https://wiki.rpg.net/api.php?action=feedcontributions&user=Insomniac&feedformat=atomRPGnet - User contributions [en]2024-03-28T08:55:31ZUser contributionsMediaWiki 1.31.7https://wiki.rpg.net/index.php?title=Measure_Twice,_Cut_Once:_THE_TALENT&diff=397287Measure Twice, Cut Once: THE TALENT2021-03-11T21:30:47Z<p>Insomniac: Created page with "Category:LancerCategory:PBPCategory:Player_Character == Odyssius Jones -THE TALENT == right A character in Lancer - Measure Twice, Cut Once|Measure Tw..."</p>
<hr />
<div>[[Category:Lancer]][[Category:PBP]][[Category:Player_Character]]<br />
<br />
== Odyssius Jones -THE TALENT ==<br />
[[File:|right]]<br />
A character in [[Lancer - Measure Twice, Cut Once|Measure Twice, Cut Once]]<br />
<br />
Comp/Con code: 26d643925820290134312c0635611273<br />
<br />
=== Appearance ===<br />
Built like a bishounen, but western features. Glowing pastel hair and neon tattoos. Lots of aesthetically pleasing cybernetics. Dresses in simple, stylish clothes. <br />
<br />
=== Bio ===<br />
<br />
Was an actual semi-famous musician who traveled and played shows on a variety of worlds.<br />
<br />
Was kidnapped by Queen Alias while still a non-combatant. Was held for ransom, and eventually ransomed. He was treated pretty okay for a prisoner, and never took it particularly personally. <br />
<br />
Later sympathized with the Ungratefuls, turned to playing pro-revolutionary music, and met Fibonacci Null. <br />
<br />
He fought off an attack by the nobility using Subaltern roadies. This is the point at which he was no longer classified as a non-combatant. He also did more than just organize, and at this point he Did a Terrorism. EO can tell me if Null would have been involved with that.<br />
<br />
Ended up learning to pilot a mech. He's mostly carried by natural talent here, he's still never had real training, just a lot of implants and a knack for controlling multiple things at once. I don't have a lot of clear ideas about how this happened, might be an opportunity to have hitched along with a combat unit involving another PC.<br />
<br />
Is currently on the run from the whole terrorism thing.<br />
<br />
=== Gear ===</div>Insomniachttps://wiki.rpg.net/index.php?title=Measure_Twice,_Cut_Once:_HAMMER&diff=397286Measure Twice, Cut Once: HAMMER2021-03-11T21:27:08Z<p>Insomniac: /* Grigory of Ynn - HAMMER */</p>
<hr />
<div>[[Category:Lancer]][[Category:PBP]][[Category:Player_Character]]<br />
<br />
== Grigory of Ynn - HAMMER ==<br />
[[File:|right]]<br />
A character in [[Lancer - Measure Twice, Cut Once|Measure Twice, Cut Once]]<br />
<br />
Comp/Con code: 7381522b534fbaa686bbbb930537bebe<br />
<br />
=== Appearance ===<br />
<br />
<br />
=== Bio ===<br />
<br />
Grigory was a Sparri hunter who, like many others, left his homeworld in search of glory in the galaxy at large. He was too much of a glory hound, however, and his actions during a battle ended up costing the lives of a few people he admired a lot. These days he's a little more careful, and cares more about protecting those fighting with him than about his kill count. He wandered the Rim alone for a while, and in a chance meeting with a flight of Voladores he received a cryptic prophecy to head to the location of our present campaign.<br />
<br />
=== Gear ===</div>Insomniachttps://wiki.rpg.net/index.php?title=Measure_Twice,_Cut_Once:_HAMMER&diff=397285Measure Twice, Cut Once: HAMMER2021-03-11T21:26:51Z<p>Insomniac: Created page with "Category:LancerCategory:PBPCategory:Player_Character == Grigory of Ynn - HAMMER == right A character in Lancer - Measure Twice, Cut Once|M..."</p>
<hr />
<div>[[Category:Lancer]][[Category:PBP]][[Category:Player_Character]]<br />
<br />
== Grigory of Ynn - HAMMER ==<br />
[[File:Scrapper.jpg|right]]<br />
A character in [[Lancer - Measure Twice, Cut Once|Measure Twice, Cut Once]]<br />
<br />
Comp/Con code: 7381522b534fbaa686bbbb930537bebe<br />
<br />
=== Appearance ===<br />
<br />
<br />
=== Bio ===<br />
<br />
Grigory was a Sparri hunter who, like many others, left his homeworld in search of glory in the galaxy at large. He was too much of a glory hound, however, and his actions during a battle ended up costing the lives of a few people he admired a lot. These days he's a little more careful, and cares more about protecting those fighting with him than about his kill count. He wandered the Rim alone for a while, and in a chance meeting with a flight of Voladores he received a cryptic prophecy to head to the location of our present campaign.<br />
<br />
=== Gear ===</div>Insomniachttps://wiki.rpg.net/index.php?title=Measure_Twice,_Cut_Once:_SCRAPPER&diff=397284Measure Twice, Cut Once: SCRAPPER2021-03-11T21:23:11Z<p>Insomniac: </p>
<hr />
<div>[[Category:Lancer]][[Category:PBP]][[Category:Player_Character]]<br />
<br />
== Vix Otoya - SCRAPPER ==<br />
[[File:Scrapper.jpg|right]]<br />
A character in [[Lancer - Measure Twice, Cut Once|Measure Twice, Cut Once]]<br />
<br />
Comp/Con code: 9c2fc373b218ada2399aa9e82a424d87<br />
<br />
=== Appearance ===<br />
About a meter and a half of cheerful energy, compact muscle, and engine grease stains. She speaks loudly and laughs louder. Dark skin, dark eyes, and kinky hair kept away from her eyes. She tends toward simple, practical clothing that won't cut or snag when she's working, and can usually be seen with a slightly manic smile and either a flask or a vaporizer of intoxicant that's probably stronger than she should be indulging in while working on heavy machinery.<br />
<br />
=== Bio ===<br />
<br />
Vix Otoya was born as a Subject of Director General John Creighton Harrison III (Long May He Reign) on a world that, if sufficiently pressed and sufficiently drunk, she might just be willing to name before she assaults whoever is asking prying questions. She might just admit that she got her start fixing farming equipment.<br />
<br />
The Purview is a meritocracy. She applied herself, got her certifications, and was approved as a Provisional Citizen when they shipped her off to Lambeth Mining Station. It was hard work mining asteroids, out in the big empty, but every day was a boost to her social credit score; by the end of her time there, she could earn Citizenship for herself and her family. Maybe even become an Able Citizen.<br />
<br />
Things escalated slowly, until they didn't. It started how it always does; superiors demanded higher productivity, workers were given harsher demands, standards began to slip. Miners died. Workers protested. Managers cracked down. Workers pushed back. Secret meetings in empty loading docks. Sabotage. Violence. Until the workers found themselves, almost by accident, at a state of war with the glorious Harrison Armory Purview and their hired "security contractors," fighting trained killers with improvised mining explosives, refitted industrial equipment, and materiel from captured printers. (The Purview called them Ungratefuls; some of the strikers did, too, but Vix never thought of it that way.)<br />
<br />
The fight was never one they never thought they could win. All they hoped was that they could hold on long enough to spread their message past the Purview and get Union support. They succeeded. Union came.<br />
<br />
Vix can't say if the Union Adjudicator was corrupt, or complicit, or hobbled, or only wanted to stop the violence. A few Harrison functionaries were imprisoned, a few more were demoted or quietly reassigned. Some of the "terrorists" were sent to prison with them. A few concessions, a few placating measures, and Union was gone. Nothing really changed. A new Station Administrator in office, and operations were expected to resume.<br />
<br />
She was slow to join the strikers, but she'd been committed. She'd set mining explosives, rewired security systems, operated the printer, and gone to the fights with crudely kitbashed combat units, mining mechs with machine guns bolted to the top. She had, as it turned out, been very, very good at it. So as an UnCitizen (her social credit score irreparably ruined by "Active and Unlawful Opposition to the Interests of the Purview and Director General John Creighton Harrison III (Long May He Reign) in Deed, Word, and Thought") she secured herself passage with some of the mercenaries she'd fought against. Done with Harrison, and with Union, and with noble causes.<br />
<br />
Have Mech, Will Travel.<br />
<br />
=== Gear ===<br />
*MODIFIED SCALZ-I PLASMA TORCH<br />
The Mark-I Harrison Armory SCALZ pattern plasma torch is a common sight on both planetary and orbital mining operations. Durable and reliable, the modular magnetic fields can be adjusted for anything from welding work to excavation cutting that vaporizes mineral matter to avoid particulate debris. At full power, the SCALZ-I can project the torch a full meter for six hours' continuous operation before replacing the rechargeable battery.<br />
<br />
Vix's SCALZ-I has been "modified," in that it has been disassembled and reassembled wrong, and with a fundamental disregard for operational specifications, manufacturer's warranty, and basic safety regulation. In its current configuration, a user with a great deal of familiarity with SCALZ-I operation, a great deficit of self-preservation instinct, or (ideally) both can modulate the magnetic fields in a way that creates an extreme-range high-energy burst of plasma for 0.79 seconds before permanently burning out the power source.<br />
<br />
During that 0.79 seconds, it is marginally even less safe to be standing where the plasma torch is pointing than it is to be the one operating the device.</div>Insomniachttps://wiki.rpg.net/index.php?title=Measure_Twice,_Cut_Once:_TURING&diff=397283Measure Twice, Cut Once: TURING2021-03-11T21:20:20Z<p>Insomniac: Created page with "Category:LancerCategory:PBPCategory:Player_Character == Fibonacci Null - TURING == right A character in Lancer - Measure Twice, Cut Once|Measure Twice..."</p>
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<div>[[Category:Lancer]][[Category:PBP]][[Category:Player_Character]]<br />
<br />
== Fibonacci Null - TURING ==<br />
[[File:|right]]<br />
A character in [[Lancer - Measure Twice, Cut Once|Measure Twice, Cut Once]]<br />
<br />
Comp/Con code: d4cee378124136187f98b9f80eca67b4<br />
<br />
=== Appearance ===<br />
Lanky build, casual dress.<br />
<br />
=== Bio ===<br />
<br />
Fibbonacci_Null could be called many things: an omninet enthusiast and specialist, a freelance hacker, a man intrigued by the mysteries of paracasuality, a HORUS associate, and an Ungrateful sympathizer. After all, you need people to be free to grab the open wonders of the omninet and fabrication technology, right? The last was probably why he had to flee the Baronies. Freaking outdated aristos. Thanks to the Ungratefuls, he'd learned a thing or two about piloting mechs, so he could fall back on that if trouble came knocking.<br />
<br />
It was after a brief period of traveling employment that HORUS sent him a message. Help out in the Outer Rim, and a higher role in HORUS (and some truly awesome mech licenses) would await him. When the mutiny in Queen Alias' crew damaged the station he was on, he made a quick escape and wound up with her.<br />
=== Gear ===<br />
*DERMODY A5 PISTOL<br />
A sleek, compact, concealable weapon which fires accelerated slugs from a 12-round magazine.</div>Insomniachttps://wiki.rpg.net/index.php?title=Measure_Twice,_Cut_Once:_RAIN&diff=397282Measure Twice, Cut Once: RAIN2021-03-11T21:13:14Z<p>Insomniac: Created page with "Category:LancerCategory:PBPCategory:Player_Character == Nanashi Motoko - RAIN == right A character in Lancer - Measure Twice, Cut Once|Measure Twice,..."</p>
<hr />
<div>[[Category:Lancer]][[Category:PBP]][[Category:Player_Character]]<br />
<br />
== Nanashi Motoko - RAIN ==<br />
[[File:|right]]<br />
A character in [[Lancer - Measure Twice, Cut Once|Measure Twice, Cut Once]]<br />
<br />
Comp/Con code: 6b12da6cb1cc499b262da7cfd6bb5363<br />
<br />
=== Appearance ===<br />
Motoko looks fairly young since she's stuck for a long time in the stasis pod. She has a shoulder length bluish purple hair and redish purple eyes.<br />
<br />
She usually wears body suit (like the one in the pic) paired with a long jacket<br />
<br />
=== Bio ===<br />
<br />
Nanashi Motoko was the result of one of the many super soldier program done during the second committee era. Once the second committee is dismantled, she's left in some remote secret research facility in stasis pod. After quite a lot of time passed, some search party of the Long Rim discovered and looted the research facility, including her stasis pod. But soon after, their ship got raided by the pirate queen Alias. Alias aquire Motoko's pod along with the other stuff but only woke her up from the stasis while she's on the run from her own crew.<br />
<br />
=== Gear ===</div>Insomniachttps://wiki.rpg.net/index.php?title=Measure_Twice,_Cut_Once:_SCRAPPER&diff=397281Measure Twice, Cut Once: SCRAPPER2021-03-11T20:58:33Z<p>Insomniac: Created page with "Category:LancerCategory:PBPCategory:Player_Character == Vix Otoya - SCRAPPER == right A character in Lancer - Measure Twice, Cut Once|Meas..."</p>
<hr />
<div>[[Category:Lancer]][[Category:PBP]][[Category:Player_Character]]<br />
<br />
== Vix Otoya - SCRAPPER ==<br />
[[File:Scrapper.jpg|right]]<br />
A character in [[Lancer - Measure Twice, Cut Once|Measure Twice, Cut Once]]<br />
<br />
Comp/Con code: 9c2fc373b218ada2399aa9e82a424d87<br />
<br />
=== Appearance ===<br />
About a meter and a half of cheerful energy, compact muscle, and engine grease stains. She speaks loudly and laughs louder. Dark skin, dark eyes, and kinky hair kept away from her eyes. She tends toward simple, practical clothing that won't cut or snag when she's working, and can usually be seen with a slightly manic smile and either a flask or a vaporizer of intoxicant that's probably stronger than she should be indulging in while working on heavy machinery.<br />
<br />
=== Bio ===<br />
<br />
Vix Otoya was born as a Subject of Director General John Creighton Harrison III (Long May He Reign) on a world that, if sufficiently pressed and sufficiently drunk, she might just be willing to name before she assaults whoever is asking prying questions. She might just admit that she got her start fixing farming equipment.<br />
<br />
The Purview is a meritocracy. She applied herself, got her certifications, and was approved as a Provisional Citizen when they shipped her off to Lambeth Mining Station. It was hard work mining asteroids, out in the big empty, but every day was a boost to her social credit score; by the end of her time there, she could earn Citizenship for herself and her family. Maybe even become an Able Citizen.<br />
<br />
Things escalated slowly, until they didn't. It started how it always does; superiors demanded higher productivity, workers were given harsher demands, standards began to slip. Miners died. Workers protested. Managers cracked down. Workers pushed back. Secret meetings in empty loading docks. Sabotage. Violence. Until the workers found themselves, almost by accident, at a state of war with the glorious Harrison Armory Purview and their hired "security contractors," fighting trained killers with improvised mining explosives, refitted industrial equipment, and materiel from captured printers. (The Purview called them Ungratefuls; some of the strikers did, too, but Vix never thought of it that way.)<br />
<br />
The fight was never one they never thought they could win. All they hoped was that they could hold on long enough to spread their message past the Purview and get Union support. They succeeded. Union came.<br />
<br />
Vix can't say if the Union Adjudicator was corrupt, or complicit, or hobbled, or only wanted to stop the violence. A few Harrison functionaries were imprisoned, a few more were demoted or quietly reassigned. Some of the "terrorists" were sent to prison with them. A few concessions, a few placating measures, and Union was gone. Nothing really changed. A new Station Administrator in office, and operations were expected to resume.<br />
<br />
She was slow to join the strikers, but she'd been committed. She'd set mining explosives, rewired security systems, operated the printer, and gone to the fights with crudely kitbashed combat units, mining mechs with machine guns bolted to the top. She had, as it turned out, been very, very good at it. So as an UnCitizen (her social credit score irreparably ruined by "Active and Unlawful Opposition to the Interests of the Purview and Director General John Creighton Harrison III (Long May He Reign) in Deed, Word, and Thought") she secured herself passage with some of the mercenaries she'd fought against. Done with Harrison, and with Union, and with noble causes.<br />
<br />
Have Mech, Will Travel.<br />
<br />
=== Gear ===</div>Insomniachttps://wiki.rpg.net/index.php?title=File:Scrapper.jpg&diff=397280File:Scrapper.jpg2021-03-11T20:54:52Z<p>Insomniac: </p>
<hr />
<div></div>Insomniachttps://wiki.rpg.net/index.php?title=Lancer_-_Measure_Twice,_Cut_Once&diff=397235Lancer - Measure Twice, Cut Once2021-03-11T05:34:07Z<p>Insomniac: </p>
<hr />
<div>[[Category: Lancer]]<br />
[[Category: PBP]]<br />
<br />
A motley crew of Lancers travelling to the Long Rim, run by Anaxphone<br />
<br />
[https://forum.rpg.net/index.php?threads/lancer-measure-once-cut-twice-ooc.878010/ OOC Thread]<br />
<br />
IC Thread<br />
<br />
[https://forum.rpg.net/index.php?threads/recruiting-closed-planning-lancer-measure-once-cut-twice.877839/ Recruitment Thread]<br />
<br />
==CHARACTERS==<br />
=== PCs ===<br />
<br />
[[Measure_Twice,_Cut_Once:_TURING|Fibonacci Null]], played by EnigmaticOne<br />
<br />
[[Measure_Twice,_Cut_Once:_HAMMER|Grigory of Ynn]], played by Bira<br />
<br />
[[Measure_Twice,_Cut_Once:_THE_TALENT|Odysseus Jones]], played by The Wyzard<br />
<br />
[[Measure_Twice,_Cut_Once:_SCRAPPER|Vix Otoya]], played by Insomniac<br />
<br />
[[Measure_Twice,_Cut_Once:_RAIN|Nanashi Motoko]], played by DragonJAW<br />
<br />
<br />
=== NPCs ===<br />
<br />
<br />
== PLACES ==<br />
IPS-N CHABAHAR<br />
<br />
IPS-N Cochraine Station</div>Insomniachttps://wiki.rpg.net/index.php?title=Lancer_-_Measure_Twice,_Cut_Once&diff=397174Lancer - Measure Twice, Cut Once2021-03-10T21:30:53Z<p>Insomniac: Created page with "Category: Lancer Category: PBP A motley crew of Lancers travelling to the Long Rim, run by Anaxphone [https://forum.rpg.net/index.php?threads/lancer-measure-once-cut..."</p>
<hr />
<div>[[Category: Lancer]]<br />
[[Category: PBP]]<br />
<br />
A motley crew of Lancers travelling to the Long Rim, run by Anaxphone<br />
<br />
[https://forum.rpg.net/index.php?threads/lancer-measure-once-cut-twice-ooc.878010/ OOC Thread]<br />
<br />
IC Thread<br />
<br />
[https://forum.rpg.net/index.php?threads/recruiting-closed-planning-lancer-measure-once-cut-twice.877839/ Recruitment Thread]<br />
<br />
==CHARACTERS==<br />
=== PCs ===<br />
<br />
Fibonacci Null, played by EnigmaticOne<br />
<br />
Grigory of Ynn, played by Bira<br />
<br />
Odysseus Jones, played by The Wyzard<br />
<br />
Vix Otoya, played by Insomniac<br />
<br />
Nanashi Motoko, played by DragonJAW<br />
<br />
Queen Alias, played by GaoGaiGar<br />
<br />
=== NPCs ===<br />
<br />
<br />
== PLACES ==<br />
IPS-N CHABAHAR<br />
<br />
IPS-N Cochraine Station</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here&diff=366058The Gang's All Here2019-07-17T02:49:34Z<p>Insomniac: /* The Players */</p>
<hr />
<div>=The Players=<br />
Brad is [[The Gang's All Here: The Neo|The Neo]]<br />
<br />
Avril is [[The Gang's All Here: The Dictator|The Dictator]]<br />
<br />
Jack is [[The Gang's All Here: The Fool|The Fool]]<br />
<br />
Sandra is [[The Gang's All Here: The Emotion Knight|The Loathing Knight]]<br />
<br />
Casey is [[The Gang's All Here: The Godbinder|The Godbinder]]</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Emotion_Knight&diff=365574The Gang's All Here: The Emotion Knight2019-07-11T14:23:55Z<p>Insomniac: /* The Knight's Emotional Scale */</p>
<hr />
<div>=The - - - - - Knight=<br />
= Page One =<br />
<br />
'''CLASS DIE: D8'''<br />
<br />
These eight orders of Knights are the world’s greatest warriors, each devoted to a single emotion. Whether it be love, hate, or fear: if they feel it, they can use it to fuel the power of their sentient, arcane weapons. <br />
<br />
When consumed by their sacred sensation, they are incomparable warriors, capable of miraculous feats. Nothing can stand against their blades – armies,mountains, even ideas. They can defeat anything.<br />
<br />
Except the passion which drives them.<br />
==Your Name==<br />
<br />
==Stats==<br />
*<u>STRENGTH</u>: <br />
*DEXTERITY: <br />
*<u>CONSTITUTION</u>: <br />
*WISDOM: <br />
*INTELLIGENCE: <br />
*CHARISMA: <br />
<br />
==Equipment==<br />
<br />
You start with:<br />
<br />
Your Arcane weapon (see next page).<br />
<br />
In addition, choose one of the following:<br />
*Chainmail (Defence 2)<br />
*Leather Armour (Armour 1), and a normal, nonmagical Ranged Weapon of your choice (bow, crossbow, throwing knives). The latter includes ammunition.<br />
==Look==<br />
*Worn leather, a long cloak and a scowl<br />
*Gladiator gear, all skin, spikes and black leather<br />
*Covered head to foot, with a full helm showing only your eyes<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: <br />
*WILLPOWER (=Wis x 2):<br />
= Page Two =<br />
== Your Sacred Emotion ==<br />
Your powers are driven by you feeling an emotion. Look at the Emotion Wheel on the third page.<br />
<br />
Select the word that best fits your emotion (from the main coloured spokes only). It can be the one most related to your persona, or the one you think is most interesting to explore. Talk to your GM if you want to know more about what “interesting” may mean.<br />
<br />
Now you’ve picked, fill in the other blanks on the third sheet. All three of these words are aspects of your Sacred Emotion.<br />
<br />
If you are unsure what emotion to pick, “Rage” is a simple one to play.<br />
<br />
==The Arcane Weapon==<br />
All the Emotion Knight’s special abilities are channeled via their arcane weapon. All arcane weapons, whatever their form, are sentient and can communicate with its owner (both audibly or with short range telepathy) and share a bond with its owner. It is also able to sense strong sources of its emotion in its vicinity.<br />
<br />
Your weapon is... (choose one of the following, delete the rest):<br />
*Sword<br />
*Hammer<br />
*Trident<br />
*Your idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
Your weapon’s main attribute is... (choose one):<br />
*Brutal (Special: if this removes a Health from your opponent, remove two Health instead.)<br />
*Fast (Special: when removing a Guard from your opponent, remove two Guard instead of one.)<br />
*Incredibly Elegant (Uses Dexterity instead of Strength for its dice pool. Special: recover two Guard.)<br />
<br />
Your weapon’s personality is... (choose one, delete the rest):<br />
*Aggressive<br />
*Sarcastic<br />
*Cutsie<br />
*Your idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==The Emotional Scale==<br />
