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Author Topic: You are King II.I OOC Thread - Almost always accepting new players  (Read 77532 times)

Mr. Dwarfinton

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #120 on: March 22, 2012, 04:41:41 pm »

Okay I guess I'll post an application to get in.

e: I fixed it so it's actually complete!

Name: Kvothe Lalderin
Description: Kvothe, from what he remembers, looks nothing like his parents or his grandparents. His hair is short, light brown and thin. One could say that he was on the verge of balding but that had been his appearance for years. While his parents were short people, just below 5'3 he is much taller than them. Standing at 6'1 he is thin and lacks obvious muscle. While his parent's eyes was light blue his are dark green, this along with the rest of his physical appearance gives him serious doubts as to whether they are his real parents. Although, due to them dying at around the time he left home, he doesn't care much. Several scars mark his chest with most appearing to be slashes and others short to show that he was stabbed.

Kvothe is 40 years of age but he acts much older. Carrying himself with an obvious confidence and with rudeness it would appear he was more of a bandit than a captain of a ship. Although the current situation he appears to be finding himself in seems to nudge him towards that path, not as if he wasn't heading to that trail already. It is rather obvious he hates nobility and anyone kissing up to them as he will roughly push any obvious nobles aside if he walks by them, but due to his lack of strength it probably appears as more of a mistake than blatant rudeness.
 
Background: Coming from Lonemine he joined up with the Thornbred Knights following his parent's death. Due to his father being a ship captain he knew the basics of sailing and due to his father's shady business relationships, which he knew basically nothing about just only that his father was dealing with a little criminal activity and had learned to fend for himself, he was also taught the basics of swordplay but not enough to be of a lot of use in a fight. This, matching up with his confidence, led to him becoming a mercenary for the Thornbred Knights and becoming a shipcaptain. Following the decline of the Thornbred Knights after his joining and the death of Sir David, his friend, he split away from the mercenary group following a mutiny by one of his fellow mercenaries. Keeping mercenaries from the same group that your first mutineers came from, however, turned out to be a bad idea. A bit after he escaped another mutiny was soon carried out. With a small crew of loyal crew members he managed to keep hold of one ship and quickly fled out of the Preston Port and all the way to Polca where he settled down for a bit. After staying in Polca for a little he used the one ship he had to create a business of ferrying people across to Preston and back, while robbing them and dumping their bodies in the sea. As of late he has heard of the Thornbred Knights coming back and having a presence in Polca, the city he is currently in.

Starting resources: 1 Light Warship, upkeep: 2 ducats if you count the specialist crew.
Upgrades: Specialist crew to sail the boat.
Skills: Swimming, so a +1 to swimming.
Money: 0 ducats.

e: Edited to show the new plan.
« Last Edit: March 22, 2012, 06:30:09 pm by Mr. Dwarfinton »
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Draigh

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #121 on: March 22, 2012, 04:51:46 pm »

Starting Resources:
Skill: Herbalist/Apothecary (growing and preparing herbs, mostly for medicine)
Skill: Physician (other healing skills)
Skill: Magic Talent

Again, Herbalism and Physician aren't exactly documented traits, so you'll likely want to explain to what effect you'd like them to be useful for

I would like to be able to use both of these skills when there is any healing to be done, or anything related to herbs or chemicals and brewing them for something useful (wether healing or poison).
Both skills are rather close together, so maybe it should be one skill instead? Then again, it does focus on different aspects and can be used for things outside just healing. Also for example checking how and why someone died for example. It actually depends a bit on the situation if these skills prove to be useful.

Suggestions on what to change it into are welcome, if they need to be changed.
There's precedent for this. We had an herbalist in YaK I, she seduced and married an enemy lord using aphrodisiacs that she brewed and then used his forces to help us try and take over their country. We also had a doctor at one point, who used his skills with doctoring to save a regiment after a losing battle and also to help heal a permanent injury that another PC had suffered. With the advent of "injured" regiments (instead of just having them immediately be wiped out) this could be even more useful. I'd even suggest a "field medic" NPC specialist, in fact.

Does that mean that my character is then accepted and ready for play?
Or still up for discussion?
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thatkid

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #122 on: March 22, 2012, 04:57:52 pm »

Starting Resources:
Skill: Herbalist/Apothecary (growing and preparing herbs, mostly for medicine)
Skill: Physician (other healing skills)
Skill: Magic Talent

Again, Herbalism and Physician aren't exactly documented traits, so you'll likely want to explain to what effect you'd like them to be useful for

I would like to be able to use both of these skills when there is any healing to be done, or anything related to herbs or chemicals and brewing them for something useful (wether healing or poison).
Both skills are rather close together, so maybe it should be one skill instead? Then again, it does focus on different aspects and can be used for things outside just healing. Also for example checking how and why someone died for example. It actually depends a bit on the situation if these skills prove to be useful.

