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World of Darkness: Sonic the Hedgehog; Skype Required!
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Topic Started: Feb 15 2013, 11:15 PM (2,922 Views)
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Lord Talancir D'Landior
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Feb 15 2013, 11:15 PM
Post #1
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~ RP Knight ~
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Ours is the Wisdom of Solomon, The Magic of Merlin, The Fall of Icarus. From Countless Ages We Have Dreamed, From Endless Worlds We Have Beckoned, From Infinite Choices We Have Suffered. The World Chokes Under Stifling Confirmity, Hopes Crumble in the Fire of Mediocrity, Heroes Die in the Snare of Pride. Armageddon is at Hand. Reality is a Lie. The Truth is Magic. Open Your Eyes And Awaken.
They say that magic is dead. It’s a convenient fiction, magic - a quaint artifact of history that never existed. A fairy tale. Unicorns and dragons, magic swords and ancient tomes are all just children’s stories. Nobody believes it, and you are no exception. You’ve stumbled through your life with the belief that this is an orderly, rational world, that science can explain everything and that myths and fairy tales are for children. You’ve worn blinders put on you by a hundred years of engineered history. Everybody buys into it and if you don’t, you’re a crank, a psycho or a crystal-waver.
The problem is, that’s just the world people buy because it’s safe. It’s orderly and mundane and everything’s explainable. Everyone can get fast food and a boring job without worrying about crazy things like demons or magic spells. For the common man, the world includes televisions, automobiles and fast food. Magic spells, ancient pacts, spirit quests and shamanic visions belong only in the fiction of stories, book and movies. People tell their tales of magicians and wizards, envision the spells of lost cults and the wisdom held in dusty tomes, then go back to their normal lives. Magic is just a thrill and a fantasy. The world is an orderly place, where what you see is what you get.
The truth is, the world you believe in... the world that overrides all sense and tells you what to see, what to think, what to be, is just a sugar coated topping. There is another world beneath it: the real world. But the normal people out there don’t want a magical world. they want a safe world where they don’t have to face the perils of demons, dragons, imagination and dreams. Good thing some people just don’t fit the mold of “normal.” Those people can open their eyes to a world where they can make their own rules and choose for themselves what they want to believe in. They have Awakened to the magic that’s been hiding in plain sight.
Yeah, magic. The world is full of it. Everything from neo-pagan rituals to kung fu fightin’ to bleeding-edge weird science makes its mark on this world. Unlike the days of yore, though, it’s quiet, it’s subtle, and it’s carefully hidden from the eyes of normal people. This world is a World of Darkness, where the streets are a little dirtier, the corporations shadier and the light of the human spirit a dim, guttering flame. In the cracks between sanity and madness, things walk those darkened streets. The folktales and whispered legends are all true. When people line up to see movies about starships, monsters or giant conspiracies, they hardly realize that such things exist in their darkened world.
This World of Darkness is a backdrop for the greatest wars that ever raged out of human sight. The conflicts between Sonic the Hedgehog and the Eggman Empire is but the latest visible reminder that such wars exist. While mortals squabble over their mundane borders and material concerns, the mystic world exists right beside them, unseen to all but a gifted few. For those who know where to look, an entire realm of spirits, ghosts, demons, spells, ancient traditions and hidden wisdom awaits. It’s a world of Magic.
Now, let us tell each other a story. I’ll tell you of a world that is infinitely larger and more wondrous than can be perceived by the mundane and the ordinary. You’ll tell me of a character Awakening to that world, learning to survive and adapt in a world that’s become totally alien, yet utterly familiar. You’ll tell me of her trials and tribulations, of the lessons she must learn, the places she visits and the people she meets. I’ll weave from your words a tapestry of what she does, how she feels and what she says. We shall craft this story together, you and I, and together we shall see it come to completion.
Sound like fun?
Notice: Skype is Required for OOC chat and spontaneous infodumps!
- Table of Contents
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Alpha Chronicle, Character Profiles
Cohen's Story, Private RP |
 RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.
RP Aid: Combat: A Comprehensive Guide to Beating Arse
By the way, I'm on skype. Search for talancir.
Millstone of Time Resources
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Chompman
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Feb 15 2013, 11:31 PM
Post #2
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The Jaw-ggernaught of Justice.
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Hey Tal, sounds good. I might join in with this. Where do i sign up?
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The Dark Jaws of Justice. My bark is as equally deadly as my bite. I'm CHOMPMAN!
Everything you need to know about me....right in here!!! My Art Gallery, MoMK!! Visit it today!!! my own forum. Drop by and visit, will ya?Team Kunai (AKA My Close Friends!!) Zell (BANNED...RIP YA TROLL YOU!!!) FiniteZero/Batman (Always changing his set, that one!!) SegaLove (MIA-Please come back!!!) Pianta Swolverine T.M.T.I.X. (The Miracle That Is Xion) Josh The hedgehog Extra Speed Wanna be a part of TEAM KUNAI? Let me know!!!TEAM KUNAI RP's
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Lord Talancir D'Landior
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Feb 16 2013, 09:49 AM
Post #3
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~ RP Knight ~
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Welcome, Crono. this is the place, yep. now, I'll be continually posting more as we go. there's a lot of things to read, and there definitely won't be enough space per post.
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 RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.
RP Aid: Combat: A Comprehensive Guide to Beating Arse
By the way, I'm on skype. Search for talancir.
Millstone of Time Resources
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Chompman
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Feb 16 2013, 09:52 AM
Post #4
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The Jaw-ggernaught of Justice.
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Ah, ok. Well Tal, just to let you know, I'll be using Aaron Kunai for this. Let me know when the profile is up!!!
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The Dark Jaws of Justice. My bark is as equally deadly as my bite. I'm CHOMPMAN!
Everything you need to know about me....right in here!!! My Art Gallery, MoMK!! Visit it today!!! my own forum. Drop by and visit, will ya?Team Kunai (AKA My Close Friends!!) Zell (BANNED...RIP YA TROLL YOU!!!) FiniteZero/Batman (Always changing his set, that one!!) SegaLove (MIA-Please come back!!!) Pianta Swolverine T.M.T.I.X. (The Miracle That Is Xion) Josh The hedgehog Extra Speed Wanna be a part of TEAM KUNAI? Let me know!!!TEAM KUNAI RP's
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Lord Talancir D'Landior
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Feb 16 2013, 10:59 PM
Post #5
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~ RP Knight ~
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The Character Sheet
Here follows three ways to distribute your points based on the chronicle you want to participate in.-
- In the Alpha Chronicle, the characters are normal people on the cusp of Awakening and becoming mages.
