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Messages - Sabwones

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91
Show Discussion / Re: Drunken Quotes thread
« on: August 22, 2016, 06:49:21 AM »
If you're not careful it'll turn into a pancake-reas.

...

I'll leave.

92
Forum Roleplaying / Re: Character Bank 2.0
« on: August 15, 2016, 03:12:52 PM »
Also Hexe magic is pretty much black magic fusion cookery. Awesome.

93
Forum Roleplaying / Re: Character Bank 2.0
« on: August 15, 2016, 02:30:58 PM »
Now I just need to actually be in one that I'm not gm-ing.

94
Forum Roleplaying / Re: Character Bank 2.0
« on: August 15, 2016, 02:19:09 PM »
Vanya is undergoing some alterations at the moment.

Greg...started out as a funny idea that gradually got much more serious as I thought it through. Also, yes. It's as if someone jammed a whole octopus over his head and it took over all the relevant functions.

95
Forum Roleplaying / Re: Character Bank 2.0
« on: August 14, 2016, 04:21:47 PM »
I know I should be creating my 7th Sea character but dammit I need to get this guy down in text for later:

Gregory Lubb
The Boy With An Octopus For A Head
Spoiler: show

Age
14

Looks
Short, tanned, with road shoulders and long arms for his age. Has a fully sentient and mildly belligerent octopus for a head, a Southern Red, to be specific. He and it are constantly warm and slightly clammy to the touch, with a faint rubbery texture to their skin. Given the size of his ‘passenger’, he wears a modified beekeeper’s shroud over his head as much as possible, under the pretense of extreme disfigurement...which is technically true. This also helps rein in the roving tentacles of the octopus itself, which has a tendency to grab random objects within reach and play around with them.

Personality
Quiet and unerringly polite, Gregory interacts with the world at a safe distance whenever possible, due to his condition and the way he manages it, he finds it tricky to speak publicly, preferring to ‘whisper’ to a single person or to a small group via telepathy. While he can ‘speak’ in the normal sense, the combination of beak and valves makes this almost unintelligible, meaning this only ever really happens in times of extreme stress.

Before his change, Greg was a big sports fan - an avid swimmer, with aspirations of going pro after school. Since then, with no way of being able to swim publicly, or even use chlorinated pools without choking, he’s had to start finding other ways of killing time. Reading was never a strong suit (in truth he actually struggles with dyslexia), but audiobooks have been a fun way of filling the hours, as well as the occasional quiet fishing trip with Mr Dee.

Bio
Gregory was a bit of an unusual addition to the Lubb family, out of a clan of doctors and technicians and cubicle jockeys, a sporting prodigy had landed in their midst like a well-aimed brick in a millpool. Despite initially being seen as an oddity, the family rallied behind him, giving financial and emotional support as best they could. His initial tryouts for the under 18’s competitions were exemplary and his first few competitions had him earmarked as a young talent to watch. Giddy with possibilities for the future, the Lubb clan took a family holiday to Cyprus to celebrate.

When they came back, Gregory had changed significantly. The matter of competitive swimming was quietly put to rest. All in all, the family quietly redacted the last few years from their minds and regressed to treating their youngest as if he’d always been the shy, quiet, stunted creature he’d become. These days the only adult Greg feels any kind of kinship towards is his paid ‘carer’ Mr Dee, pretty much the only person outside of the Lubb family who knows about Greg’s condition and treats him like a normal human being.

Albeit one with an octopus for a head.

Favourite Things
Swimming, Watching Sports, Crab (Whole. Crunchy.)

Darkest Secret
Early on, when he’d first changed, Greg had contemplated something really drastic. If Mr Dee hadn’t seen the signs and intervened, he may not be here today, although he still bears the scars of what he tried to do...and keeps them hidden from his family at all costs.

