Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Namagem
Feb 14, 2011

The Magic Of Friendship
A Tavern is many things: A bar, a social center, a place for travellers to meet and greet. Above all else, however, a tavern is a place to do business. It is a place where people from all walks of life with every talent you could possibly imagine has a chance of walking in at any given minute.



No matter what your profession, no matter what your expertise, someone desires it in a tavern, and is willing to pay good coin for your service.

=====

What is this? Some kind of board game?

Tavern Tales is a brand-spanking-new RPG, freely available on The Tavern Tales Website, that has a really simple and easy character creation, an interesting core mechanic, and linear character advancement. Combat is tactical, but fast, and fairly brutal. Characters are freeform and (mostly) balanced. Characters are well-rounded, with abilities relevant in combat, exploration, and interaction.

What kind of PBP is this going to be?

This PBP is going to be fairly free-flowing, with a fair emphasis on RP and with cinematic battles where appropriate. Combat will (attempt to)challenge you to think creatively.

Well, how many people are you taking, and how can I join?

I'm going to accept 4 players right now, with a possible 5th if I get enough interest. Any overflow in signups will go into a reserve, in case of drop outs. Check in on this thread fairly often, because if we get a drop out, the first person to respond to the call in this thread who is on the reserve list will get the spot.

To join, post your character. Give a fairly detailed backstory, and feel free to take creative liberty with the setting, as it's fairly loose as it is. Come up with towns, cities, kingdoms, continents, whatever fits your character concept. I'd like at least a paragraph or two of character background.

After the background, create your character. In order to make it more interesting for PBP, we're going to start you guys off at "level" 3, meaning you're going to have access to three traits.

Traits? How does character creation work?

Tavern Tales works on a Theme-based character creation; Essentially, you choose a theme and take a trait from that. Whatever the first theme you choose is, that's what theme you get your first passive trait from. You'll get three traits, and you can pick freely from different traits. Whichever theme you have the most (non-passive) traits from, that's the theme you get a Signature Trait for. This signifies your character's specialty. If your themes are tied for number of traits, you choose the one that is most important to your character.

In addition, you'll notice that there are no race choices. Race is supplimentary to your character, and should be worked in via trait choices. If you're the dwarfiest dwarf, maybe you signify that with a choice in the Warfare Theme.

I'll let this signup run for a couple of days, and when there's enough players, and it doesn't look like we'll get any more sign ups, I'll choose a the best character concepts for the game.

Get out there and make a name for yourself!

Adbot
ADBOT LOVES YOU

Shardix
Sep 14, 2011

The end! No moral.


Asher, The Beast

"There it goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die."

Nobody knows where the Beast comes from. Whether a spawn of the primordial forests, or divine punishment from the Moon for transgressions against her, none can say. Even the Beast itself has no knowledge of its origins. What is known is that for years the Beast terrorized the kingdom of Vergost, slaughtering cattle and men alike with savage relish. Eventually the king of Vergost assembled his greatest warriors and rode out to hunt it down or die in the attempt. A month later the King returned, wounded and missing many of his loyal retainers, but successful. The Beast had been subdued, caged, and brought back as a trophy. Not in living memory was there such joyous celebration, and when the revel came to an end, the Beast was chained in the highest tower of the castle, a living warning against those who would harm the innocent and stand against the righteous.

Ten years later, the kingdom of Vergost was under attack again. The king of the rival nation of Merzovik had long coveted Vergost's rich iron mines and bountiful forests. To this end, he spent much of the treasury to raise levies and hire foreign mercenaries with the intent of slaughtering his enemies down to the last child. Vergost, being a remote kingdom relying principally on trade, was easily cut off from reinforcements and its fate seemed sealed. Merzovik's march was unstoppable and soon had the capital surrounded. As the king prepared for a final stand at the gates, his young daughter fled to the Moon Tower where the Beast had been sealed.

Against all the warnings of her parents and teachers, she had made a habit of slipping away to spy on the terrible creature her father had defeated. Despite its bestial appearance, she felt sorry for the thing. Eventually she screwed up her courage and dared to enter the prison. The Beast, for its part, was confused to encounter something that did not fear it. Chained though it might be, few people had the nerve to stay longer then necessary to throw some meat on the ground and flee. Over the years the princess continued to visit, talking to the Beast about her daily lessons, or the latest scolding she'd received, or about that cute squire she saw practicing in the courtyard. The Beast never spoke, and much of what she said made little sense to it, but they eventually became something like friends.

When she came to it on the eve of her country's downfall, it listened as she explained what was happening. When she finished, she brandished the one thing it never expected to see again - the key to its chains. If it would help her, she would free it.

It was not a difficult decision.

As the defenders at the gates prepared for the onslaught, a howl not heard in a decade pierced the night. The Beast bounded past the surprised King and men-at-arms, slamming into the Merzovik vanguard. After a moment of disbelief, the Vergost rallied and seized the opportunity. Under the Beast's onslaught, backed by the rallying defenders, the enemy forces buckled and broke. Under that full moon, the king of Merzovik was slain. By sunrise, the battle was won and the Beast was nowhere to be found.

