wonder on the battlefield, and will keep going despite the worst wounds.
-Disguise: You can disguise yourself quite readily, allowing you to go about without being recognized.
-Balance: You are well-balanced, able to walk along thin support with little-to-no difficulty.
-Interrogate: You can gain information from various sources.
-Lie: You have a skill in bending the truth.
-Animal Husbandry: You are able to interact well with animals, for various functions.
-Stealth: You can hide and move silently better than most people.
-Steal: You are a master at thievery, either as a pick-pocket or burglar.
-Acrobatic: You are skilled at the art of controlling your body's movements.
-Lore: You are a master of the knowledge of some subject (must be pointed out). Lore allows you to gain information the rest of the party may not be privy to about certain events, people, etc. This can be extremely useful in some scenarios.

Weaknesses
-Jinx: You cause accidents wherever you go.
-Twitch: You have a twitch which can cause problems.
-Ugly: You are particularly unattractive.
-Stench: You smell bad.
-Stutter: You can't speak without stuttering.
-Illiterate: You cannot read or write.
-Accent: You have an accent which makes it hard for others to understand you.
-Headaches: You often get migraines or headaches which can cause distraction.
-Limp: You limp, which can be debilitating when speed or footing are needed.
-Scarring: You have some scar or injury which makes you stand out in a crowd.
-Short-sighted: You can't see long distances.
-Far-sighted: You can't see short distances.
-Hard-of-Hearing: You have some weakness in you ability to hear or understand others.
-Weak Attention Span: You cannot focus on a task for more than a short time.


MAGIC
If you have the ability to cast spells, you have access to magical abilities. Each day, you can cast a number of spells equal to your thoughtfulness. You can cast any spell multiple times. However, you must choose a school of magic which you have learned from. Feel free to invent spells within these schools as you write, so long as they are not over-powered. High powered spells require multiple spell-uses to cast. Some spells (like causing a light, making something glow, making something hover, etc) will be considered cantrips and have infinite uses, but these will be determined on a use-by-use basis. For instance, making a pebble hover to impress a crowd is a cantrip. Making a troll hover to prevent it from moving is a spell-use. The spells below are to give an idea of what you might cast, they are not a definitive list. The 5 schools are.

Pyromancy (Fire Magic)
Fireball: Basic Offensive Spell, creates a ball of fire which can be thrown at a target.
Firewall: Basic Defensive Spell, creates a small wall of fire that blocks incoming attacks.
Flaming Weapon: Basic Buff, makes one weapon of your choice burst into flames, allowing it to cause fire damage.
Heated Hilt: Basic Weakness, causes a weapon's hilt to heat up, making it difficult to carry
Dragon's Breath: Strong Offensive, requires 2 spell-uses, you breath a cone of flame which can hit multiple targets
Dome of Flames: Strong Defensive, requires 4 spell uses, defends the whole party against attack and causes damage to any target that touches it.
Flaming Armor: Strong Buff, requires 2 spell-uses, makes an ally's armor or clothing burst into flames, causing damage to any enemy that hits them and defending them from heat for a brief time.
Airfire: Strong Weakness, requires 5 casts, causes the air around an enemy to heat up to such a degree that they cannot see or breath for several moments.

Necromancy (Death Magic)
Death Blast: Basic Offensive Spell, creates a small blast of negative energy that harms a target.
Sickening Shield: Basic Defensive, Creates a small shield of energy that makes any target that hits it dizzy.
Cursed Weapon: Basic Buff, makes an ally's weapon glow with the power of death
Pestilence: Basic Weakness, makes a target sick for a few moments.
Ghostly Presence: Summon, Requires 2 casts, summons a ghostly presence that can perform various tasks, including weak attacks
Skeleton: Summon, requires 3 casts, summons a skeleton that will attack a specified target
Zombie: Summon, requires 4 casts, summons a zombie that will attack a specific target.
Grasping Hands: Summon, requires 5 casts, summons a swarm of hands from the ground, that will hold a target down for several minutes