Relationships
Mr Dee (2), The Lubbs (1), Sportsmanship (1)

Weird Relationships
Southern Red-Head (1), Call Of The Sea (1)

Stats

Feet: 4
Dodge: 1 P.E.: 3 Kicking: 0
Guts: 4
Courage: 1 Wind: 3 Wrestling: 1
Hands: 4
Shop: 1 Punching: 1 Blocking: 1
Brains: 2
Notice: 1 Out-think: 0 Remember: 2
Face: 1
Charm: 0 Connive: 0 Putdown: 0

Weird Powers

Hands + Prehensile Grip - Greg’s hands are a little more concave than you first expect. When he presses them against a flat surface, they stick fast. Lately he’s learned that this can be applied to a lot more than just walls. (1d, Useful - Wall Climb)

Guts + Gills - Given how the octopus is now doing the duties of seeing and eating, breathing also came under its purview. Good for him, this meant being able to breathe underwater. (1d, Useful - Water Breathing, Immunity - Drowning)

Brains + Telepathy - For a long time Greg couldn't talk, or communicate in any meaningful way other than writing things down for people to read, something that was made doubly difficult thanks to his struggle with dyslexia. Then, one day, he started being able to talk, but directly into people's heads. He's a bit worried, because he has absolutely no idea why that is. Maybe it's the octopus. Can they be psychic? Are they all like this, but choose not to? SO MANY QUESTIONS. (1d, Useful - Direct Telepathy)

96
Forum Roleplaying / Re: Character Bank 2.0
« on: August 12, 2016, 11:36:59 AM »
It's taking ages simply because the damn rulebook is packed full of fascinating lore. I'll throw in more detail, but the bare bones of it are:

Vanya Stieglig



CONCEPT
Spoiler: show

Standing at a rakish 6' 6'', Vanya stands apart from the typical strapping Eisen stock by having gained such a build at the apparent expense of actual mass, his limbs and torso being whip-thin, banded with corded muscle. Combined with his ice-blond tangle of hair and near-black-brown eyes boggling out from a drawn, urgent-looking face, he resembles an ungainly wading bird, much to the teasing of his siblings and his own personal embarrassment.

Born to a large family with a strong Söldner bloodline, Vanya was blessed by the wealth and success of his forebears, as well as burdened with their expectations. For generations the Steiglig name had been attributed to many of Eisen's great battles, always at the head of the charge, the heart of the battle, crashing again and again into the fray in the name of the holy Vaticine. Vanya had no such chance. He was born into an Eisen broken in two, raised to fight against less obvious foes - ignorance, pestilence, lawlessness and, in later life, the monsters that encroached from the Schwarzen Wälder.

Contrary to many of his counterparts, Vanya was not well-suited to the grander teachings of the classical schools of military education in Eisen. He was too careful, methodical, a man who'd make a better thief-taker than a soldier, his friends would joke. When he turned this lens of insight to the art of slaying monsters, however, Venya found his niche. Blending traditional hunting methods with a smattering of Hexe magic, he swiftly proved himself not only a talented fighter, but a shrewd and insightful investigative mind also. Such minds are often sought out by Die Kruzritter, the secret society of monster hunters and defenders of the Eisen people from the horrors of the Schwarzen Wälder, but the very talents that make Vanya so good at what he does is also his greatest drawback. An elder of the society has tasked Vanya with a task to prove his worth. Should he complete it to their satisfaction, he will become a member of their society.


STATS
Spoiler: show

Brawn 2 + 1 = 3
Finesse = 2
Resolve 2 + 1 + 1 = 4
Wits = 2
Panache = 2


SKILLS
Spoiler: show

Aim: 1 + 2 = 3
Athletics: 2 + 0 = 2
Brawl: 1 + 1 = 2
Intimidate: 1 + 1 = 2
Notice: 2 + 1 = 3
Scholarship: 0 + 2 = 2
Tempt: 1 + 0 = 1
Warfare 0 + 2 = 1
Weaponry: 2 + 1 = 3


ADVANTAGES
Spoiler: show

Cast Iron Stomach (f)
Spoiled or raw food never negatively affects you, and you still gain required sustenance from it.

