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Rhiannon's Monday night Ne'er-do-well Fantastical Victory 
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Greater Lore Drake
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Post Rhiannon's Monday night Ne'er-do-well Fantastical Victory
Since we are a bit spread out and some either missed the game, or can-t get here, here you go on the TLG forum's thread for the up coming Fantastical Victory game

We spent the evening of 8 Oct talking about changing Tree's Victorious game to Rhia's fantastical victorious game.

The game will be high magic high fantasy. The world is in the transition between high medieval and renaissance.

Look for about a month or so before we start playing maybe a little longer. Knowing us ... there will be at least 1 more night of bsing and taking about the game and characters before we start.

Right now, I'm looking at playing:

A witch/demon hunter - mix fighter rogue and some counter magic

Karl Jacob Garimm
Class – Witch/Demon/Evil Mage Hunter
Str – 11 - 0
Dex – 16 – 2 – P
Con – 14 – 1
Int – 15 – 1 – P
Wis – 15 – 1 – P
Cha – 17 – 3 – P
Cum – 13

HP 28

AC
10 + Armor / shield / dex / magic
Cuir Bouille - 4 , 1, 2, 0 – 17
Padded – 1, 1, 2, 0 – 14

Combat
Init – +10
To hit – level (if skilled) - Skill level bonus – attribute bonus – magic
Melee to hit – 1 +0 + 2 + 0
Range to hit – 1 +0 +2 + 0…

Skills – point cost 5
Criminology – R 1 – Int or Cha
Martial Arts – R 1 – Dex
Missile – R 1 – Dex
Roguery – R 1 – Dex or Wis
Etiquette – Crass – r 1 – Cha
Occult – r 1 – Int or Wis
Survival – r 1 – Wis or Dex
Target – r 1 – Wis
Prime x3 -

Powers

Which hunter packet – point cost 5
Mystical based powers – point cost 2
Potency – R ?? 2 ?? All damage against only evil monsters/persons is increased…
Suppression – R ?? 2 ?? – magical/mystical/mental powers / attacks of EVIL monsters/persons - Must have on person a relic/focus to counter powers / must know of the powers of the monster/person / or must have been attacked by them
Healing – R 1 – no bonus/restriction outside of the requirement to study etc
Must study and research in a chapter house or monastery of the …. Periodically

Exceptional individual powers from Witch hunter training – point cost 3
Intuition – R 2 – initiative +10 / -4 to AC of target if invisible / -6 to opponents target skill check rool
Robust – R 2 – d10 HD
Keen sense – R 3 (+3 vision +2 hearing & low light vision) & sense evil/see through magic/illusion/ethereal

***
Future powers – increased attributes ; fast movement (actions only not extra movement) ; reflection – attacks of evil persons/entities/monsters ; effect undead

Short comings

Poverty – no wealth of his own, order has provided cloths and essentials, unless is at an order house or monastery, must rely on the charity of other for food, shelter etc (or sneak it where there is little charity) / If have money/loot from adventuring then it becomes tithe & offering to order/church/ charity – must give 25%

Notorious – All know (& have a view – either positive or negative – on the order & witch hunters)

Phobia – focused on destruction of evil, conflicted with worry of killing condemning an innocent (is at odds with other of his order – it is better to kill an innocent than risk an evil to exist)

Loyalty – member of the order of .. can be commanded by a higher raking brother, .. etc ; is expected at all times to aid a brother in danger or need

Enemy – oh sooooo many things that go bump in the night hate the …

Watched – evil corrupts all including the Brother of … especially as they are must often in close proximity to evil, study about evil, do hard things to evil; must report to … and give account and be inspected/cleansed by … (even then there is a doubt)

Restrictive armor – due to mystical training and the need for agility and less encumbered movement - armor restricted to similar to C&C ranger btb restriction.

Armor
Cour Boli
Buckler
Padded (when not waring heavier armor)
War Cap

Weapons
Cut & Thrust sword (broad) – 2d4
Light Cross bow – 80’ range increments – 1d6
Staff (walking stick) – 1d6

Equipment
Back pack
Bed roll
Tinderbox/flint & steel
Lantern – Bullseye – oil 4 flasks

Armor/weapon oil & whet stone
Rope – hemp
Water skin x2
Wine skin x2
Bandages x4
Rations – 1 week

Shoulder pack
Book prayers & excerpts of holy scripts
Book – Johann Weyer’s handbook – basic information on common evil monsters/powers
Book – notes from travels
Ink with quill
Candle x3
Prayer beads

Cloths – heavy traveling
Belt – pouchx4 – herbal balms ; items to aid in suppression / countering of evil powers

Holy symbol / Talisman - silver



Background

Karl Jacob Garimm was the youngest son of the Garimm family. – father Wilhelm Garimm, a lawyer and minor city officer / bailiff; mother Nee’ Zimmer daughter of (Whatever you want his mother’s family to be)??? . – At the age of 7, Karl was orphaned when his parents died due to ( However you want then to have died) ???? . The rest of the family’s children were old enough to have their own home, or at least be apprenticed to others. However, Karl being the youngest was less fortunate and had to rely on the charity and good wil of the family and the family friends.