Divination (Seers)
Future Sight: Basic Buff, allows a caster to help guide an ally's strike
Past Sense: Basic, allows a caster to understand the history of a given place, object or person, although not in large detail
Disconcerting Gaze: Basic Weakness, one target is frightened by the way you look at them
Luck: Basic Buff, grants an ally luck on any task they are about to perform
Visions: Strong Weakness, requires 4 casts, shares a caster's visions with a target, causing madness and fright
Time Blast: Strong Attack, requires 2 casts, ages a target a year instantly, causing great pain.
Accurate Prediction: Strong, requires 3 casts, allows the caster to see a future event regarding one target.
Terrifying Gaze: Strong Weakness, requires 5 casts, one target is terrified of your gaze for several minutes

Illusionism
Flash: Basic, causes a bright flash that effects any who are looking at it
Loud Noises: Basic, causes loud noises from a nearby location. The noises can sound like a general sound, but cannot be actual words.
Invisibility Burst: Basic Defensive, causes one ally to disappear for a moment, making their movements unnoticed.
Deceive Appearances: Basic, completely change one persons appearance for several minutes
True Invisibility: Strong, Requires 5, an ally disappears for a much longer time than Invisibility Burst
Memories: Strong Weakness, Requires 3, brings a targets memories to life, causing confusion
Frightful Appearances: Strong Weakness, requires 4, brings a targets fears to life, causing terror
Mirage: Strong, requires 2, causes a target to see something that isn't actually there. They can even interact with it physically, but only they can see it.

Druidism
Familiar: Basic Passive (requires one cast in the morning, will remain with you all day), summons a small animal companion that will help you with minor tasks. Must be no larger than a medium-sized dog.
Nature's Wrath: Basic Offensive, vines rise from the ground and strike at a target.
Nature's Grace: Basic Buff, grants an ally unnatural speed
Nature's Strength: Basic Buff, grants an ally thickened skin, like tree bark, for several moments
Nature's Rage: Strong Offensive, requires 2 casts, tree roots pummel a target
Nature's Glory: Strong Buff, requires 3, grants an ally the strength and speed of a lion
Downpour: Strong Weakness, requires 4, causes a target to lose sight of your allies and become wet (can cause unstable ground on certain substances)
Treeguard: Strong Summon, requires 5, summons a Treant to attack a specified target for several minutes.

Theomancy (Holy Magic)
Restoration: Basic Healing, Instantly heals small wounds on an ally or cures them of a negative effect
Divine Shield: Basic Defensive, creates a shield that prevents most attacks on one ally
Smite: Basic Offensive, summons divine power to attack one target
Holy Strength: Basic Buff, grants one ally divine strength
Close Wounds: Strong Healing, requires 2, instantly heals moderate and small wounds on an ally and removes all status effects
Holy Word: Strong Buff, Requires 3, Provides a god's guidance on a task, helping ensure success
Great Heal: Strong Healing, requires 4, heals all damage on an ally
Mass Heal: Strong Healing, requires 5, heals multiple allies


PSYCHIC
Some people in Little-Earth are powerful psychics. Their abilities work much like magic, but do not come from learning. They come from mental skill. A psychic can use a number of attacks equal to their will per day. Small abilities, called exploits, work much like cantrips and will be decided case by case. Once again, be creative. Below is simply an example of the abilities that might exist.

Read Moods: Basic, can allow a psychic to tell what a person is feeling, including whether they are lying.
Mental Spike: Basic Offensive, causes a target to feel a blistering mental pain
Telekinesis: Basic, allows a psychic to lift and move small objects with their mind
Mental Barrage: Basic Weakness, causes a target to become confused
Read Minds: Strong, requires 2, allows a psychic to tell what a person is thinking
Crush Mind: Strong Offensive, requires 3, causes a target to feel like their head is about to implode
Greater Telekinesis: Strong, requires 4, allows a psychic to move heavy objects with their mind
Turn Target: Strong, requires 5, controls a targets mind briefly, allowing a psychic to suggest thoughts or actions


COMBAT
Combat is pretty simple. You say what you want to do, I work out the rest. If you perform a task based around strength (for instance, smashing an orc over the head with a mace), a strength bonus will be applied. If you perform a task based around dexterity (like dashing around an enemy as you deftly draw a line of blood across their cheek), you get a dexterity bonus. And so it goes. All the stats have their use in combat, based on actions. If you want a highly dextrous fighter, put points in dexterity. Highly strong, strength. Highly wise, thoughtfulness.