- In Chronicles like Cohen's Story, the characters will be Apprentices, novice mages who have chosen a Tradition, learned a couple Spheres, and are more prolific as a result.
- The third option is a Disciple tier Mage, fully entrenched in their Tradition and their paradigms.
"New Guy" Pre-Awakening Statline Your primary attribute section gets 6 points, your secondary gets 4, and your tertiary gets 3. You can distribute your points any way you choose. No single attribute can have more than 4 levels when starting out. Level 5 indicate the peak of mortal proficiency.
Points rating: Level 1: Poor Level 2: Average Level 3: Good Level 4: Exceptional ATTENTION: POST UNDER CONSTRUCTION
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 RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.
RP Aid: Combat: A Comprehensive Guide to Beating Arse
By the way, I'm on skype. Search for talancir.
Millstone of Time Resources
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Chompman
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Feb 17 2013, 11:41 AM
Post #6
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The Jaw-ggernaught of Justice.
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Ok, lemme give this a whirl Tal.
Aaron Kunai: Character concept Name: Aaron Kunai
Gender: Male
Race: human
Essence:???
Nature: Visionary Demeanor: Crusader
Aaron Kunai: Attributes -Physical- -Base value of 1 point -Dexterity (+ 3) --Social-- --Base Value of 1 Point --Appearance(+3) ---Mental--- ---Base Value of 1 point ---Intelligence (+2) Aaron Kunai: Abilities -Talents- -Dodge: The best way to avoid pain is to get out of its way. (+3) -Athletics: Climbing cliffs, leaping chasms and hurling cabers.(+2) -Brawl: Your bare hands are weapons.(+3)
--Skills-- --Melee: Swords, daggers, axes, spears, clubs, (pieces of) furniture...(+3) --Research: You know how to find information.(+2) --Fast-Draw: You can make a weapon ready almost instantly.(+2)
---Knowledge--- ---Cryptography: You can compose and interpret codes and ciphers. (+2) ---Metaphysics: You understand the occult and the otherworldly.(+3) ---Academics: You've been to schools to further your education. (+4)
Aaron Kunai: Misc. Traits: -Allies: Your companion(s), from mortal friends to family. (+3) -Contacts: Information sources and rumormills. (+2) -Influence: Your status in the mortal world. (+2) -Resources: Your access to cash and property. (+1)
Aaron Kunai: Finishing touches Freebie Points-What i've done with them 15 Freebie points -2 points (Ability: Metaphysics, Level 3 to Level 4) 13 Freebie Points -2 points (Trait: Resources: Level 1 to Level 3) 11 Freebie Points -1 point (Willpower: Total now 3) 10 Freebie Points Remain unused
Merits -Common Sense (+1 Merit) --Luck (+3 Merit) ---Iron Will (+3 Merit)
Flaws -Overconfident (-1 Flaw) --Lifesaver(-3 Flaw) ---Enemy(-4 Flaw)
Ok. A couple more things to address. This is Koji, Aaron's Enemy. I think the information enclosed in his bio will give you some things to work with.
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The Dark Jaws of Justice. My bark is as equally deadly as my bite. I'm CHOMPMAN!
Everything you need to know about me....right in here!!! My Art Gallery, MoMK!! Visit it today!!! my own forum. Drop by and visit, will ya?Team Kunai (AKA My Close Friends!!) Zell (BANNED...RIP YA TROLL YOU!!!) FiniteZero/Batman (Always changing his set, that one!!) SegaLove (MIA-Please come back!!!) Pianta Swolverine T.M.T.I.X. (The Miracle That Is Xion) Josh The hedgehog Extra Speed Wanna be a part of TEAM KUNAI? Let me know!!!TEAM KUNAI RP's
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Lord Talancir D'Landior
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Feb 17 2013, 05:19 PM
Post #7
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~ RP Knight ~
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- Crono
- Feb 17 2013, 11:41 AM
Race: human or mobian characters allowed. Essence:??? Nature: Visionary Demeanor: Missing InformationAttributes MISSING POINTS ALLOCATIONAbilities MISSING POINTS ALLOCATIONMisc.Willpower: 2 Traits: ??? (Don't know what to do about this one..) [/spoiler] Aaron Kunai: Finishing touches Merits -Common Sense (+1 Merit) --Luck (+3 Merit) ---Iron Will (+3 Merit)
Flaws -Overconfident (-1 Flaw) --Lifesaver(-3 Flaw) ---Enemy(-4 Flaw)
Ok. A couple more things to address. This is Koji, Aaron's Enemy. I think the information enclosed in his bio will give you some things to work with.As with the concept and attributes, what do i have to do there, assign another archetype, and assign point values? let me know if there's any other thing(s) that i have to address. ok, let's walk it through:
Race: you didn't pick any.
Demeanor: Yes, you pick another one. Your nature and demeanor is how your character acts in private (Nature), and how your character acts in public (demeanor). it's as said in the archetype descriptions.
Attributes you didn't fill this section out at all. Pick which one he's best at, followed by what he's second best at, and finally, what he's third best at. there are a number of points to be assigned per section; a base point value of 1, followed by the points you assign to them.
Abilities You didn't finish this section. You need to assign points to each value, again according to his primary, secondary, and tertiary skill list is. Abilities start out as 0 unless you assign points to them. If skills remain at 0, they will not be on your character sheet. (and I take it your character never graduated from school? how did he learn what he knows?)
Willpower As said in the profile post, the base points is 3. does this mean you're adding two more?
Traits: So... you have no allies (or friends or family), no income, no contacts, and no influence?
You also didn't desrtibute your freebie points.
well, this won't be the final draft, surely. Once the World Setting is up, you will definitely have to re-evaluate who Aaron Kunai is right from the beginning. Keep in mind that within the confines of the story, many years will be covered.
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 RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.
