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And by ability I mean "attribute" sorry, my D&D 3.5 is leaking
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# ? Apr 5, 2016 14:26 |
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# ? Apr 25, 2024 00:48 |
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Tirade posted:Just working through your sheet now. Attribute and skill distributions are all fine, but somehow all three of the merits you picked have prereqs so you'll need to slightly adjust the attribute / skill distro. Two are easy enough to fix: made your suggested changes, i just picked inspiring since i needed something to fill it out but that sounds much better
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# ? Apr 5, 2016 14:29 |
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http://sheetgen.dalines.net/sheet/44599 added an extra point in resolve...let me know if I've misinterpreted that and/or it could be better placed I think that brings shazza's will up to six!
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# ? Apr 5, 2016 14:37 |
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so here's my draft character concept: James Bailey - Jack to his friends, and Jack to people who weren't his friends as well - came from a Catholic family in a part of Townsville where everyone of his generation had ended up going into military service, including all three of his older brothers, so the only logical thing for him to do was to become a chaplain in the Australian Army. Unfortunately, it turned out that Jack had a rare lung condition which the army doctors said made him unsuitable to even be a clerk, let alone an artillery padre as was his ambition. After a second attempt at joining a year later in case the diagnosis was an unlucky fluke and a third for good luck, Jack gave up on the military part of his plan and decided to dedicate his life to the other half of his upbringing, entering the seminary full-time. He couldn't bear to show his face around his home town where so many boys now younger than him were entering the army, so requested that the church send him to a remote community on the other side of the country. A parish near Kalgoorlie, grateful for a priest under retirement age, took him on, and he spent the next twenty-four years there as work in the area dried up and fewer and fewer people came to mass of a Sunday. Eventually, the diocese was offered good money for the land Father Bailey's church was on - something about iron ore? he'd stopped caring much at this point - and the parish was wound up, the handful of locals who cared enough now commuting to Kalgoorlie proper for their mass. Left without a church to preach in, Jack prepared to head home to north Queensland for the first time since he was a kid.
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# ? Apr 5, 2016 14:53 |
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Mithranderp posted:http://sheetgen.dalines.net/sheet/44599 Sorry Mith, that extra dot was part of the budget for merits only and needs to be spent on them.
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# ? Apr 5, 2016 21:51 |
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http://sheetgen.dalines.net/sheet/44599 That's all good, I figured I was probably reading it wrong but I added a dot in Fleet of Foot
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# ? Apr 6, 2016 04:07 |
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been busy but characyer sheet comign tomprriw
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# ? Apr 6, 2016 07:21 |
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Frank Gilroy. The man, the myth, the character sheet. http://sheetgen.dalines.net/sheet/44611?message=true
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# ? Apr 6, 2016 11:38 |
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Mithranderp posted:http://sheetgen.dalines.net/sheet/44599 scrap fleet of foot, I put a dot into resources
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# ? Apr 6, 2016 12:35 |
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Ok still waiting on character sheets from Seek Other Candidate, Tommunist and FS. Gaspy, erm, happy for you to join in but if you want to play linguistic games then roll up a Greek immigrant or something, the Venom Soag thing will get old pretty quickly.
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# ? Apr 8, 2016 12:17 |
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Tirade posted:Ok still waiting on character sheets from Seek Other Candidate, Tommunist and FS. Havn't been around long enough to write one, will have one finished within 24 hours.
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# ? Apr 8, 2016 15:04 |
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James 'Jimmy' Smith http://sheetgen.dalines.net/sheet/44657 James was a fairly bright lad from Brisbane until his birthday was drawn up in the draft. He decided that if he had to go, he would go as a medic. He hated basic training as he had neither the strength or the stamina to excel. He was an OK shot though which he took some pride in. He did enjoy the six months he spent becoming a trained medic. It seemed a natural fit for him. Eventually he was shipped out to Nam. The first half of his tour was uneventful. However, being at Long Tan during the attack more than made up for the quiet months. He distinguished himself there and was mentioned in dispatches for "conspicuous bravery". Near the end of the tour, James started using morphine to help relax and sleep. He was always smart enough to account for the missing vials so no questions were ever asked. When he got back to Australia, he had a hard time adjusting to city life. He retrained as a nurse, but found that the only jobs for male nurses were in the psych wards. After a couple of years working in one, he was sure the Drs and other nurses were picking up on his drug habit. He started feeling like the collapse of civilization as we knew it was only a matter of time. Be it from an invasion by Indonesia, plauge or A-bomb. He started researching what it would take to live independently away from society. In the end he bought a large block of undeveloped land a couple of hours from Brisbane and has spent the last decade building his doomsday shelter with his own hands. He is now out the point where he can live independently off his land - shooting kangaroos, growing vegetables and making his own morphine from poppies he grows in his small lab. He is in Brisbane for the bi-yearly catch up with other medics he served with. One of them, John, is going to a seminar the next night on how to make extra cash. James is sceptical, but could do with more money to buy a proper air scrubber for his bomb shelter.