In the years spent around the princess, the Beast has learned something of being civilized. It can speak and understand the common tongue, and is capable of controlling its baser urges. Though many towns and cities are wary of permitting it entrance, the magic words "Please" and "I promise to behave" have proven invaluable. Bringing in the heads of brigands and footpads, or returning the occasional lost individual home safely also helps. The greatest boon to its continued existence has proven to be the fact that regardless of what it looks like, there are always people looking to hire the biggest, scariest person (or thing) they can find, whether as a bodyguard, soldier, or just to send a message. The fact that the Beast is willing to work for nothing more than meat, drink, and a quiet corner to sleep in is an extra added bonus.

Asher itself is a massive lupine creature, over seven feet tall and heavily muscled. It has no formal combat training, relying solely on instinct and vicious claws and fangs to bring down its enemies. Many people who see it presume it is some sort of lycanthrope, and it may be that it was once a person. Asher itself could not say one way or another. Any memories it may have had were lost in the bestial frenzy that led to its initial capture by Vergost.

Socially, Asher is unexpectedly docile. It doesn't understand jokes very well, and taunts generally fly right over its head. Calling it a coward, for example, would do nothing to provoke it. It would see the phrase as a simple falsehood rather than an attempt to rouse its ire, and so the individual would be ignored as ignorant with no further incident. On the other hand, it does understand generosity. Anyone offering it food or drink is likely to make a lifelong friend.

pre:
Str: 13
Dex: 11
Con: 12
Int: 9
Wis: 11
Cha: 10

Life: 60
Block: 1

100 gold

War Cry (Combat, Savagery)
Leap of Faith (Exploration, Martial Arts)
Large and in Charge (Interaction, Savagery)
Discipline (Passive, Martial Arts)

Signature Trait: Rage
At any point, begin raging for several minutes if you aren’t already raging and gain soak equal to your constitution.
While raging, increase all damage that you deal and receive, and you can make 1 attack against an eligible target
automatically critically hit (no roll required).
Edit: Forgot the block and bonus Life from the Discipline passive

Shardix fucked around with this message at 07:47 on Jun 7, 2014

Ergonomix
Apr 14, 2009

pffffff
Never heard of this system before but it looks cool. I'll come up with something, maybe a swashbuckling thief type thing.

Ergonomix
Apr 14, 2009

pffffff


Oraya, Initiate of the Academy of the Seven Stars

As a young girl, Oraya never had much. Her parents did the best they could for her, but they were just poor peasants. Seeing how they struggled to provide for her, she vowed to become wealthy and make sure that they never had to struggle again.

Every year, the Academy of the Seven Stars held competitions for prospective students. Oraya had heard of Academy adventurers finding ancient tombs and ruins full of valuable treasure, and so she applied. As an uneducated peasant girl, she failed every academic test they gave her. But then the physical exams came and gave her the chance to shine. All those years working in the fields and hauling heavy things around for the merchants had paid off.

Over her training, she managed to become at least slightly educated, and while she never quite got the hang of things like mathemetics or alchemy, she did sometimes surprise her teachers with her perception and insight. She learned to hone her mind and body as one, becoming a leading student in the martial aspects of the Academy. Now, finally at the end of her training, her final test is to go out into the world. She's not sure what she's supposed to find, but the Headmaster said she would know when she found it.

quote:

Str: 11
Dex: 11
Con: 12
Int: 10
Wis: 13
Cha: 9 (13 with Balance)

Life: 48
Block: 1

Signature Trait: Balance
At the start of each day, write “Body,” “Mind,” and “Spirit” on your character sheet (losing leftover words from the previous day in the process). Cross off 1 of the words to increase a roll that relates to that word.
Draw a symbol next to any of your ability scores. Treat that ability score as if it is the same value as your highest ability score.

Passive: Magic Missile (Arcane)
You can control the path of projectiles that you fire, and your projectiles will automatically seek out eligible targets if you fire blindly (this does not affect the accuracy of your attacks). Double the range of your ranged attacks. You have natural ranged weapons.

Traits:

Combat
Arcane Blast - Melee or Ranged - Arcane
Describe why your attack affects a large area → Decrease the attack’s damage and the attack becomes a blast.

Exploration
Weight of the Wind - Martial Arts
You have safe fall 20.
Whenever you like, all solid objects and liquids are capable of supporting your weight.

Sage - Slow Action - Martial Arts
Roleplay offering guidance to someone → That person can increase a roll that he makes within the next hour or so if it relates to your advice.

Gear:
10 gold
Chi focus (melee weapon)
Rugged clothes (light armor, +1 block)
Adventurer's Pack
Healing Potion

Well, here's something, although it looks like there might not be enough people interested, anyway. :(

  • Locked thread