Difference between revisions of "Fate of the Forgotten Realms"

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(Alaric Duremov)
(Sen Terval)
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*''Half-Elven Grace.'' Gain +2 Overcome rolls with Dexterity against obstacles relating to Acrobatics, Balance or similar Athleticism
 
*''Half-Elven Grace.'' Gain +2 Overcome rolls with Dexterity against obstacles relating to Acrobatics, Balance or similar Athleticism
 
*''The Bardic Gift.'' Gain 2 spells with the Trickster or Illusion Keyword, or with a Sonic / Emotive theme.
 
*''The Bardic Gift.'' Gain 2 spells with the Trickster or Illusion Keyword, or with a Sonic / Emotive theme.
*''Half-Elven Targetter.'' You may ignore penalties  
+
*''Half-Elven Targetter.'' You may ignore penalties for archery due to long range.
  
 
'''Refresh.''' 3
 
'''Refresh.''' 3
 +
 +
'''Spells'''
 +
 +
''Charm'' (Enchantment, Trickster, Persistent)
 +
 +
''Ninor Illusion'' (Illusion, Trickster, Persistent)
  
 
'''Stress:'''
 
'''Stress:'''

Revision as of 16:15, 26 October 2016

Fate of the Forgotten Realms.jpg

Summary

Fate Freeport Companion: Fate of the Forgotten Realms, a play-by-post

  • Stormraven, playing Sen Terval — peripatetic half-elf bard
  • Iustum, playing Alaric Duremov — uncommonly loyal sellsword
  • Roryb, GM

Recruitment Thread

[ IC Thread]

[ OOC Thread]

Game Pitch

I am proposing a game set in the Moonsea area of the Forgotten Realms, and plan to touch on many of D&D’s tropes, namely its classic monsters, maybe an iconic villain or two, evil factions (Zhentarim!), dungeon exploration, and shenanigans by lovable misfits and unlikely heroes. I’m a fan of “D&D by another name” type games. All adventuring professionals are welcome to apply, but note that I plan to include a good deal of physical conflict.

For those Forgotten Realms lore-masters and sages, my vision of the setting for this game begins and ends with the old gray box, circa 1358 DR — Year of Shadows. This is the pre-Time of Troubles era. We are to assume no events after those listed in the campaign guide will happen.

Although I do not have a specific scenario in mind yet, I’m looking to create something rather linear — at least in its initial conception (it’s bound to change based on the players’ actions). I’ll create something related to the area, its factions, and, of course, inspired by what the characters can bring to bear in terms of hooks. This will look like a classic D&D “quest” with one defining game aspect instead of Fate Core’s “issues”. This is to facilitate episodic play and a potential rotating cast of characters. I’ll define such a setup after I see what interesting character concepts players devise. I reserve the right to amend any concepts, but generally welcome almost anything.

I am happy to start using “actual play as character creation”. Start with a name, a high concept, trouble, an array of +3, +2, +2, +1, +1, +0 in skills, and perhaps one additional aspect and we are good to go. Use actual play to declare a new aspect or stunt when it might be needed or interesting. We won’t use a phase trio to connect characters…their united purpose will be enough.

However, I’ll need some help brainstorming a character faction that will tie them into a purpose of opposing bad guys. My first thought would be the Harpers. Even if you don’t want your character to be an actual Harper member, you could create a simple 1-2 sentence backstory that connects them in some way (owe a favor, quid pro quo arrangement, mutual enemy, etc.). Your third aspect should relate specifically to a faction, ally, goal, complication, enemy, or unique special thing that makes you or your talents desirable to be propositioned for a special mission in a way as to help shape what that mission is, unless such is already implied by your high concept or trouble.

Posting Protocol

I’d like a brisk posting rate…once per day, perhaps more if the action is especially frenetic. I also want the kind of posts that push the narrative through decisive action — and includes a good picture of what that action looks like on-screen.

  • Good: “Jorl peers into the darkness of the cave and calls out a challenge, readying himself for battle.”
  • Better: “Jorl peers into the gloomy depths of the malodorous cavern and utters a bloodcurdling barbaric war cry. The savage northerner clashes axe against shield to provoke the denizens lurking within into the open where he can best make use of the nearby boulders.”
  • Not so much: “Jorl waits to see what comes out of the cave.” — Too passive.

