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Author Topic: Mercenaries of [FATE] OOC (Players Needed)  (Read 25025 times)

Tack

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #15 on: January 07, 2016, 12:05:39 pm »

Not sure what you mean.
« Last Edit: January 07, 2016, 12:22:18 pm by Tack »
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GiglameshDespair

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #16 on: January 07, 2016, 12:33:25 pm »

Out of "melee weapons", "swords" and "longswords", which would be the most suitable to be a skill?
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #17 on: January 07, 2016, 01:01:52 pm »

Right.
"Fight"

So to answer your question: Very nonspecific.

Spoiler: The skill table (click to show/hide)

Basically all melee combat is melee combat. If you've exclusively trained as a spearman, then that'd go in an aspect, to give you a bonus with spears (and a chance to mess up with other things), or a stunt (I'll get to that later)

If you're currently Using a sword, it'd be an equipment aspect. Those are used to determine reach, effectiveness against infantry and cavalry, etc.
Spoiler: Equipment (click to show/hide)

Most banal things won't require a check. Mounting and riding a horse doesn't require a "Ride" check, as everyone is automatically 'Mediocre' at riding.
Charging a horse into a formation may require a ride check, if the horse fails its Will check.
Knowing whether or not the horse is strong willed when you purchase it, would require an empathy check.
However, stunts can be used to offset that (although usually I would bring stunts in MUCH later)
So...
Spoiler: stunts (click to show/hide)

See OP for more stuff.
« Last Edit: January 08, 2016, 02:29:12 pm by Tack »
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

Tack

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #18 on: January 07, 2016, 02:38:01 pm »

Gah. FGRP cycles so quickly.
I might just boot this thing as soon as I get three players, and shove in new entrants after that.
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TheBiggerFish

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #19 on: January 07, 2016, 05:08:42 pm »

Hoo boy.  I'll be back.
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Caellath

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #20 on: January 07, 2016, 05:55:39 pm »

I hadn't seen this. Since I've been looking for something light due to being fairly out of it these days, this seems up my alley. A bit familiar with FATE (mostly Accel.), so I'll work on a sheet in a bit. Probably.
« Last Edit: July 22, 2016, 04:08:00 pm by Caellath »
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GiglameshDespair

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #21 on: January 07, 2016, 05:59:11 pm »

Indeed.
Expect my sheet also relatively soon.

Spoiler: Sheet (click to show/hide)
« Last Edit: January 07, 2016, 08:56:56 pm by GiglameshDespair »
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #22 on: January 07, 2016, 06:02:12 pm »

So yeah, fair warning for those familiar with fate: I've basically cut and glue bunches of stuff together. It's basically frankenfate. ...'s... monster.


Edit: Caellath, going trade prince? That's pretty awesome.
Is a section of the Surrounds controlled by trade clans, or is Shahin from a different land?
« Last Edit: January 07, 2016, 07:10:54 pm by Tack »
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Caellath

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #23 on: January 07, 2016, 07:13:38 pm »

It's a bit more than a trade prince. And I'll decide on that later; decided to first write down what I had in mind then try to work out where exactly the clans should be.
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

Kashyyk

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #24 on: January 07, 2016, 07:36:38 pm »

Spoiler: WIP (click to show/hide)
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TheBiggerFish

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #25 on: January 07, 2016, 08:06:07 pm »

Is there magic?  I think I heard magic...
Spoiler: Here we gooooooo.... (click to show/hide)
« Last Edit: January 07, 2016, 08:09:56 pm by TheBiggerFish »
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Insanegame27

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #26 on: January 07, 2016, 08:36:55 pm »

Spoiler: Lü Bu (click to show/hide)
« Last Edit: January 09, 2016, 02:18:31 am by Insanegame27 »
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GiglameshDespair

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Re: [FATE] Mercenary Co. Startup/OOC (2/6)
« Reply #27 on: January 07, 2016, 08:57:22 pm »

Sheet posted, linked with Caellaths'.
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (6/6)
« Reply #28 on: January 08, 2016, 01:14:28 am »

So yeah, to once again re-iterate, magic is kinda shitty. It's essentially the equivalent of writing "good luck" on a piece of card and hanging it outside your doorway.

That being said, I'm lumping surgical skills under Lore, so learned mages are now also physicians, 'cos.


Insanegame, your aspects will need to be hacked down a bunch. It should be a short phrase- the rest is up to interpretation.
Also, try not to mention China. I don't really want historical inserts in this game if I can help it.
Also, I'll be nerfing your stunts a bit.

In other news, I've decided to boot this puppy and help flesh out characters whilst the game warms up.

We currently have 5 humans and an ogre- no goblins which is a bit disappointing.
« Last Edit: January 08, 2016, 05:38:13 am by Tack »
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

TheBiggerFish

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Re: [FATE] Mercenary Co. Startup/OOC (6/6)
« Reply #29 on: January 08, 2016, 05:57:20 am »

How ineffective are we talking?  Like, is there something that's weaponizable?
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