RP Aid: Combat: A Comprehensive Guide to Beating Arse
By the way, I'm on skype. Search for talancir.
Millstone of Time Resources
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Fenroar
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Feb 17 2013, 05:29 PM
Post #8
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Perfectionist
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Mmm, this looks interesting. I'm in. Can you reserve the last spot for me?
I'll either edit this post or make a new post later with my full profile finished.
Section 1: Character Concept Name: Fenroar Hearts
Gender: Male
Age: 18
Race: Human
Essence: Questing - Gemini
Nature: Sneak
Demeanor: Bon Vivant
Section 2: Attributes Physical (Base Stat 1 + Priority): Secondary (Four Total Added Points) -Strength: 3 -Dexterity: 1 -Stamina: 3 - Tireless
Social (Base Stat 1 + Priority): Tertiary (Three Total Added Points) -Charisma: 2 -Manipulation: 2 -Appearance: 2
Mental (Base Stat 1 + Priority): Primary (6 Total Added Points) -Perception: 3 - Insightful -Intelligence: 3 - Creative -Wits: 3 - Ever-Ready
Section 3: Abilities Talents: Secondary - 7 Total Points -Alertness: 2 -Artist: 0 -Athletics: 2 -Awareness: 1 -Brawl: 0 -Diplomacy: 0 -Dodge: 1 -Dancing: 0 -Expression: 0 -Instruction: 0 -Interrogation: 0 -Intrigue: 0 + 1 Freebie Point -Invention: 0 -Logic: 0 -Mimicry: 0 -Scan: 0 + 1 Freebie Point -Seduction: 0 -Sense Deception: 0 -Subterfuge: 1
Skills: Primary - 11 Total Points -Acrobatics: 2 + 1 Freebie Point -Blind Fighting: 0 -Climbing: 2 -Demolitions: 0 -Disguise: 0 -Drive: 0 -Etiquette: 0 -Escapology: 1 -Fast-Draw: 0 -Fast-Talk: 0 -Firearms: 0 -First Aid: 0 -Gambling: 2 -Gunsmithing: 0 -Leadership: 0 -Martial Arts: 1 -Meditation: 2 -Melee: 1 -Research: 0 -Stealth: 0 -Survival: 0 -Tracking: 0
Knowledges: Teritary - 4 Total Points -Academics: 3 -Area Knowledge: 1 -Astrology: 0 -Computer Hacking: 0 -Cryptography: 0 -Culture: 0 -Enigmas: 0 + 1 Freebie Point -Herbalism: 0 -Investigation: 0 -Law: 0 -Linguistics: 0 -Medicine: 0 -Metaphysics: 0 + 1 Freebie Point -Psychology: 0
Section 4: Miscellaneous Willpower: 3 + 2 Freebie Point
Traits: -Allies: 1 -Contacts: 1 -Influence: 2 -Resources: 1
Section 5: Finishing Touches FREEBIE POINTS: 12 Overall Freebie Points - 2(Miscellaneous; Willpower) - 2 (Knowledges; Enigmas) - 2 (Knowledges; Metaphysics) - 2(Skills; Acrobatic) - 2(Talents; Scan) - (Talents; Intrigue) = 0
Merits
Awareness - Acute Hearing: Fenroar's hearing and awareness is really well, able to hear the slightest sounds. (-1)
Social Ties - Boon: Fenroar has helped people out many times, ranging from favors to even protecting somebody as a bodyguard. (-3)
Supernatural - Sphere Natural: Able to use / learn magic very quickly after Awakening. Fenroar chooses the Correspondence Sphere. (-5)
Flaws
Psychological - Curiosity: Behind Fenroar's lightheartedness and cheerful, sometimes short-tempered, personality is a lot of curiosity, which may or may not get him into trouble. (+2)
Supernatural - Haunted: Fenroar is actively haunted by twin set of spirits/ghosts who call themselves Novnero(Nahv-nere-row) and Fusumi(Foo-sue-me), who tend to beyond irritate Fenroar. Novnero is cocky male spirit who is also mischievous, rude, and immature, while Fusumi is extremely childish, often repeating what Novnero said and adding unnecessary giggles to the end of her own sentences. Both are quick to anger(especially Fusumi), and enjoy mocking Fenroar or anybody he meets, especially if the said people end up seeing them. Fenroar desperately tried to find way to rid himself of them at first, but is eventually forced to get used to them, putting up with their taunts. It's because of them he trained himself to become mentally stronger, so he can try his best to shut them out, but despite this, he tends to lose concentration at times. (+3)
Supernatural - Strangeness: Perhaps a curse laid by Novnero and Fusumi, Fenroar's magic has a habit of doing something completely unexpected, for some strange reason. (+1)
Section 6: Background Fenroar Hearts is an eighteen year old who is beginning his freshman year at Empire Metropolitan University, having moved into the city a long distance away from home. Fenroar has lived a peaceful life throughout most of his life, known for cheerful, polite, and gentleman-like personality, though he can get short-tempered, and he’s considered a bit of a klutz. Fenroar also has a dark side, as evident by his cheating and gambling. However, Fenroar is unaware that there’s an actual reason for his sometimes clumsy nature, and as he grew up, it only got worst and worst.
Fenroar lived with his family far away from Empire City, with his parents being two highly successful individuals. His dad is a famous pianist while his mother worked for the circus and was a clown, the latter tending to leave Fenroar randomly. Fenroar and his younger brother, Kazekiri, lived fairly comfortable lives, the two attending advanced schooling and Fenroar becoming the president of his class. Because of his status, he had lots of friends, though despite his "cool" and "nice" attitude, they were a bit taken back after discovering how amazingly klutzy he is, usually amusingly doing something to hurt himself.
However, behind his parents' identities were two oddballs. Fenroar's father was actually a professional gambler, while his mother would make her sons participate in circus acts or tricks, amusingly leading to traumatizing acts for Fenroar and Kazekiri, though it did make the two more fit and acrobatic. Because of Fenroar's curse of being a horrible klutz at times for no reason, some of the the circus acts usually ended in failure, but Fenroar would continually try his best to do them anyway, while also learning gambling from his father and also the piano. However, Fenroar later discovered that his father is really just teaching him how to cheat.