I Won't Die Here (f)
Spend a Hero Point to ignore all negative effects from Dramatic Wounds for the round—the Villain does not gain Bonus Dice if you have 2 Dramatic Wounds, and you do not become Helpless at 4 Dramatic Wounds.

Indomitable Will (f)
After another character attempts to intimidate, seduce, or otherwise goad you, spend a Hero Point to automatically resist.

Linguist (1 pt)
You speak, read, and write all Théan languages. Even the dead ones.

Signature Item (3 pts) - Beautifully Crafted Whalebone Harpoon
Choose a specific item that is important to you.
Describe it, decide why it is important, and maybe even give it a name. You can always spend a Hero Point to...
• Have your Signature Item appear in the next scene if you lose it or it is stolen.
• Gain 2 Bonus Dice on a Risk when using your Signature Item.
• Attack a foe to deal Wounds equal to the Raises you spend plus your highest Trait when using the Signature Item.
• Prevent a number of Wounds equal to the Raises you spend plus your highest Trait when using the Signature item.
You must always describe how your Signature Item helps you, and it must make sense for the item to gain you any bonuses in this way (GM discretion).


Sorcery (f)
You gain the Sorcery from your National bloodline. If you purchase this Advantage after Hero Creation, you may only do so with a Hero Story. See the Sorcery chapter for more information.

Staredown (1 pt)
Spend a Hero Point to intimidate a character into backing down from a threat, letting you into some-where he shouldn’t, or otherwise getting out of your way.


BACKGROUND
Spoiler: show

HEXE
You are a master of Hexenwerk, the sorcery of the dead.

Quirk: Earn a Hero Point when you go out of your way to ensure that the dead stay dead.

Advantages: Sorcery, Sorcery, Cast Iron Stomach.

Skills: Athletics, Intimidate, Notice, Tempt, Weaponry.

UNGETÜMJÄGER (MONSTER HUNTER)
You know that there are unnatural creatures stalking your homeland, and you’ve sworn to destroy them.

Quirk: Earn a Hero Point when you choose to hunt down an inhuman creature so it will never hurt anyone ever again.

Advantages: I Won’t Die Here, Indomitable Will.

Skills: Aim, Athletics, Brawl, Notice, Weaponry.


HEXE
Spoiler: show

Corpse Tongue - Major
The severed tongue of a corpse, soaked in nightshade and ground into a paste, rubbed on the hexe’s tongue.
Corpse Tongue allows you to speak with a dead body, receiving messages from it about anything it knew in life. You can ask two questions for each point of Resolve you have, and the corpse must answer you honestly. After you ask your last question, you vomit, and the corpse you have been questioning crumbles into dust—you cannot question it further, even if you have an additional dose of Corpse Tongue.

Master’s Bread - Major
A dead brain with a number of hallucinogenic herbs, mushrooms, and the like and mixed into a dough-like substance before being allowed to dry. After eating, you can give a single command an undead Monster Squad must immediately perform (such as to attack a particular target, break down a barricade, etc.). A Monster Squad cannot attack itself. Against an undead Villain, Master’s Bread grants 1 Raise on any social Risk against the Villain.

Summer’s Smile - Minor
A poultice brewed from water from a fast-flowing stream and sickeningly sweet herbs. When applied to a Dramatic Wound caused by an undead Monster, the Dramatic Wound is healed at the end of the Scene.

Winter’s Scowl - Minor
Holy water, a thorny rose stem, and a few drops of hexe blood. The holy water hardens into an impossibly thin and sharp blade of ice. When you make an attack against an undead Monster using Winter’s Scowl, you spend Raises as normal to inflict Wounds. If you inflict a Wound, the Monster is stunned for the rest of this Round, meaning it cannot take any actions (but may still spend Raises to defend itself, if it is a Villain). After a single use, Winter’s Scowl shatters.

Autumn’s Sigh - Minor
Seeds from a rotten pumpkin, common red table wine, and a teardrop. Characters who drink Autumn’s Sigh will sleep soundly for the night, untroubled by nightmares (natural or supernatural). They will awaken as normal due to outside stimulus (such as being woken normally, loud noises, etc.), but they fall asleep easily, and their sleep is idyllic and restful.