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# ? Apr 10, 2016 21:38 |
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Freudian Slip posted:James 'Jimmy' Smith Nice one. Sheet looks good at first glance, I'll check it properly tonight.
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# ? Apr 11, 2016 05:53 |
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Tirade posted:Ok still waiting on character sheets from Seek Other Candidate This all look in order? http://sheetgen.dalines.net/sheet/44666
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# ? Apr 11, 2016 09:08 |
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Tom, you have a character sheet coming? I'll do a check of everyone else's sheet tonight and will kick it off tomorrow.
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# ? Apr 14, 2016 10:27 |
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Tirade posted:Tom, you have a character sheet coming? I'll do a check of everyone else's sheet tonight and will kick it off tomorrow. Don't worry about me, i'll spec it, suddenly become super busy
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# ? Apr 14, 2016 10:35 |
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Tommunist posted:Don't worry about me, i'll spec it, suddenly become super busy If you want we can kick off the campaign and have your character be on the sidelines while you sort it out, the first bit will mostly be scene setting and explaining how World of Darkness stuff works anyhow. Up to you mate.
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# ? Apr 14, 2016 10:50 |
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Tirade posted:If you want we can kick off the campaign and have your character be on the sidelines while you sort it out, the first bit will mostly be scene setting and explaining how World of Darkness stuff works anyhow. Up to you mate. that works if you want to do that.
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# ? Apr 14, 2016 13:25 |
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Sorry about the delay all, work's been a bit crazy. Checking the remaining character sheets now and will have the thread up tonight.
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# ? Apr 18, 2016 11:01 |
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yo imma have to bail, my next few months is looking real busy
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# ? Apr 18, 2016 11:07 |
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thatbastardken posted:yo imma have to bail, my next few months is looking real busy No worries. I'm planning to keep the game fairly open to a "drop in, drop out" style of play so people can sign up for each mission, so keep tabs on the game and hopefully you can join in later on.
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# ? Apr 18, 2016 11:51 |
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Tirade posted:No worries. I'm planning to keep the game fairly open to a "drop in, drop out" style of play so people can sign up for each mission, so keep tabs on the game and hopefully you can join in later on. cool, will do.
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# ? Apr 18, 2016 11:53 |
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Oh, I meant to mention a couple of things for those who haven't played before. Experience Points Experience points will be awarded at the end of most chapters (i.e. missions). Everyone will get the same amount of experience because that's much easier than tracking individual advancement. Costs for upgrading your character as follows: Merit: 1 Experience per dot Skill Specialty: 1 Experience Skill: 2 Experiences per dot Attribute: 4 Experiences per dot Integrity: 3 Experiences per dot Willpower: 1 Experience per dot You'll have the chance to respec your character after the first proper chapter if you find that you're not enjoying the way they're playing. Practical Experience Hunter has a weird mechanic for experience in that there's two types of xp awarded: regular experience for characters, but also "Practical Experience" that's shared among the group. Practical experience reflects the fact that the key of Hunter is working together to defeat monsters that would likely beat the poo poo out of you in an individual fight. Practical Experience can be spent either by divvying it up between characters for extra xp to spend on individual advancement (except attributes), learning group tactics (see below), regaining willpower (also see below) or spending it on communal equipment or safe houses. While individual experience points are doled out at the end of a chapter, Practical Experience accumulates at the end of every scene where the group encounters a supernatural enemy, and so you can improve skills mid-way through a chapter to adapt to the threats you face. There's a massive grognard formula for calculating PE. I'll transcribe if you nerds really want, but basically it's 1 per hunter involved in the scene, then a bunch of bonuses / penalties if you use group tactics, kill or capture the creature, save innocents, etc. Of note, the group gets bonus PE if a monster displays a supernatural power and it's the first time that at least half of the group has witnessed it. We'll keep track of what the group knows in the OOC thread. Rolls All dice rolls in nWoD are using d10s. The number of d10s you roll is calculated by adding the number of dots in the relevant attribute with the number of dots in the relevant skill, and then bonus or penalty dice based on difficulty of the task, equipment on hand, etc. So for example, jumping across a rooftop is Strength + Athletics. Investigating a crime scene is Wits + Investigation + a bonus die if you have a novelty magnifying glass. Having no dots in the relevant skill counts as -1 (ignore the -3 for mental skills in the char sheet, that's been superseded in the