Fenroar later decides he needed a break from his crazy parents, and chose to go to Empire City to attend Empire Metropolitan University. As he grew up though, he begins experiencing strange visions and voices, disappearing just as quickly as they appeared. Once again, Fenroar was able to easily make friends there, but strangely, he started to be bored with the world around him, unsure if it's because he's finally away from his parents or for an entirely different reason. He decides to take up his father's gambling habit, cheating, while also playing the piano, but still finds himself rather bored, making him more curious about the world around him and wanting to try new things. However, as his fated Awakening grows closer and closer, he swears he can randomly see two odd people for a brief second before they disappear, no matter where he's at, while the voices in his head grew worst. This starts to make Fenroar more and more paranoid, before his life suddenly changes unexpectedly...
Edited by Fenroar, Mar 9 2013, 11:28 AM.
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Chompman
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Feb 17 2013, 07:13 PM
Post #9
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The Jaw-ggernaught of Justice.
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EDIT: Tal, look at my post again. I've modded it. It should fit with what you told me now.
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The Dark Jaws of Justice. My bark is as equally deadly as my bite. I'm CHOMPMAN!
Everything you need to know about me....right in here!!! My Art Gallery, MoMK!! Visit it today!!! my own forum. Drop by and visit, will ya?Team Kunai (AKA My Close Friends!!) Zell (BANNED...RIP YA TROLL YOU!!!) FiniteZero/Batman (Always changing his set, that one!!) SegaLove (MIA-Please come back!!!) Pianta Swolverine T.M.T.I.X. (The Miracle That Is Xion) Josh The hedgehog Extra Speed Wanna be a part of TEAM KUNAI? Let me know!!!TEAM KUNAI RP's
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Lord Talancir D'Landior
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Feb 17 2013, 09:10 PM
Post #10
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~ RP Knight ~
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- Crono
- Feb 17 2013, 11:41 AM
Ok, lemme give this a whirl Tal. Aaron Kunai: Character concept COMPLETEAaron Kunai: Attributes MISSING INFORMATIONAaron Kunai: Abilities MISSING POINTSAaron Kunai: Misc. POINT ALLOCATION IMBALANCEAaron Kunai: Finishing touches UNALLOCATED POINTSFreebie Points-What i've done with them 15 Freebie points -2 points (Ability: Metaphysics, Level 3 to Level 4) 13 Freebie Points -2 points (Trait: Resources: Level 1 to Level 3) 11 Freebie Points -1 point (Willpower: Total now 3) IMPROPER POINT DESTRIBUTION 10 Freebie Points Remain unused
Merits -Common Sense (+1 Merit) --Luck (+3 Merit) ---Iron Will (+3 Merit)
Flaws -Overconfident (-1 Flaw) --Lifesaver(-3 Flaw) ---Enemy(-4 Flaw)
[/spoiler] Ok. A couple more things to address. This is Koji, Aaron's Enemy. I think the information enclosed in his bio will give you some things to work with. first off, do yourself a favor and drop the spoiler tags. I added them to the template to make it easier to scroll through the text, but you're not doing yourself any favors if your placement of them is jumbled.
You didn't fill out the Attributes section correctly. Between the three attribute categories, you have to destribute points between the three attributes per category.
You're missing points in your Abilities section. reexamine and make sure you have the necessary amount of points allocated per priority, before you add freebie points.
For your traits, you have eight points destributed, but you mention two free points allocated. This should add up to a total of nine?
The willpower base count is three to start with, not two. you can't add one and have the same amount of willpower before you added a freebie point to it.
you have unallocated freebie points. Are you sure you want to leave just 10 floating around?
Also, it's not blatantly stated more than once, but:
- Quote:
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Merits And Flaws: You are required to choose no less than one Merit and two Flaws, and no more than three Merits and five Flaws -overall, not per category- which round out your character. If you wish to use your own Merits and Flaws, please consult with me to help determine how many freebie points you will gain (or lose) when using your own Merits and Flaws.
Note: Adding Flaws increase the amount of Freebie points you can use, but this is not encouragement to cripple your character with the highest costing Flaws you can purchase. Experience points at the end of each chapter will be awarded according to how well you can roleplay these shortcomings!
This means that Merits and Flaws count toward your freebie point count. Reevaluate the amount of freebie points you have to work with according to the merits and flaws you took. (this will take some math).
this means 15 initial plus 7 minus 8.
if you're really wondering how to fill this out, look at Fenroar's profile as he does his, as it looks like he's got the right idea.
EDIT: A minor oversight of mine... I'll be putting age onto the profile.
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 RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.
RP Aid: Combat: A Comprehensive Guide to Beating Arse
By the way, I'm on skype. Search for talancir.
Millstone of Time Resources
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Lord Talancir D'Landior
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Feb 19 2013, 08:06 PM
Post #11
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~ RP Knight ~
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The Prelude (Background Prompts)
A character with a history, background and concrete set of statistics is ready for play and well-detailed, but it takes a real effort to see how the character turns out. The smallest quirk could wind up taking on unusual prominence, or a character that seems like an enjoyable role might turn out to be more difficult than imagined. In order to work out the bugs, iron out the conflicts and get a real grip on the character, it's good to start with a prelude: a sort of "test run" in which you build up the character's beginnings as a mage.
A prelude works much like an actual game session, but it's streamlined. Instead of throwing a mage headlong into total conflict, the prelude offers a chance for the Storyteller and player to come to some conclusions about the character. The player gets to feel out the character's role and play style, while the Storyteller can see how the player and character mesh in order to develop some chronicle ideas based on the character's design.
Run a prelude as a quick session of play that covers some highlights or interesting features of the character's life. Unlike a regular game of Mage,the prelude needn't bother with dice rolls or statistics; the goal is to get a more finely honed feel for the character, not to struggle against conflict situations. Preludes can work best as a one-on-one session between Storyteller and player, or possibly with a few characters in the informative years. It's here that you'll play out some of the characterization that you decided on, and get a chance to tweak your character's design if something doesn't work out the way you'd planned.
For the Storyteller's part, the prelude is a great chance to see the character in action. Here, the Storyteller gets to see how the particular player takes on the role, approaches problems and develops the character. Throw in some curves, maybe a hint of the future, and it's even possible to plant a plot seed or two for later germination. The prelude will give the Storyteller ideas for later games in the regular chronicle.