Look at the Emotional Scale on the third page. Place your D8 at zero. Depending how intensely your character is feeling this emotion, the D8 will move up or down the scale. The further up the scale it is, the more intensely a character feels this, and the more likely it will be nearly impossible to do something unconnected to this emotion.<br />
<br />
To stress: the emotion is generated from events in the fiction. For example, if you are a Terror Knight surprised by a monster, you are likely to be scared, which means your D8 will move up the scale.<br />
<br />
==Emotionally Engaged==<br />
When your D8 is above zero on the Emotional Scale, you gain Advantage on any attack the weapon makes. Your Lesser Ability is also activated. Your Lesser Ability is... (choose one, delete the rest):<br />
*Defensive Bonus (+1 Defence.)<br />
*Ranged Attack (You can attack with your magical weapon at a range equivalent to a Bow.)<br />
*Riposte (Any opponent whose attack fails to hit you gives you a free attack back at them.) <br />
<br />
If you activate your Greater Ability your D8 moves one step down the emotional scale. Your Greater Ability is (choose one, delete the rest):<br />
*Decapitation Strike (This attack bypasses Guard. This attack can only target one individual.)<br />
*Combat Frenzy (Apply the results of this attack to all enemies within arm’s reach.)<br />
*Duel (Choose one opponent. They cannot attack anyone else until you choose.)<br />
<br />
Feel free to describe how these abilities manifest.<br />
<br />
==Creative Violence==<br />
If a player has two or more of an emotion they can expend it all to achieve an incredible feat. They pick up the D8 and hold it towards the centre of the table.<br />
<br />
Describe what you’re trying to do. You can defeat anything which fits one of the nouns on your current level, or below. (So for example, if you are level 3 you can defeat an army.) You are encouraged to interpret “defeat” poetically. This ability is about '''creative''' violence.<br />
Then roll the D8. If you roll your emotion level or beneath, you suffer that number of wounds in achieving your goal. Replace the dice at the zero point on the scale.<br />
<br />
==Emotion Draining==<br />
Emotion Knights can siphon their Sacred Emotion from a target character. If the character resists, this requires a Charisma roll with a target’s Wisdom as a difficulty level. If the character does not resist, the difficulty is zero. <br />
<br />
For a success, and each success above it, a level of emotion is transferred from the target to the Knight. NB: if a player is not experiencing that emotion, an Emotion Knight cannot siphon it.<br />
<br />
A critical failure means the target can never feel emotion towards that source ever again. (For example, a peasant is petrified of a dragon. A Fear Knight tries to drain the peasant’s fear, but critically fails. The Peasant will never be scared of dragons again.) However, the Knight gets all the emotion the target feels.<br />
<br />
=The Knight's Emotional Scale=<br />
'''( ) Level 0: Nothing'''<br />
<br />
'''( ) Level 1: _ _ _ _ _ _'''<br />
<br />
Greater and lesser abilities available.<br />
<br />
Gain advantage on attacks with your weapon.<br />
<br />
'''( ) Level 2: _ _ _ _ _ _'''<br />
<br />
You could defeat: a mob, a villiage, a blockage, a weakness.<br />
<br />
'''( ) Level 3: _ _ _ _ _ _'''<br />
<br />
You could defeat: an army, a mountain range, a town.<br />
<br />
'''( ) Level 4: Lost'''<br />
<br />
You could defeat: a city, despair, someone you truly love.<br />
<br />
'''( ) Level 5: Consumed'''<br />
<br />
You can defeat: a country, a religion.<br />
<br />
'''( ) Level 6+: Inhuman'''<br />
<br />
You can defeat: a god, hope, yourself.<br />
<br />
[[File:Emotion_Wheel.png]]</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Emotion_Knight&diff=365573The Gang's All Here: The Emotion Knight2019-07-11T14:22:05Z<p>Insomniac: /* Emotionally Engaged */</p>
<hr />
<div>=The - - - - - Knight=<br />
= Page One =<br />
<br />
'''CLASS DIE: D8'''<br />
<br />
These eight orders of Knights are the world’s greatest warriors, each devoted to a single emotion. Whether it be love, hate, or fear: if they feel it, they can use it to fuel the power of their sentient, arcane weapons. <br />
<br />
When consumed by their sacred sensation, they are incomparable warriors, capable of miraculous feats. Nothing can stand against their blades – armies,mountains, even ideas. They can defeat anything.<br />
<br />
Except the passion which drives them.<br />
==Your Name==<br />
<br />
==Stats==<br />
*<u>STRENGTH</u>: <br />
*DEXTERITY: <br />
*<u>CONSTITUTION</u>: <br />
*WISDOM: <br />
*INTELLIGENCE: <br />
*CHARISMA: <br />
<br />
==Equipment==<br />
<br />
You start with:<br />
<br />
Your Arcane weapon (see next page).<br />
<br />
In addition, choose one of the following:<br />
*Chainmail (Defence 2)<br />
*Leather Armour (Armour 1), and a normal, nonmagical Ranged Weapon of your choice (bow, crossbow, throwing knives). The latter includes ammunition.<br />
==Look==<br />
*Worn leather, a long cloak and a scowl<br />
*Gladiator gear, all skin, spikes and black leather<br />
*Covered head to foot, with a full helm showing only your eyes<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: <br />
*WILLPOWER (=Wis x 2):<br />
= Page Two =<br />
== Your Sacred Emotion ==<br />
Your powers are driven by you feeling an emotion. Look at the Emotion Wheel on the third page.<br />
<br />
Select the word that best fits your emotion (from the main coloured spokes only). It can be the one most related to your persona, or the one you think is most interesting to explore. Talk to your GM if you want to know more about what “interesting” may mean.<br />
<br />
Now you’ve picked, fill in the other blanks on the third sheet. All three of these words are aspects of your Sacred Emotion.<br />
<br />
If you are unsure what emotion to pick, “Rage” is a simple one to play.<br />
<br />
==The Arcane Weapon==<br />
All the Emotion Knight’s special abilities are channeled via their arcane weapon. All arcane weapons, whatever their form, are sentient and can communicate with its owner (both audibly or with short range telepathy) and share a bond with its owner. It is also able to sense strong sources of its emotion in its vicinity.<br />
<br />
Your weapon is... (choose one of the following, delete the rest):<br />
*Sword<br />
*Hammer<br />
*Trident<br />
*Your idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
Your weapon’s main attribute is... (choose one):<br />
*Brutal (Special: if this removes a Health from your opponent, remove two Health instead.)<br />
*Fast (Special: when removing a Guard from your opponent, remove two Guard instead of one.)<br />
*Incredibly Elegant (Uses Dexterity instead of Strength for its dice pool. Special: recover two Guard.)<br />
<br />
Your weapon’s personality is... (choose one, delete the rest):<br />
*Aggressive<br />
*Sarcastic<br />
*Cutsie<br />
*Your idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==The Emotional Scale==<br />
Look at the Emotional Scale on the third page. Place your D8 at zero. Depending how intensely your character is feeling this emotion, the D8 will move up or down the scale. The further up the scale it is, the more intensely a character feels this, and the more likely it will be nearly impossible to do something unconnected to this emotion.<br />
<br />
To stress: the emotion is generated from events in the fiction. For example, if you are a Terror Knight surprised by a monster, you are likely to be scared, which means your D8 will move up the scale.<br />
<br />
==Emotionally Engaged==<br />
When your D8 is above zero on the Emotional Scale, you gain Advantage on any attack the weapon makes. Your Lesser Ability is also activated. Your Lesser Ability is... (choose one, delete the rest):<br />
*Defensive Bonus (+1 Defence.)<br />
*Ranged Attack (You can attack with your magical weapon at a range equivalent to a Bow.)<br />
*Riposte (Any opponent whose attack fails to hit you gives you a free attack back at them.) <br />
<br />
If you activate your Greater Ability your D8 moves one step down the emotional scale. Your Greater Ability is (choose one, delete the rest):<br />
*Decapitation Strike (This attack bypasses Guard. This attack can only target one individual.)<br />
*Combat Frenzy (Apply the results of this attack to all enemies within arm’s reach.)<br />
*Duel (Choose one opponent. They cannot attack anyone else until you choose.)<br />
<br />
Feel free to describe how these abilities manifest.<br />
<br />
==Creative Violence==<br />
If a player has two or more of an emotion they can expend it all to achieve an incredible feat. They pick up the D8 and hold it towards the centre of the table.<br />
<br />
Describe what you’re trying to do. You can defeat anything which fits one of the nouns on your current level, or below. (So for example, if you are level 3 you can defeat an army.) You are encouraged to interpret “defeat” poetically. This ability is about '''creative''' violence.<br />
Then roll the D8. If you roll your emotion level or beneath, you suffer that number of wounds in achieving your goal. Replace the dice at the zero point on the scale.<br />
<br />
==Emotion Draining==<br />
Emotion Knights can siphon their Sacred Emotion from a target character. If the character resists, this requires a Charisma roll with a target’s Wisdom as a difficulty level. If the character does not resist, the difficulty is zero. <br />
<br />
For a success, and each success above it, a level of emotion is transferred from the target to the Knight. NB: if a player is not experiencing that emotion, an Emotion Knight cannot siphon it.<br />
<br />
A critical failure means the target can never feel emotion towards that source ever again. (For example, a peasant is petrified of a dragon. A Fear Knight tries to drain the peasant’s fear, but critically fails. The Peasant will never be scared of dragons again.) However, the Knight gets all the emotion the target feels.<br />
<br />
=The Knight's Emotional Scale=<br />
'''( ) Level 0: Nothing'''<br />
<br />
'''( ) Level 1: _ _ _ _ _ _'''<br />
<br />
Greater and lesser abilities available.<br />
<br />
Gain advantage on attacks with your weapon.<br />
<br />
'''( ) Level 2: _ _ _ _ _ _'''<br />
<br />
You could defeat: a mob, a villiage, a blockage, a weakness.<br />
<br />
'''( ) Level 3: _ _ _ _ _ _'''<br />
<br />
You could defeat: an army, a mountain range, a town.<br />
<br />
'''( ) Level 4: Lost'''<br />
<br />
You could defeat: a city, despair, someone you truly love.<br />
<br />
'''( ) Level 5: Consumed'''<br />
<br />
You can defeat: a country, a religion.<br />
<br />
'''( ) Level 6+: Inhuman'''<br />
<br />
You can defeat: a god, hope, yourself.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Emotion_Knight&diff=365572The Gang's All Here: The Emotion Knight2019-07-11T14:21:39Z<p>Insomniac: Created page with "=The - - - - - Knight= = Page One = '''CLASS DIE: D8''' These eight orders of Knights are the world’s greatest warriors, each devoted to a single emotion. Whether it be lo..."</p>
<hr />
<div>=The - - - - - Knight=<br />
= Page One =<br />
<br />
'''CLASS DIE: D8'''<br />
<br />
These eight orders of Knights are the world’s greatest warriors, each devoted to a single emotion. Whether it be love, hate, or fear: if they feel it, they can use it to fuel the power of their sentient, arcane weapons. <br />
<br />
When consumed by their sacred sensation, they are incomparable warriors, capable of miraculous feats. Nothing can stand against their blades – armies,mountains, even ideas. They can defeat anything.<br />
<br />
Except the passion which drives them.<br />
==Your Name==<br />
<br />
==Stats==<br />
*<u>STRENGTH</u>: <br />
*DEXTERITY: <br />
*<u>CONSTITUTION</u>: <br />
*WISDOM: <br />
*INTELLIGENCE: <br />
*CHARISMA: <br />
<br />
==Equipment==<br />
<br />
You start with:<br />
<br />
Your Arcane weapon (see next page).<br />
<br />
In addition, choose one of the following:<br />
*Chainmail (Defence 2)<br />
*Leather Armour (Armour 1), and a normal, nonmagical Ranged Weapon of your choice (bow, crossbow, throwing knives). The latter includes ammunition.<br />
==Look==<br />
*Worn leather, a long cloak and a scowl<br />
*Gladiator gear, all skin, spikes and black leather<br />
*Covered head to foot, with a full helm showing only your eyes<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: <br />
*WILLPOWER (=Wis x 2):<br />
= Page Two =<br />
== Your Sacred Emotion ==<br />
Your powers are driven by you feeling an emotion. Look at the Emotion Wheel on the third page.<br />
<br />
Select the word that best fits your emotion (from the main coloured spokes only). It can be the one most related to your persona, or the one you think is most interesting to explore. Talk to your GM if you want to know more about what “interesting” may mean.<br />
<br />
Now you’ve picked, fill in the other blanks on the third sheet. All three of these words are aspects of your Sacred Emotion.<br />
<br />
If you are unsure what emotion to pick, “Rage” is a simple one to play.<br />
<br />
==The Arcane Weapon==<br />
All the Emotion Knight’s special abilities are channeled via their arcane weapon. All arcane weapons, whatever their form, are sentient and can communicate with its owner (both audibly or with short range telepathy) and share a bond with its owner. It is also able to sense strong sources of its emotion in its vicinity.<br />
<br />
Your weapon is... (choose one of the following, delete the rest):<br />
*Sword<br />
*Hammer<br />
*Trident<br />
*Your idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
Your weapon’s main attribute is... (choose one):<br />
*Brutal (Special: if this removes a Health from your opponent, remove two Health instead.)<br />
*Fast (Special: when removing a Guard from your opponent, remove two Guard instead of one.)<br />
*Incredibly Elegant (Uses Dexterity instead of Strength for its dice pool. Special: recover two Guard.)<br />
<br />
Your weapon’s personality is... (choose one, delete the rest):<br />
*Aggressive<br />
*Sarcastic<br />
*Cutsie<br />
*Your idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==The Emotional Scale==<br />
Look at the Emotional Scale on the third page. Place your D8 at zero. Depending how intensely your character is feeling this emotion, the D8 will move up or down the scale. The further up the scale it is, the more intensely a character feels this, and the more likely it will be nearly impossible to do something unconnected to this emotion.<br />
<br />
To stress: the emotion is generated from events in the fiction. For example, if you are a Terror Knight surprised by a monster, you are likely to be scared, which means your D8 will move up the scale.<br />
<br />
==Emotionally Engaged==<br />
When your d8 is above zero on the Emotional Scale, you gain Advantage on any attack the weapon makes. Your Lesser Ability is also activated. Your Lesser Ability is... (choose one, delete the rest):<br />
*Defensive Bonus (+1 Defence.)<br />
*Ranged Attack (You can attack with your magical weapon at a range equivalent to a Bow.)<br />
*Riposte (Any opponent whose attack fails to hit you gives you a free attack back at them.) <br />
<br />
If you activate your Greater Ability your D8 moves one step down the emotional scale. Your Greater Ability is (choose one, delete the rest):<br />
*Decapitation Strike (This attack bypasses Guard. This attack can only target one individual.)<br />
*Combat Frenzy (Apply the results of this attack to all enemies within arm’s reach.)<br />
*Duel (Choose one opponent. They cannot attack anyone else until you choose.)<br />
<br />
Feel free to describe how these abilities manifest.<br />
==Creative Violence==<br />
If a player has two or more of an emotion they can expend it all to achieve an incredible feat. They pick up the D8 and hold it towards the centre of the table.<br />
<br />
Describe what you’re trying to do. You can defeat anything which fits one of the nouns on your current level, or below. (So for example, if you are level 3 you can defeat an army.) You are encouraged to interpret “defeat” poetically. This ability is about '''creative''' violence.<br />
Then roll the D8. If you roll your emotion level or beneath, you suffer that number of wounds in achieving your goal. Replace the dice at the zero point on the scale.<br />
<br />
==Emotion Draining==<br />
Emotion Knights can siphon their Sacred Emotion from a target character. If the character resists, this requires a Charisma roll with a target’s Wisdom as a difficulty level. If the character does not resist, the difficulty is zero. <br />
<br />
For a success, and each success above it, a level of emotion is transferred from the target to the Knight. NB: if a player is not experiencing that emotion, an Emotion Knight cannot siphon it.<br />
<br />
A critical failure means the target can never feel emotion towards that source ever again. (For example, a peasant is petrified of a dragon. A Fear Knight tries to drain the peasant’s fear, but critically fails. The Peasant will never be scared of dragons again.) However, the Knight gets all the emotion the target feels.<br />
<br />
=The Knight's Emotional Scale=<br />
'''( ) Level 0: Nothing'''<br />
<br />
'''( ) Level 1: _ _ _ _ _ _'''<br />
<br />
Greater and lesser abilities available.<br />
<br />
Gain advantage on attacks with your weapon.<br />
<br />
'''( ) Level 2: _ _ _ _ _ _'''<br />
<br />
You could defeat: a mob, a villiage, a blockage, a weakness.<br />
<br />
'''( ) Level 3: _ _ _ _ _ _'''<br />
<br />
You could defeat: an army, a mountain range, a town.<br />
<br />
'''( ) Level 4: Lost'''<br />
<br />
You could defeat: a city, despair, someone you truly love.<br />
<br />
'''( ) Level 5: Consumed'''<br />
<br />
You can defeat: a country, a religion.<br />
<br />
'''( ) Level 6+: Inhuman'''<br />
<br />
You can defeat: a god, hope, yourself.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Fool&diff=365556The Gang's All Here: The Fool2019-07-11T06:25:10Z<p>Insomniac: /* Look */</p>
<hr />
<div>= Page One =<br />
<br />
'''CLASS DIE: D6'''<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
And if I don’t things will be worse.<br />
<br />
Fools rush in... and their friends have to deal with the consequences.<br />
==Your Name==<br />
<br />
==Stats==<br />
*STRENGTH: <br />
*<u>DEXTERITY</u>: <br />
*CONSTITUTION: <br />
*WISDOM: <br />
*INTELLIGENCE: <br />
*<u>CHARISMA</u>: <br />
<br />
==Equipment==<br />
<br />
Whatever you wish to wear, it always counts as Defence 2.<br />
In addition, choose two of the following options (delete the rest):<br />
*A fine and noble Longsword (Advantage when talking with regal sorts and those impressed by regal sorts.)<br />
*A Rapier (Use Dexterity instead of Strength for its dice pool. Special: recover one Guard.)<br />
*A Cutlass (Advantage when talking to with Underworld sorts and impressionable romantic sorts.)<br />
*Martial Arts (May use Dexterity instead of Strength while fighting with no weapons.)<br />
*A Pistol or other Ranged Weapon<br />
*Concealed Throwing Weapons (knives, throwing stars)<br />
<br />
==Look==<br />
<br />
This can either be the same or different from “Your Style” over the page… Choose one of the following (and delete the rest):<br />
*Light fabrics, exposed skin, a big grin<br />
*Black leather, a deck of cards and fast fingers<br />
*A long cloak balanced between elegantly-wasted and scruffy<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: 2<br />
*WILLPOWER (=Wis x 2): <br />
<br />
=Page Two=<br />
<br />
==The Fool's Six==<br />
When no one's looking, draw a symbol on one side of your D6. (Write the number you're replacing beside one of the symbols.)<br />
<br />
At any time, if you want to wipe it off and draw a different symbol, or on a different number, I guess I can't stop you. (Just do it '''before''' you roll. Don't push it.)<br />
<br />
This symbol counts as a six, no matter what the actual number beneath it. It can either activate any relevant Special, or activate the corresponding ability below:<br />
<br />
X: Disarm a foe<br />
<br />
O: Knock a Foe Over (Makes Them Lose All Guard)<br />
<br />
V: Inspire all allies to get advantage next round<br />
<br />
These actions make it appear that the Fool has simply been lucky, or that the opponent has been unlucky. Anyone watching the fight will not assume the Fool is any good at all.<br />
<br />
==The Fool's D6==<br />
If your D6 is in your possession, it is added to a dice pool any time when the character is acting in a cavalier fashion. In any dice pool where the Fool’s D6 has been added, you gain...<br />
<br />
Special: roll another D6 and add it to the present dice pool.<br />
<br />
Yes, if you roll a six, this Special can be activated again.<br />
<br />
==If All Else Fails==<br />
If you’re in a dire situation you wish to escape, hand your GM your D6. You (and possibly your friends) will get out of the situation via a piece of unfeasibly good luck. <br />
<br />
The GM may return your D6 at any point, to create an entirely unfair event on a similar scale of awfulness.<br />
<br />
If at any point before then you deliberately cause a plan to fail in a spectacular or amusing fashion, retrieve the D6 from the GM.<br />
<br />
==Your Style==<br />
Fools are, above all things, fools – charming or otherwise.<br />
<br />
However, as much as any other class, they also have their own approach and skills, and can appear to be something more like a traditional adventurer than the rest of the party. What style of fool are you? (delete the other two)<br />
*Swashbuckler<br />
<br />
(Example Archetype: Han Solo, Errol Flynn)<br />
<br />
Advantage on Romantic Hero tasks (Leaping things, charming people, one-liners. No, not fighting.). Choose another option from your equipment list.<br />
<br />
*A Trickster Wizard <br />
<br />
(Example Archetype: Rincewind, John Constantine)<br />
<br />
Can cast a small magical attack zap him. Can cast minor magical spells (Max difficulty of 1). See what<br />
you can talk the GM into.<br />
<br />
*A Rogue <br />
<br />
(Grey Mouser. Garret from Thief.)<br />
<br />
Thief Skills (Gain an advantage on skills such as Picking Pockets, Hiding, etc). Add the Concealed Throwing Weapons to your equipment.<br />
==And that's it==<br />
==Everyone else is still filling out their sheet, aren't they? Shit.==<br />
==What Do You Love==<br />
Write a mark out of ten for each of the following, depending on how much you like them:<br />
<br />
_ _ Bunny Rabbits<br />
<br />
_ _ The Concept of Forgiveness<br />
<br />
_ _ Tulips<br />
<br />
_ _ That weird guy who you see in the supermarket<br />
<br />
_ _ Jazz<br />
<br />
_ _ The Eiffel Tower<br />
<br />
_ _ ''Alien3''<br />
<br />
_ _ Multiple Choice Quizzes<br />
<br />
_ _ Dancing<br />
<br />
_ _ Pyramids<br />
<br />
_ _ Card Games Taught By Grandparents<br />
<br />
_ _ Objectivity<br />
<br />
_ _ The End of Game of Thrones<br />
<br />
_ _ Cats<br />
<br />
_ _ Dogs<br />
<br />