EQUIPMENT
Pretty much anything (within reason) is okay. No magic items to start. Try to keep it to 1 armor/clothing, 1 weapon, 1 pack of basic supplies. There is room for swing here. If you are playing an armor heavy guard of Kalak, you can have a suit of armor, a weapon, and likely have other basic supplies at the barracks. If you are a medic for a merchant caravan, you likely have light clothing, healing supplies, a pack of basic equipment (a tent, flint and steel, etc.) and no weapon. Case by case basis.
Last edited by dungeonmasterchris on Thu Feb 03, 2011 2:07 pm, edited 16 times in total.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby RandomMerc on Tue Feb 01, 2011 8:42 pm

Name: (Can be anything): Kane Selion
Race: Human Male

Class: Psychic (always wanted to play as one, but never got the chance)

Stats:
-Strength 2
-Diplomacy 6
-Thoughtfulness 5
-Dexterity 3
-Will 11 (9 +2 Class Bonus)

Strengths/Weaknesses
Auto-Strength:Mental Attack Strength: Lore (The Infinite People) Lie, Resistance (Mental Torture)
Weakness: Scarring (Big one across the face), Lazy (More likely to try and achieve a problem by a way that requires the least amount of effort. Why he is focused on the problem and a Physic is anyone's guess).

Also a weakness but one that does not fit on the page: Scared (Fire)

Equipment
Usually seen wearing a tattered shirt and pants (Due to the fact that he does not want to live life rich, but hangs on to his background), a staff that doubles as a walking stick for when his feet get tired, and a small talisman from his brother, a little toy doll he had made for him, when Kane was six and he was four. The doll doesn't look like anything, but Kane holds on to it, and anyone trying to take it will have to pry it from his cold, non living hands. He also has a small pack with a couple weeks (to the poor, about four days for the middle class and two for the rich) rations. In his pocket (the right one, the left one is torn), Kane holds a dagger and a bottle of poision that he can access with a twitch of his fingers.
He has been beating himself about his brother's death for years: (read the background next)

Background
Kane was born in the poor section of the City of Kalak, where people fended for themselves and education and any thoughts of rising up were intolerable. For about twelve years, Kane fed up with this, mostly because he was lazy and too bored to get out of this life and make something for himself. However, at the age of thirteen he found he was a natural Psychic, and was forced by his parents to join a school for fledgling Psychics to try to make some money for them. Kane passed while doing the bare minimum to excel, and his family welcomed him with open arms five years later. He joined the army under the command of a mad general who managed to convince all the men to try harder, including the young and dumb Kane. On a secret mission to win the fight, Kane got himself capture, and was forced to harden himself as the enemy burned his face unimaginable horrors, plauged his dreams with nightmares, killed his little brother who joined the army to help his friend in front of him through supreme torture, and made him scared of fire, as that was used again and again in his torture.

Two years later, the Soldiers of Kalen rescued him, crying and screaming, through the prison camp, but when they found out he was still sane, they thanked their god and Kane was sent home to a grieving family with a lot of money. The family still grieved for the younger brother, but they managed to pull themselves out of their hole and get a job, buy a house and food for themselves and Kane.