Spring’s Laugh - Minor
Fresh spring flowers, tree sap, and rain water mixed into a thick syrup. A character who consumes Spring’s Laugh is immune to an undead Monster’s Fear rating for one Scene.


97
Forum Roleplaying / Re: Character Bank 2.0
« on: August 12, 2016, 03:54:26 AM »
Dammit, now I want to draft up something for Wild Talents, but I have SO MANY THINGS to sort out.

For the time being, I'll probably throw up my character sheet for my 7th Sea campaign. We're about to kick off a campaign with the new rulebook and I've been putting this off for far too long.

98
Show Discussion / Re: Drunk and Ugly Let's Play
« on: August 09, 2016, 04:48:35 AM »
I'm really digging the This War Of Mine LP chiefly because of the guys having genuinely interesting conversations about the conflict, crime, etc that flared up at around that time. I need to get through those Silent Hill vids at some point, too.

99
Reeeeeeeeeeeeeeally?

Do go on.

100
Tabletops and You / Re: Random Game Plots
« on: July 28, 2016, 07:46:50 AM »
Setting: One Degree Of Separation

Plot: Hourglass Plot

Narrative Device: Homage

Hero: Prodigal Hero

Villain: Better The Devil You Know

Character As Device: Useless Protagonist

Characterization Device: Gratitude Tropes

Freakishly enough, this would kinda gel with an AW hack I'm kicking around based around shady conspiracies.

The players are all normal, pretty boring people, living out their lives in the same area, until something, some huge act of chaos/terror/tragedy changes all their lives forever. They narrate what happened and why they were powerless to do anything to stop it.

A year passes.

One by one, the players find their way to a support site for survivors and affected persons of said tragedy. People are angry, confused, looking for someone to blame. Naturally, they want someone to blame. Someone to punish. Thus begins the plan.

The players then lay the groundwork for, and go on to execute, their revenge on whoever or whatever they feel was responsible for the tragedy that affected them all. Unfortunately, this skirts the lines of domestic terrorism, pushing the players ever closer to the brink of becoming the antagonists of the piece.

The endgame, such as it would be, would be looking back over the plot and gauging whether or not the cast are seen as vigilantes, heroes or criminals, depending on what they do to get justice.

Would probably draw some themes from Person Of Interest, Mr. Robot, etc, for that nice cyber-paranoia tone.

I would totally run the crap out of this.

101
Forum Roleplaying / Re: Character Bank 2.0
« on: July 24, 2016, 03:01:27 PM »
John Does seems like an interesting concept, not just the 'unobtrusive' part, but having a vastly contradictory backstory. Makes me imagine he's some kind of narrative figment, a literal everyman.

102
Show Discussion / Re: Criticism and Comments
« on: July 14, 2016, 02:19:47 AM »
7th Sea is very much all about having a huge framework of a world for the GM to play with, so that sense of discovery is absolutely at the core of the system - made better yet by he fact that John Wick's attitude to going off-script or using house rules is 'sure, so long as it's fun'. The games I've played have always capitalized on the theatrical nature of the world and story, so you always seem to be learning stuff about people and the world at a dramatically appropriate point.

Monster Hearts has always been a bit polarizing. I...kinda like it. I'm not too sold, as you said, on the fact that the character skins all push players to be abusive, selfish dickweeds, but I've found that it's when players push against the framework and try to move out of that zone that the game starts to light up. I suppose that may have been the original point - to make being a 'good' character very tricky when all the benefits of your skin tend to revolve around being a bastard. I think that above all else, Monster Hearts needs good players as well as a good MC to keep things from getting to morbid and self-destructive.

Now, Dungeon World...I've had bad, bad experiences with that bloody system.

103
Show Discussion / Re: VOTE FOR FUTURE APS!
« on: July 14, 2016, 02:13:00 AM »
Woo! Microscope!

104
You've got to Mickey Bricks that shit, son. It's all grift.

105
Man must have a heart of stone not to be swayed by that.

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