==Upload An Image File, Or Something==<br />
<br />
How does that make you feel? Write your answer below.<br />
<br />
Post this image to the OOC board. Tell the GM about it. We'll all be very impressed. You are a two-thumbs-up individual.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Godbinder&diff=365555The Gang's All Here: The Godbinder2019-07-11T05:15:36Z<p>Insomniac: /* Contract With God */</p>
<hr />
<div>= Page One =<br />
<br />
'''CLASS DIE: D12'''<br />
<br />
You don’t believe in gods.<br />
<br />
I mean, they exist. ''Obviously.'' You owe the Fire God for that time he burned that fortress, and you’ve got that favour from the God of the Wild when you saved her rainforest… but believe? That’s a strong word.<br />
<br />
Really, no, you don’t really believe in gods. You believe in tools. Useful tools.<br />
<br />
The Godbinder is the D&D Cleric as demonologist.<br />
<br />
==Your Name==<br />
<br />
==Stats==<br />
*STRENGTH: <br />
*DEXTERITY: <br />
*<u>CONSTITUTION</u>: <br />
*<u>WISDOM</u>: <br />
*INTELLIGENCE: <br />
*CHARISMA: <br />
<br />
==Equipment==<br />
<br />
Choose one of the following (and delete the rest):<br />
<br />
*Holy Warrior: Two-handed Hammer (Special: if a hit wounds, it does 2 against metal armoured opponents), heavy protection (Defence 2)<br />
*Holy Mystic: Quarterstaff (Special: recover 1 Guard), robes or loincloth (Defence 1)<br />
*Not Holy At All: Worn leather gear (Defence 1) – Dagger or Knuckledusters, Cigarettes or Pipe, Playing Cards, Advantage to sleight of hand tricks.<br />
<br />
==Look==<br />
<br />
(delete all but one)<br />
*Heavy-metal holy crusader, likely looking for trouble<br />
*Beatific holy person, looking for peace, probably<br />
*Wild tattoos, frenzied eyes, likely looking for drugs<br />
*Urbane street magician, likely looking for the gold in your pocket<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ <br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: <br />
*WILLPOWER (=Wis x 2): <br />
<br />
=Page Two=<br />
==Contract With God==<br />
Choose a total of three levels from any of the gods below, and mark an X next to each one. (You have to choose level 1 in a god before level 2, and level 2 before level 3.)<br />
<br />
This defines how close your relationship is to the god. The higher, the closer you are (or at least the more leverage you have).<br />
<br />
Each level also comes with a free Minor Miracle. Handy.<br />
<br />
A Minor Miracle’s level is also its difficulty to cast. You will roll your Wisdom dice pool to do so, including your D12.<br />
<br />
(The D12 is added to your dice pool any time a miracle is influencing you. So if you have turned into a bear, you can include your D12 in your dice pool for bear tasks.)<br />
<br />
'''_ _ _ _ _ _ _ _ _ _ , THE FIRE GOD''' Debt ( )<br />
<br />
The Fire God is a god of destruction and creation,and often of fiery passion.<br />
<br />
LEVEL ONE<br />
<br />
Minor Miracle: Fireblast (Ranged attack with fire – Special: if hit wounds, ignite opponent, doing 1 Wound per round until extinguished)<br />
<br />
LEVEL TWO<br />
<br />
Minor Miracle: Fireball (Ranged Area Attack – Special: if hit wounds, ignite opponent, doing 1 Wound per round until<br />
extinguished)<br />
<br />
LEVEL THREE<br />
<br />
Minor Miracle: Fire Armour (+1 to your Defence, a failed attack on you does 1 Wound to your opposition)<br />
<br />
'''_ _ _ _ _ _ _ _ _ _ , THE GOD OF LIGHT''' Debt ( )<br />
<br />
The God of Light is one of illumination, healing and inspiration.<br />
<br />
LEVEL ONE<br />
<br />
Minor Miracle: Heal (Can heal a character within a short distance. Max 1 Wound healed.)<br />
<br />
LEVEL TWO<br />
<br />
Minor Miracle: Bless (Add 1 armour to all allies nearby. Add to all attacks: Special: Double Wounds Against Undead.)<br />
<br />
LEVEL THREE<br />
<br />
Minor Miracle: Divine Light (Ranged Attack, single target. Special: blind opponent. Special: double Wounds on this hit.)<br />
<br />
'''_ _ _ _ _ _ _ _ _ _ , THE GOD OF THE WILD''' Debt ( )<br />
<br />
Nature’s protector and the wild’s vengeance.<br />
<br />
LEVEL ONE<br />
<br />
Minor Miracle: Animal Summon (Summon a single wolf-sized or smaller wild animal who’ll obey you for an encounter.)<br />
<br />
LEVEL TWO<br />
<br />
Minor Miracle: Furious Briars (Attack all enemies in close area tocaster. Add Special: immobilize target. Requires a strength test to break free.)<br />
<br />
LEVEL THREE<br />
<br />
Minor Miracle: Transform into Beast (Change into a Bear or smaller beast. Your Constitution and Strength are increased to the level of your Wisdom.)<br />
<br />
'''_ _ _ _ _ _ _ _ _ _ , THE GOD OF _ _ _ _ _ _ _ _ _ _''' Debt ( )<br />
<br />
If you're looking for something else, there are like nine other gods on the next page--and some examples of Miracles they can do. Get with the GM, we can talk it over.<br />
<br />
==God Haggling==<br />
At any point, you may hold your D12 to talk to one of the gods. You can then request an effect.<br />
<br />
For effects akin to spells in a classical RPG, the GM will give you a difficulty for the Minor Miracle and you will roll a dice pool. These will be a little harder than the free Minor Miracles. You can only request Minor Miracles from gods that you have a level in.<br />
<br />
Major Miracles can be anything a specific god could conceivably do, with the payment demanded proportionate to the difficulty. You can talk to gods you have no relationship with, but you’re effectively someone they met at a party once calling up to ask a favour. It always helps if it’s on a subject they care about.<br />
<br />
You will roleplay a short scene with the god, and a cost will be agreed. This normally leads to a quest, an objective and/or God Debt. <br />
<br />
God Debt? Glad you asked.<br />
<br />
==God Debt==<br />
If you fail a roll to cast a Minor Miracle, you have the option of accepting God Debt to succeed at one point of debt per success required. Each point of God Debt is held by the GM for each god, who can choose to call in the debt at any time.<br />
<br />
The god will request an action and, if the player refuses, the player will suffer one Wound for every point of Debt.<br />
<br />
Debt can also be removed if the player acts in a manner according to the god’s desires.<br />
<br />
You should keep track of which gods you have Debts to in the box provided to the right of their names.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Fool&diff=365547The Gang's All Here: The Fool2019-07-11T00:20:30Z<p>Insomniac: </p>
<hr />
<div>= Page One =<br />
<br />
'''CLASS DIE: D6'''<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
And if I don’t things will be worse.<br />
<br />
Fools rush in... and their friends have to deal with the consequences.<br />
==Your Name==<br />
<br />
==Stats==<br />
*STRENGTH: <br />
*<u>DEXTERITY</u>: <br />
*CONSTITUTION: <br />
*WISDOM: <br />
*INTELLIGENCE: <br />
*<u>CHARISMA</u>: <br />
<br />
==Equipment==<br />
<br />
Whatever you wish to wear, it always counts as Defence 2.<br />
In addition, choose two of the following options (delete the rest):<br />
*A fine and noble Longsword (Advantage when talking with regal sorts and those impressed by regal sorts.)<br />
*A Rapier (Use Dexterity instead of Strength for its dice pool. Special: recover one Guard.)<br />
*A Cutlass (Advantage when talking to with Underworld sorts and impressionable romantic sorts.)<br />
*Martial Arts (May use Dexterity instead of Strength while fighting with no weapons.)<br />
*A Pistol or other Ranged Weapon<br />
*Concealed Throwing Weapons (knives, throwing stars)<br />
<br />
==Look==<br />
<br />
This can either be the same or different from “Your Style” over the page… Choose one of the following (and delete the rest):<br />
*Light fabrics, exposed skin, a big grin<br />
*Black leather, a deck of cards and fast fingers<br />
*A long cloak balanced between elegantly-wasted<br />
and scruffy<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: 2<br />
*WILLPOWER (=Wis x 2): <br />
<br />
=Page Two=<br />
<br />
==The Fool's Six==<br />
When no one's looking, draw a symbol on one side of your D6. (Write the number you're replacing beside one of the symbols.)<br />
<br />
At any time, if you want to wipe it off and draw a different symbol, or on a different number, I guess I can't stop you. (Just do it '''before''' you roll. Don't push it.)<br />
<br />
This symbol counts as a six, no matter what the actual number beneath it. It can either activate any relevant Special, or activate the corresponding ability below:<br />
<br />
X: Disarm a foe<br />
<br />
O: Knock a Foe Over (Makes Them Lose All Guard)<br />
<br />
V: Inspire all allies to get advantage next round<br />
<br />
These actions make it appear that the Fool has simply been lucky, or that the opponent has been unlucky. Anyone watching the fight will not assume the Fool is any good at all.<br />
<br />
==The Fool's D6==<br />
If your D6 is in your possession, it is added to a dice pool any time when the character is acting in a cavalier fashion. In any dice pool where the Fool’s D6 has been added, you gain...<br />
<br />
Special: roll another D6 and add it to the present dice pool.<br />
<br />
Yes, if you roll a six, this Special can be activated again.<br />
<br />
==If All Else Fails==<br />
If you’re in a dire situation you wish to escape, hand your GM your D6. You (and possibly your friends) will get out of the situation via a piece of unfeasibly good luck. <br />
<br />
The GM may return your D6 at any point, to create an entirely unfair event on a similar scale of awfulness.<br />
<br />
If at any point before then you deliberately cause a plan to fail in a spectacular or amusing fashion, retrieve the D6 from the GM.<br />
<br />
==Your Style==<br />
Fools are, above all things, fools – charming or otherwise.<br />
<br />
However, as much as any other class, they also have their own approach and skills, and can appear to be something more like a traditional adventurer than the rest of the party. What style of fool are you? (delete the other two)<br />
*Swashbuckler<br />
<br />
(Example Archetype: Han Solo, Errol Flynn)<br />
<br />
Advantage on Romantic Hero tasks (Leaping things, charming people, one-liners. No, not fighting.). Choose another option from your equipment list.<br />
<br />
*A Trickster Wizard <br />
<br />
(Example Archetype: Rincewind, John Constantine)<br />
<br />
Can cast a small magical attack zap him. Can cast minor magical spells (Max difficulty of 1). See what<br />
you can talk the GM into.<br />
<br />
*A Rogue <br />
<br />
(Grey Mouser. Garret from Thief.)<br />
<br />
Thief Skills (Gain an advantage on skills such as Picking Pockets, Hiding, etc). Add the Concealed Throwing Weapons to your equipment.<br />
==And that's it==<br />
==Everyone else is still filling out their sheet, aren't they? Shit.==<br />
==What Do You Love==<br />
Write a mark out of ten for each of the following, depending on how much you like them:<br />
<br />
_ _ Bunny Rabbits<br />
<br />
_ _ The Concept of Forgiveness<br />
<br />
_ _ Tulips<br />
<br />
_ _ That weird guy who you see in the supermarket<br />
<br />
_ _ Jazz<br />
<br />
_ _ The Eiffel Tower<br />
<br />
_ _ ''Alien3''<br />
<br />
_ _ Multiple Choice Quizzes<br />
<br />
_ _ Dancing<br />
<br />
_ _ Pyramids<br />
<br />
_ _ Card Games Taught By Grandparents<br />
<br />
_ _ Objectivity<br />
<br />
_ _ The End of Game of Thrones<br />
<br />
_ _ Cats<br />
<br />
_ _ Dogs<br />
<br />
==Upload An Image File, Or Something==<br />
<br />
How does that make you feel? Write your answer below.<br />
<br />
Post this image to the OOC board. Tell the GM about it. We'll all be very impressed. You are a two-thumbs-up individual.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Godbinder&diff=365481The Gang's All Here: The Godbinder2019-07-10T05:03:40Z<p>Insomniac: Created page with "= Page One = '''CLASS DIE: D12''' You don’t believe in gods. I mean, they exist. ''Obviously.'' You owe the Fire God for that time he burned that fortress, and you’ve g..."</p>
<hr />
<div>= Page One =<br />
<br />
'''CLASS DIE: D12'''<br />
<br />
You don’t believe in gods.<br />
<br />
I mean, they exist. ''Obviously.'' You owe the Fire God for that time he burned that fortress, and you’ve got that favour from the God of the Wild when you saved her rainforest… but believe? That’s a strong word.<br />
<br />
Really, no, you don’t really believe in gods. You believe in tools. Useful tools.<br />
<br />
The Godbinder is the D&D Cleric as demonologist.<br />
<br />
==Your Name==<br />
<br />
==Stats==<br />
*STRENGTH: <br />
*DEXTERITY: <br />
*<u>CONSTITUTION</u>: <br />
*<u>WISDOM</u>: <br />
*INTELLIGENCE: <br />
*CHARISMA: <br />
<br />
==Equipment==<br />
<br />
Choose one of the following (and delete the rest):<br />
<br />
*Holy Warrior: Two-handed Hammer (Special: if a hit wounds, it does 2 against metal armoured opponents), heavy protection (Defence 2)<br />
*Holy Mystic: Quarterstaff (Special: recover 1 Guard), robes or loincloth (Defence 1)<br />
*Not Holy At All: Worn leather gear (Defence 1) – Dagger or Knuckledusters, Cigarettes or Pipe, Playing Cards, Advantage to sleight of hand tricks.<br />
<br />
==Look==<br />
<br />
(delete all but one)<br />
*Heavy-metal holy crusader, likely looking for trouble<br />
*Beatific holy person, looking for peace, probably<br />
*Wild tattoos, frenzied eyes, likely looking for drugs<br />
*Urbane street magician, likely looking for the gold in your pocket<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ <br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: <br />
*WILLPOWER (=Wis x 2): <br />
<br />
=Page Two=<br />
==Contract With God==<br />
Choose a total of three levels from any of the gods below, and mark an X next to each one. (You have to choose level 1 in a god before level 2, and level 2 before level 3.)<br />
<br />
This defines how close your relationship is to the god. The higher, the closer you are (or at least the more leverage you have).<br />
<br />
Each level also comes with a free Minor Miracle. Handy.<br />
<br />
A Minor Miracle’s level is also its difficulty to cast. You will roll your Wisdom dice pool to do so, including your D12.<br />
<br />
(The D12 is added to your dice pool any time a miracle is influencing you. So if you have turned into a bear, you can include your D12 in your dice pool for bear tasks.)<br />
<br />
'''_ _ _ _ _ _ _ _ _ _ , THE FIRE GOD''' Debt ( )<br />
<br />
The Fire God is a god of destruction and creation,and often of fiery passion.<br />
<br />
LEVEL ONE<br />
<br />
Minor Miracle: Fireblast (Ranged attack with fire – Special: if hit wounds, ignite opponent, doing 1 Wound per round until extinguished)<br />
<br />
LEVEL TWO<br />
<br />
Minor Miracle: Fireball (Ranged Area Attack – Special: if hit wounds, ignite opponent, doing 1 Wound per round until<br />
extinguished)<br />
<br />
LEVEL THREE<br />
Minor Miracle: Fire Armour (+1 to your Defence, a failed attack on you does 1 Wound to your opposition)<br />
<br />
'''_ _ _ _ _ _ _ _ _ _ , THE GOD OF LIGHT''' Debt ( )<br />
<br />
The God of Light is one of illumination, healing and inspiration.<br />
<br />
LEVEL ONE<br />
<br />
Minor Miracle: Heal (Can heal a character within a short distance. Max 1 Wound healed.)<br />
<br />
LEVEL TWO<br />
<br />
Minor Miracle: Bless (Add 1 armour to all allies nearby. Add to all attacks: Special: Double Wounds Against Undead.)<br />
<br />
LEVEL THREE<br />
<br />
Minor Miracle: Divine Light (Ranged Attack, single target. Special: blind opponent. Special: double Wounds on this hit.)<br />
<br />
'''_ _ _ _ _ _ _ _ _ _ , THE GOD OF THE WILD''' Debt ( )<br />
<br />
Nature’s protector and the wild’s vengeance.<br />
<br />
LEVEL ONE<br />
<br />
Minor Miracle: Animal Summon (Summon a single wolf-sized or smaller wild animal who’ll obey you for an encounter.)<br />
<br />
LEVEL TWO<br />
<br />
Minor Miracle: Furious Briars (Attack all enemies in close area tocaster. Add Special: immobilize target. Requires a strength test to break free.)<br />
<br />
LEVEL THREE<br />
<br />
Minor Miracle: Transform into Beast (Change into a Bear or smaller beast. Your Constitution and Strength are increased to the level of your Wisdom.)<br />
<br />
'''_ _ _ _ _ _ _ _ _ _ , THE GOD OF _ _ _ _ _ _ _ _ _ _''' Debt ( )<br />
<br />
If you're looking for something else, there are like nine other gods on the next page--and some examples of Miracles they can do. Get with the GM, we can talk it over.<br />
<br />
==God Haggling==<br />
At any point, you may hold your D12 to talk to one of the gods. You can then request an effect.<br />
<br />
For effects akin to spells in a classical RPG, the GM will give you a difficulty for the Minor Miracle and you will roll a dice pool. These will be a little harder than the free Minor Miracles. You can only request Minor Miracles from gods that you have a level in.<br />
<br />
Major Miracles can be anything a specific god could conceivably do, with the payment demanded proportionate to the difficulty. You can talk to gods you have no relationship with, but you’re effectively someone they met at a party once calling up to ask a favour. It always helps if it’s on a subject they care about.<br />
<br />
You will roleplay a short scene with the god, and a cost will be agreed. This normally leads to a quest, an objective and/or God Debt. <br />
<br />
God Debt? Glad you asked.<br />
<br />
==God Debt==<br />
If you fail a roll to cast a Minor Miracle, you have the option of accepting God Debt to succeed at one point of debt per success required. Each point of God Debt is held by the GM for each god, who can choose to call in the debt at any time.<br />
<br />
The god will request an action and, if the player refuses, the player will suffer one Wound for every point of Debt.<br />
<br />
Debt can also be removed if the player acts in a manner according to the god’s desires.<br />
<br />
You should keep track of which gods you have Debts to in the box provided to the right of their names.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Fool&diff=365476The Gang's All Here: The Fool2019-07-10T04:28:00Z<p>Insomniac: /* What Do You Love */</p>
<hr />
<div>= Page One =<br />
<br />
'''CLASS DIE: D6'''<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
And if I don’t things will be worse.<br />
<br />
Fools rush in... and their friends have to deal with the consequences.<br />
==Your Name==<br />
<br />
==Stats==<br />
*STRENGTH: <br />
*<u>DEXTERITY</u>: <br />
*CONSTITUTION: <br />
*WISDOM: <br />
*INTELLIGENCE: <br />
*<u>CHARISMA</u>: <br />
<br />
==Equipment==<br />
<br />
Whatever you wish to wear, it always counts as Defence 2.<br />
In addition, choose two of the following options (delete the rest):<br />
*A fine and noble Longsword (Advantage when talking with regal sorts and those impressed by regal sorts.)<br />
*A Rapier (Use Dexterity instead of Strength for its dice pool. Special: recover one Guard.)<br />
*A Cutlass (Advantage when talking to with Underworld sorts and impressionable romantic sorts.)<br />
*Martial Arts (May use Dexterity instead of Strength while fighting with no weapons.)<br />
*A Pistol or other Ranged Weapon<br />
*Concealed Throwing Weapons (knives, throwing stars)<br />
<br />
==Look==<br />
<br />
This can either be the same or different from “Your Style” over the page… Choose one of the following (and delete the rest):<br />
*Light fabrics, exposed skin, a big grin<br />
*Black leather, a deck of cards and fast fingers<br />
*A long cloak balanced between elegantly-wasted<br />
and scruffy<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: 2<br />
*WILLPOWER (=Wis x 2): <br />
<br />
=Page Two=<br />
<br />
==The Fool's Six==<br />
When no one's looking, draw a symbol on one side of your D6. (Write the number you're replacing beside one of the symbols.)<br />
<br />
At any time, if you want to wipe it off and draw a different symbol, or on a different number, I guess I can't stop you. (Just do it '''before''' you roll. Don't push it.)<br />
<br />
This symbol counts as a six, no matter what the actual number beneath it. It can either activate any relevant Special, or activate the corresponding ability below:<br />
<br />
X: Disarm a foe<br />
<br />
O: Knock a Foe Over (Makes Them Lose All Guard)<br />
<br />
V: Inspire all allies to get advantage next round<br />
<br />
These actions make it appear that the Fool has simply been lucky, or that the opponent has been unlucky. Anyone watching the fight will not assume the Fool is any good at all.<br />
<br />
==The Fool's D6==<br />
If your D6 is in your possession, it is added to a dice pool any time when the character is acting in a cavalier fashion. In any dice pool where the Fool’s D6 has been added, you gain...<br />
<br />
Special: roll another D6 and add it to the present dice pool.<br />
<br />
Yes, if you roll a six, this Special can be activated again.<br />
<br />
==If All Else Fails==<br />
If you’re in a dire situation you wish to escape, hand your GM your D6. You (and possibly your friends) will get out of the situation via a piece of unfeasibly good luck. <br />
<br />
The GM may return your D6 at any point, to create an entirely unfair event on a similar scale of awfulness.<br />
<br />
If at any point before then you deliberately cause a plan to fail in a spectacular or amusing fashion, retrieve the D6 from the GM.<br />
<br />
==Your Style==<br />
Fools are, above all things, fools – charming or otherwise.<br />
<br />
However, as much as any other class, they also have their own approach and skills, and can appear to be something more like a traditional adventurer than the rest of the party. What style of fool are you? (delete the other two)<br />
*Swashbuckler<br />
<br />
(Example Archetype: Han Solo, Errol Flynn)<br />
<br />
Advantage on Romantic Hero tasks (Leaping things, charming people, one-liners. No, not fighting.). Choose another option from your equipment list.<br />
<br />
*A Trickster Wizard <br />
<br />
(Example Archetype: Rincewind, John Constantine)<br />
<br />
Can cast a small magical attack zap him. Can cast minor magical spells (Max difficulty of 1). See what<br />
you can talk the GM into.<br />
<br />
*A Rogue <br />
<br />
(Grey Mouser. Garret from Thief.)<br />
<br />
Thief Skills (Gain an advantage on skills such as Picking Pockets, Hiding, etc). Add the Concealed Throwing Weapons to your equipment.<br />
<br />
==What Do You Love==<br />
Write a mark out of ten for each of the following, depending on how much you like them:<br />
<br />
_ _ Bunny Rabbits<br />
<br />
_ _ The Concept of Forgiveness<br />
<br />
_ _ Tulips<br />
<br />
_ _ That weird guy who you see in the supermarket<br />
<br />
_ _ Jazz<br />
<br />
_ _ The Eiffel Tower<br />
<br />
_ _ ''Alien3''<br />
<br />
_ _ Multiple Choice Quizzes<br />
<br />
_ _ Dancing<br />
<br />
_ _ Pyramids<br />
<br />
_ _ Card Games Taught By Grandparents<br />
<br />
_ _ Objectivity<br />
<br />
_ _ The End of Game of Thrones<br />
<br />
_ _ Cats<br />
<br />
_ _ Dogs<br />
<br />
==Upload An Image File, Or Something==<br />