The prelude works best if it covers some earlier part of the character's life, often from before or right at the Awakening. Doing so lets the player delve more into the formative experiences of the character, and it's a great opportunity for a novice player who needs to get a handle on roleplaying before diving into the complexities of magic systems and dice-rolling. Pick one or two key events in the character's history, and play through them over the course of an hour or so.
Don't bother with dice or points in a prelude session; just flow with the story and let the player's decisions guide the game. Avoid gritty mechanics and get into the meat of developing a role, making choices and establishing the character's history. That's even good advice for some regular games, too.
Character Questions It’s all well and good to admonish players to build more detailed characters, but it helps to have hooks on which to hang some ideas! Read the following questions and answer them for your character while you’re making her. A character isn’t really complete until these questions can be answered easily by the player. A player who says, “I don’t know,” in response to questions about a character’s life just doesn’t have a handle on that character yet. It’s often helpful, then, for players to write out short answers to these sorts of questions.
• How Was Your Life Different? Even before mages Awaken, they often lead strange lives or endure unusual happenings in their early years, especially if they have powerful destinies. Did your character have an unusually placid life or a very odd one? How was your upbringing, and did your family and friends remark on anything strange about you? Did you notice these events or just think that everyone had quirks in their lives?
• What Was Your Upbringing? Aside from the magely difficulties of growing up, how did your character's normal life develop? Look at your character's Abilities and see how they might have been learned. Were the character's parents present, or did she come from a broken home? Did she go to school or learn at home?What sorts of values and mores did she learn? Delve into where your character grew up and whether she was satisfied with her life and the consequences thereof.
• Who Are Your Friends and Family? Since your mage came from somewhere,chances are that she has friends and family. Who does your mage count as her friends? What was her family like? Are any of these people still around? If not, why not? If so, do they know about your character's magic? Do they approve of,understand or despise it? For that matter, does your character still have any contact with them? Does your character actually have a good relationship with her friends, or does she tend to just use people? See how your character's network offers opportunities and duties.
• How Do You Deal with the Mundane World? Despite their phenomenal powers, mages must deal with the mortal world. There are six billion humans out there, after all. Few mages have the wherewithal to cross into the spirit worlds and live there, which means that the mage must pay rent, deal with a job and handle all of the various exigencies of everyday living. Does your character still have a job, or does she try ?? use magic to fulfill her needs? Does she deal well with Sleepers, or see them as "crippled"? What steps does she take to minimize exposure to the Technocracy while maintaining something resembling a normal cover of life? Is she flashy with her magic in front of Sleepers, or has she learned caution? There may only be half a dozen members in the cabal, while there are hundreds of mortals out there with whom the mage interacts everyday.
Player Questions Now that you, as a player, have a handle on your character's background and motivations, it's time to look at some player ideas. The mage's history is known to you (and, presumably, to the character), but you have the chance to build a picture of where the character will go. The mage may have her own drives and desires, but it's you who decides how the mage will fulfill them. Since you have to determine what the mage wants,how she plans to get it and how she'll respond to the trials in the way, you should ask yourself some questions about what you want to do with the character and how you plan to get there.
• What's Your (Player) Motive? Roleplaying games are all for fun, but we all get fun from different things. Examine your motives in building your character. What do you want to get out of this game? Do you want drama? Romance? Social interaction? Pure action? Puzzles? Philosophical conundrums? Once you've got a few basic motives, decide how your character might achieve them. You've got a well-trained ass-kicker or a seductive socialite, but what are their usual tricks and modus operandi? What the character wants is important in how she gets it. The hope is that your character will make the way to enlightenment eventually, but in the meantime, there are a variety of ways to deal with the world.
• Does Your Character Have a Sense of Her Future? Some mages have a powerful destiny leading them to some unavoidable fate. Others have a more clouded vision, simply going wherever the winds of chance blow them. Your character may have some idea of her future, or some plan other own. Some mages like to think that they are preordained for greatness and it's not always possible to sort the chaff from the grain! Do you have a goal in mind for your character — something to accomplish or avoid — or is she just drifting?
• How Does Your Character See His or Her Mystic Path? Most mages had some sort of plan for their mortal lives before realizing their mystical ones. Now, your mage might have a goal in mind for her mystical path — Ascension? Archmastery? Unlocking some fundamental mystery or historical anomaly? Developing her Tradition's base of influence? On the other hand, your mage might try to reject her magical powers,or just ignore her potential. Eventually the mage may have a slap in the face. How will you react to your mage's new development in magic, or lack thereof, and what's your response if it doesn't turn out the way that she intended?
• What Conflicts Wait in the Road of Magical Development? Eventually your mage will have to choose between her magical heritage and her mortal life, if she hasn't already. The Avatar also has a tendency to manifest in dreams or subconscious impulses while pushing the mage in surprising ways. Your mage may find her magical and moral conflicts taking her away from her Tradition, away from her goals, into danger with her flaws or into the forge-fires that will temper her into a true hero. Your mage can't see everything that lies ahead, but you can make some guesses and think about how your mage will be affected by the inevitable conflicts.
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 RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.
RP Aid: Combat: A Comprehensive Guide to Beating Arse
By the way, I'm on skype. Search for talancir.
Millstone of Time Resources
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RabidChoco
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Feb 20 2013, 03:46 PM
Post #12
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Sandopolis Act 2
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Interesting. Just kinda skimmed at first, I'll probably look deeper into this over the next couple of days; save me a spot?
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Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives. They have no place amongst decent and honest folk.
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Fenroar
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Feb 22 2013, 05:03 PM
Post #13
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Perfectionist
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I have done everything but the background now. Which is probably going to be the hardest part. Let me know if I messed up somewhere so far.
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Lord Talancir D'Landior
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Feb 22 2013, 11:04 PM
Post #14
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~ RP Knight ~
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- All the games. All of it.
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Merits And Flaws:
Although Abilities, Attributes and Background Traits give a good measure of differentiation between individuals, some characters have special characteristics that aren't quantified by such Traits. To represent these characteristics, you can use Merits and Flaws - special Traits that show beneficial qualities or unusual problems.