Suggestions on what to change it into are welcome, if they need to be changed.
There's precedent for this. We had an herbalist in YaK I, she seduced and married an enemy lord using aphrodisiacs that she brewed and then used his forces to help us try and take over their country. We also had a doctor at one point, who used his skills with doctoring to save a regiment after a losing battle and also to help heal a permanent injury that another PC had suffered. With the advent of "injured" regiments (instead of just having them immediately be wiped out) this could be even more useful. I'd even suggest a "field medic" NPC specialist, in fact.

Does that mean that my character is then accepted and ready for play?
Or still up for discussion?
I'm not a GM.

Also, regarding Mr.Dwarfinton's character: I've already A-OK'd his having a quasi-past relation with Terryn. We spoke about it IRL. He wanted to play a pirate, I suggested allying himself with someone so he didn't get curb-stomped like every other lone bandit/pirate/etc. straight out of the gates. He decided to try and join up with the thornbred, I suggested prior relations to smooth that out.
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Draigh

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #123 on: March 22, 2012, 05:01:37 pm »

CyberGenesis has been online and he didn't further comment on it. That's why I am asking. :)
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thatkid

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #124 on: March 22, 2012, 05:06:52 pm »

Ah.
He's a busy dude, probably running calculations for rules or plotting some crazy scheme to throw at us or something. Just give him time, he'll get to it.

Speaking of how busy our GMs are: CG, what is your post per page number? Would it help you at all if, every new page, I compiled the unrolled actions from previous pages into a single post for quick viewing?
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CyberGenesis

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #125 on: March 22, 2012, 06:08:34 pm »


Starting resources: 1 Light Warship, upkeep: 1 ducat.
Skills: Skilled Naval General (Counts as a sailor unit, also perhaps a +1 for naval rolls?)
Money: 1 ducat.

No

A) A ship costs 2d
B) A single person cannot act as an entire ship's crew

Speaking of how busy our GMs are: CG, what is your post per page number? Would it help you at all if, every new page, I compiled the unrolled actions from previous pages into a single post for quick viewing?

I have it maxed out and usually leave myself on teh last page i put up rolls on to keep track

CyberGenesis has been online and he didn't further comment on it. That's why I am asking. :)

Im always logged in, i don't close my windows

And no - as i said i have no idea what you want those skills to DO - you can start without them, as i see no immediate need of either, but some ideas would be helpful. What Kid referred to was also the ORIGINAL YaK - which didn't have too many skills or rulings in it
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Mr. Dwarfinton

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #126 on: March 22, 2012, 06:12:57 pm »

The wiki says a light warship is only 1 ducat for upkeep and for price. I have pulled it directly from the wiki.
Light Warship: Str 1. Basic naval unit. Can transport 1 Unit. Unless otherwise noted, transported units cannot fight as part of naval battles.
Hire Cost: 1 Ducat, 1 Sailor
Upkeep: 1 Ducat/year

Also, if the crew isn't included but is needed for 1 ducat wouldn't that be 3 ducats, which basically makes only having 1 ship your entire budget?

e: Getting rid of the skill and replacing it with a sailing specialist crew, which would make the ship 2 ducats and then adding a skill for swimming.  The character application reflects this now.
« Last Edit: March 22, 2012, 06:31:19 pm by Mr. Dwarfinton »
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Skyrunner

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #127 on: March 22, 2012, 06:57:05 pm »

A little mathemancy yields the following results.

Assuming 1 and 2 are failures... magic :

Has a 70.37% chance of at least one thing going wrong
Has a 11.11% chance of at least two things going wrong
Has a 3.70% chance of all three things going wrong.


Therefore, the chance of only one thing going wrong is 59.26%, and only two things going wrong is 7.41%.

Conclusion : Magic is dangerous.
« Last Edit: March 22, 2012, 06:59:26 pm by Skyrunner »
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thatkid

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #128 on: March 22, 2012, 07:25:14 pm »

A little mathemancy yields the following results.

Assuming 1 and 2 are failures... magic :

Has a 70.37% chance of at least one thing going wrong
Has a 11.11% chance of at least two things going wrong
Has a 3.70% chance of all three things going wrong.


Therefore, the chance of only one thing going wrong is 59.26%, and only two things going wrong is 7.41%.