<br />
How does that make you feel? Write your answer below.<br />
<br />
Post this image to the OOC board. Tell the GM about it. We'll all be very impressed. You are a two-thumbs-up individual.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Fool&diff=365475The Gang's All Here: The Fool2019-07-10T04:27:12Z<p>Insomniac: Created page with "= Page One = '''CLASS DIE: D6''' Always look on the bright side of life. Always look on the bright side of life. Always look on the bright side of life. Always look on th..."</p>
<hr />
<div>= Page One =<br />
<br />
'''CLASS DIE: D6'''<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
Always look on the bright side of life.<br />
<br />
And if I don’t things will be worse.<br />
<br />
Fools rush in... and their friends have to deal with the consequences.<br />
==Your Name==<br />
<br />
==Stats==<br />
*STRENGTH: <br />
*<u>DEXTERITY</u>: <br />
*CONSTITUTION: <br />
*WISDOM: <br />
*INTELLIGENCE: <br />
*<u>CHARISMA</u>: <br />
<br />
==Equipment==<br />
<br />
Whatever you wish to wear, it always counts as Defence 2.<br />
In addition, choose two of the following options (delete the rest):<br />
*A fine and noble Longsword (Advantage when talking with regal sorts and those impressed by regal sorts.)<br />
*A Rapier (Use Dexterity instead of Strength for its dice pool. Special: recover one Guard.)<br />
*A Cutlass (Advantage when talking to with Underworld sorts and impressionable romantic sorts.)<br />
*Martial Arts (May use Dexterity instead of Strength while fighting with no weapons.)<br />
*A Pistol or other Ranged Weapon<br />
*Concealed Throwing Weapons (knives, throwing stars)<br />
<br />
==Look==<br />
<br />
This can either be the same or different from “Your Style” over the page… Choose one of the following (and delete the rest):<br />
*Light fabrics, exposed skin, a big grin<br />
*Black leather, a deck of cards and fast fingers<br />
*A long cloak balanced between elegantly-wasted<br />
and scruffy<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: 2<br />
*WILLPOWER (=Wis x 2): <br />
<br />
=Page Two=<br />
<br />
==The Fool's Six==<br />
When no one's looking, draw a symbol on one side of your D6. (Write the number you're replacing beside one of the symbols.)<br />
<br />
At any time, if you want to wipe it off and draw a different symbol, or on a different number, I guess I can't stop you. (Just do it '''before''' you roll. Don't push it.)<br />
<br />
This symbol counts as a six, no matter what the actual number beneath it. It can either activate any relevant Special, or activate the corresponding ability below:<br />
<br />
X: Disarm a foe<br />
<br />
O: Knock a Foe Over (Makes Them Lose All Guard)<br />
<br />
V: Inspire all allies to get advantage next round<br />
<br />
These actions make it appear that the Fool has simply been lucky, or that the opponent has been unlucky. Anyone watching the fight will not assume the Fool is any good at all.<br />
<br />
==The Fool's D6==<br />
If your D6 is in your possession, it is added to a dice pool any time when the character is acting in a cavalier fashion. In any dice pool where the Fool’s D6 has been added, you gain...<br />
<br />
Special: roll another D6 and add it to the present dice pool.<br />
<br />
Yes, if you roll a six, this Special can be activated again.<br />
<br />
==If All Else Fails==<br />
If you’re in a dire situation you wish to escape, hand your GM your D6. You (and possibly your friends) will get out of the situation via a piece of unfeasibly good luck. <br />
<br />
The GM may return your D6 at any point, to create an entirely unfair event on a similar scale of awfulness.<br />
<br />
If at any point before then you deliberately cause a plan to fail in a spectacular or amusing fashion, retrieve the D6 from the GM.<br />
<br />
==Your Style==<br />
Fools are, above all things, fools – charming or otherwise.<br />
<br />
However, as much as any other class, they also have their own approach and skills, and can appear to be something more like a traditional adventurer than the rest of the party. What style of fool are you? (delete the other two)<br />
*Swashbuckler<br />
<br />
(Example Archetype: Han Solo, Errol Flynn)<br />
<br />
Advantage on Romantic Hero tasks (Leaping things, charming people, one-liners. No, not fighting.). Choose another option from your equipment list.<br />
<br />
*A Trickster Wizard <br />
<br />
(Example Archetype: Rincewind, John Constantine)<br />
<br />
Can cast a small magical attack zap him. Can cast minor magical spells (Max difficulty of 1). See what<br />
you can talk the GM into.<br />
<br />
*A Rogue <br />
<br />
(Grey Mouser. Garret from Thief.)<br />
<br />
Thief Skills (Gain an advantage on skills such as Picking Pockets, Hiding, etc). Add the Concealed Throwing Weapons to your equipment.<br />
<br />
==What Do You Love==<br />
Write a mark out of ten for each of the following, depending on how much you like them:<br />
<br />
_ _ Bunny Rabbits<br />
<br />
_ _ The Concept of Forgiveness<br />
<br />
_ _ Tulips<br />
<br />
_ _ That weird guy who you see in the supermarket<br />
<br />
_ _ Jazz<br />
<br />
_ _ The Eiffel Tower<br />
<br />
_ _ '''Alien3'''<br />
<br />
_ _ Multiple Choice Quizzes<br />
<br />
_ _ Dancing<br />
<br />
_ _ Pyramids<br />
<br />
_ _ Card Games Taught By Grandparents<br />
<br />
_ _ Objectivity<br />
<br />
_ _ The End of Game of Thrones<br />
<br />
_ _ Cats<br />
<br />
_ _ Dogs<br />
<br />
==Upload An Image File, Or Something==<br />
<br />
How does that make you feel? Write your answer below.<br />
<br />
Post this image to the OOC board. Tell the GM about it. We'll all be very impressed. You are a two-thumbs-up individual.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Dictator&diff=365474The Gang's All Here: The Dictator2019-07-10T04:11:45Z<p>Insomniac: /* Defensive Stats */</p>
<hr />
<div>= Page One =<br />
<br />
'''CLASS DIE: D4'''<br />
<br />
You read a sad story. You cry. Do you think that’s sinister, as if someone has taken over your emotions? Of course not. That’s just what art is. Anyone who’s ever met a Dictator would disagree.<br />
<br />
By performing, they alter other people’s emotional states. Dictators play people like a musician plays a harp. They can pluck the strings. They can snap them.<br />
<br />
In D&D terms, they are like Bards, if everyone was fucking petrified of bards. <br />
<br />
==Your Name==<br />
<br />
==Stats==<br />
*STRENGTH: <br />
*DEXTERITY: <br />
*CONSTITUTION: <br />
*<u>WISDOM</u>: <br />
*INTELLIGENCE: <br />
*<u>CHARISMA</u>: <br />
<br />
==Equipment==<br />
<br />
You start with the following:<br />
*The Dictator’s Clothes (Defence 1)<br />
<br />
In addition, choose one of the following options (delete all but one):<br />
<br />
*A Rapier (Use Dexterity instead of Strength for its dice pool. Special: recover one Guard.)<br />
*A Dagger and a Ranged Weapon (bow, pistol) including ammunition<br />
*Magical Death Touch (May use Dexterity instead of Strength for its dice pool. This weapon is concealed and cannot be disarmed.)<br />
<br />
==Look==<br />
<br />
(delete all but one)<br />
*Austere, severe angular outfits<br />
*Flamboyant, straight out of a stage show<br />
*Spectacular eveningwear<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ <br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: 1<br />
*WILLPOWER (=Wis x 2):<br />
<br />
=Page Two=<br />
<br />
==Building Your Emotional Palette==<br />
This is a character class that has questions of consent buried right in the heart of it. You’re the character class who is most likely to prompt an X card, especially if you start to use your emotional control abilities on an unwilling character. Read the room.<br />
<br />
Every artist has their favourite themes. Look at the Emotion Wheel below. Choose four of the spokes. <br />
<br />
Write your four choices below (the emotion at the wheel's center):<br />
<br />
*<br />
*<br />
*<br />
*<br />
<br />
[[File:Emotion_Wheel.png]]<br />
<br />
==The Voice==<br />
When you control emotions, you merely speak commands aloud. But something gives you away and people know exactly what you are. What is it? (Delete other options.)<br />
<br />
*Strange facial scars (possible to whisper, visibly obvious)<br />
*Demonic, loud voice (impossible to whisper, not visibly obvious)<br />
*Strange smells emerge from your mouth (not visible, scent lingers)<br />
*Something else: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ <br />
<br />
==Performing With Your D4==<br />
If you want to try and influence another character, you roll a dice pool including your D4 (see next section). Note the results solemnly, and ceremonially pass the D4 to the affected player. Their character is now being influenced by your abilities.<br />
<br />
If you want to use your powers on someone else, you must first reclaim the D4. You can do this instantly, and doing so ends that previous compulsion.<br />
<br />
The Dictator is left to think of clever uses of all these emotions – the useful formula is choosing an emotion and a target.<br />
<br />
For example, “Fear” and “me” could lead to someone running away from you. Or it could lead to their heart exploding in sheer terror. Go read the Emotion Scale section opposite and see what you’re getting into.<br />
<br />
To create a compound emotion – as in, an emotion that lies between two of the spokes – you must possess and use the two emotions beside them. So, to actually make someone fall in love, you must have Joy and Trust emotions.<br />
<br />
These emotions, while magically created, are real. While the target is likely aware that you have done this to them, it doesn’t make the emotion any less real.<br />
<br />
==The Emotion Control Dice Pool==<br />
The Dictator is incredibly powerful. That’s the problem. While other characters struggle to gain enough successes, the Dictator’s problem is ensuring their powers actually do what they want them to do.<br />
<br />
While your Emotional Control is a Charisma dice pool, it is NOT calculated like normal. The number on the D4 is the number of successes. Each other success you roll in the dice pool allows you to modify that, with each success allowing you to increase or decrease by one. You don’t need to use all your successes.<br />
<br />
==Resisting You==<br />
Someone’s emotional resistance is measured by their Willpower. Willpower is double a character’s Wisdom, so an average character has 4. In a combat situation, you’ll need to match their Willpower to permanently remove them from the combat, one way or another.<br />
<br />
A character with high Willpower will not be entirely overcome unless you match or exceed their Willpower in successes, but they will certainly be influenced by the emotion. The stronger the emotion, the bigger the effect.<br />
<br />
==Emotional Scale==<br />
The final number of successes is intensity. It’s rated on this scale. You may note the Emotion Knight player also uses this scale.<br />
<br />
1 – You feel it enough to influence you.<br />
<br />
2 – You feel it intensely. It’s hard to do anything not related to it.<br />
<br />
3 – Feeling it as intensely as most people ever feel it, except in extremis. Active compulsions.<br />
<br />
4 – If we’re talking love, more than you love your partner.<br />
<br />
5 – All consuming obsession. Often the further reaches of madness.<br />
<br />
6+ – Supernaturally intense emotions beyond anything in reality.<br />
<br />
If it matches or exceeds a target’s Willpower, in terms of effect, anything beyond 6 is very much in the GM’s control. Expect fireworks. Like all creators, while you can aim to have a certain effect on an audience, the audience will respond in their own way.<br />
<br />
==Critical Failure==<br />
If you roll a critical failure, you are unable to to remove this emotional state. It’s permanent. You’ve broken someone. Oh dear<br />
<br />
==A Little Emotional Nudge==<br />
If a Dictator has possession of their D4, and is in a situation where any subtle emotional manipulation may give them an edge, they may roll the D4 as part of their dice pool. The D4, rather than counting as a dice, can be used to increase any one dice in the dice pool by the amount the D4 rolls. It’s cute to imagine the D4 on top of the Dice you’re boosting, like a little hat.<br />
<br />
There’s not much cute about your character, so enjoy it while it lasts.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Dictator&diff=365473The Gang's All Here: The Dictator2019-07-10T04:09:00Z<p>Insomniac: Created page with "= Page One = '''CLASS DIE: D4''' You read a sad story. You cry. Do you think that’s sinister, as if someone has taken over your emotions? Of course not. That’s just what..."</p>
<hr />
<div>= Page One =<br />
<br />
'''CLASS DIE: D4'''<br />
<br />
You read a sad story. You cry. Do you think that’s sinister, as if someone has taken over your emotions? Of course not. That’s just what art is. Anyone who’s ever met a Dictator would disagree.<br />
<br />
By performing, they alter other people’s emotional states. Dictators play people like a musician plays a harp. They can pluck the strings. They can snap them.<br />
<br />
In D&D terms, they are like Bards, if everyone was fucking petrified of bards. <br />
<br />
==Your Name==<br />
<br />
==Stats==<br />
*STRENGTH: <br />
*DEXTERITY: <br />
*CONSTITUTION: <br />
*<u>WISDOM</u>: <br />
*INTELLIGENCE: <br />
*<u>CHARISMA</u>: <br />
<br />
==Equipment==<br />
<br />
You start with the following:<br />
*The Dictator’s Clothes (Defence 1)<br />
<br />
In addition, choose one of the following options (delete all but one):<br />
<br />
*A Rapier (Use Dexterity instead of Strength for its dice pool. Special: recover one Guard.)<br />
*A Dagger and a Ranged Weapon (bow, pistol) including ammunition<br />
*Magical Death Touch (May use Dexterity instead of Strength for its dice pool. This weapon is concealed and cannot be disarmed.)<br />
<br />
==Look==<br />
<br />
(delete all but one)<br />
*Austere, severe angular outfits<br />
*Flamboyant, straight out of a stage show<br />
*Spectacular eveningwear<br />
*Your own idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ <br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: <br />
*WILLPOWER (=Wis x 2): <br />
<br />
=Page Two=<br />
<br />
==Building Your Emotional Palette==<br />
This is a character class that has questions of consent buried right in the heart of it. You’re the character class who is most likely to prompt an X card, especially if you start to use your emotional control abilities on an unwilling character. Read the room.<br />
<br />
Every artist has their favourite themes. Look at the Emotion Wheel below. Choose four of the spokes. <br />
<br />
Write your four choices below (the emotion at the wheel's center):<br />
<br />
*<br />
*<br />
*<br />
*<br />
<br />
[[File:Emotion_Wheel.png]]<br />
<br />
==The Voice==<br />
When you control emotions, you merely speak commands aloud. But something gives you away and people know exactly what you are. What is it? (Delete other options.)<br />
<br />
*Strange facial scars (possible to whisper, visibly obvious)<br />
*Demonic, loud voice (impossible to whisper, not visibly obvious)<br />
*Strange smells emerge from your mouth (not visible, scent lingers)<br />
*Something else: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ <br />
<br />
==Performing With Your D4==<br />
If you want to try and influence another character, you roll a dice pool including your D4 (see next section). Note the results solemnly, and ceremonially pass the D4 to the affected player. Their character is now being influenced by your abilities.<br />
<br />
If you want to use your powers on someone else, you must first reclaim the D4. You can do this instantly, and doing so ends that previous compulsion.<br />
<br />
The Dictator is left to think of clever uses of all these emotions – the useful formula is choosing an emotion and a target.<br />
<br />
For example, “Fear” and “me” could lead to someone running away from you. Or it could lead to their heart exploding in sheer terror. Go read the Emotion Scale section opposite and see what you’re getting into.<br />
<br />
To create a compound emotion – as in, an emotion that lies between two of the spokes – you must possess and use the two emotions beside them. So, to actually make someone fall in love, you must have Joy and Trust emotions.<br />
<br />
These emotions, while magically created, are real. While the target is likely aware that you have done this to them, it doesn’t make the emotion any less real.<br />
<br />
==The Emotion Control Dice Pool==<br />
The Dictator is incredibly powerful. That’s the problem. While other characters struggle to gain enough successes, the Dictator’s problem is ensuring their powers actually do what they want them to do.<br />
<br />
While your Emotional Control is a Charisma dice pool, it is NOT calculated like normal. The number on the D4 is the number of successes. Each other success you roll in the dice pool allows you to modify that, with each success allowing you to increase or decrease by one. You don’t need to use all your successes.<br />
<br />
==Resisting You==<br />
Someone’s emotional resistance is measured by their Willpower. Willpower is double a character’s Wisdom, so an average character has 4. In a combat situation, you’ll need to match their Willpower to permanently remove them from the combat, one way or another.<br />
<br />
A character with high Willpower will not be entirely overcome unless you match or exceed their Willpower in successes, but they will certainly be influenced by the emotion. The stronger the emotion, the bigger the effect.<br />
<br />
==Emotional Scale==<br />
The final number of successes is intensity. It’s rated on this scale. You may note the Emotion Knight player also uses this scale.<br />
<br />
1 – You feel it enough to influence you.<br />
<br />
2 – You feel it intensely. It’s hard to do anything not related to it.<br />
<br />
3 – Feeling it as intensely as most people ever feel it, except in extremis. Active compulsions.<br />
<br />
4 – If we’re talking love, more than you love your partner.<br />
<br />
5 – All consuming obsession. Often the further reaches of madness.<br />
<br />
6+ – Supernaturally intense emotions beyond anything in reality.<br />
<br />
If it matches or exceeds a target’s Willpower, in terms of effect, anything beyond 6 is very much in the GM’s control. Expect fireworks. Like all creators, while you can aim to have a certain effect on an audience, the audience will respond in their own way.<br />
<br />
==Critical Failure==<br />
If you roll a critical failure, you are unable to to remove this emotional state. It’s permanent. You’ve broken someone. Oh dear<br />
<br />
==A Little Emotional Nudge==<br />
If a Dictator has possession of their D4, and is in a situation where any subtle emotional manipulation may give them an edge, they may roll the D4 as part of their dice pool. The D4, rather than counting as a dice, can be used to increase any one dice in the dice pool by the amount the D4 rolls. It’s cute to imagine the D4 on top of the Dice you’re boosting, like a little hat.<br />
<br />
There’s not much cute about your character, so enjoy it while it lasts.</div>Insomniachttps://wiki.rpg.net/index.php?title=File:Emotion_Wheel.png&diff=365472File:Emotion Wheel.png2019-07-10T03:55:47Z<p>Insomniac: </p>
<hr />
<div></div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here:_The_Neo&diff=365471The Gang's All Here: The Neo2019-07-10T03:46:48Z<p>Insomniac: Created page with "= Page One = '''CLASS DIE: D10''' Adventurers’ lust for gold makes them all thieves, which makes the prejudice against rogues a little odd. They all do it. But everyone kn..."</p>
<hr />
<div>= Page One =<br />
<br />
'''CLASS DIE: D10'''<br />
<br />
Adventurers’ lust for gold makes them all thieves, which makes the prejudice against rogues a little odd. They all do it. But everyone knows why people are suspicious about Neo…<br />
<br />
The Neo’s magical technology needs to be activated by Fair Gold every day. It disappears every dawn. If they can’t find enough then all their gifts means nothing. They chase it. Some practically, some obsessively, most selfishly.<br />
<br />
Adventurers all want gold but only Neo need it.<br />
<br />
==Stats==<br />
*STRENGTH: <br />
*<u>DEXTERITY</u>: <br />
*CONSTITUTION: <br />
*WISDOM: <br />
*<u>INTELLIGENCE</u>: <br />
*CHARISMA: <br />
<br />
==Equipment==<br />
*A Dagger (or any pointy thing that stabs)<br />
*Another Close Weapon (short sword, second dagger, something else)<br />
*A Ranged Weapon (shortbow, crossbow, pistol, something else)<br />
*Leather Armor (Defense 1)<br />
<br />
==Look==<br />
<br />
(delete all but one)<br />
<br />
*Black Leather, studs and chrome<br />
*White Leather, bleach and catsuits<br />
*Billowing Black Cloak and sinister scarlet eyes<br />
*Something Else (you pick)<br />
<br />
==Defensive Stats==<br />
*GUARD (=Dex): <br />
*HEALTH (=Con): <br />
*DEFENSE: 1<br />
*WILLPOWER (=Wis x 2): <br />
<br />
=Page Two=<br />
<br />
==Gifts of the Fair==<br />
<br />
You always have an AI system and ability to access the Fair Field.<br />
<br />
In addition, select three cybernetic gifts. Each is a tool which, as with other stated abilities, allows you to do anything that the gift would logically let you do. <br />
<br />
However, each must be activated with Fair Gold before it can be used.<br />
<br />
*'''Gun''' Active( )<br />
<br />
''(Replaces Ranged Weapon from Equipment. As in, can be fired as a normal gun before being activated.)''<br />
<br />
You are in possession of an arcane gun, gifted to you from the Fair.<br />
<br />
Define its appearance: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
Choose one of the below. When activated, you gain this special ability on its attacks.<br />
<br />
Explosive (Special: apply individual hit — not whole attack — to another target in the vicinity.)<br />
<br />
Homing (Special: this individual hit — not the whole attack — bypasses Guard.)<br />
<br />
AI-Aided Targeting (Never has any disadvantages on a hit roll.)<br />
<br />
*'''Energy Blade''' Active( )<br />
<br />
''(Replaces close combat weapon from Equipment. As in, can be used as a normal blade before being activated.)''<br />
<br />
You have a searing energy blade, Luke Skywalker. You may use Dexterity for its dice pool instead of Strength.<br />
<br />
Define its appearance: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
Choose one of the below. When activated, you gain this special ability on its attacks.<br />
<br />
Intangible (Special: this individual hit — not the whole attack — bypasses Guard.)<br />
<br />
Searing: (Special: if hit wounds, ignites target causing 1 wound per round until extinguished.)<br />
<br />
Neurosleep: (Special: target is hit by a sedative. If number of times they are hit by a sedative ever equals their constitution, they fall into a natural sleep.)<br />
<br />
*'''Stealth Field''' Active( )<br />