rules we're using). For each die, 8-10 counts as a success. And if you roll a 10, you get to roll an additional die (known as "10-again"). For most rolls, one success is all you need, however if you get five or more successes you get an "exceptional success", which will give you a bonus of some kind depending on what you were trying to do. Failure is fairly self-explanatory. There's one special case though: if your total dice pool is at zero (or less), you get a single "chance" die. Roll a 10, you succeed. Roll anything else, you fail. Roll a 1, you get a "dramatic failure", which significantly sets you and/or the team back. However, dramatic failures gives the opportunity to learn from mistakes, so there will be additional xp given out at the end of each mission for each dramatic failure. As part of this mechanic, there's also the option to (once per scene) turn a regular failure into a dramatic failure. This can be a bit tricky with play-by-post so I'll do what I can to accommodate it but it won't be available on every roll. But as well as being a great learning opportunity, failure often leads to hilarity so I'll do what I can. Willpower Willpower is basically trying really loving hard to do something. You can spend a point of willpower and get three bonus dice added to the dice pool for an action. Just say you're using a point of willpower when declaring your action in the game thread. You regain 1 point of willpower after a proper night's sleep. You also get a point of willpower for indulging in your vice or virtue to a level where it at least temporarily sets back the group (e.g. an alcoholic getting smashed before trying to do something important, a generous person giving away money or equipment that would have been useful to the group). You can also spend a point of Practical Experience to regain willpower: for 1 PE you can roll Resolve + Composure and gain the number of successes back as willpower up to your maximum, with 1 point regained even if the roll is a failure. Conditions Conditions will show up as a way of modifying your character based on experiences. Conditions include things like "shaken", "lost", "inspired", "spooked", "steadfast", and will give you bonuses or penalties depending on the nature of the condition. The conditions can get resolved by performing specific actions, but rather than transcribe the whole lot I'll just describe them here in the OOC thread as we come across them. Morality / Integrity The character sheet uses "Morality", the rules we're going to use have replaced that with "Integrity", which better reflects how characters cope with traumatic and supernatural events. Basically, a character will lose Integrity when they experience a breaking point - something has happened that outstrips their ability to rationalize or handle it. So maybe they perform an action that goes against their own moral code, or they see something deeply traumatic, or unexplainable. When a character experiences a breaking point, they'll usually pick up a negative condition. When a breaking point occurs, players also roll Resolve + Composure. A failure will result in a loss of Integrity. As characters lose integrity their ability to deal with breaking points becomes more and more difficult. Tactics Tactics are essentially group merits. I'll introduce them as we go since there's already too many mechanics to get across. They have prerequisites but can be really powerful if used correctly. The "No Millses" rule WoD is heaps of fun because it's really open. You can do pretty much anything you can think of doing within the realms of reason and odds are there's a way to roll for it. Got wind that a cult is building a retirement village in the shape of a demonic sigil that will harvest the energy of the dead? Kill the cult leader, break into the architect's office and realign the village layout, convince the local council to rezone the suburb to light industrial, start a NIMBY movement against the village, go public with the scheme in a local newspaper, etc. The more creative the better. The only thing I'd ask you to do is to loosely stick together, at least at the start. Also, you'll very early on meet the group that will be giving you missions, please do me a favour and don't decide your character would rather gently caress off to Sydney. Also don't use persuasion / manipulation powers on each other, it will just ruin everyone's fun. Tirade fucked around with this message at 13:02 on Apr 18, 2016 |
# ? Apr 18, 2016 12:58 |
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SKY COQ your sheet looks good, only issue is that Police Tactics is a "style" so you need to spend three merit points to acquire both the 1-dot and 2-dot version of it. Drop the Quick Draw merit then you're good to go. Also I'll either pm or copy / paste the descriptors of relevant merits so that you folks know how to use the skills you've bought. Tirade fucked around with this message at 13:50 on Apr 18, 2016 |
# ? Apr 18, 2016 13:39 |
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Game thread is up! http://forums.somethingawful.com/showthread.php?threadid=3772712 I'll probably need to correct a couple of other character sheets but that can happen as we work through the intro.
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# ? Apr 18, 2016 13:52 |
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Tirade posted:The "No Millses" rule "it says 'No Millses', we're allowed to have one"
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# ? Apr 19, 2016 10:01 |
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http://sheetgen.dalines.net/sheet/44737?message=true heres my sheet for what its worth
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# ? Apr 19, 2016 10:30 |
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Thanks Tom. I'll have a look at it on the weekend. Out of interest how many of you haven't played WoD before?