Conclusion : Magic is dangerous.
'swhat'm saying, maaan
Your calculations are a little off, though, with magic you should count a 6 as failure. You'll get what you want, but it will have disastrous consequences that make it a far more bitter than sweet victory.

This was a low-to-no magic setting when it first started, and then somebody wanted to play a mage. That was back when Iituem was head-GM, so he tossed in three rolls for a single spell, and then implied incredibly high failure costs to ensure that it actually was dangerous. Basically, the rules were meant to discourage it.
Part of it, I'm sure, was because our first mage was...problematic. After that, there was a knee-jerk reaction to it. Much like how, after seeing the amount of effort required for the old merchant system, nobody really wanted to many merchant PCs because it was rather draining, not to mention boring, for everyone involved. With the new sign-up rules, though, there's a bit of a competency check for new players, and CG has since revised the merchant rules so that they're a lot more fun...or as fun as math can get, I guess. Though I suppose if you're the sort of person who enjoys that sort of thing (as in, totally not me) you probably would have loved the old way too.
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CyberGenesis

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #129 on: March 22, 2012, 07:26:08 pm »

Your mathamancy fails to reflect that a 2 doesn't nessecitate a 100% failure - simply an undesired undereffect. You also forgot that a 6 causes a 'bad' effect as well

The wiki says a light warship is only 1 ducat for upkeep and for price. I have pulled it directly from the wiki.
Light Warship: Str 1. Basic naval unit. Can transport 1 Unit. Unless otherwise noted, transported units cannot fight as part of naval battles.
Hire Cost: 1 Ducat, 1 Sailor
Upkeep: 1 Ducat/year

Also, if the crew isn't included but is needed for 1 ducat wouldn't that be 3 ducats, which basically makes only having 1 ship your entire budget?

e: Getting rid of the skill and replacing it with a sailing specialist crew, which would make the ship 2 ducats and then adding a skill for swimming.  The character application reflects this now.

And were you to have read the character creation section of the opening posts you'd see that a ship costs 2, as a discount for starting players on their sailor.
-Also: I have never had, and never foresee, a need to roll swimming.
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thatkid

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #130 on: March 22, 2012, 07:27:37 pm »

Your mathamancy fails to reflect that a 2 doesn't nessecitate a 100% failure - simply an undesired undereffect. You also forgot that a 6 causes a 'bad' effect as well

The wiki says a light warship is only 1 ducat for upkeep and for price. I have pulled it directly from the wiki.
Light Warship: Str 1. Basic naval unit. Can transport 1 Unit. Unless otherwise noted, transported units cannot fight as part of naval battles.
Hire Cost: 1 Ducat, 1 Sailor
Upkeep: 1 Ducat/year

Also, if the crew isn't included but is needed for 1 ducat wouldn't that be 3 ducats, which basically makes only having 1 ship your entire budget?

e: Getting rid of the skill and replacing it with a sailing specialist crew, which would make the ship 2 ducats and then adding a skill for swimming.  The character application reflects this now.

And were you to have read the character creation section of the opening posts you'd see that a ship costs 2, as a discount for starting players on their sailor.
-Also: I have never had, and never foresee, a need to roll swimming.
oh my god he took me seriously
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Mr. Dwarfinton

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #131 on: March 22, 2012, 07:29:45 pm »

What if a boat I'm on sinks?
Also, I modified it after I understood why the prices are so.
« Last Edit: March 22, 2012, 07:31:37 pm by Mr. Dwarfinton »
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Skyrunner

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #132 on: March 22, 2012, 07:29:49 pm »

Your mathamancy fails to reflect that a 2 doesn't nessecitate a 100% failure - simply an undesired undereffect. You also forgot that a 6 causes a 'bad' effect as well . . .

I originally thought it as 1 or 6 to be fails, but someone corrected me.


If I assume 1,2 AND 6 are all fails... >.>

So think of my math as a calculation of a horrid fail (either way, 1 or 6) on one of the rolls :P
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filiusenox

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #133 on: March 22, 2012, 07:32:32 pm »

"You have got to be joking..."
"Sorry sir."
"It's...fine, I should have dealt with those bandits earlier..."
Jan just shrugged.

William speaks with the Madam about the incident, seeing if she has any info.
Then sends hired scouts out to look around in all directions in a pattern, with marked search areas, to report back in a week, to see if the threat is gone.

Can you roll this, CG?
Or is it impossible or something under the rules?
« Last Edit: March 22, 2012, 07:35:33 pm by filiusenox »
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Skyrunner

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Re: You are King II.I OOC Thread - Almost always accepting new players
« Reply #134 on: March 22, 2012, 07:33:59 pm »

I'm waiting for that too! :D
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