You are required to choose no less than one Merit and one Flaw, and no more than three Merits and three Flaws -overall, not per category- which round out your character. If you wish to use your own Merits and Flaws, please consult with me to help determine how many freebie points you will gain (or lose) when using your own Merits and Flaws.
Note: Adding Flaws increase the amount of Freebie points you can use, but this is not encouragement to cripple your character with the highest costing Flaws you can purchase. Experience points at the end of each chapter will be awarded according to how well you can roleplay these shortcomings!
Some Merits and Flaws are not listed here (that damnable text limit!). Please refer to page 287 of the main rulebook, and page 30 of the Book of Shadows.
Psychological Sleepwalker (1 to 4 pt Flaw) Magic? what a load of bullshit. no one in his right mind believes in magic. This is the modern era. You'd have to be nute to believe in that stuff.
Unfortunately, your character is nuts. however, his madness is that he doesn't believe in magic no matter how much evidence he sees to the contrary. He rationalizes everything, and even if he can be awakened for a short time by incredibly vilgar magic, the next day he'll remember everything as a weird dream or too much acid, not an earth-shattering revelation of the true nature of reality. He may believe in laser guns and personal jetpacks - after all, that's science - but he refuses to believe in all the nonscientific bell, book and candle stuff. Anything outside the Consensus of modern technological society is just bunk as far as your character's concerned.
Or, alternately, your mage believes in magic, faeries, ghosts and werewolves just fine, but he refuses to believe in this strange thing called science. This worldview doesn't make much sense for a resident of the modern day, but it's a perfectly reasonable perspective for a visitor from the 16th.
Of course, even if your mage is conscious mind is in denial, his Avatar is quite Awake and willing to help with magic and/or technology. After all, jsut because you don't actually believe that God is going to send angels and flaming chariots to your rescue doesn't mean you shouldn't pray for Him to send them...
As a one-point flaw, you may only engage in coincidental magic or super-science. Your mage doesn't believe in the vulgar stuff, and he disbelieves it when he sees it. (That is, your character counts as a Sleeper with regards to vulgar magic or super-science.) For a two-point Flaw, your mage doesn't believe in magic or super-science, and he counts as a Sleeper against both kinds of vulgar effects. At double the appropriate value, your mage is able to perform vulgar magic and/or super-science, but he counts as a Sleeper with regard to his own Effects. Moreover, he hallucinates a more rational turn of events. ("What do you mean demons dragged him down to Hell? I just said 'Damn you!' and then he dropped one of his ninja smoke grenades and ran off!") Therefore, a mage gets Paradox from his own vulgar Effects even in a sanctum!
Storytellers should be cautious with this Flaw, not allowing players to create min-maxing Technocrats who bring extra Paradox down on their enemies and none on themselves without allowing it to cause significant problems.
Code of Honor (+1 Merit) Your character has a personal code of ethics to which he strictly adheres. Because of this, he can automatically resist most temptations and subliminal suggestions that would bring him into conflict with this code. You must construct your own personal code in as much detail as you can, outlining the general rules of conduct by which you abide.
Higher Purpose (+1 Merit) This cannot be taken along with the Flaw: Driving Goal. All people have some vision of their path in life, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you man sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. Please choose what higher purpose your character has during character creation. Compulsion (-1 Flaw) You have a psychological compulsion of some sort, which can cause you any number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. This urge could be temporarily avoided at the cost of a Willpower point, but it is in effect at all other times.
Intolerance (-1 Flaw) You have an unreasoning dislike of a certain thing, whether it be an animal, a class of person, a color, a situation, or just about anything else. Any action involving the object of your dislike is certainly more difficult, but not completely impossible to overcome.
Nightmares (-1 Flaw) You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause difficulty with every action you take the next day. Rarely, some of the nightmares may be so intense that you mistake them for reality.
Overconfident (-1 Flaw) Your character has an exaggerated and unshakable opinion of his own worth and capabilities - he never hesitates to trust his abilities, even in situations where he risks defeat. Because his abilities might not be enough, his overconfidence can be very dangerous. When he does fail, he quickly finds someone or something else to blame. If he is convincing enough, he can infect others with his overconfidence.
Shy (-1 Flaw) You are distinctly ill at ease when dealing with people and try to avoid social dealings whenever possible. Regular social gatherings are only just barely tolerable; situations where you're the center of attention is entirely too much to bear. Don't expect your character to ever make a public speech.
Speech Impediment (-1 Flaw) You have a stammer or some speech impediment which hampers verbal communication. Don't feel obliged to roleplay this impediment all the time, but in times of stress, or when dealing with outsiders, you should attempt to stimulate it.
Curiosity (-2 Flaw) You are a naturally curious person and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. Resisting that temptation varies based on what may be drawing your attention. Wondering what someone keeps in her cabinet is something entirely more resistible than wondering just what the hell Dr. Robotnik's labs are like on the inside.... It can be done, but just what does he do in his labs, anyway...?
Obsession (-2 Flaw) There is something you like, love or are fascinated by to the point where you often disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it's not in your best interests.
Vengeance (-2 Flaw) You have a score to settle - a village was wiped out, a friend was corrupted, a mentor was killed... whatever. You are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations. Through force of will, the need for vengeance can be overcome, for a time, but it's a temporary solution.
Flashbacks (-3 Flaw) You are prone to flashbacks if you are in high-pressure situations or circumstances similar to the event that caused the flashback itself. The flashback could range from something something negative or something positive, and could have been caused by anything ranging from combat stress to a wide range of hallucinogenic items. Flashing back to a good and happy vision can be as dangerous or distracting as suddenly flashing back to being in the middle of a gunfight.
Driving Goal (-3 Flaw) This cannot be taken along with the Merit: Higher Purpose. You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. Because of this, it will get you into trouble and jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
Hatred (-3 Flaw) You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. This could be a species of animal, a class of person, a color, a situation or just about anything else, and you constantly pursue opportunities to harm the hated object or gain power over it.
Lifesaver (-3 Flaw) Your character believes that life is a sacred gift and will not take a person's life except in the most extreme of circumstances. He may not ever willingly endanger the lives of innocents or in any way participate in a killing. He has no problems with killing non-sentients (for the right reasons) and will kill evil and inhuman creatures to protect others if necessary (being very careful of course, with his definition of 'evil'...) Senseless death in all forms repulses him, and he feels that those who perform murder should be punished and stopped.