Alaric Duremov

High Concept: Uncommonly Loyal Sellsword

[Invoke to overcome temptation to betray his friends/charges; to represent his combat experience; when his reputation for loyalty would be a virtue; Compel when betraying his friends would be advantageous; when his reputation for loyalty is a hindrance; when social status is important]

Trouble: Not Many Universities or Ballrooms in Triboar

[Compel when lack of formal education or high-society sophistication would be a hindrance]

First Phase Aspect: My Place Is Between Others and Danger

[Invoke when defending others, particularly friends or charges; to get into position to protect others; to create obstacles to attackers, etc.; Compel to force him to leap to the defense of others or interpose himself in dangerous circumstances]

First Phase Adventure Description: Alaric's first "clients" as a freelance sellsword was an innkeeper and her family just off of the Long Road. They couldn't exactly pay very much, but they needed help. It didn't really take that long at all to convince the local toughs that Mrs. Calabaster's Inn was no longer a source of protection money.

Second Phase Aspect: Even the Zhents Like Him

[Invoke when friendliness/openness would be a virtue, to have contacts with those he's befriended, and to know things he might not otherwise because of those friendships; Compel when friendliness/openness is a hindrance, and when having friends in all corners might reflect poorly on him.]

Third Phase Aspect: TBD based on crossover adventure [Ideally relates to extensive combat experience and its positive/negative effects] Cross-over with: TBD

Skills:

  • Good (+3): Strength
  • Fair (+2): Consitution, Wisdom
  • Average (+1): Charisma, Dexterity
  • Mediocre (+0): Intelligence

Refresh:

  • Total: 3
  • Remaining: 3

Stunts:

  • Grizzled Veteran (skill) (+1 mild physical consequence slot) (p.115)
  • Awareness (+2 to Wisdom rolls to notice things) (p.123)
  • Defensive Stance (When wielding a Heavy Weapon, may Defend against melee attacks with Strength) (adapted from Defensive Stance on p. 136)

Stress:

  • [ 1 ] [ 2 ] [ 3 ] Physical
  • [ 1 ] [ 2 ] [ 3 ] Mental
  • [ 2 ] Mild
  • [ 2 ] Mild (Physical)
  • [ 4 ] Moderate
  • [ 6 ] Severe

Description: Raised on a farm in the Dessarin Valley, Alaric lied about his age to join up with a mercenary company that was recruiting in the nearest village. After several years of service, Alaric cashed out of the company and went to work as a freelancer, eventually landing as a bodyguard to a fairly prosperous merchant. [Detail to be filled out after the campaign and other characters firm up.]

Alaric is of average height but robust physique, with pale blue eyes and blonde hair. When working, he will be seen wearing his battered breastplate, bracers, and greaves (Medium Armor) and carrying his worn but well-maintained bastard sword (Heavy Weapon). He typically also has a dagger or three strapped about his person (Martial/Ranged Weapons).

Sen Terval

Description. Sen is a tall Aglarondan woman of half-elf descent with silver hair and violet eyes. Sen is possessed of the Bardic Gift. Her voice - her music - can have astounding effects on others. This isn't always good. Sen is nearly as agile as her Elven family, and a lot more so than most people would expect. Of course, beyond a certain point, grace like that is often assumed to be a result of training - specifically as a thief or assassin. In part, due to her Elvish heritage, in part, due to her grace, and in part something else entirely, Sen is an archer par excellence.

High Concept. Peripatetic Half-Elf Bard

Trouble. I'm not a Harper, dammit!

Aspects. To Laugh, to Sleep, to Cry; Nimble little minx; A Bow is a stringed instrument, right?

Skills:

  • Good (+3): Charisma
  • Fair (+2): Consitution, Dexterity
  • Average (+1): Intelligence, Wisdom
  • Mediocre (+0): Strength

Stunts

  • Half-Elven Grace. Gain +2 Overcome rolls with Dexterity against obstacles relating to Acrobatics, Balance or similar Athleticism
  • The Bardic Gift. Gain 2 spells with the Trickster or Illusion Keyword, or with a Sonic / Emotive theme.
  • Half-Elven Targetter. You may ignore penalties for archery due to long range.

Refresh. 3

Spells

Charm (Enchantment, Trickster, Persistent)

Ninor Illusion (Illusion, Trickster, Persistent)

Stress:

  • [ 1 ] [ 2 ] [ 3 ] Physical
  • [ 1 ] [ 2 ] [ 3 ] Mental
  • [ 2 ] Mild
  • [ 4 ] Moderate
  • [ 6 ] Severe

I'm thinking about spending 1 refresh for more spells, but I'm also considering changing some of her Aspects to give her some gear.