You can become virtually invisible at will. You will not be noticed unless someone is actively searching for you, and possibly not even then. You’re basically the Predator. <br />
<br />
When activated:<br />
<br />
It’s hard to hit someone you can’t see. Gain +1 defence.<br />
<br />
*'''Teleporter''' Active( )<br />
You can make short scale teleport jumps – 1-5m. These can be chained. Yes, you’re Nightcrawler from the X-Men.<br />
<br />
When activated:<br />
<br />
It’s hard to hit a teleporter. Add one disadvantage to any attempt to hit you.<br />
<br />
*'''Pet''' Active( )<br />
You have an awesome cybernetic pet.<br />
<br />
Choose what animal it is: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
Choose what its personality is like: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<br />
<br />
When activated:<br />
Gain advantage on any task the animal could feasibly help with. It is also autonomous, capable of following instructions. Its defence value is the same<br />
as yours. If it suffers a wound it dematerialises, and reappears beside you. The wounds are transferred to the Neo.<br />
<br />
==Fair Gold==<br />
Each of your three cybernetic gifts start the game deactivated, unable to use their special abilities. A single piece of Fair Gold is required to activate each one for the<br />
rest of the day. You’ll find a slot, likely in the back of your neck, where you can insert the coin.<br />
<br />
What’s “Fair Gold”? You’ll know it when you see it. Ask your AI if you get stuck.<br />
<br />
'''You have 0 pieces of Fair Gold'''<br />
<br />
==Fair Field==<br />
As a core part of your enhancements, you’re able to access the magical Fair Field which connects many technological magics in the world of Die. You are able to interact with and subvert it. Imagine being a hacker in a fantasy world. Look for places where you can interact with the arcane technology.<br />
<br />
The dice pool is based on your Intelligence. If you succeed against the difficulty, you bypass the problem.<br />
<br />
The dice pool has a Special: subvert the system according to your will for one action.<br />
<br />
<br />
For example, the Neo faces a Fallen – a being which they can interact with via the Fair Field. The GM sets a difficulty of 2 to try and hack it. The Neo rolls three successes, one of which is a 6. The Fallen freezes and, with the 6, the player activates the Special, causing the Fallen to turn on its allies.<br />
<br />
Once more, do feel free to ask your AI questions.<br />
<br />
==The D10==<br />
Add the D10 to any dice pool when trying to achieve a task an active Gift would be of use in achieving.<br />
<br />
As well as the normal meaning of the number (as in, a 4+ is a success, a 6+ can activate a special) if the result is a 0 (or, if the D10 you’re using has a 10 rather than a 0, a 10), the Gift uses up its charge. It deactivates and will require another Fair Gold to reactivate.<br />
<br />
==Overcharge==<br />
All the Fair Gifts are capable of higher performance if fueled with extra gold. This is called Overcharge. A gift must be activated before it can be overcharged.<br />
<br />
Say what you wish your equipment to do. The GM will set a cost in gold to achieve the task. On average, a single gold is enough to change one of the limitations.<br />
<br />
''For example, using the Teleporter to teleport the whole group a short distance would be one gold. Using the teleporter to transport yourself a long distance would be one gold.''<br />
<br />
If you wish to proceed with the task, you spend the gold, and take one coin and flip it.<br />
<br />
If it’s Heads, it works. If it’s Tails, something goes amiss.</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here&diff=365470The Gang's All Here2019-07-10T02:51:53Z<p>Insomniac: /* =The Players */</p>
<hr />
<div>=The Players=<br />
Brad<br />
<br />
Avi<br />
<br />
Jack<br />
<br />
Sandra<br />
<br />
Casey</div>Insomniachttps://wiki.rpg.net/index.php?title=The_Gang%27s_All_Here&diff=365469The Gang's All Here2019-07-10T02:51:43Z<p>Insomniac: Created page with "==The Players= Brad Avi Jack Sandra Casey"</p>
<hr />
<div>==The Players=<br />
Brad<br />
<br />
Avi<br />
<br />
Jack<br />
<br />
Sandra<br />
<br />
Casey</div>Insomniachttps://wiki.rpg.net/index.php?title=The-Gang%27s_All_Here&diff=365468The-Gang's All Here2019-07-10T02:50:56Z<p>Insomniac: Blanked the page</p>
<hr />
<div></div>Insomniachttps://wiki.rpg.net/index.php?title=The-Gang%27s_All_Here&diff=365467The-Gang's All Here2019-07-10T02:49:38Z<p>Insomniac: /* Players */</p>
<hr />
<div>==Players==<br />
Brad<br />
<br />
Jack<br />
<br />
Avi<br />
<br />
Sandy<br />
<br />
Casey</div>Insomniachttps://wiki.rpg.net/index.php?title=The-Gang%27s_All_Here&diff=365466The-Gang's All Here2019-07-10T02:49:00Z<p>Insomniac: Created page with "==Players== Brad Jack Avi Sandy Casey"</p>
<hr />
<div>==Players==<br />
Brad<br />
Jack<br />
Avi<br />
Sandy<br />
Casey</div>Insomniachttps://wiki.rpg.net/index.php?title=Heresy_in_the_Depths:Quintus&diff=306788Heresy in the Depths:Quintus2016-09-20T06:30:16Z<p>Insomniac: /* Talents */</p>
<hr />
<div>For Tylorva's game Heresy in the Depths: https://wiki.rpg.net/index.php/Heresy_in_the_Depths<br />
<br />
Hive World > Imperial Guard > Warrior<br />
<br />
====Characteristics====<br />
*Weapon Skill: 35<br />
*Ballistic Skill: 45<br />
*Strength: 30<br />
*Toughness: 40<br />
*Agility: 40<br />
*Intelligence: 30<br />
*Perception: 45<br />
*Willpower: 40<br />
*Fellowship: 30<br />
*Influence: 30<br />
<br />
'''Divination'''<br />
"Men must die that Man may live."<br />
<br />
'''Superstition'''<br />
Fear the Silence<br />
<br />
'''Homeworld Momento'''<br />
Hipflask<br />
<br />
'''Background Momento'''<br />
Bloodstained Bandage<br />
<br />
====Aptitudes====<br />
*General<br />
*Perception<br />
*Fieldcraft<br />
*Ballistic Skill<br />
*Defense<br />
*Offence<br />
*Strength<br />
*Weapon Skill<br />
<br />
Wounds 11<br />
<br />
Fate Points 2<br />
<br />
====Skills====<br />
Athletics, Awareness(+10), Command, Common Lore (Imperial Guard), Dodge, Forbidden Lore (Warp), Medicae, Navigate (Surface), Stealth<br />
<br />
====Talents====<br />
Weapon Training (Las), Weapon Training (Primitive), Rapid Reload, Jaded, Quick Draw, Constant Vigilance<br />
<br />
====Traits/special====<br />
''Teeming Masses in Metal Mountains'': Count crowds as open terrain, +20 to Navigate(Surface) in enclosed spaces.<br />
<br />
''Hammer of the Emperor'': When attacking a target that an enemy attacked since the end of the Guardsman's last turn, reroll any result of 1 or 2 on damage rolls.<br />
<br />
''Expert at Violence'': Spend a Fate point after a successful attack but before determining hits to substitute WS or BS bonus for degrees of success.<br />
<br />
<br />
====Equipment====<br />
Lasgun (Basic, 100m, S/3/-, Pen0, 1d10+3, Full(Half), 6, Variable Setting, Reliable, 4kg)<br />
<br />
Mono-edge Knife (Melee/Thrown, 5m, Pen2, 1d5, 1kg)<br />
<br />
Frag Grenades (Thrown, 9m, Pen0, 2d10X, Blast(3), 0.5kg)<br />
<br />
combat vest (2kg, 15kg of items can be drawn as Free actions)<br />
<br />
Guard Flak Armour (All, 4, 11kg)<br />
<br />
Grapnel and Line (2kg)<br />
<br />
12 lho sticks<br />
<br />
magnoculars (0.5kg)<br />
<br />
Max carry 45 kg<br />
<br />
Current carry 20 kg<br />
<br />
====Background====<br />
Quinten grew up in the lower levels of Hive Krakex, where he and the other children were employed cleaning the narrow chimneys in the hive's vast foundries until he got too big to fit. He had a mind for adventure, and instead of going to work in the plasteel factories like his parents and their parents before him, he decided to join the Imperial Guard. He seized with both hands the chance to trade a life of dull routine and drudgery for a life of brave adventure for the Emperor's glory, a shining example of heroism in a brotherhood brave and true.<br />
<br />
Suffice to say that the box did not contain what was advertised on the lid.<br />
<br />
====Service History====<br />
The Krakexian 10012th was sent to the front lines of the Siege of Wardesgrade, attempting to end the civil war that persisted with the oncoming Pandaemonium. The defenders were entrenched and heavily fortified, but progress continued at an acceptable pace. Evidence from captured rebel positions made it clear that the defenders had fallen to the influence of [REDACTED] siege engines came under attack from presumably friendly civilians and Guardsmen corrupted by [REDACTED] Remaining Guard positions engaged in a collapsing defense as forward positions were overwhelmed by [REDACTED] order of Exterminatus delivered by Inquisitor [REDACTED] to the subsector remains prohibited until further notice.<br />
<br />
The Krakexian 10012th remains defunct. Recreation of the Regiment is scheduled to begin within the year. Ave Imperator.<br />
<br />
<br />
====Physicals====<br />
*Height 1.75m<br />
*Weight 65kg<br />
*Complexion Fair<br />
*Eyes brown<br />
*Hair brown<br />
<br />
Quinten is a wiry man with the pale skin of someone born without seeing sunlight. His hair is generally in the result of a close cut left to grow unkempt, and his mouth is covered in a collection of stubble and scars. <br />
<br />
Quinten seems to exist in a perpetual state of weary resignation, even if things seem to be going well. He tends to dress in Guardsman fatigues, in armour and vest if he expects (or suspects) imminent action. His voice is raspy, and he tends to speak in low, languid tones (outside of combat, where his words are short, clipped, and clear).<br />
<br />
====Experience====<br />
Dodge, Known (200) Quick Draw (200) Awareness, Known (100) Stealth, Known (100) Forbidden Lore: The Warp, Known (300) Perception, Basic (100) Awareness, Trained (200) Constant Vigilance (300)<br />
<br />
[[File:AnotherGuardsman.jpg]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Heresy_in_the_Depths:Quintus&diff=305014Heresy in the Depths:Quintus2016-08-11T04:43:17Z<p>Insomniac: </p>
<hr />
<div>For Tylorva's game Heresy in the Depths: https://wiki.rpg.net/index.php/Heresy_in_the_Depths<br />
<br />
Hive World > Imperial Guard > Warrior<br />
<br />
====Characteristics====<br />
*Weapon Skill: 35<br />
*Ballistic Skill: 45<br />
*Strength: 30<br />
*Toughness: 40<br />
*Agility: 40<br />
*Intelligence: 30<br />
*Perception: 45<br />
*Willpower: 40<br />
*Fellowship: 30<br />
*Influence: 30<br />
<br />
'''Divination'''<br />
"Men must die that Man may live."<br />
<br />
'''Superstition'''<br />
Fear the Silence<br />
<br />
'''Homeworld Momento'''<br />
Hipflask<br />
<br />
'''Background Momento'''<br />
Bloodstained Bandage<br />
<br />
====Aptitudes====<br />
*General<br />
*Perception<br />
*Fieldcraft<br />
*Ballistic Skill<br />
*Defense<br />
*Offence<br />
*Strength<br />
*Weapon Skill<br />
<br />
Wounds 11<br />
<br />
Fate Points 2<br />
<br />
====Skills====<br />
Athletics, Awareness(+10), Command, Common Lore (Imperial Guard), Dodge, Forbidden Lore (Warp), Medicae, Navigate (Surface), Stealth<br />
<br />
====Talents====<br />
Weapon Training (Las), Weapon Training (Primitive), Rapid Reload, Jaded, Quick Draw, <br />
<br />
====Traits/special====<br />
''Teeming Masses in Metal Mountains'': Count crowds as open terrain, +20 to Navigate(Surface) in enclosed spaces.<br />
<br />
''Hammer of the Emperor'': When attacking a target that an enemy attacked since the end of the Guardsman's last turn, reroll any result of 1 or 2 on damage rolls.<br />
<br />
''Expert at Violence'': Spend a Fate point after a successful attack but before determining hits to substitute WS or BS bonus for degrees of success.<br />
<br />
<br />
====Equipment====<br />
Lasgun (Basic, 100m, S/3/-, Pen0, 1d10+3, Full(Half), 6, Variable Setting, Reliable, 4kg)<br />
<br />
Mono-edge Knife (Melee/Thrown, 5m, Pen2, 1d5, 1kg)<br />
<br />
Frag Grenades (Thrown, 9m, Pen0, 2d10X, Blast(3), 0.5kg)<br />
<br />
combat vest (2kg, 15kg of items can be drawn as Free actions)<br />
<br />
Guard Flak Armour (All, 4, 11kg)<br />
<br />
Grapnel and Line (2kg)<br />
<br />
12 lho sticks<br />
<br />
magnoculars (0.5kg)<br />
<br />
Max carry 45 kg<br />
<br />
Current carry 20 kg<br />
<br />
====Background====<br />
Quinten grew up in the lower levels of Hive Krakex, where he and the other children were employed cleaning the narrow chimneys in the hive's vast foundries until he got too big to fit. He had a mind for adventure, and instead of going to work in the plasteel factories like his parents and their parents before him, he decided to join the Imperial Guard. He seized with both hands the chance to trade a life of dull routine and drudgery for a life of brave adventure for the Emperor's glory, a shining example of heroism in a brotherhood brave and true.<br />
<br />
Suffice to say that the box did not contain what was advertised on the lid.<br />
<br />
====Service History====<br />
The Krakexian 10012th was sent to the front lines of the Siege of Wardesgrade, attempting to end the civil war that persisted with the oncoming Pandaemonium. The defenders were entrenched and heavily fortified, but progress continued at an acceptable pace. Evidence from captured rebel positions made it clear that the defenders had fallen to the influence of [REDACTED] siege engines came under attack from presumably friendly civilians and Guardsmen corrupted by [REDACTED] Remaining Guard positions engaged in a collapsing defense as forward positions were overwhelmed by [REDACTED] order of Exterminatus delivered by Inquisitor [REDACTED] to the subsector remains prohibited until further notice.<br />
<br />
The Krakexian 10012th remains defunct. Recreation of the Regiment is scheduled to begin within the year. Ave Imperator.<br />
<br />
<br />
====Physicals====<br />
*Height 1.75m<br />
*Weight 65kg<br />
*Complexion Fair<br />
*Eyes brown<br />
*Hair brown<br />
<br />
Quinten is a wiry man with the pale skin of someone born without seeing sunlight. His hair is generally in the result of a close cut left to grow unkempt, and his mouth is covered in a collection of stubble and scars. <br />
<br />
Quinten seems to exist in a perpetual state of weary resignation, even if things seem to be going well. He tends to dress in Guardsman fatigues, in armour and vest if he expects (or suspects) imminent action. His voice is raspy, and he tends to speak in low, languid tones (outside of combat, where his words are short, clipped, and clear).<br />
<br />
====Experience====<br />
Dodge, Known (200) Quick Draw (200) Awareness, Known (100) Stealth, Known (100) Forbidden Lore: The Warp, Known (300) Perception, Basic (100) Awareness, Trained (200) Constant Vigilance (300)<br />
<br />
[[File:AnotherGuardsman.jpg]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Heresy_in_the_Depths:Quintus&diff=301892Heresy in the Depths:Quintus2016-06-07T03:04:48Z<p>Insomniac: /* Characteristics */</p>
<hr />
<div>For Tylorva's game Heresy in the Depths: https://wiki.rpg.net/index.php/Heresy_in_the_Depths<br />
<br />
Hive World > Imperial Guard > Warrior<br />
<br />
====Characteristics====<br />
*Weapon Skill: 35<br />
*Ballistic Skill: 45<br />
*Strength: 30<br />
*Toughness: 40<br />
*Agility: 40<br />
*Intelligence: 30<br />
*Perception: 45<br />
*Willpower: 40<br />
*Fellowship: 30<br />
*Influence: 30<br />
<br />
'''Divination'''<br />
"Men must die that Man may live."<br />
<br />
'''Superstition'''<br />
Fear the Silence<br />
<br />
'''Homeworld Momento'''<br />
Hipflask<br />
<br />
'''Background Momento'''<br />
Bloodstained Bandage<br />
<br />
====Aptitudes====<br />
*General<br />
*Perception<br />
*Fieldcraft<br />
*Ballistic Skill<br />
*Defense<br />
*Offence<br />
*Strength<br />
*Weapon Skill<br />
<br />
Wounds 11<br />
<br />
Fate Points 2<br />
<br />
====Skills====<br />
Athletics, Awareness(+10), Command, Common Lore (Imperial Guard), Dodge, Forbidden Lore (Warp), Medicae, Navigate (Surface), Stealth<br />
<br />
====Talents====<br />
Weapon Training (Las), Weapon Training (Primitive), Rapid Reload, Jaded, Quick Draw, <br />
<br />
====Traits/special====<br />
''Teeming Masses in Metal Mountains'': Count crowds as open terrain, +20 to Navigate(Surface) in enclosed spaces.<br />
<br />
''Hammer of the Emperor'': When attacking a target that an enemy attacked since the end of the Guardsman's last turn, reroll any result of 1 or 2 on damage rolls.<br />
<br />
''Expert at Violence'': Spend a Fate point after a successful attack but before determining hits to substitute WS or BS bonus for degrees of success.<br />
<br />
<br />
====Equipment====<br />
Lasgun (Basic, 100m, S/3/-, Pen0, 1d10+3, Full(Half), 6, Variable Setting, Reliable, 4kg)<br />
<br />
Mono-edge Knife (Melee/Thrown, 5m, Pen2, 1d5, 1kg)<br />
<br />
Frag Grenades (Thrown, 9m, Pen0, 2d10X, Blast(3), 0.5kg)<br />
<br />
combat vest (2kg, 15kg of items can be drawn as Free actions)<br />
<br />
Guard Flak Armour (All, 4, 11kg)<br />
<br />
Grapnel and Line (2kg)<br />
<br />
12 lho sticks<br />
<br />
magnoculars (0.5kg)<br />
<br />
Max carry 45 kg<br />
<br />
Current carry 20 kg<br />
<br />
====Background====<br />
Quinten grew up in the lower levels of Hive Krakex, where he and the other children were employed cleaning the narrow chimneys in the hive's vast foundries until he got too big to fit. He had a mind for adventure, and instead of going to work in the plasteel factories like his parents and their parents before him, he decided to join the Imperial Guard. He seized with both hands the chance to trade a life of dull routine and drudgery for a life of brave adventure for the Emperor's glory, a shining example of heroism in a brotherhood brave and true.<br />
<br />
Suffice to say that the box did not contain what was advertised on the lid.<br />
<br />
====Service History====<br />
The Krakexian 10012th was sent to the front lines of the Siege of Wardesgrade, attempting to end the civil war that persisted with the oncoming Pandaemonium. The defenders were entrenched and heavily fortified, but progress continued at an acceptable pace. Evidence from captured rebel positions made it clear that the defenders had fallen to the influence of [REDACTED] siege engines came under attack from presumably friendly civilians and Guardsmen corrupted by [REDACTED] Remaining Guard positions engaged in a collapsing defense as forward positions were overwhelmed by [REDACTED] order of Exterminatus delivered by Inquisitor [REDACTED] to the subsector remains prohibited until further notice.<br />
<br />
The Krakexian 10012th remains defunct. Recreation of the Regiment is scheduled to begin within the year. Ave Imperator.<br />
<br />
<br />
====Physicals====<br />
*Height 1.75m<br />
*Weight 65kg<br />
*Complexion Fair<br />
*Eyes brown<br />
*Hair brown<br />
<br />
Quinten is a wiry man with the pale skin of someone born without seeing sunlight. His hair is generally in the result of a close cut left to grow unkempt, and his mouth is covered in a collection of stubble and scars. <br />
<br />
Quinten seems to exist in a perpetual state of weary resignation, even if things seem to be going well. He tends to dress in Guardsman fatigues, in armour and vest if he expects (or suspects) imminent action. His voice is raspy, and he tends to speak in low, languid tones (outside of combat, where his words are short, clipped, and clear).<br />
<br />
[[File:AnotherGuardsman.jpg]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Heresy_in_the_Depths:Quintus&diff=301891Heresy in the Depths:Quintus2016-06-07T03:04:14Z<p>Insomniac: /* Aptitudes */</p>
<hr />
<div>For Tylorva's game Heresy in the Depths: https://wiki.rpg.net/index.php/Heresy_in_the_Depths<br />
<br />
Hive World > Imperial Guard > Warrior<br />
<br />
====Characteristics====<br />
*Weapon Skill: 35<br />
*Ballistic Skill: 45<br />
*Strength: 30<br />
*Toughness: 40<br />
*Agility: 40<br />
*Intelligence: 30<br />
*Perception: 45<br />
*Willpower: 40<br />
*Fellowship: 30<br />
*Influence: 30<br />
<br />
'''Divination'''<br />
"Men must die that Man may live."<br />
'''Superstition'''<br />
Fear the Silence<br />
'''Homeworld Momento'''<br />
Hipflask<br />
'''Background Momento'''<br />
Bloodstained Bandage<br />
<br />
====Aptitudes====<br />
*General<br />
*Perception<br />
*Fieldcraft<br />
*Ballistic Skill<br />
*Defense<br />
*Offence<br />
*Strength<br />
*Weapon Skill<br />
<br />
Wounds 11<br />
<br />
Fate Points 2<br />
<br />
====Skills====<br />
Athletics, Awareness(+10), Command, Common Lore (Imperial Guard), Dodge, Forbidden Lore (Warp), Medicae, Navigate (Surface), Stealth<br />
<br />
====Talents====<br />
Weapon Training (Las), Weapon Training (Primitive), Rapid Reload, Jaded, Quick Draw, <br />
<br />
====Traits/special====<br />
''Teeming Masses in Metal Mountains'': Count crowds as open terrain, +20 to Navigate(Surface) in enclosed spaces.<br />
<br />
''Hammer of the Emperor'': When attacking a target that an enemy attacked since the end of the Guardsman's last turn, reroll any result of 1 or 2 on damage rolls.<br />
<br />
''Expert at Violence'': Spend a Fate point after a successful attack but before determining hits to substitute WS or BS bonus for degrees of success.<br />
<br />
<br />
====Equipment====<br />
Lasgun (Basic, 100m, S/3/-, Pen0, 1d10+3, Full(Half), 6, Variable Setting, Reliable, 4kg)<br />
<br />
Mono-edge Knife (Melee/Thrown, 5m, Pen2, 1d5, 1kg)<br />
<br />
Frag Grenades (Thrown, 9m, Pen0, 2d10X, Blast(3), 0.5kg)<br />
<br />
combat vest (2kg, 15kg of items can be drawn as Free actions)<br />
<br />
Guard Flak Armour (All, 4, 11kg)<br />
<br />
Grapnel and Line (2kg)<br />
<br />
12 lho sticks<br />
<br />
magnoculars (0.5kg)<br />
<br />
Max carry 45 kg<br />
<br />
Current carry 20 kg<br />
<br />
====Background====<br />
Quinten grew up in the lower levels of Hive Krakex, where he and the other children were employed cleaning the narrow chimneys in the hive's vast foundries until he got too big to fit. He had a mind for adventure, and instead of going to work in the plasteel factories like his parents and their parents before him, he decided to join the Imperial Guard. He seized with both hands the chance to trade a life of dull routine and drudgery for a life of brave adventure for the Emperor's glory, a shining example of heroism in a brotherhood brave and true.<br />
<br />
Suffice to say that the box did not contain what was advertised on the lid.<br />
<br />
====Service History====<br />
The Krakexian 10012th was sent to the front lines of the Siege of Wardesgrade, attempting to end the civil war that persisted with the oncoming Pandaemonium. The defenders were entrenched and heavily fortified, but progress continued at an acceptable pace. Evidence from captured rebel positions made it clear that the defenders had fallen to the influence of [REDACTED] siege engines came under attack from presumably friendly civilians and Guardsmen corrupted by [REDACTED] Remaining Guard positions engaged in a collapsing defense as forward positions were overwhelmed by [REDACTED] order of Exterminatus delivered by Inquisitor [REDACTED] to the subsector remains prohibited until further notice.<br />
<br />