Seven years later, Kane, now twenty-nine years old, still carries the scar across a dirty blonde, handsome face. He still is scared of fire, and the physical and mental torture he went through causes him to have nightmares and has weakened his physical strength. However, he has hardened his heart against that kind of torture, is trying hard to stop being lazy (that is what got my brother killed, he keeps saying), has learned all he can about the enemy and can lie much easier now, so that people do not know too much about him. However, he still remembers that day when his sixteen year old was tortured for fifty-four straight hours, asking while he wouldn't do anything, how could he just stand there, and watch his little brother, his little.... it brings tears to his eyes just to think about it. However, now he must harden his heart and go against the people who captured him, to avenge his brother once and for all.


(How is that?)
Last edited by RandomMerc on Wed Feb 02, 2011 8:13 pm, edited 4 times in total.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Kelvara on Tue Feb 01, 2011 8:44 pm

Name: Valaa Ta'eva (pronounced VAHL-ah TAY-ee-vuh)
Race: Ghostling
Class: Cleric (Mage)
Stats:
-Strength 4
-Diplomacy 8 (7+1)
-Thoughtfulness 13 (10+1+2)
-Dexterity 2
-Will 0 (2-2)
Strengths: Spellcasting (specialized in the school of holy magic known as Theomancy, which draws upon a connection to higher powers to aid others and smite enemies), Medicine, Lore (religion)
Weaknesses: Nearsighted (tends to squint a lot)

Appearance: Short (barely 5' tall), with stark white skin, red eyes, and waist length black hair usually tied back in a pony tail. Has two short horns protruding from her forehead at the hairline. Has substantial geometric tattooing, with solid black circles around her eyes that lead into diamonds on her cheeks. Has crescent moons tattooed on each hand, and branching lines running up her arms.
Equipment: Wears a white and purple sleeveless dress with a large crescent moon on the front. Has a medicine pouch, some general supplies, and carries a staff that's about a foot taller than her.

Background
Valaa was born in a small ghostling tribe in the Kalak'do Desert. The constant unbearable sun and heat gave her a great appreciation for the night time. She would often lie out under the stars, staring up into the night sky, wishing to be somewhere else. When Valaa was a young teenager; a monk, passing through the desert, stayed with her tribe a few days to seek shelter from a sandstorm. He was a worshiper of Luna, the goddess of the moon, and Valaa was fascinated by everything he said. She had never heard much of any religion, and though the monk soon left, Valaa never forgot him.

Two years after meeting the monk, Valaa left her tribe under the comforting cover of darkness, taking only a few days food and water. After a difficult trek through the harsh desert, she arrived in the great city of Kalak, walked into the temple of Luna, and collapsed from exhaustion. After being revived, she explained her wish to join them, and the kindly priests took her in. Valaa has been living there for the past six years, and has become a well respected member of the clergy, though a few still resent her strange appearance and alien mindset.


(For some reason I really pictured ghostlings as a tribal society. Intelligent and civilized, but not having any large scale government or anything like that. If this isn't what you wanted, I'll change it to something else. As can the name Luna, I just chose something generic.)
Last edited by Kelvara on Tue Feb 01, 2011 11:19 pm, edited 2 times in total.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Donnigan on Tue Feb 01, 2011 8:54 pm

Name: Gareth Relshin
Race: Human
Class: Marshall(+1 Diplomacy, +1 Will)
Stats:
-Strength: 4
-Diplomacy: 11(+1)
-Thoughtfulness: 3
-Dexterity: 2
-Will: 7(+1)
Strengths: Leadership(Auto): The character can easily lead people into combat and can exhort people into doing almost impossible acts through sheer willpower.((I dunno what the mechanics for this would be, up to you. I can also do something different if you want.))
Weapon Knowledge(Learned), Interrogate, Lore(Battles)

Weaknesses:Far Sighted and Limp
Background: Gareth is a middle aged general from an army of Little-Earth. He has always had the ability to inspire his men to nearly supernatural effort and this skill has served him well in his profession. He was seriously injured in a battle years earlier(which he still won), and has had a serious limp ever since. He is also very farsighted and is a little embarrassed about it, hiding a small pair of spectacles in a pocket for whenever he needs to read. He is usually seen wearing a military issue breastplate and uniform with his snarling-lion-headed cane, which he uses to facilitate walking. The can is also a sword that he had made, the equivalent of a rapier.