Addiction (-1 Flaw, Mild or -3 Flaw, Severe) your mage suffers an addiction to some substance, such as nicotine, alcohol or some hard drug. If the substance is relatively trivial and easily obtained, this Flaw is worth one point, and it probably won't cause any game-related difficulties. If the substance is illegal, dangerous or liable to cause health or psychological problems, the Flaw is worth three points. Some mages or constructs may be addicted to extremely unusual or magical substances. Although such substances generally don't assess any penalty, they may count as a severe addiction due to their unusual nature.
A mage who can't get his fix will go through withdrawal, with penalties assessed by the Storyteller.
Mental Phobia (2 pt Flaw) Some simple stimulus engenders an overwhelming fear in your mage. Your character might be afraid of snakes, heights or large crowds of people. You must make a Willpower roll whenever your mage is confronted by the object of terror. If you fail, your mage retreats from the situation, while a botch means that the mages flees completely out of controll or curls up into a helpless ball and quivers. If forced to stand ground against such fear (fighting a giant magical snake, for instance), you suffer a difficulty penalty of two on all rolls.
Short Fuse (2pt Flaw) Your mage is quick to anger. Whenever anybody ticks off your character, you must make a Willpower roll (difficulty 6) to not go on the offensive. This Flaw is especially dangerous with the Berserker Merit, as it increases the difficulty of the roll to resist going berserk by two.
Deranged (2 pt Flaw) Due to circumstances beyond her control, your character is permanently insane. This state may result from a congenital brain disorder, or maybe she saw things she wasn't meant to see that drove her mad. Although you can overcome this insanity temporarily with Willpower, your character might never overcome its grip. However, while your mage is crazy, she is not necessarily a Marauder. Her magic or science may, in fact, one of the few sane things about her. Work with your Storyteller to choose or create a Derangement.
Soft-hearted (1 pt Flaw) Your character cannot stand to watch others suffer. Your mage avoids any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty 8).
Light Sleeper (1 to 3 pt Merit) For one point, your mage needs less sleep than other mortals: He can function quite well on four hours a night. If the Storyteller imposes penalties on other players for sleep deprivation (one- or two-die penalties are suggested), then you are exempt. needless to say, this Merit allows your character to accomplish more with his daily activities.
For two points, your mage sleeps only about two hours per night. This resilience is quite unusual, and it lets your mage get a lot more done. It also means that he has the luxury of sleeping while on the run.
For three points, your mage is truly sleepless. You may suffer penalties from exhaustion, but he does not need shut-eye. Perhaps your mage's brain's sleep center was destroyed in an accident, or he may be something like a golem that's designed to stand forever vigilant. Regardless, the only time your mage sleeps is if he's drugged or beaten unconscious.
Time Sense (1 pt merit) your mage has an uncanny sense of time, down to within a few seconds of accuracy. this Merit duplicates the Perfect time Effect of Time 1, but it's natural and ever-present.
Berserker (2 pt Merit) The ancient Celts called this state the "Battle Fury," and when it takes over your mage, everything is tinted with a red haze as he kills. And kills. And kills some more. Your character feels no pain, and he ignores all wound penalties when berserk. Whenever your character is injured in combat, make a Willpower roll [difficulty 6 + the number of wound levels suffered so far that scene]. Add two to that difficulty if you have the Short Fuse Flaw (up to a maximum of 10). If you fail, your character enters the battle fury, and he may ignore all wound penalties. Unfortunately, he won't know friend from foe, and he will kill until there's nothing left standing.
To end the battle fury, you must make a Willpower roll at the same difficulty, Subtract one from the difficulty if the person on the recieving end is your True Love or someone similarly important. Otherwise, everyone just has to run and hide until you calm down.
Deep Sleeper (1 pt Flaw) Snore, toss and ignore the alarm - your mage sleeps like a force of nature. Whenever your mage is trying to wake up, you suffer a difficulty penalty of two on the roll, and the mage continues to stagger along bleary-eyed and uncomprehending for the rest of the scene (with a further one-point penalty on all rolls).
Common Sense (+1 Merit) You have a significant amount of practical, everyday wisdom. Note: this ideal for novice players, as this will allow you to receive direct advice from the Storyteller concerning what you can and cannot do.
Concentration (+1 Merit) This cannot be taken along with the Flaw: Absent-Minded. You have the ability to focus his mind and shut out any distractions or annoyances, above and beyond normal discipline. Lightning Calculator (+1 Merit) You have a natural affinity for numbers and for mental arithmetic, making you a natural when working with numbers or betting at the racetracks.
Eidetic Memory (+2 Merit) You can remember things seen and heard with perfect detail. Depending on the level of success, you can recall any sight or sound accurately, even if you only heard it or glanced at it only once.
Iron Will (+3 Merit) When you are determined and your mind is set, nothing can divert you from your goals. You cannot be mind-controlled, nor can your mind be affected by ritual. Mages using mental attacks against you find it much harder than normal to succeed, especially if you are aware of them and resisting the effect.
Amnesia (-2 Flaw) You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may still someday come back to haunt you.
Confused (-2 Flaw) You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. Your confusion becomes especially strong whenever stimuli surround you (such as people talking all at once, or attending a concert with loud pounding music).
Absent-Minded (-3 Flaw) This cannot be taken along with the Merit: Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses and the last time you meditated. Remembering anything more than your own name and where you sleep at night requires considerable concentration.
Aptitudes Ability Aptitude (1 pt Merit) For every human ability, there are those who have a natural flair for it. Within your character's specific aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can perform phenomenal car tricks with easy. This Aptitude functions for one Ability, but it can be taken multiple times for a character who's a natural with, say, computers and technology
Special or combat abilities, such as Do, should never have an Ability Aptitude associated with them. Ability Deficit (5 pt Flaw) Your character is not attuned to his natural aptitudes, so you have five fewer points to spend on his Talents, Skills, or Knowledges. Therefore, the most you could take on that category would be eight points, and the least would be zero. Of course, you can still spend freebie points to take Abilities in the appropriate category. However, you cannot have any ability in that category at three dots or higher at the start of the game.