The Krakexian 10012th remains defunct. Recreation of the Regiment is scheduled to begin within the year. Ave Imperator.<br />
<br />
<br />
====Physicals====<br />
*Height 1.75m<br />
*Weight 65kg<br />
*Complexion Fair<br />
*Eyes brown<br />
*Hair brown<br />
<br />
Quinten is a wiry man with the pale skin of someone born without seeing sunlight. His hair is generally in the result of a close cut left to grow unkempt, and his mouth is covered in a collection of stubble and scars. <br />
<br />
Quinten seems to exist in a perpetual state of weary resignation, even if things seem to be going well. He tends to dress in Guardsman fatigues, in armour and vest if he expects (or suspects) imminent action. His voice is raspy, and he tends to speak in low, languid tones (outside of combat, where his words are short, clipped, and clear).<br />
<br />
[[File:AnotherGuardsman.jpg]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Heresy_in_the_Depths&diff=301877Heresy in the Depths2016-06-06T18:32:04Z<p>Insomniac: /* Characters */</p>
<hr />
<div>This page is for Tylorva's Dark Heresy (2nd edition) game, Heresy in the Depths.<br />
<br />
===Threads===<br />
[https://forum.rpg.net/showthread.php?782429-Dark-Heresy-2nd-Ed-Heresy-in-the-Depths In-character thread]<br />
<br />
[https://forum.rpg.net/showthread.php?782409-Dark-Heresy-2nd-Ed-Heresy-in-the-Depths Out-of-character thread]<br />
<br />
[https://forum.rpg.net/showthread.php?782188-Recruitment-Dark-Heresy-2nd-Ed Recruitment thread]<br />
===Characters===<br />
* [[Heresy_in_the_Depths:Abathas Vorn|Abathas Vorn]], Voidborn Adeptus Telepathica Psyker, Player: Mr Adventurer<br />
* [[Heresy_in_the_Depths:Flavia Tesserra|Flavia Tesserra]], Highborn Ministorum Warrior, Player: JoanieSappho<br />
* [[Heresy_in_the_Depths:Octavius Tesserra|Octavius Tesserra]], Highborn Administratum Sage, Player: Berryshine<br />
* [https://forum.rpg.net/showthread.php?782409-Dark-Heresy-2nd-Ed-Heresy-in-the-Depths&p=20101447#post20101447 Vipsania], Shrineworld Sororitas Chirurgeon, Player: WightMutt<br />
* [https://docs.google.com/spreadsheets/d/103NOfwvnstyZf_qtwmhgp1Rce83BwReoiUHjCZDrAh8/edit?usp=sharing Elixia Null], Frontier World Mechanicus Assassin Player: squidheadjax<br />
* [[Heresy_in_the_Depths:Silas_Marn|Silas Marn]], Penal Outcast Desperado, Player: CrazyIvan<br />
* [[Heresy_in_the_Depths:Lucida_Voss|Lucida Voss]], Hiver Arbitrator Seeker, Player: HardKore Keltoid<br />
* [[Heresy_in_the_Depths:Quintus|Quinten]], Hiver Imperial Guard Warrior, Player: insomniac</div>Insomniachttps://wiki.rpg.net/index.php?title=Heresy_in_the_Depths:Quintus&diff=301875Heresy in the Depths:Quintus2016-06-06T17:56:35Z<p>Insomniac: Created page with "For Tylorva's game Heresy in the Depths: https://wiki.rpg.net/index.php/Heresy_in_the_Depths Hive World > Imperial Guard > Warrior ====Characteristics==== *Weapon Skill: 35..."</p>
<hr />
<div>For Tylorva's game Heresy in the Depths: https://wiki.rpg.net/index.php/Heresy_in_the_Depths<br />
<br />
Hive World > Imperial Guard > Warrior<br />
<br />
====Characteristics====<br />
*Weapon Skill: 35<br />
*Ballistic Skill: 45<br />
*Strength: 30<br />
*Toughness: 40<br />
*Agility: 40<br />
*Intelligence: 30<br />
*Perception: 45<br />
*Willpower: 40<br />
*Fellowship: 30<br />
*Influence: 30<br />
<br />
'''Divination'''<br />
"Men must die that Man may live."<br />
'''Superstition'''<br />
Fear the Silence<br />
'''Homeworld Momento'''<br />
Hipflask<br />
'''Background Momento'''<br />
Bloodstained Bandage<br />
<br />
====Aptitudes====<br />
*General<br />
*Perception<br />
*Fieldcraft<br />
*Ballistic Skill<br />
*Defense<br />
*Offence<br />
*Weapon Skill<br />
<br />
Wounds 11<br />
<br />
Fate Points 2<br />
<br />
====Skills====<br />
Athletics, Awareness(+10), Command, Common Lore (Imperial Guard), Dodge, Forbidden Lore (Warp), Medicae, Navigate (Surface), Stealth<br />
<br />
====Talents====<br />
Weapon Training (Las), Weapon Training (Primitive), Rapid Reload, Jaded, Quick Draw, <br />
<br />
====Traits/special====<br />
''Teeming Masses in Metal Mountains'': Count crowds as open terrain, +20 to Navigate(Surface) in enclosed spaces.<br />
<br />
''Hammer of the Emperor'': When attacking a target that an enemy attacked since the end of the Guardsman's last turn, reroll any result of 1 or 2 on damage rolls.<br />
<br />
''Expert at Violence'': Spend a Fate point after a successful attack but before determining hits to substitute WS or BS bonus for degrees of success.<br />
<br />
<br />
====Equipment====<br />
Lasgun (Basic, 100m, S/3/-, Pen0, 1d10+3, Full(Half), 6, Variable Setting, Reliable, 4kg)<br />
<br />
Mono-edge Knife (Melee/Thrown, 5m, Pen2, 1d5, 1kg)<br />
<br />
Frag Grenades (Thrown, 9m, Pen0, 2d10X, Blast(3), 0.5kg)<br />
<br />
combat vest (2kg, 15kg of items can be drawn as Free actions)<br />
<br />
Guard Flak Armour (All, 4, 11kg)<br />
<br />
Grapnel and Line (2kg)<br />
<br />
12 lho sticks<br />
<br />
magnoculars (0.5kg)<br />
<br />
Max carry 45 kg<br />
<br />
Current carry 20 kg<br />
<br />
====Background====<br />
Quinten grew up in the lower levels of Hive Krakex, where he and the other children were employed cleaning the narrow chimneys in the hive's vast foundries until he got too big to fit. He had a mind for adventure, and instead of going to work in the plasteel factories like his parents and their parents before him, he decided to join the Imperial Guard. He seized with both hands the chance to trade a life of dull routine and drudgery for a life of brave adventure for the Emperor's glory, a shining example of heroism in a brotherhood brave and true.<br />
<br />
Suffice to say that the box did not contain what was advertised on the lid.<br />
<br />
====Service History====<br />
The Krakexian 10012th was sent to the front lines of the Siege of Wardesgrade, attempting to end the civil war that persisted with the oncoming Pandaemonium. The defenders were entrenched and heavily fortified, but progress continued at an acceptable pace. Evidence from captured rebel positions made it clear that the defenders had fallen to the influence of [REDACTED] siege engines came under attack from presumably friendly civilians and Guardsmen corrupted by [REDACTED] Remaining Guard positions engaged in a collapsing defense as forward positions were overwhelmed by [REDACTED] order of Exterminatus delivered by Inquisitor [REDACTED] to the subsector remains prohibited until further notice.<br />
<br />
The Krakexian 10012th remains defunct. Recreation of the Regiment is scheduled to begin within the year. Ave Imperator.<br />
<br />
<br />
====Physicals====<br />
*Height 1.75m<br />
*Weight 65kg<br />
*Complexion Fair<br />
*Eyes brown<br />
*Hair brown<br />
<br />
Quinten is a wiry man with the pale skin of someone born without seeing sunlight. His hair is generally in the result of a close cut left to grow unkempt, and his mouth is covered in a collection of stubble and scars. <br />
<br />
Quinten seems to exist in a perpetual state of weary resignation, even if things seem to be going well. He tends to dress in Guardsman fatigues, in armour and vest if he expects (or suspects) imminent action. His voice is raspy, and he tends to speak in low, languid tones (outside of combat, where his words are short, clipped, and clear).<br />
<br />
[[File:AnotherGuardsman.jpg]]</div>Insomniachttps://wiki.rpg.net/index.php?title=File:AnotherGuardsman.jpg&diff=301874File:AnotherGuardsman.jpg2016-06-06T17:25:02Z<p>Insomniac: </p>
<hr />
<div></div>Insomniachttps://wiki.rpg.net/index.php?title=Lockbox&diff=286981Lockbox2015-08-09T21:07:33Z<p>Insomniac: /* XP */</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
[[File:Lockbox.jpg|400px|thumb|Right|]]<br />
<br />
==Name==<br />
<br />
Lockbox the Maestro'D<br />
<br />
==Looks==<br />
<br />
Tall, lithe, ambiguously female, she dresses formally, though without regard to gender. A sport coat and tie over a slinky black dress, a button up shirt and vest over a mini-skirt, loafers and a cat-suit, it's all the same to her. Lacking real context, sometimes "formal" is a hockey jersey and cargo shorts, as she imagines balls and soirees to be.<br />
<br />
Pretty face with inquisitive eyes, quick hands.<br />
<br />
==Stats==<br />
''Cool'' +1<br />
<br />
Hard -1<br />
<br />
''Hot'' +2<br />
<br />
Sharp 0<br />
<br />
Weird +1<br />
<br />
==Moves==<br />
<br />
'''''A devil with a blade''''': when you use a blade to go aggro or seize something by force, roll+hot instead of roll+hard.<br />
<br />
'''''Fingers in every pie''''': put out the word that you want a thing - could be a person, could be somethin somethin, could even be just a thing - and roll+hot. On a 10+, it shows up in your establishment for you, like magic. On a 7-9, well, your people make an effort and everybody wants to please you and close is close, right? On a miss, it shows up in your establishment for you with strings wicked attached.<br />
<br />
'''''Maestro'D Special''''': If you hook another character up - with sex, with food, with somethin somethin, whatever - it counts as having sex with them<br />
<br />
==Personal Gear==<br />
<br />
*Tonto: 2 harm hand<br />
*oddments worth 1-barter<br />
*fashion suitable to her look<br />
*battle-gear (1-armor)<br />
<br />
==HX==<br />
<br />
Pallour Hx +1<br />
<br />
Kara Hx+3<br />
<br />
Suv Hx+3<br />
<br />
Rhyme Hx+2<br />
<br />
==XP==<br />
<br />
X &Omicron; &Omicron; &Omicron; &Omicron;<br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 hot (max hot+3)<br />
<br />
__ get +1 cool (max cool+2)<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 weird (max weird+2)<br />
<br />
__ get a new maestro d’ move<br />
<br />
__ get a new maestro d’ move<br />
<br />
__ add a security to your establishment<br />
<br />
__ resolve somebody’s interest in your establishment<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Kara&diff=286980Kara2015-08-09T21:05:25Z<p>Insomniac: /* XP */</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
==Name==<br />
<br />
Kara the Battlebabe<br />
<br />
==Looks==<br />
<br />
Taller than many men, toned and muscular. Bright blue eyes and blonde curly hair that she tries, not always successfully, to keep tamed in a braid. Patchwork armor and clothing that, while it doesn't reveal her body, doesn't exactly hide it either.<br />
<br />
==Stats==<br />
Cool +3<br />
<br />
''Hard'' +0<br />
<br />
''Hot'' +1<br />
<br />
Sharp +1<br />
<br />
Weird -1<br />
<br />
==Moves==<br />
<br />
'''''Dangerous & sexy''''': when you enter into a charged situation, roll+hot. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC present, who freezes or flinches and can't take action until you break it off. On a miss, your enemies identify you immediately as their foremost threat.<br />
<br />
'''''Ice cold''''': when you go aggro on an Npc, roll+cool instead of roll+hard. When you go aggro on another player's character, roll+Hx instead of roll+hard.<br />
<br />
'''''Battlebabe Special''''': If you and another character have sex, nullify the other character's sex move. Whatever it is, it just doesn't happen.<br />
<br />
==Personal Gear==<br />
<br />
* Little Mjollnir (3-Harm, Hand) is a two-handed hammer (haft, head, spikes) that Kara usually keeps nearby. It's not a super sledge or anything, but it's big enough that people think its name is ironic. Until they meet..<br />
* Big Mjollnir (4-Harm, close, reload, messy, ap) is a huge, four-barreled monstrosity that probably started its life as an anti-materiel rifle--or rather, several anti-materiel rifles, plus some other bits and pieces. It counts as a shotgun (with big and armor piercing ammo), and while it lacks the precision and range of its component parts, it makes up the difference in devastating firepower. Big Mjollnir only comes out when things get serious.<br />
* Oddments worth 2-barter<br />
* fashion worth 1-armor<br />
<br />
==HX==<br />
<br />
Pallour Hx +3<br />
<br />
Suv Hx +1<br />
<br />
Lockbox Hx +2<br />
<br />
Rhyme Hx +1<br />
<br />
==XP==<br />
<br />
X &Omicron; &Omicron; &Omicron; &Omicron;<br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 hot (max hot+2)<br />
<br />
__ get +1 sharp (max sharp+2)<br />
<br />
__ get +1 weird (max weird+2)<br />
<br />
__ get a new battlebabe move<br />
<br />
__ get a new battlebabe move<br />
<br />
__ get 2 gigs (detail) and '''''moonlighting'''''<br />
<br />
__ get a gang (detail) and '''''leadership'''''<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Kara&diff=286979Kara2015-08-09T21:03:47Z<p>Insomniac: /* Personal Gear */</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
==Name==<br />
<br />
Kara the Battlebabe<br />
<br />
==Looks==<br />
<br />
Taller than many men, toned and muscular. Bright blue eyes and blonde curly hair that she tries, not always successfully, to keep tamed in a braid. Patchwork armor and clothing that, while it doesn't reveal her body, doesn't exactly hide it either.<br />
<br />
==Stats==<br />
Cool +3<br />
<br />
''Hard'' +0<br />
<br />
''Hot'' +1<br />
<br />
Sharp +1<br />
<br />
Weird -1<br />
<br />
==Moves==<br />
<br />
'''''Dangerous & sexy''''': when you enter into a charged situation, roll+hot. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC present, who freezes or flinches and can't take action until you break it off. On a miss, your enemies identify you immediately as their foremost threat.<br />
<br />
'''''Ice cold''''': when you go aggro on an Npc, roll+cool instead of roll+hard. When you go aggro on another player's character, roll+Hx instead of roll+hard.<br />
<br />
'''''Battlebabe Special''''': If you and another character have sex, nullify the other character's sex move. Whatever it is, it just doesn't happen.<br />
<br />
==Personal Gear==<br />
<br />
* Little Mjollnir (3-Harm, Hand) is a two-handed hammer (haft, head, spikes) that Kara usually keeps nearby. It's not a super sledge or anything, but it's big enough that people think its name is ironic. Until they meet..<br />
* Big Mjollnir (4-Harm, close, reload, messy, ap) is a huge, four-barreled monstrosity that probably started its life as an anti-materiel rifle--or rather, several anti-materiel rifles, plus some other bits and pieces. It counts as a shotgun (with big and armor piercing ammo), and while it lacks the precision and range of its component parts, it makes up the difference in devastating firepower. Big Mjollnir only comes out when things get serious.<br />
* Oddments worth 2-barter<br />
* fashion worth 1-armor<br />
<br />
==HX==<br />
<br />
Pallour Hx +3<br />
<br />
Suv Hx +1<br />
<br />
Lockbox Hx +2<br />
<br />
Rhyme Hx +1<br />
<br />
==XP==<br />
<br />
&Omicron; &Omicron; &Omicron; &Omicron; &Omicron; <br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 hot (max hot+2)<br />
<br />
__ get +1 sharp (max sharp+2)<br />
<br />
__ get +1 weird (max weird+2)<br />
<br />
__ get a new battlebabe move<br />
<br />
__ get a new battlebabe move<br />
<br />
__ get 2 gigs (detail) and '''''moonlighting'''''<br />
<br />
__ get a gang (detail) and '''''leadership'''''<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Suv&diff=286967Suv2015-08-09T02:25:35Z<p>Insomniac: /* XP */</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
[[File:Suv.jpg|600px|thumb|Right|]]<br />
<br />
==Name==<br />
<br />
Suv the Driver<br />
<br />
==Looks==<br />
<br />
Suv is a dark-skinned man with a handsome face and a shaved head. His clothes are mostly salvaged or resrored piecemail, and adorned with bits and bobs he's found in ruins of Before, with cloth wraps that can cover his mouth and nose when the dust storms start kicking up.<br />
<br />
Man, showy scrounge wear, handsome face, cool eyes, slim build.<br />
<br />
==Stats==<br />
Cool 0<br />
<br />
Hard -1<br />
<br />
Hot +1<br />
<br />
''Sharp'' +2<br />
<br />
''Weird'' 0<br />
<br />
==Moves==<br />
<br />
'''''A no shit driver''''': when behind the wheel...<br />
<br />
...if you do something under fire, add your car's power to your roll.<br />
<br />
...if you try to seize something by force, add your car's power to your roll.<br />
<br />
...if you go aggro, add your car's power to your roll.<br />
<br />
...if you try to seduce or manipulate someone, add your car's looks to your roll.<br />
<br />
...if you help or hinder someone, add your car's power to your roll.<br />
<br />
...if someone hinders you, add your car's weakness to their roll.<br />
<br />
'''''Good in the clinch''''': when you act under fire, roll +sharp instead of roll +cool<br />
<br />
'''''Driver Special''''': If you and another character have sex, roll+cool. On a 10+, it's cool, no big deal. On a 7-9, give them +1 to their Hx with you on their sheet, but give yourself -1 Hx with them on yours. On a miss, you gotta go: take -1 ongoing, until you prove it's not like they ''own you'' or nothing.<br />
<br />
==Personal Gear==<br />
<br />
*sawed-off (3 harm close messy reload)<br />
*oddments worth 2-barter<br />
*showy scavenger gear decorated with troll dolls, CD disc shards, circuit boards, etc<br />
<br />
==Thessaly==<br />
Power +2 looks +1 1-armor weakness +1<br />
<br />
Sedan aggressive workhorse handcrafted picky<br />
<br />
==HX==<br />
<br />
Pallour Hx -2<br />
<br />
Kara Hx 0<br />
<br />
Lockbox Hx 0<br />
<br />
Rhyme Hx 0<br />
<br />
==XP==<br />
<br />
X &Omicron; &Omicron; &Omicron; &Omicron;<br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 cool (max cool+2)<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 hot (max hot+2)<br />
<br />
__ get +1 weird (max weird+2)<br />
<br />
__ get a new driver move<br />
<br />
__ get a new driver move<br />
<br />
__ get 2 gigs (detail) and '''''moonlighting'''''<br />
<br />
__ get a garage (workspace, detail) and a crew<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Wastes_Full_Of_Lightning&diff=286793Wastes Full Of Lightning2015-08-05T21:01:46Z<p>Insomniac: /* Tripplay */</p>
<hr />
<div>An Apocalypse World game by [http://forum.rpg.net/member.php?42291-kagechikara Kagechikara]<br />
<br />
[[File:ChileVolcanoLightning.jpeg|400px|thumb|Right|]]<br />
<br />
==Threads==<br />
*[http://forum.rpg.net/showthread.php?762242-IC-Apocalypse-World-Wastes-Full-of-Lightning IC Thread]<br />
*[http://forum.rpg.net/showthread.php?762244-OOC-Apocalypse-World-Wastes-Full-of-Lightning&p=19238910#post19238910 OOC Thread]<br />
*[http://forum.rpg.net/showthread.php?761487-Interest-GM-Wanted-Apocalypse-World&p=19237708#post19237708 Recruitment Thread]<br />
<br />
==Player Characters==<br />
[[Suv]] the Driver played by [http://forum.rpg.net/member.php?31304-insomniac insomniac]<br />
<br />
[[Lockbox]] the Maestro'D played by [http://forum.rpg.net/member.php?29961-Lorechaser Lorechaser]<br />
<br />
[[Kara]] the Battle Babe played by [http://forum.rpg.net/member.php?40517-Valkyrja Valkyrja]<br />
<br />
[[Pallour]] the Brainer played by [http://forum.rpg.net/member.php?75025-Baeraad Baeraad]<br />
<br />
[[Rhyme]] the Touchstone played by [http://forum.rpg.net/member.php?155607-Neopteryx Neopteryx]<br />
<br />
==Non Player Characters==<br />
<br />
===Need/Want===<br />
====Lockbox's Crew====<br />
<br />
'''Tacoma''': Tacoma is Lockbox's right hand man. He runs the details <br />
<br />
'''Tyre''': A server. Pretty and dangerous, occasionally stabs people.<br />
<br />
====The History====<br />
<br />
'''Gams''': Games helped Lockbox found Need/Want and get it off the ground. He's gone now, though no one knows where or how.<br />
<br />
'''Roflball''': Roflball runs another place. He's rough and dangerous, and his place is deadly and ugly. He wants Need/Want taken out.<br />
<br />
====The Crowd====<br />
<br />
'''Been'''<br />
<br />
Been wants in on Need/Want. <br />
<br />
<blockquote>''He's one of our best scavs, and he thinks that makes him Family, and gets him privileges. It doesn't. But he always brings us the very best History.... --Lockbox''<br />
</blockquote><br />
<br />
'''Knob''': Knob makes hooch for Need/Want, and probably others.<br />
<br />
'''Lits''': A regular at Need/Want. Probably insane.<br />
<br />
'''Camo''': Relative of Gams'. Pain in the ass. <br />
<br />
'''Ba''': Old-timer, one of Lockbox's favorites.<br />
<br />
'''Lamprey''': A cultist who shows up every night at Need/Want.<br />
<br />
'''Toyota''': A whore, but not at Need/Want.<br />
<br />
===Unaffiliated===<br />
<br />
'''Bill Pritty''': A better than average thug. He's handsome, charming, and pretty good with a gun. Desperately in love with Kara.<br />
<br />
'''Dezzy''': His girlfriend. Wants Kara dead.<br />
<br />
'''Jag''': A Tripplay member and itinerant drifter, who's crossed paths with Need/Want and Suv in the past. They aren't a thing or anything.<br />
<br />
'''Prospect''': The organizer of a system of claims staked in the wastes, giving the discoverers rights (minus a tax).<br />
<br />
==Factions==<br />
<br />
===The Anchorites===<br />
<br />
The Anchorites are an enigmatic group. They appear to be a religious sect, based out of a remote, pre-apocalyptic stronghold of some sort, and relatively little is known about their culture or beliefs. Despite their isolation, they are't entirely reclusive. Traders, scavengers, and others can often be seen outside of their hermitage, always clad head to toe in robes, masks, goggles, and other gear that protects them from the environment and conceals their identities.<br />
<br />
They most often trade in life-sustaining goods: clean water, nutritious food, and medicine. Their doctors are among the most skilled in the wasteland and often sought out in cases of illness or injury that no one else knows how to treat. The cost for their services, however, is high: Anchorites are known to show up in communities they've helped before and claim one or more children, who are taken away and never seen again. Most assume the children become Anchorites themselves, and their loss is often rationalized as "well, they'll have a better life there." It's not always that easy, of course, and not everyone is willing to give up their children.<br />
<br />
The Anchorites offer their goods and services to nearly everyone and otherwise keep to themselves, making them the closest thing the wasteland has to a truly neutral faction. But even those who won't treat with the Anchorites (or vice versa) avoid crossing them. It's said to be bad luck to harm an Anchorite and there are all kinds of rumors about what happens to those who do.<br />
<br />
===The Unwanted===<br />
<br />
The Unwanted are a band of wretches, many of them mutants or cripples, who stick to places too poisoned or otherwise inhospitable for most people to go there as long as they have any other choice. They are cautious and prefer to flee rather than fight if anyone attacks them, but they are also expert survivalists, and sometimes they get their hands on some rare salvage from searching through desolate areas.<br />
<br />
Anyone who goes to them for help will receive it, but only by joining them permanently; anyone who leaves the Unwanted is pursued and watched, and while they will not attack large groups of people, they will always be waiting for a moment when the prodigal is alone and vulnerable. Should that moment come, his body will never be found, but some of the gnawed bones around Unwanted campsites have an unnerving look to them...<br />