Well, here's my entry. I can make another if you don't like the Marshall class.

Edit: Whoops, forgot to do a class bonus.
Last edited by Donnigan on Tue Feb 01, 2011 9:32 pm, edited 2 times in total.
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HasBadTemper
Hit Points: 6/6(+5 goblin, +1 tough)
Attack: 6???(+1 Goblin, +1 Training, +4 Battleaxe, +??? Cold???) (9??? if Raging)
Defence: 8(+1 Goblin, +1 Tough, +3 Kite Shield, +3 Studded Leather)(7 if Raging)(9 or 8 if Wearing Iron Mask, unlikely)
Traits:
Goblin Rage 2: if 2hp or below 4+ attack. - 1def. Can multi strike, first strike.
Shield Bash 1: 25% chance to stun small creatures.

Inventory: Iron Mask
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Kide on Tue Feb 01, 2011 8:55 pm

I would like to join/reserve a spot too, have to think what kind of charachter I would wish to be.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Tue Feb 01, 2011 8:59 pm

You've all been accepted so far. Donnigan, I'm loving the Marshall. I even had some stats for a Leadership ability already in my head.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Kide on Tue Feb 01, 2011 9:46 pm

Hmmmh....

Name: Hukka
Race: Goblin
Class: Ranger
Stats:
-Strength 5
-Diplomacy 2 (-1 from race)
-Thoughtfulness 5
-Dexterity 9 (+2 from class / +1 from race)
-Will 6

Strengths: Lore (Nature), Animal Husbandry, Stealth, Balance

Weaknesses: Accent....
Hmmh, would Agoraphobia, be an okay disability/weakness? fearing open spaces/areas?

Hukka was raides by a few wild wolfes as a young little goblin for a few years, before a nearby goblin tribe of Twistwood found him. He was then named this way from an ancient language that means wolf.
He never learned to speak as well as the others, because the wolfs or other animals of course did not speak, so he did not have influence to others that speak at a critical age. He also never really learned to live with the village goblins, and always sneaked away from the village to the forest and to his better friends the animals, ecpesially the meat eating animals. He still learned to be part goblin as well, but when he grew up enogh he left the village for good, and mostly has lived and stayed in the forest hunting his own food and surviving pretty well for a lonely goblin. He has learned to be stealthy and agile while living in the woods.
One day while he was doing his normal proceeders hunting, he was captured by humans and was broght to the City of Kalak, on the way he first time had to leave the forest, and felt more scared than he ever has, as now he was completly in a strange envirment to him... He is now on some backstreet in Kalak, because he somehow managed to escape the soldiers with his stealth. Now he is able to better control himself, as the city is full of buildings and other things which are a little more tighter together like the trees in the forest. He still missed the familiar forest, but at least he did not feel as scared anymore... even if he was in completly weird place.

I can change things, but this is at least the charachter now, let me know if the Agoraphobia would be okay as a weakness, or not.

Of course if there would be somekind of posibility to be a ranger or alike, that might work better for him, than being an assassin.

Edited, to be a Ranger Edited little of the stats, added one more to dexterity and took one from diplomacy away.
Last edited by Kide on Wed Feb 02, 2011 9:34 am, edited 2 times in total.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Tue Feb 01, 2011 9:49 pm

That works for me. Agoraphobia is a excellent weakness. If you want, I can work up a ranger class.
EDIT: RandomMerc, very nice.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Tue Feb 01, 2011 9:55 pm

Ranger Class has been added.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Silentobserver on Tue Feb 01, 2011 10:48 pm

Saddened I was to see no kobold, or so help me it would have been Ak-ak-ak-ak-ak, son of Ak-ak-ak-ak going on a mighty adventure. Instead, I think I'll work with some Skaven ideas instead, heh.