Animal Magnetism (+1 Merit) You are especially attractive to others. Things involving Seduction or Subterfuge are easier for you when concerning the opposite gender. Be aware that this will aggravate others of your own gender, however.
Computer Aptitude (+1 Merit) You have a natural affinity with computers, so things such as repairing, constructing or even operating them are easier for you.
Crack Driver (+1 Merit) You have a natural affinity with driving vehicles.
Mechanical Aptitude (+1 Merit) You are naturally adept with all kinds of mechanical devices (note that this does not extend to electronic devices, such as computers). In regards to comprehending, repairing and operating these devices, you have an easier time than most. Be aware that this aptitude doesn't help you drive.
Poison Resistance (+1 Merit) You have, for some reason or another, become resistant to poisons. It could be that you are somehow naturally resistant, or you've been building up an immunity for years.
Fast Learner (+3 Merit) You learn very quickly, and pick up on new things faster than most. You gain one extra experience point at the conclusion of each chapter.
Perfect Balance (+3 Merit) Your character's sense of balance has achieved great heights by constant training and inherited traits. It is very unlikely that he will ever fall in his life. He may trip, but he will always catch himself before he fully loses his footing or handhold.
Jack-of-all-Trades (+5 Merit) You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. Anything involving one of your Skill and Knowledge abilities is slightly easier to perform because of your wide range of abilities.
Acute Senses (1 or 3 pt Merit) Your mage has an exceptionally sharp natural sense, be it vision, taste, hearing or whatever. She can manage about twice the natural sensitivity of a human, which allows you to get a two point reduction on difficulty on all rolls with the appropriate sense. For three points, all of your mage's senses are incredibly acute.
Ambidextrous (1pt Merit) Your mage has equal facility with either hand. You never suffer a penalty for your character's use of either hand in performing a task, since the character has no "off-hand." The character can use both hands at once to perform two physical tasks without splitting dice pools, but he may suffer a concentration penalty (at the Storyteller's discretion), especially if the tasks are wildly different or in different arcs of vision.
Very few people are truly ambidextrous. In stressful situations, a penalty should always be assessed for the difficulty of performing actions with both hands at once.
Catlike Balance (1pt Merit) Your mage possesses an innately perfect sense of balance. You reduce the difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.
Daredevil (3 pt Merit) Fortune favors the bold - and your mage is certainly bold. In dangerous and risky situations, he performs like a true action hero. Any time your mage takes a significantly risky action, like leaping across rooftops in a hail of gunfire or diving between two burning, colliding cars, you get to roll three dice and ignore the lowest roll. Generally, a task must have a difficulty of at least 8 and the potential to inflict three or more levels of lethal or aggravated damage in order to be considered risky in this fashion. note that extended risky tasks, like vulgar rituals, get this bonus only at the end of the task, rather than on each roll.
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 RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.
RP Aid: Combat: A Comprehensive Guide to Beating Arse
By the way, I'm on skype. Search for talancir.
Millstone of Time Resources
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RabidChoco
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Feb 25 2013, 05:25 PM
Post #15
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Sandopolis Act 2
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Okay, specialties picked, and one ability shuffled. Not sure what I was thinking when I picked Enigmas for a computer-savvy individual, when Cryptography is probably a better idea.
Profile: Asher Tero, revision 1 Concept Name -- Asher Tero Age -- 20 Race -- Human Gender -- Male Essence -- Dynamic (Sign: Aries) Nature -- Thrill-Seeker Demeanor -- Conformist
Attributes Physical (secondary) Strength - 2 Dexterity - 3 (Specialty - Lithe) Stamina - 2
Social (tertiary) Charisma - 2 Manipulation - 2 Appearance - 3 (-5 freebie; Specialty - Respectable)
Mental (primary) Perception - 3 (Specialty - Intuitive) Intelligence - 4 (Specialty - Analytical) Wits - 2
Abilities Talents (tertiary) Alertness - 2 (-2 freebie) Invention - 2 (-2 freebie) Logic - 2 (-2 freebie) Scan - 1
Skills (primary) Drive - 1 Etiquette - 3 (Specialty - Social Functions) Fast-Talk - 2 Research - 3 (Specialty - Secrets) Stealth - 2
Knowledges (secondary) Academics - 2 Computer Hacking - 3 (Specialty - Networking) Cryptography - 1 Culture - 2 (-2 freebie)
Miscellaneous Willpower - 4 (-1 freebie)
Traits Allies - 1 Contacts - 1 Influence - 1 Resources - 2
Finishing Touches Freebie points allocated
Merit - Computer Aptitude (-1 freebie) Merit - Fast Learner (-3 freebie) Flaw - Curiosity (+2 freebie) Flaw - The Bard's Tongue (+1 freebie)
Background
How was your life different? Asher didn't have much of anything particularly different in his life, per se, except for being good with computers, phones, that kind of thing. No mean feat when one's family lives on a church parsonage in the middle of nowhere with the closest metropolitan center being an hour's drive away. Although it was generally frowned upon when he didn't turn up for religious studies in favor of tweaking his machine.
What was your upbringing? The Tero family lived rather isolated from any real town, so it was much more convenient for Ash to be home-schooled. That said, his 'hobby' earned a little suspicion when he tended to cut religious studies short with academic answers to questions given, and the occasional spirited debate about faith in God rather than technology. He knew he was blessed, as his father often said, but looking at the news, where was God for all these other people who were suffering?
Who are your friends and family? Again, being isolated in the heartland meant his only regular contact with people other than his family, was the church where his father preached. People close to his age weren't common in the flock, and even when they were there, being "the preacher's son" meant he couldn't really get close to anyone before being pulled away to listen to his father chat with his contemporaries after the service. That's what really led Ash to enroll in the University at Empire City, rather than the heartland seminary where his father studied, so he could actually socialize with people that should be his peers in his eyes.
How do you deal with the mundane world? Right now, the mundane world is all Asher knows, being, for all intents and purposes an ordinary college student starting his second year of coursework. Still, he's got eyes on independent tech support and custom computer building to hold him through tricky financial hurdles... and barring that, there's always a local fast food joint that could use an extra pair of hands. Were there something weird about him, though, Ash would prefer to stay subtle about it, always doing the most important things behind closed doors.
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Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives. They have no place amongst decent and honest folk.
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