<br />
===Dash and Dot's Traveling Circus===<br />
<br />
Dash and Dot's Traveling Circus is a combination supply run, entertainment center, biker gang, and all-around marauding group. They travel around the wastes, occasionally putting down to put on shows, get people drunk, wasted and';/ dead, stock up fuel and water supplies, and take the best of whatever a community has to offer and take it away with them, whether that be people or supplies or technology.<br />
<br />
===The Road Crew===<br />
<br />
A lot of people who travel alone or in small groups in vehicles, acting as scavengers and hoarding whatever they can find of real or imagined value to take with them, doing what they can to avoid drawing attention to themselves while not on the road. A lot of them exist basically in the niche of herd animals- well armed groups actually find it easier to rob them and leave them alive to continue scavenging than to scavenge for themselves. This has been taken to an almost civilized conclusion: Road Crews are well-armed gangs who establish small fortresses along roads that essentially act as toll booths where vehicles are stopped and shaken down, often by way of a large truck used to block the road. Usually they'll leave whatever they decide the driver absolutely needs, so that the relationship can continue. <br />
<br />
Most Road Crews are built around places of interest, but they move around with changes is traffic tendencies. They're particularly likely to close in and spring up overnight in a circle around a hold, shaking down people who come in or out. They have a weird impact on the areas they control, securing at the same time they terrorize, bringing trade into a hold at the same time they fleece people coming in or out. They tend to have an abundance of resources and know the comings and goings of survivors, but their prices are always painfully steep. Individuals or small groups on foot can often sneak around them unseen or just slip past unmolested, but large groups or anyone trying to use the road in a vehicle is automatically a target to them.<br />
<br />
===Tripplay===<br />
<br />
The open road of the Apocalypse World is a dangerous place. Dust storms, crumbling infrastructure, road crews, mutants, and stranger things give every reason not to leave the places where there is safety in numbers. Someone always has to, though; the salvage of the Old World is all that lets the townies eke out their living. The wanderers, people who make their living on the road without a gang or crew, form something of a fellowship. They hear, tell, and exchange stories of other motorists, as well as warnings and news from the road. This loose association of independent motorists--people who travel without a gang of vehicles--has become known as Tripplay.<br />
<br />
Joining Tripplay is, mostly, a recognition by the 'community' of vehicle owners in the Apocalypse World, but also a bond of mutual assistance in the face of disaster. If a member of Tripplay find themselves stranded, either because of mechanical failure or running out of fuel, they can signal to passing Tripplay members with a simple flag by the side of the road or the top of the car. By convention, any passing members are obligated to provide a halfcan of gas, a jack and a spare (whatever mechanical assistance can be rendered on the spot), a mouthfull of water, and a lift into town. They are rarely free, but never refused (for, admittedly, a given value of 'never').<br />
<br />
Besides roadside assistance, Tripplay members set roadsign to warn other drivers of hazards and road crew activity. Trading posts and road stops are designated 'neutral ground' where spare parts and fuel can be bartered at fair prices (for a given value of 'fair.') The conventions are enforced by mutual agreement, but the protection it offers is significant--everyone's heard stories of riders who didn't hold up their end, and at the next trade stop they visited, the holders gunned them down and looted their ride with impunity.<br />
<br />
Of course, when violations mostly occur miles from any witnesses, the chances of enforcing them are slim. And more than one unscrupulous raider uses the distress signal to jump on the helplessly stranded or as bait for would be assistance. More often, there simply isn't another driver along the same route before the driver perishes. But there are no shortage of professional drivers who owe their lives to Tripplay roadside assistance.<br />
<br />
==Locations==<br />
<br />
===Need/Want===<br />
<br />
Need/Want is a Bar, supported by Spectacle and Luxe food. It's a place that brings you to the Way it Was, beauty and history in a world that has neither and treats both as weakness. In Need/Want, no one comes armed (Unless you're on the list, and the list is short), and no one fights. All her People are armed or trained for beautiful violence (everybody's packing). It keeps her clientele slightly smaller, since some are so Hard and so Broken that they can't set it aside and just *be* but that's okay. There are places and places for them and theirs. The ones that come in Need/Want set it aside for a bit. Dance, look, watch, breathe. Beauty all around, clothed or not, some prosaic, some exotic and masked. Drinks, hash, sleep, brain-hacks. All are for clients depending on need and jingle. Tacoma runs them all - he's been her bouncer since the start, and he knows his biz. If someone is starting a scene, Tacoma is there with a hand on the arm and pain in his hand, offering a pleasant relaxation or a painful removal. <br />
<br />
Things you'll see there are Wonders of the age, dug from places beyond. Beautiful, confounding, heartening, crushing, it's all there. A constant rotation of History means you'll see at least one thing new each time. And if you have a thing you can't figure, bring it to Lockbox, and she'll find a person and a place for it. <br />
<br />
===Old Harpersfield===<br />
<br />
A small town built around one of the few successful farms up north. They had an untainted water supply and grew crops that were healthy, if meager. The Harpers, who all but ran the town, were good people and took in anyone who was willing to put in a good day's work. She knew the town was bound to attract negative attention someday, whether she was there or not, and at least if she was there, she could help protect it.<br />
<br />
Destroyed by a mysterious plague.<br />
<br />
== Resources ==<br />
<br />
[http://apocalypse-world.com/AW-basicplaybooks-legal.pdf Playbooks]<br />
<br />
[http://apocalypse-world.com/AW-basicrefbook-letter.pdf Basic Reference Books]<br />
<br />
[http://invisiblecastle.com/campaign/view/36741/ Invisible Castle Campaign]</div>Insomniachttps://wiki.rpg.net/index.php?title=Pallour&diff=286792Pallour2015-08-05T20:58:17Z<p>Insomniac: /* Stats */</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
==Name==<br />
<br />
Pallour the Brainer<br />
<br />
==Looks==<br />
<br />
A huge, lumbering man whose metabolism keeps him morbidly obese even when food is scarce. There is not a single hair on his bulbous, fish-pale body, which is naked but for a sparse getup of spiked straps of black leather. His voice is high and soft, and his eyes small and deep-set. His demenour shifts between cringing fear, giddy delight and shrieking terror, not always due to any outside reason that anyone can make out.<br />
<br />
==Stats==<br />
''Cool'' +1<br />
<br />
Hard +1<br />
<br />
''Hot'' -2<br />
<br />
Sharp +1<br />
<br />
Weird +3<br />
<br />
==Moves==<br />
<br />
'''''Preternatural at-will brain attunement''''': you get +1 weird (weird+3)<br />
<br />
'''''Deep brain scan''''': : when you have time and physical intimacy with someone — mutual intimacy like holding them in your arms, or 1-sided<br />
intimacy like they’re restrained to a table — you can read them more deeply than normal. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re<br />
reading them, spend your hold to ask their player questions, 1 for 1:<br />
<br />
* ''what was your character’s lowest moment?''<br />
<br />
* ''for what does your character crave forgiveness, and of whom?''<br />
<br />
* ''what are your character’s secret pains?''<br />
<br />
* ''in what ways are your character’s mind and soul vulnerable?''<br />
<br />
On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.<br />
<br />
'''''Brainer Special''''': If you and another character have sex, you automatically do a '''''deep brain scan''''' on them, whether you have the move or not. Roll+weird as normal. However, the MC chooses which questions the other character’s player answers.<br />
<br />
==Personal Gear==<br />
<br />
* Ornate dagger (2-harm hand valuable)<br />
* Violation glove (hand hi-tech) ''For purposes of brainer moves, mere skin contact counts as time and intimacy.''<br />
* Deep ear plugs (worn hi-tech) ''Protects the wearer from all braner moves and gear''<br />
* Oddments worth 5-barter<br />
<br />
==HX==<br />
<br />
Lockbox Hx +3<br />
<br />
Suv Hx +2 <br />
<br />
Kara Hx +2<br />
<br />
Rhyme Hx +3<br />
<br />
==XP==<br />
<br />
&Omicron; &Omicron; &Omicron; &Omicron; &Omicron; <br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 cool (max cool+2)<br />
<br />
__ get +1 sharp (max sharp+2)<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get a new brainer move<br />
<br />
__ get a new brainer move<br />
<br />
__ get a 2 gigs (detail) and '''''moonlighting'''''<br />
<br />
__ get a holding (detail) and '''''wealth'''''<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Rhyme&diff=286791Rhyme2015-08-05T20:55:35Z<p>Insomniac: Created page with "Wastes Full of Lightning ==Name== Rhyme the Touchsone ==Looks== Woman, survival wear, weather-beaten face, caring eyes, solid body. Visually, ..."</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
==Name==<br />
<br />
Rhyme the Touchsone<br />
<br />
==Looks==<br />
<br />
Woman, survival wear, weather-beaten face, caring eyes, solid body. Visually, she's a well-built woman with the physique of a laborer, and though she's young yet, not quite thirty, laugh lines mark her cheeks. Her clothing is generally simple and practical, though she makes a respectable effort to shake the dust off outside, and she doesn't mind wearing something more comfortable when appropriate. She just often... doesn't bother.<br />
<br />
==Stats==<br />
Cool +1<br />
<br />
Hard +2<br />
<br />
''Hot'' +1<br />
<br />
Sharp 0<br />
<br />
''Weird'' -1<br />
<br />
==Moves==<br />
<br />
'''''Visionary''''': when you share your vision of the future with another player’s character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms.<br />
<br />
'''''Clear-eyed''''': : when you read a person, roll+hard instead of roll+sharp.<br />
<br />
'''''Indomitable''''': when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 to:<br />
<br />
* ''Name an npc within your reach. You kill, disable or disarm them (MC’s choice).''<br />
* ''Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere — into the ground or a wall or the sky.''<br />
* ''Name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react.''<br />
* ''Name a character within your reach. While you keep fighting, you intercept any attack directed at them and they suffer no harm.''<br />
* ''Ignore all harm to yourself from an incoming attack.''<br />
<br />
'''''Touchstone Special''''': If you and another character have sex, if you love them, all’s well and my blessings. If you don’t love them, permanently scribble out an improvement option you haven’t taken. Don’t scribble out “change your character to a new type.”<br />
<br />
<br />
==Personal Gear==<br />
<br />
* a token of hope<br />
* big knife (2-harm hand)<br />
* stun gun (s-harm hand reload)<br />
* oddments worth 1-barter<br />
<br />
==HX==<br />
<br />
Pallour Hx 0<br />
<br />
Lockbox Hx +1<br />
<br />
Suv Hx +2<br />
<br />
Kara Hx +2<br />
<br />
==XP==<br />
<br />
&Omicron; &Omicron; &Omicron; &Omicron; &Omicron; <br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 cool (max cool+2)<br />
<br />
__ get +1 hot (max hot+2)<br />
<br />
__ get +1 sharp (max sharp+2)<br />
<br />
__ get a new touchstone move<br />
<br />
__ get a new touchstone move<br />
<br />
__ get a a followers (detail) and '''''fortunes'''''<br />
<br />
__ get a gang (detail) and '''''leadership'''''<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Pallour&diff=286789Pallour2015-08-05T20:40:04Z<p>Insomniac: Created page with "Wastes Full of Lightning ==Name== Pallour the Brainer ==Looks== A huge, lumbering man whose metabolism keeps him morbidly obese even when food..."</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
==Name==<br />
<br />
Pallour the Brainer<br />
<br />
==Looks==<br />
<br />
A huge, lumbering man whose metabolism keeps him morbidly obese even when food is scarce. There is not a single hair on his bulbous, fish-pale body, which is naked but for a sparse getup of spiked straps of black leather. His voice is high and soft, and his eyes small and deep-set. His demenour shifts between cringing fear, giddy delight and shrieking terror, not always due to any outside reason that anyone can make out.<br />
<br />
==Stats==<br />
Cool +1<br />
<br />
Hard +1<br />
<br />
''Hot'' -2<br />
<br />
Sharp +1<br />
<br />
Weird +3<br />
<br />
==Moves==<br />
<br />
'''''Preternatural at-will brain attunement''''': you get +1 weird (weird+3)<br />
<br />
'''''Deep brain scan''''': : when you have time and physical intimacy with someone — mutual intimacy like holding them in your arms, or 1-sided<br />
intimacy like they’re restrained to a table — you can read them more deeply than normal. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re<br />
reading them, spend your hold to ask their player questions, 1 for 1:<br />
<br />
* ''what was your character’s lowest moment?''<br />
<br />
* ''for what does your character crave forgiveness, and of whom?''<br />
<br />
* ''what are your character’s secret pains?''<br />
<br />
* ''in what ways are your character’s mind and soul vulnerable?''<br />
<br />
On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.<br />
<br />
'''''Brainer Special''''': If you and another character have sex, you automatically do a '''''deep brain scan''''' on them, whether you have the move or not. Roll+weird as normal. However, the MC chooses which questions the other character’s player answers.<br />
<br />
==Personal Gear==<br />
<br />
* Ornate dagger (2-harm hand valuable)<br />
* Violation glove (hand hi-tech) ''For purposes of brainer moves, mere skin contact counts as time and intimacy.''<br />
* Deep ear plugs (worn hi-tech) ''Protects the wearer from all braner moves and gear''<br />
* Oddments worth 5-barter<br />
<br />
==HX==<br />
<br />
Lockbox Hx +3<br />
<br />
Suv Hx +2 <br />
<br />
Kara Hx +2<br />
<br />
Rhyme Hx +3<br />
<br />
==XP==<br />
<br />
&Omicron; &Omicron; &Omicron; &Omicron; &Omicron; <br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 cool (max cool+2)<br />
<br />
__ get +1 sharp (max sharp+2)<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get a new brainer move<br />
<br />
__ get a new brainer move<br />
<br />
__ get a 2 gigs (detail) and '''''moonlighting'''''<br />
<br />
__ get a holding (detail) and '''''wealth'''''<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Kara&diff=286788Kara2015-08-05T20:23:16Z<p>Insomniac: Created page with "Wastes Full of Lightning ==Name== Kara the Battlebabe ==Looks== Taller than many men, toned and muscular. Bright blue eyes and blonde curly ha..."</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
==Name==<br />
<br />
Kara the Battlebabe<br />
<br />
==Looks==<br />
<br />
Taller than many men, toned and muscular. Bright blue eyes and blonde curly hair that she tries, not always successfully, to keep tamed in a braid. Patchwork armor and clothing that, while it doesn't reveal her body, doesn't exactly hide it either.<br />
<br />
==Stats==<br />
Cool +3<br />
<br />
''Hard'' +0<br />
<br />
''Hot'' +1<br />
<br />
Sharp +1<br />
<br />
Weird -1<br />
<br />
==Moves==<br />
<br />
'''''Dangerous & sexy''''': when you enter into a charged situation, roll+hot. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC present, who freezes or flinches and can't take action until you break it off. On a miss, your enemies identify you immediately as their foremost threat.<br />
<br />
'''''Ice cold''''': when you go aggro on an Npc, roll+cool instead of roll+hard. When you go aggro on another player's character, roll+Hx instead of roll+hard.<br />
<br />
'''''Battlebabe Special''''': If you and another character have sex, nullify the other character's sex move. Whatever it is, it just doesn't happen.<br />
<br />
==Personal Gear==<br />
<br />
* Little Mjollnir (3-Harm, Hand) is a two-handed hammer (haft, head, spikes) that Kara usually keeps nearby. It's not a super sledge or anything, but it's big enough that people think its name is ironic. Until they meet..<br />
* Big Mjollnir (4-Harm, close, reload, messy, ap) is a huge, four-barreled monstrosity that probably started its life as an anti-materiel rifle--or rather, several anti-materiel rifles, plus some other bits and pieces. It counts as a shotgun (with big and armor piercing ammo), and while it lacks the precision and range of its component parts, it makes up the difference in devastating firepower. Big Mjollnir only comes out when things get serious.<br />
* Oddments worth 2-barter<br />
<br />
==HX==<br />
<br />
Pallour Hx +3<br />
<br />
Suv Hx +1<br />
<br />
Lockbox Hx +2<br />
<br />
Rhyme Hx +1<br />
<br />
==XP==<br />
<br />
&Omicron; &Omicron; &Omicron; &Omicron; &Omicron; <br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 hot (max hot+2)<br />
<br />
__ get +1 sharp (max sharp+2)<br />
<br />
__ get +1 weird (max weird+2)<br />
<br />
__ get a new battlebabe move<br />
<br />
__ get a new battlebabe move<br />
<br />
__ get 2 gigs (detail) and '''''moonlighting'''''<br />
<br />
__ get a gang (detail) and '''''leadership'''''<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Wastes_Full_Of_Lightning&diff=286758Wastes Full Of Lightning2015-08-05T03:37:15Z<p>Insomniac: /* Unaffiliated */</p>
<hr />
<div>An Apocalypse World game by [http://forum.rpg.net/member.php?42291-kagechikara Kagechikara]<br />
<br />
[[File:ChileVolcanoLightning.jpeg|400px|thumb|Right|]]<br />
<br />
==Threads==<br />
*[http://forum.rpg.net/showthread.php?762242-IC-Apocalypse-World-Wastes-Full-of-Lightning IC Thread]<br />
*[http://forum.rpg.net/showthread.php?762244-OOC-Apocalypse-World-Wastes-Full-of-Lightning&p=19238910#post19238910 OOC Thread]<br />
*[http://forum.rpg.net/showthread.php?761487-Interest-GM-Wanted-Apocalypse-World&p=19237708#post19237708 Recruitment Thread]<br />
<br />
==Player Characters==<br />
[[Suv]] the Driver played by [http://forum.rpg.net/member.php?31304-insomniac insomniac]<br />
<br />
[[Lockbox]] the Maestro'D played by [http://forum.rpg.net/member.php?29961-Lorechaser Lorechaser]<br />
<br />
[[Kara]] the Battle Babe played by [http://forum.rpg.net/member.php?40517-Valkyrja Valkyrja]<br />
<br />
[[Pallour]] the Brainer played by [http://forum.rpg.net/member.php?75025-Baeraad Baeraad]<br />
<br />
[[Rhyme]] the Touchstone played by [http://forum.rpg.net/member.php?155607-Neopteryx Neopteryx]<br />
<br />
==Non Player Characters==<br />
<br />
===Need/Want===<br />
====Lockbox's Crew====<br />
<br />
'''Tacoma''': Tacoma is Lockbox's right hand man. He runs the details <br />
<br />
'''Tyre''': A server. Pretty and dangerous, occasionally stabs people.<br />
<br />
====The History====<br />
<br />
'''Gams''': Games helped Lockbox found Need/Want and get it off the ground. He's gone now, though no one knows where or how.<br />
<br />
'''Roflball''': Roflball runs another place. He's rough and dangerous, and his place is deadly and ugly. He wants Need/Want taken out.<br />
<br />
====The Crowd====<br />
<br />
'''Been'''<br />
<br />
Been wants in on Need/Want. <br />
<br />
<blockquote>''He's one of our best scavs, and he thinks that makes him Family, and gets him privileges. It doesn't. But he always brings us the very best History.... --Lockbox''<br />
</blockquote><br />
<br />
'''Knob''': Knob makes hooch for Need/Want, and probably others.<br />
<br />
'''Lits''': A regular at Need/Want. Probably insane.<br />
<br />
'''Camo''': Relative of Gams'. Pain in the ass. <br />
<br />
'''Ba''': Old-timer, one of Lockbox's favorites.<br />
<br />
'''Lamprey''': A cultist who shows up every night at Need/Want.<br />
<br />
'''Toyota''': A whore, but not at Need/Want.<br />
<br />
===Unaffiliated===<br />
<br />
'''Bill Pritty''': A better than average thug. He's handsome, charming, and pretty good with a gun. Desperately in love with Kara.<br />
<br />
'''Dezzy''': His girlfriend. Wants Kara dead.<br />
<br />
'''Jag''': A Tripplay member and itinerant drifter, who's crossed paths with Need/Want and Suv in the past. They aren't a thing or anything.<br />
<br />
'''Prospect''': The organizer of a system of claims staked in the wastes, giving the discoverers rights (minus a tax).<br />
<br />
==Factions==<br />
<br />
===The Anchorites===<br />
<br />
The Anchorites are an enigmatic group. They appear to be a religious sect, based out of a remote, pre-apocalyptic stronghold of some sort, and relatively little is known about their culture or beliefs. Despite their isolation, they are't entirely reclusive. Traders, scavengers, and others can often be seen outside of their hermitage, always clad head to toe in robes, masks, goggles, and other gear that protects them from the environment and conceals their identities.<br />
<br />
They most often trade in life-sustaining goods: clean water, nutritious food, and medicine. Their doctors are among the most skilled in the wasteland and often sought out in cases of illness or injury that no one else knows how to treat. The cost for their services, however, is high: Anchorites are known to show up in communities they've helped before and claim one or more children, who are taken away and never seen again. Most assume the children become Anchorites themselves, and their loss is often rationalized as "well, they'll have a better life there." It's not always that easy, of course, and not everyone is willing to give up their children.<br />
<br />
The Anchorites offer their goods and services to nearly everyone and otherwise keep to themselves, making them the closest thing the wasteland has to a truly neutral faction. But even those who won't treat with the Anchorites (or vice versa) avoid crossing them. It's said to be bad luck to harm an Anchorite and there are all kinds of rumors about what happens to those who do.<br />
<br />
===The Unwanted===<br />
<br />
The Unwanted are a band of wretches, many of them mutants or cripples, who stick to places too poisoned or otherwise inhospitable for most people to go there as long as they have any other choice. They are cautious and prefer to flee rather than fight if anyone attacks them, but they are also expert survivalists, and sometimes they get their hands on some rare salvage from searching through desolate areas.<br />