Name: Zedax Gnawtooth
Race: Male Micekin
Class: Assassin
Stats:
Strength 3 (4 - 1 racial)
Diplomacy 2
Thoughtfulness 7
Dexterity 11 (8 + 2 class + 1 racial)
Will 6
Strengths: Poison-Use, Stealth, Acrobatic, Balance
Weaknesses: Illiterate, Accent (High-pitched, also has a tendancy to combine-mix words-sayings when he speaks, makes people have to slow down to understand-get him. Also, tends to end his sentences with a squeak. Gets on the nerves real quick.)
Additional Weakness: He's albino. Has a weaker immune system when dealing with diseases and gains 'Ugly' around other Micekin (See Background).

Equipment: A large, faded green cloak and a set of leather scraps that barely pass for clothing, even less so for armor. Along with this, he has a pair of dirtied gloves, meant to cover him up completely when traveling through busier areas and giving no hint to his race under normal circumstances. Under the cloak he carried a rusting dagger and...a sharpened stick. His pack came in the form of pouches tied to a raggedy belt, though they were often filled with refuse or whatever he thought might make a good snack for the day. The middle-most pouch held a bunch of wool and a bottle cap, the latter of which was a token to him, a past memory.

Background: Within the Micekin culture, albinos were seen as weak, pitiful, worthless. Every family dreaded the possibility that their young might be born an albino, as it meant disgrace upon the family. Often times the child is simply killed and buried before the community might discover it, the birth simply explained to be a stillborn and forgotten to all, no questions asked. These albinos are the fortunate ones.

Zedak was not one of the fortunate ones, as his birth was to be a highly publicized event amongst the pack, born of two of the strongest micekin known. Yet when his white-furred form was brought into the world, those pink-red eyes blinking in the light, only disgust greeted him and his family from the community. Needless to say, his parents were quick to bring stronger, pride-worthy children into existance, while Zedak was all but forgotten, a scrap-feeder at the bottom rung of society. However, in this manner his actions were often ignored and overlooked, none wanting to recognize his presence, and he began to truly hone his abilities of stealth, despite his white fur. He had studied certain plants and creatures who might provide poisons or other vital materials, for he had settled on making his way out to the city of Kalak, where he might not suffer the slings and arrows of his people. Perhaps, he would fancy along the way, he would become a famous guardian of Little-Earth!

(My thoughts were perhaps making him a scout rather than an assassin, if you'd accept that. Perhaps a boonus being +1 dex, +1 thoughtfulness, since a scout tends to be a bit more aware of their surroundings and how to think about it. Auto skill would probably be something like Stealth in that case?)
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Tue Feb 01, 2011 11:07 pm

I like him as an assassin. Really does call to mind the Skaven. But if you would prefer him as a scout, I think those stats work well.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Kelvara on Tue Feb 01, 2011 11:14 pm

Is my background ok? Not sure if you saw mine yet.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Tue Feb 01, 2011 11:18 pm

Good with me.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Silentobserver on Wed Feb 02, 2011 12:00 am

I'll keep 'em as an assassin then, if Hukka switches to ranger. And you can play around with the albino bit if you want. Maybe only certain groups of micekin see it as bad, rather than just being a racial-wide Ugly feature.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby kelten on Wed Feb 02, 2011 1:35 am

Il take a place if there is one left...

Name: Aa'argrortartoeri'agrole (but everyone has called him "carry that" lately)
Race: Half-Giant
Class: Barbarian
Stats:
-Strength 14 (10 +2 race +2 class)
-Diplomacy 2
-Thoughtfulness 1(2-1race)
-Dexterity 5 (6-1race)
-Will 5
Strengths
Weapon Knowledge, Lore: ancient battle grounds and war tactics (cartography is required for this)
Pace-Strength: Magic Resistance
Auto-Strength: Battle-Craze

Weaknesses
Ugly with a lot of Scarring

Equipment:
World map with every battle for 5000 years.
Some cloths and leather, covering vital parts (not really armor)
Shoulder bag with some food, pans rope, and standard camping equipment (no tent)
Fathers gratesword, used in one hand, like a longsword for a human.


