Game Thread-->
http://www.bay12forums.com/smf/index.php?topic=153329.0Current Characters
Alice Konicek, Grubby Hunter for Hire (Gig)
http://www.myth-weavers.com/sheet.html#id=570511Madeline, Gullible Old Lady (Fniff)
http://www.myth-weavers.com/sheet.html#id=566671Agris, Optimistic Handicapped Immigrant (HBman)
http://www.myth-weavers.com/sheet.html#id=569022Diane Ceres, Hopeful Doctor in Training (Twinwolf)
http://www.myth-weavers.com/sheet.html#id=569578---
I'm interested in branching out.
So, I wanna run a small game in the
World of Darkness setting-your basic gothic punk-evil hidden in plain sight, yet humans generally ignorant of the truth of vampires, werewolves, and Old Gods-except for a few heroes, who try to fight against the tide. That sort of setting. I'm reading up on the world and tossing ideas around. I'd like to check for player interest and perhaps recruit some players for a test chapter.
IntroAre you looking for for an exciting new career?
Twinhall Corporation is coming to your neighborhood!
Hiring at all levels of experience, we welcome a diversity of skillsets.
We're currently hosting an open job fair at...
You can't say why such an unassuming ad first caught your eye. You have lost your job, but it wasn't your fault, right? still, your bank account has dropped a whole digit. You've had to cut back, tighten your belt, slim down. And sometimes you wake up early in the morning, unable to sleep, worrying, stressing over future, or lack thereof. The ad seemed like a dream come true...like all your problems would be solved, soon.
So, you ended up at a decent looking, red-brick office building at 10'oclock at night-a quiet street, you think. Not many businesses or people around here. The inside is lit with minimal, atmospheric lighting-actual lit candles, how charming. It strikes you as odd but it doesn't truly concern you. Nothing really concerns you, and this should concern you the most...but of course, it doesn't. You're relaxed, confident, focused-even happy, for the first time in months. You won't have to worry any longer. There's nothing to fear...anymore.
You straightened your clothes, and entered the office building without another word, looking forward to a future with Twinhall-stepping into the dimly lit atrium, past the thick glass doors. From outside, it looked like the shadow of the building seemed to have swallowed you whole.
...
The Sorceress runs her hand over the ad in the newspaper, chanting under her breath, and scowls.
"It's bait for a trap." She says, fair white skin paling. "There's a seductive Dweomer woven into the words...if you don't know what it is, it sounds like the best idea in the world to you. A catch for the helpless, the desperate, the lost. There's a lot of bitterness in this spell. I...can't imagine it'll end well for them."
After that, the discussion mostly revolved around on weaponry, tactics, possible enemies-vampires, wolves, spirits...Gods? You know that bad things always prefer to feed on the innocent, no matter what they are. Ignorance is no defense, no quite the opposite...you learned that yourself a long time ago, and what's more you decided to do something about it. This looks like a job for you. You have to help, before it's too late...1. Choose background
First, create your character’s concept. To help get a handle on your character’s identity and motivations, come up with a short, two- or three word description of him/her. To start, you're all bog-standard humans. I may open up more character decisions as I learn the system...
Also, to include the mental breaking point system, you should fill in this short questionnaire!
1.What is the worst thing your character has ever done?
2.What is the worst thing your character can imagine himself doing?
3.What is the worst thing your character can imagine someone else doing?
4. What has the character forgotten? ((This is strictly the worst possible thing has ever happened to you supernaturally. Even Preludes might have encountered something terrible and blocked it out...almost completely.))
5. What is the most traumatic thing that has ever happened to the character?
And finally, add...
Aspirations, which are short, summary goals in your characters life.
2. Prelude?
You can choose to be a 'prelude'-to the World of Darkness. You begin play totally ignorant of the forces that shape the world, and your introduction to what lies beneath will take place after you start the game. This can allow you to leave your sheet relatively free of lengthy background fluff, as not much important has really happened to you...yet. Naturally, Prelude characters will not start with any sort supernatural abilities-even if they have them, they won't know about it.
3. Select Attributes
Prioritize your attributes by applying three scores (5/4/3) to three sets of attributes (Mental/Physical/Social). Then apply the points you assigned to the sets, to each of your nine skills listed here. You begin with one point in each.
=Mental=
Intelligence: A direct measure of how smart your character is.
Wits: The ability to think on one’s feet. Wits also encompasses your perception.
Resolve: Your character’s mental fortitude.
=Physical=
Strength: Physical might. Sheer bodily power
Dexterity: Quickness. Response time. A delicate touch.
Stamina: Sturdiness. Steadfastness. Sheer physical resilience.
=Social=
Presence: Bearing. Stature. Assertiveness.
Manipulation: Charm. Persuasiveness. Charisma. Your deftness in social situations.
Composure: Poise. Dignity. The capacity to remain calm and appear unfazed in social and threatening situations, usually harrowing ones.
Note, setting any Attribute to five, costs two points to purchase the final point, and five is the maximum ability score you can have.
=Derived Stats= ((Just for some help when making your character.))
Defense (the lowest of Dexterity or Wits)
Health (Stamina + 5)
Initiative (Dexterity + Composure)
Speed (Strength + Dexterity + 5),
Willpower (Resolve + Composure)
3. Select Skills
Again, Prioritize your attributes by applying three scores (11/7/4) to three attribute sets (Mental/Physical/Social).
To save a whole bunch of time, I will be applying your skills manually-based on your character sheet, background, and profession, vetted by you in PM or post form-tho for the prologue you can expect just for us to go forward with it. Note, your character will also start with skill 'specialties' that give him an advantage when doing certain things with a skill-for example, a driver might be specialized in motorcycles. You may wish to indicate this here.
4. Virtue/Vice
Your final touch is to choose your characters strongest virtue, and their strongest vice. This is important in a roleplaying matter, and is the primary way of maintaining your willpower score-you can spend willpower points to boost your rolls, or to help defend yourself from mental, social, and emotional pressures. You regain willpower from exercising your demons by indulging in your vices, overcoming them by staying true to your virtues, and over time, as you rest and recover from your adventures.
Virtues: Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance
Vices: Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath
Note, there are a lot more virtues and vices than the above listed. Feel free to use your imagination.
Essentially, most rolls are like this. I toss a D10 for each score you have in an ability, adding modifiers to each roll based on conditions. If you roll an 8, 9, or 10-you succeed. Anything else if a fail. Rolling a 10 not only counts as a success, but allows you to roll that dice again, potentially gaining another success, or even another ten, repeat forever. Multiple successes obviously improve the final result. Thus, the more dice you have, the better the chance of success. Easy!
Calculation
D10xAttribute + Skill + equipment modifier +/- Storyteller-determined modifiers (if any)