<br />
Anyone who goes to them for help will receive it, but only by joining them permanently; anyone who leaves the Unwanted is pursued and watched, and while they will not attack large groups of people, they will always be waiting for a moment when the prodigal is alone and vulnerable. Should that moment come, his body will never be found, but some of the gnawed bones around Unwanted campsites have an unnerving look to them...<br />
<br />
===Dash and Dot's Traveling Circus===<br />
<br />
Dash and Dot's Traveling Circus is a combination supply run, entertainment center, biker gang, and all-around marauding group. They travel around the wastes, occasionally putting down to put on shows, get people drunk, wasted and';/ dead, stock up fuel and water supplies, and take the best of whatever a community has to offer and take it away with them, whether that be people or supplies or technology.<br />
<br />
===The Road Crew===<br />
<br />
A lot of people who travel alone or in small groups in vehicles, acting as scavengers and hoarding whatever they can find of real or imagined value to take with them, doing what they can to avoid drawing attention to themselves while not on the road. A lot of them exist basically in the niche of herd animals- well armed groups actually find it easier to rob them and leave them alive to continue scavenging than to scavenge for themselves. This has been taken to an almost civilized conclusion: Road Crews are well-armed gangs who establish small fortresses along roads that essentially act as toll booths where vehicles are stopped and shaken down, often by way of a large truck used to block the road. Usually they'll leave whatever they decide the driver absolutely needs, so that the relationship can continue. <br />
<br />
Most Road Crews are built around places of interest, but they move around with changes is traffic tendencies. They're particularly likely to close in and spring up overnight in a circle around a hold, shaking down people who come in or out. They have a weird impact on the areas they control, securing at the same time they terrorize, bringing trade into a hold at the same time they fleece people coming in or out. They tend to have an abundance of resources and know the comings and goings of survivors, but their prices are always painfully steep. Individuals or small groups on foot can often sneak around them unseen or just slip past unmolested, but large groups or anyone trying to use the road in a vehicle is automatically a target to them.<br />
<br />
===Tripplay===<br />
<br />
The open road of the Apocalypse World is a dangerous place. Dust storms, crumbling infrastructure, road crews, mutants, and stranger things give every reason to stay where there is safety in numbers. Someone always has to, though; the salvage of the Old World is all that lets the townies eke out their living. The wanderers, people who make their living on the road without a gang or crew, form something of a fellowship. They hear, tell, and exchange stories of other motorists, as well as warnings and news from the road. This loose association of independant motorists--people who travel without a gang of vehicles--has become known as Tripplay.<br />
<br />
Joining Tripplay is, mostly, a recognition by the 'community' of vehicle owners in the Apocalypse World, but also a bond of mutual assistance in the face of disaster. If a member of Tripplay find themselves stranded, either because of mechanical failure or running out of fuel, they can signal to passing Tripplay members with a simple flag by the side of the road or the top of the car. By convention, any passing members are obligated to provide a halfcan of gas, a jack and a spare (whatever mechanical assistance can be rendered on the spot), a mouthfull of water, and a lift into town. They are rarely free, but never refused (for, admittedly, a given value of 'never').<br />
<br />
Besides roadside assiatance, Tripplay members set roadsign to warn other drivers of hazards and road crew activity. Trading posts and road stops are designated 'neutral ground' where spare parts and fuel can be bartered at fair prices (for a given value of 'fair.') The conventions are enforced by mutual agreement, and the protection it offers is significant--everyone's heard stories of riders who didn't hold up their end, and at the next trade stop they visited, the holders gunned them down and looted their ride with impunity.<br />
<br />
Of course, when violations mostly occur miles from any witnesses, the chances of enforcing them are slim. And more than one unscrupulous raider uses the distress signal to jump on the helplessly stranded or as bait for would be assistance. More often, there simply isn't another driver along the same route before the driver perishes. But there are no shortage of professional drivers who lived thanks to Tripplay roadside assistance.<br />
<br />
==Locations==<br />
<br />
===Need/Want===<br />
<br />
Need/Want is a Bar, supported by Spectacle and Luxe food. It's a place that brings you to the Way it Was, beauty and history in a world that has neither and treats both as weakness. In Need/Want, no one comes armed (Unless you're on the list, and the list is short), and no one fights. All her People are armed or trained for beautiful violence (everybody's packing). It keeps her clientele slightly smaller, since some are so Hard and so Broken that they can't set it aside and just *be* but that's okay. There are places and places for them and theirs. The ones that come in Need/Want set it aside for a bit. Dance, look, watch, breathe. Beauty all around, clothed or not, some prosaic, some exotic and masked. Drinks, hash, sleep, brain-hacks. All are for clients depending on need and jingle. Tacoma runs them all - he's been her bouncer since the start, and he knows his biz. If someone is starting a scene, Tacoma is there with a hand on the arm and pain in his hand, offering a pleasant relaxation or a painful removal. <br />
<br />
Things you'll see there are Wonders of the age, dug from places beyond. Beautiful, confounding, heartening, crushing, it's all there. A constant rotation of History means you'll see at least one thing new each time. And if you have a thing you can't figure, bring it to Lockbox, and she'll find a person and a place for it. <br />
<br />
===Old Harpersfield===<br />
<br />
A small town built around one of the few successful farms up north. They had an untainted water supply and grew crops that were healthy, if meager. The Harpers, who all but ran the town, were good people and took in anyone who was willing to put in a good day's work. She knew the town was bound to attract negative attention someday, whether she was there or not, and at least if she was there, she could help protect it.<br />
<br />
Destroyed by a mysterious plague.<br />
<br />
== Resources ==<br />
<br />
[http://apocalypse-world.com/AW-basicplaybooks-legal.pdf Playbooks]<br />
<br />
[http://apocalypse-world.com/AW-basicrefbook-letter.pdf Basic Reference Books]<br />
<br />
[http://invisiblecastle.com/campaign/view/36741/ Invisible Castle Campaign]</div>Insomniachttps://wiki.rpg.net/index.php?title=Kacht-ta&diff=286697Kacht-ta2015-08-04T01:49:54Z<p>Insomniac: /* Kacht-ta */</p>
<hr />
<div>[[Savage Lands]]<br />
<br />
== Kacht-ta ==<br />
Name: Kacht-ta<br />
<br />
Concept: Kreen hunter<br />
<br />
Rank: Novice<br />
<br />
XP: 4<br />
<br />
Race: Thri-Kreen <br />
<br />
...................'''Size +1'''<br />
<br />
...................'''Armor +1:''' chitin shell<br />
<br />
...................'''Natural Weapons:''' Str +1d4<br />
<br />
...................'''Poison:''' When you hit with a Raise on your natural weapons any shaken creature suffers a -2 penalty to recover from Shaken.<br />
<br />
...................'''Fast''' Pace of 10" <br />
<br />
...................'''Four Limbs''' Automatically ambidextrous, four functioning arms.<br />
<br />
...................'''Insect Biology''' Does not sleep, requires only 1 gallon of water per week<br />
<br />
...................'''Alien Form''' Cannot wear armor or most clothing<br />
<br />
...................'''Weird''' -3 to charisma with non-kreen.<br />
<br />
Bennies: X<br />
<br />
==Attributes==<br />
Agility d8<br />
<br />
Smarts d6<br />
<br />
Spirit d6<br />
<br />
Strength d6<br />
<br />
Vigour d8<br />
<br />
Pace 10" / Parry 6 / Toughness 7[+1 natural armor] / Charisma -3<br />
<br />
==Edges==<br />
<br />
Quick (redraws any initiative cards below 5)<br />
<br />
Two Fisted (reduces multi-action penalties by 2 when fighting with multiple weapons.<br />
<br />
==Hindrances==<br />
<br />
Bloodthirsty (fights to the death, doesn't take prisoners. -4 Charisma in groups where this is known)<br />
<br />
Vengeful (will seek vengeance on those who wrong him)<br />
<br />
Loyal (won't betray allies)<br />
<br />
==Skills:==<br />
Fighting d8<br />
<br />
Notice d6<br />
<br />
Repair d4<br />
<br />
Survival d6<br />
<br />
Stealth d6<br />
<br />
Throwing d8<br />
<br />
Tracking d6<br />
<br />
==Equipment==<br />
Total Weight:21<br />
<br />
Gythka (5)<br />
<br />
Axe (2)<br />
<br />
Medium Shield (12)<br />
<br />
Pair of Chatkcha (2)<br />
<br />
==Bio==<br />
I was born, with egg-clutch, in burial circle, among people who have been before, and among clutches that hatched before and after. We hunted lizards and beetles, things smaller than weaker than we were. When we could find nothing else, we hunted each other. When predators came, we fled or we hid or we died. When we died, clutchmates gave the mourning wail. All was as it should be.<br />
<br />
After firstmolt, I remembered language, and those who were not dead travelled further from the circle. We formed choose-clutch across egg-clutch, and we began to hunt together. We hunted bigger prey, and we who did not die fed and grew, and all was as it should be.<br />
<br />
After fourmolt, we were found by Pack that belonged to Chorak'ak. I had remembered use of weapons, and we who had not died could be of use. Our clutch helped them hunt, and defend from those who would hunt us, and all was as it should be.<br />
<br />
After eightmolt, I remembered the use of venom and sand and herbs to make dasil, and made chatchka for chatchka ceremony. When Pack that belonged to Chorak'ak hunted, I bloodied it on erdlu and became adult and joined Pack and took my grown name. Clutch all joined, and we hunted with Pack, and sometimes we ate well and sometimes there was only food for clutchfirst Kak-orr. Sometimes we met with almost-people, and sometimes we traded in their tongue, and sometimes if we were very hungry we would hunt them in the wastes like beasts. I took Zak''mm'' as mate and she took me. Kak-orr was maimed, and Goch'te killed him in challenge and she became clutchfirst, and when clutchmate died we gave the mourning wail and when we could clutch brought them to burial circle. And twice Zak''mm'' became gravid and left eggs in burial circle among people who were before, and all was as it should be.<br />
<br />
And when there was no food in the wastelands, Chorak'ak lead Pack to hunt the almost-people leading beasts in great herds, and we fell on them at night and slaughtered almost-people and beasts alike, and we ate all we could eat and took all we could carry and still there was meat left to the scavengers and water that soaked into the sands. And for a time, we hunted the almost-people and their herds, but the almost-people are not beasts and once we thought we were hunting them but they were hunting us. There were men on beasts and men weilding fire and Chorak'ak died and Goch-te died and Zak''mm'' died and I did not die but they caught me in nets and took me here and instead of killing me they force me to fight and keep me in a cage.<br />
<br />
There is no pack, there is no clutch. There is only me. I do not know if any clutchmates are alive. When I die, there is nobody who will give the mourning wail or bring me among people who were. I give it myself, when I am alone, and I do not know who it is for, and nothing is as it should be.<br />
<br />
[[Savage Lands]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Kacht-ta&diff=286696Kacht-ta2015-08-04T01:49:30Z<p>Insomniac: /* Attributes */</p>
<hr />
<div>[[Savage Lands]]<br />
<br />
== Kacht-ta ==<br />
Name: Kacht-ta<br />
<br />
Concept: Kreen hunter<br />
<br />
Rank: Novice<br />
<br />
XP: 4<br />
<br />
Race: Thri-Kreen <br />
<br />
...................'''Size +1'''<br />
<br />
...................'''Armor +1:''' chitin shell<br />
<br />
...................'''Natural Weapons:''' Str +1d4<br />
<br />
...................'''Poison:''' When you hit with a Raise on your natural weapons any shaken creature suffers a -2 penalty to recover from Shaken.<br />
<br />
...................'''Fast''' Pace of 10" <br />
<br />
...................'''Four Limbs''' Automatically ambidextrous, four functioning arms.<br />
<br />
...................'''Insect Biology''' Does not sleep, requires only 1 gallon of water per week<br />
<br />
...................'''Alien Form''' Cannot wear armor or most clothing<br />
<br />
...................'''Weird''' -3 to charisma with non-kreen.<br />
<br />
Bennies: X X<br />
<br />
==Attributes==<br />
Agility d8<br />
<br />
Smarts d6<br />
<br />
Spirit d6<br />
<br />
Strength d6<br />
<br />
Vigour d8<br />
<br />
Pace 10" / Parry 6 / Toughness 7[+1 natural armor] / Charisma -3<br />
<br />
==Edges==<br />
<br />
Quick (redraws any initiative cards below 5)<br />
<br />
Two Fisted (reduces multi-action penalties by 2 when fighting with multiple weapons.<br />
<br />
==Hindrances==<br />
<br />
Bloodthirsty (fights to the death, doesn't take prisoners. -4 Charisma in groups where this is known)<br />
<br />
Vengeful (will seek vengeance on those who wrong him)<br />
<br />
Loyal (won't betray allies)<br />
<br />
==Skills:==<br />
Fighting d8<br />
<br />
Notice d6<br />
<br />
Repair d4<br />
<br />
Survival d6<br />
<br />
Stealth d6<br />
<br />
Throwing d8<br />
<br />
Tracking d6<br />
<br />
==Equipment==<br />
Total Weight:21<br />
<br />
Gythka (5)<br />
<br />
Axe (2)<br />
<br />
Medium Shield (12)<br />
<br />
Pair of Chatkcha (2)<br />
<br />
==Bio==<br />
I was born, with egg-clutch, in burial circle, among people who have been before, and among clutches that hatched before and after. We hunted lizards and beetles, things smaller than weaker than we were. When we could find nothing else, we hunted each other. When predators came, we fled or we hid or we died. When we died, clutchmates gave the mourning wail. All was as it should be.<br />
<br />
After firstmolt, I remembered language, and those who were not dead travelled further from the circle. We formed choose-clutch across egg-clutch, and we began to hunt together. We hunted bigger prey, and we who did not die fed and grew, and all was as it should be.<br />
<br />
After fourmolt, we were found by Pack that belonged to Chorak'ak. I had remembered use of weapons, and we who had not died could be of use. Our clutch helped them hunt, and defend from those who would hunt us, and all was as it should be.<br />
<br />
After eightmolt, I remembered the use of venom and sand and herbs to make dasil, and made chatchka for chatchka ceremony. When Pack that belonged to Chorak'ak hunted, I bloodied it on erdlu and became adult and joined Pack and took my grown name. Clutch all joined, and we hunted with Pack, and sometimes we ate well and sometimes there was only food for clutchfirst Kak-orr. Sometimes we met with almost-people, and sometimes we traded in their tongue, and sometimes if we were very hungry we would hunt them in the wastes like beasts. I took Zak''mm'' as mate and she took me. Kak-orr was maimed, and Goch'te killed him in challenge and she became clutchfirst, and when clutchmate died we gave the mourning wail and when we could clutch brought them to burial circle. And twice Zak''mm'' became gravid and left eggs in burial circle among people who were before, and all was as it should be.<br />
<br />
And when there was no food in the wastelands, Chorak'ak lead Pack to hunt the almost-people leading beasts in great herds, and we fell on them at night and slaughtered almost-people and beasts alike, and we ate all we could eat and took all we could carry and still there was meat left to the scavengers and water that soaked into the sands. And for a time, we hunted the almost-people and their herds, but the almost-people are not beasts and once we thought we were hunting them but they were hunting us. There were men on beasts and men weilding fire and Chorak'ak died and Goch-te died and Zak''mm'' died and I did not die but they caught me in nets and took me here and instead of killing me they force me to fight and keep me in a cage.<br />
<br />
There is no pack, there is no clutch. There is only me. I do not know if any clutchmates are alive. When I die, there is nobody who will give the mourning wail or bring me among people who were. I give it myself, when I am alone, and I do not know who it is for, and nothing is as it should be.<br />
<br />
[[Savage Lands]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Suv&diff=286621Suv2015-08-02T22:57:59Z<p>Insomniac: /* Stats */</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
[[File:Suv.jpg|600px|thumb|Right|]]<br />
<br />
==Name==<br />
<br />
Suv the Driver<br />
<br />
==Looks==<br />
<br />
Suv is a dark-skinned man with a handsome face and a shaved head. His clothes are mostly salvaged or resrored piecemail, and adorned with bits and bobs he's found in ruins of Before, with cloth wraps that can cover his mouth and nose when the dust storms start kicking up.<br />
<br />
Man, showy scrounge wear, handsome face, cool eyes, slim build.<br />
<br />
==Stats==<br />
Cool 0<br />
<br />
Hard -1<br />
<br />
Hot +1<br />
<br />
''Sharp'' +2<br />
<br />
''Weird'' 0<br />
<br />
==Moves==<br />
<br />
'''''A no shit driver''''': when behind the wheel...<br />
<br />
...if you do something under fire, add your car's power to your roll.<br />
<br />
...if you try to seize something by force, add your car's power to your roll.<br />
<br />
...if you go aggro, add your car's power to your roll.<br />
<br />
...if you try to seduce or manipulate someone, add your car's looks to your roll.<br />
<br />
...if you help or hinder someone, add your car's power to your roll.<br />
<br />
...if someone hinders you, add your car's weakness to their roll.<br />
<br />
'''''Good in the clinch''''': when you act under fire, roll +sharp instead of roll +cool<br />
<br />
'''''Driver Special''''': If you and another character have sex, roll+cool. On a 10+, it's cool, no big deal. On a 7-9, give them +1 to their Hx with you on their sheet, but give yourself -1 Hx with them on yours. On a miss, you gotta go: take -1 ongoing, until you prove it's not like they ''own you'' or nothing.<br />
<br />
==Personal Gear==<br />
<br />
*sawed-off (3 harm close messy reload)<br />
*oddments worth 2-barter<br />
*showy scavenger gear decorated with troll dolls, CD disc shards, circuit boards, etc<br />
<br />
==Thessaly==<br />
Power +2 looks +1 1-armor weakness +1<br />
<br />
Sedan aggressive workhorse handcrafted picky<br />
<br />
==HX==<br />
<br />
Pallour Hx -2<br />
<br />
Kara Hx 0<br />
<br />
Lockbox Hx 0<br />
<br />
Rhyme Hx 0<br />
<br />
==XP==<br />
<br />
&Omicron; &Omicron; &Omicron; &Omicron; &Omicron; <br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 cool (max cool+2)<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 hot (max hot+2)<br />
<br />
__ get +1 weird (max weird+2)<br />
<br />
__ get a new driver move<br />
<br />
__ get a new driver move<br />
<br />
__ get 2 gigs (detail) and '''''moonlighting'''''<br />
<br />
__ get a garage (workspace, detail) and a crew<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniachttps://wiki.rpg.net/index.php?title=Suv&diff=286502Suv2015-08-01T07:17:12Z<p>Insomniac: Created page with "Wastes Full of Lightning Right| ==Name== Suv the Driver ==Looks== Suv is a dark-skinned man with a handsome face..."</p>
<hr />
<div>[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]<br />
<br />
[[File:Suv.jpg|600px|thumb|Right|]]<br />
<br />
==Name==<br />
<br />
Suv the Driver<br />
<br />
==Looks==<br />
<br />
Suv is a dark-skinned man with a handsome face and a shaved head. His clothes are mostly salvaged or resrored piecemail, and adorned with bits and bobs he's found in ruins of Before, with cloth wraps that can cover his mouth and nose when the dust storms start kicking up.<br />
<br />
Man, showy scrounge wear, handsome face, cool eyes, slim build.<br />
<br />
==Stats==<br />
Cool 0<br />
<br />
Hard -1<br />
<br />
Hot +1<br />
<br />
Sharp +2<br />
<br />
''Weird'' 0<br />
<br />
==Moves==<br />
<br />
'''''A no shit driver''''': when behind the wheel...<br />
<br />
...if you do something under fire, add your car's power to your roll.<br />
<br />
...if you try to seize something by force, add your car's power to your roll.<br />
<br />
...if you go aggro, add your car's power to your roll.<br />
<br />
...if you try to seduce or manipulate someone, add your car's looks to your roll.<br />
<br />
...if you help or hinder someone, add your car's power to your roll.<br />
<br />
...if someone hinders you, add your car's weakness to their roll.<br />
<br />
'''''Good in the clinch''''': when you act under fire, roll +sharp instead of roll +cool<br />
<br />
'''''Driver Special''''': If you and another character have sex, roll+cool. On a 10+, it's cool, no big deal. On a 7-9, give them +1 to their Hx with you on their sheet, but give yourself -1 Hx with them on yours. On a miss, you gotta go: take -1 ongoing, until you prove it's not like they ''own you'' or nothing.<br />
<br />
==Personal Gear==<br />
<br />
*sawed-off (3 harm close messy reload)<br />
*oddments worth 2-barter<br />
*showy scavenger gear decorated with troll dolls, CD disc shards, circuit boards, etc<br />
<br />
==Thessaly==<br />
Power +2 looks +1 1-armor weakness +1<br />
<br />
Sedan aggressive workhorse handcrafted picky<br />
<br />
==HX==<br />
<br />
Pallour Hx -2<br />
<br />
Kara Hx 0<br />
<br />
Lockbox Hx 0<br />
<br />
Rhyme Hx 0<br />
<br />
==XP==<br />
<br />
&Omicron; &Omicron; &Omicron; &Omicron; &Omicron; <br />
<br />
==Improvement==<br />
<br />
''Each time you improve, choose one of the following. Check it off; you can’t choose it again.''<br />
<br />
__ get +1 cool (max cool+2)<br />
<br />
__ get +1 hard (max hard+2)<br />
<br />
__ get +1 hot (max hot+2)<br />
<br />
__ get +1 weird (max weird+2)<br />
<br />
__ get a new driver move<br />
<br />
__ get a new driver move<br />
<br />
__ get 2 gigs (detail) and '''''moonlighting'''''<br />
<br />
__ get a garage (workspace, detail) and a crew<br />
<br />
__ get a move from another playbook<br />
<br />
__ get a move from another playbook<br />
<br />
----<br />
[[Wastes_Full_Of_Lightning|Wastes Full of Lightning]]</div>Insomniac