Background:
Born among the giants I was considered small, but my mother still loved me, and gave me the most beautiful name she could imagine: Aa'argrortartoeri'agrole. Those first years where the best of my life. They gave me a lot of food, because I was small, so that I wold grow. And they let me sleep by the fire, because i was small, they wanted me to grow. But I didn't grow.

Next they gave me heavy and big things to carry, hopping that by carrying big things, i wold fell small, and start to glow. But despite feeling small I didn't grow.

And finally the time came for the giants to move. But I was to small to fallow this trip. Because a had not grown.

So my mother packet me a bag of food and clothes, and told me to go out in the world and find a way to grow large!
And so I set out.

But I was not alone for long.
Shortly after I set out a old worrier tracked me down. He was about half my size, but looked like the reflection that water reveals. So I liked him at first site. He seemed to like me to, but he had a strange accent and I didn't understand him at first.

Still he taut me how to use clubs swords and shields, and how to stand in formation. He also showed me how to use a map, and together we started exploring old battle sites. He had this huge map (now in my possession) where he marked out every larger battle the last 5000 years, and I studied it so often I now now it by hart. Those where good years.

But then something terrible happened. I and my father (yes, he did tell me eventually) and I where ambushed by a pack of soldiers who had turned to robbery.
We where in a loosing position, as they had the higher ground and where many more, so my father tried to talk us out of it.

It dident work, and he got a arrow in his chest for trying... I kind of lost it then, as the next thing i remember is waking up with 10 dead bandies around me ripped in parts. Do you think that is a lot? I did know the forest better then them, and without my father, nothing held me back... probably became easier when they surrender... And i had received quite a few nasty scares from the battle.

So I placed my father in a top of a tree (so that the birds wold carry him to heaven) and then set off to find a way to grow big.

Well things didn't really go as I had planed, And somehow i ended up in this group where no-one knows my name, and the just shout "Carry that" bag or loot or food, but whatever, I'm going adventuring, and maybe I will find something to help me grow, so I can see my mother again.
-story of Aa'argrortartoeri'agrole
Last edited by kelten on Mon Feb 07, 2011 12:03 pm, edited 6 times in total.
Stabsafoot
HP: 6/9 ATT:15 (1+13+1) DEF:29 (2+21+1) CHR: +14
Equipment:
Blooddrinker: +10 ATT +4 CHR, extra dmg to evil, drains life
See-all boots: +5 DEF +2 CHR a chance of noticing a trap before setting it off.
mightyoak shield, intricate greaves, +2 intricate chainmail, magic gloves, heavenly ring: allows smite evil
darkforged helmet, ring of health


In debt:
Dead, but in heaven in the game Hats


Hits to hard, training for cheff

Keltens betting station, gamble away with the goblin crowd!
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Kide on Wed Feb 02, 2011 2:12 am

Great, I will change to the ranger then.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Wed Feb 02, 2011 9:02 am

Sounds very good kelten.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby kelten on Wed Feb 02, 2011 9:08 am

dungeonmasterchris wrote:Sounds very good kelten.

the goal for the character is to become a giant :P
Stabsafoot
HP: 6/9 ATT:15 (1+13+1) DEF:29 (2+21+1) CHR: +14
Equipment:
Blooddrinker: +10 ATT +4 CHR, extra dmg to evil, drains life
See-all boots: +5 DEF +2 CHR a chance of noticing a trap before setting it off.
mightyoak shield, intricate greaves, +2 intricate chainmail, magic gloves, heavenly ring: allows smite evil
darkforged helmet, ring of health


In debt:
Dead, but in heaven in the game Hats


Hits to hard, training for cheff

Keltens betting station, gamble away with the goblin crowd!
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Wed Feb 02, 2011 10:51 am

Which is actually excellent, story-wise.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Hypothetical on Wed Feb 02, 2011 1:55 pm