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# ? Apr 20, 2016 11:13 |
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Jimmy Is still half cut from the beers that went with lunch. He doesn't usually drink much, but John loves the turps and needed company. When break was called, John stumbled up to the snack table and started making them a couple of cups of black coffee. Jimmy chewed on a couple of strips of homemade roo jerky. He was a little worried by the large cop sitting over on his left. In his bag he had a syringe with "insulin" written on the side, but it actually contained a high does of morphine. While waiting for John to get back, Jimmy looks at the other desperates that have attended the seminar out of bored curiosity.
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# ? Apr 20, 2016 12:26 |
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Tirade posted:Thanks Tom. I'll have a look at it on the weekend. Never for me (although I followed along with Xylo's excellent werewolf game pretty closely, and I played the gently caress out of the VtM: Bloodlines video game back in the day)
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# ? Apr 20, 2016 13:51 |
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Freudian Slip posted:Jimmy m8 you must be half cut to have posted that in here
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# ? Apr 21, 2016 02:17 |
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Mithranderp posted:m8 you must be half cut to have posted that in here Woops! Phone posting from Ecuador.
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# ? Apr 21, 2016 02:55 |
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SeekOtherCandidate posted:Never for me (although I followed along with Xylo's excellent werewolf game pretty closely, and I played the gently caress out of the VtM: Bloodlines video game back in the day) Cool. I'm mostly just trying to gauge how much of the mechanics I should be showing / explaining. So for example in the most recent response to Seagull there was a failed roll, which normally I wouldn't bother letting you guys know had happened. Sorry for the delay in updating, will catch up now. Had a poo poo week at work and also realised I stuffed something up in the game prep so needed to rejig a few things. Should be good to go now.
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# ? Apr 25, 2016 04:06 |
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Freudian Slip posted:Woops! Phone posting from Ecuador.
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# ? Apr 25, 2016 04:07 |
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SKY COQ posted:Frank Gilroy. The man, the myth, the character sheet. http://sheetgen.dalines.net/sheet/44611?message=true Oh there's one or two things we need to tweak in the char sheet Coq but otherwise it's good. Edit: Starting morality should be set at 7, and the police tactics merit is a "style" so it costs three points to get two dots in it. I'd suggest keeping it though, and just dropping the quick draw merit for now. Also the specialties for brawl, investigation and firearms needs to be tailored to more specific subgroups - so e.g. firearms (shotgun). Specialty recommendations from the core book for your picks are: Firearms: pistols, shotguns, rifles, sniping. Brawl: Blocking, boxing, grappling, martial arts, throws, dirty tricks. Investigation: body language, crime scenes, autopsy results, cryptography, puzzles. Tirade fucked around with this message at 05:23 on Apr 25, 2016 |
# ? Apr 25, 2016 04:41 |
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Tommunist posted:http://sheetgen.dalines.net/sheet/44737?message=true heres my sheet for what its worth Ok looks pretty good. A couple of errors / points of clarification: Starting morality should be 7, and your willpower should be 4. Having three dots of fame is getting towards "worldwide celebrity" levels of notoriety, which is fine if that's how you want to play it but might be a bit more than what you were thinking. For your Contacts, pick a group - political party, local electorate, police force, organised crime, pretty much anything you think fits Clem. You can call upon them to try and get information that might be of use to you - face to face meeting, telephone call, etc. It's a drat useful skill, just remember that they might call upon you for favours as well. Status works in a similar manner. Status is more about working closely with a group or organisation, and having pull over it as a result. Whatever you pick for this one you'll need to maintain some links to as we go, but as a result you can actively use your standing to your advantage rather than just asking them for information. So if you've got status with the National Party and are working against a pub owner in an electorate held by the Nats, you might be able to cause all kinds of bureaucratic pain by calling in a favour. Finally, write in three specialties in the bottom section of your character sheet. Here's some suggestions: http://www.mekhet.com/specialties.html
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# ? Apr 25, 2016 05:41 |
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Oh and I'll PM people in a sec with the details of the merits they've picked and how they get used. Think of them as crap special powers - they're not supernatural but will often give you an edge so you should use them when you can.
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# ? Apr 25, 2016 05:42 |
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Yeah, I have pretty bad luck when it comes to traveling. Natural disasters seem to follow me. I was on the beach in Thailand for the tsunami 😑
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# ? Apr 25, 2016 05:59 |
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Tommunist, are you around? Everyone else has posted in the game thread. Don't feel like you need to write paragraphs, but would be good to have something from you to get us started.
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# ? May 3, 2016 08:11 |
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# ? Apr 25, 2024 00:48 |
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Tirade posted:Tommunist, are you around? Everyone else has posted in the game thread. Don't feel like you need to write paragraphs, but would be good to have something from you to get us started. oh, i thought you were going to put me in later because i hadn't done my sheet in time.
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# ? May 3, 2016 09:26 |