Name: Thinks Long
Race: Goblin
Class: Mage
Stats:
-Strength 4
-Diplomacy 3
-Thoughtfulness 8
-Dexterity 5
-Will 5
Strengths/Weaknesses
Spell Casting
Interrogation
Stealth
Lore : Giants

Weaknesses
Headaches. As a Goblin Spellcasting does not come naturally to Thinks Long. The result is that every time he casts a spell he has a 50% (+5% per spell level) chance to develop a headache. Because of this he is reluctant to use his magic except when necessary.
Limp. At a young age Thinks Long was caught in an old bear trap while out hunting. He managed to escape, but the injury never healed properly, causing a slight lameness in his right leg.
Phobia : Spiders. Thinks Long's father was killed by the bite of an unknown spider, and he has been terrified of them ever since.

Background
Early on Thinks Long was identified as having the talent needed for the use of Arcane Magics. At the age of five he apprenticed to his tribe's Mage.
I don't recall breaking any laws... Thunt

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Um Va Rae,
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Wed Feb 02, 2011 2:06 pm

Hypothetical, could I have a bit more background on your character. Why he is in Kalak. What type of magic he is trained in. Something to provide a goal and personality for his character.


Also, I have started the main thread. Feel free to start making introductory posts.
http://forums.keenspot.com/viewtopic.php?f=136&t=112698
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby kelten on Wed Feb 02, 2011 2:41 pm

I wold like to jump into the game as a carrier for someone ells. Anyone interested?
Stabsafoot
HP: 6/9 ATT:15 (1+13+1) DEF:29 (2+21+1) CHR: +14
Equipment:
Blooddrinker: +10 ATT +4 CHR, extra dmg to evil, drains life
See-all boots: +5 DEF +2 CHR a chance of noticing a trap before setting it off.
mightyoak shield, intricate greaves, +2 intricate chainmail, magic gloves, heavenly ring: allows smite evil
darkforged helmet, ring of health


In debt:
Dead, but in heaven in the game Hats


Hits to hard, training for cheff

Keltens betting station, gamble away with the goblin crowd!
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby dungeonmasterchris on Wed Feb 02, 2011 2:52 pm

First off, guns are indeed becoming increasingly common. Flintlock muskets have been around for a while, but only now are light-weight, affordable models becoming a reality. The greatest invention of the year has been the pistolla, a hand-held gun. It is still unbelievably expensive and rare.

Secondly, if no one comes forward, kelten, I can generate an NPC. Maybe a merchant or something.
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby kelten on Wed Feb 02, 2011 3:12 pm

dungeonmasterchris wrote:First off, guns are indeed becoming increasingly common. Flintlock muskets have been around for a while, but only now are light-weight, affordable models becoming a reality. The greatest invention of the year has been the pistolla, a hand-held gun. It is still unbelievably expensive and rare.

Secondly, if no one comes forward, kelten, I can generate an NPC. Maybe a merchant or something.


that wold fit nicely, but i have hopes that someone wold like a career
Stabsafoot
HP: 6/9 ATT:15 (1+13+1) DEF:29 (2+21+1) CHR: +14
Equipment:
Blooddrinker: +10 ATT +4 CHR, extra dmg to evil, drains life
See-all boots: +5 DEF +2 CHR a chance of noticing a trap before setting it off.
mightyoak shield, intricate greaves, +2 intricate chainmail, magic gloves, heavenly ring: allows smite evil
darkforged helmet, ring of health


In debt:
Dead, but in heaven in the game Hats


Hits to hard, training for cheff

Keltens betting station, gamble away with the goblin crowd!
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Re: Welcome to the Circle - Character RPG Discussion/OOC

Postby Quarg on Wed Feb 02, 2011 3:14 pm

Well this seems like an intresting game...I'd like to reserve a space and see if I can come up with a character for it...
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Walks the Night -Scryer
HP: 5/5
Atk: 1 +1 Dagger?
Def: 1

Ubotandal-God of Darkness
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