2 family friends , and members of Lay Brothers of Finsterlunt, had already marked Karl out one to watch. So, for the next few years they ensured he was cared for, and received the basic needed education, and continued to watch as he grew.
On Karl’s 10th birthday, Master Friedrich Bettia Savigny & Master Philipp Arnim Weiss became his guardians, teachers, sponsor into the Order of Brothers of Finsterlunt ( Dark Land), and mentors as a novice Skata-jagod (Shadow Hunters).

After initial years of training as a novice with Master Savigny & Master Weiss, Karl Was made a journeyman and trained and traveled with Brother Richard Cleasby – a skilled Skata-jagod – to finish his training and learn the skills of a Skata-jagod.

Master Savigny & Master Wess were both members of the Gutingen Seben – a group of 7 mid-level, but influential members, teachers, and philosophers/theologians of the brotherhood that had ties to the chapterhouse/monastery and school in the Gottingen . They advocated for more proper investigation of accused witches, the move away form ‘anonymous’ accusers and ‘silent witnesses’, and reform of the brotherhood’s traveling huntsman (jagod) and inquisitors. They made headway and a portion of the brotherhood began to follow their reforms.

However, Duke Ernst Gustuv (a key Noble benefactor of the order) and Master Otto Edvard, the new Grand Master of the Magdeburg Chapter house, and then the Grand master of the entire order (a younger noble son and a firebrand of an inquisitor turned , … that believed and advocated for the older more customary stance that “It is better to mistakenly send an innocent to their maker than it is to risk a practitioner of the evil vile arts to escape the fires of damnation and spread their corruption ) overturned their reforms, banned their writings and teachings, and threatened the expulsion and excommunication of the members of the Brotherhood, their novices, and their supporters if the 7 continued their reform based teaching. Under this threat to not only themselves but to so may other fellow brothers of the order, the 7 relented and stopped (openly) advocating for reform.

During the controversy, Brother Richard Cleasby remained neutral on the debates between the 7 and the more conservative elements of the order. He advised young Karl to “learn to simply keep his head down and avoid the troubles that come with leadership and politics. There are enough toils and dangers hunting the shadows. There is no need to bring further troubles to yourself”. Because of this Karl did not participate or support his old mentors. Though, he did maintain contact with them at a personal level.

Unfortunately for Master Cleasby, the task ordered by the Grand Master himself to prove Karl was ready and worthy to be a Skata-jagod was for Karl to hunt down Lady Karoline Louise von Gunderrode and her par amour Georg Creuzer – Master Cleasby’s cousin and close friend (Karoline), and his longtime friend from his school prior to becoming a Witch hunter (Georg) – With Master Cleasby watching and monitoring Karl’s hunt. The hunt was based on the ‘anonymous’ accusers and ‘silent witnesses’ the 7 had attempted to reform.

In following the orders, Karl began to investigate, and found no outright proof of the Black Arts, but did find proof of improprieties and moral turpitude. However, the orders were explicit to hunt them down, not investigate the claim, so Karl and Master Cleasby began to track the 2 down. The 2, knowing their affair and improprieties would cause harm to both their families if brought out in an Inquisition’s trial, fled the area and traveled from town to town to avoid capture.

??? (It is open for what their improprieties were, and the reason(s) why Grand Master Otto Edvard selected them for Inquisition and why he handpicked Cleasby & Karl for this) ???

During their flight, Georg became ill, and was apprehended in a hamlet in the outskirts of a small village. He was turned over to the sheriff for holding. However, Karoline fled into the woods before the 2 hunters arrived at the farm house. Karl and Master Cleasby tracked her to the bank of the nearby river. However, before Karl could attack and attempt to subdue/kill her, she avowed her innocence of the claim of witchcraft, and drew a dagger. Before the Master Witch hunter and Karel could react she stabbed herself, cursed her kinsman, and fell dead into the river.

Master Cleasby reported to the towns sheriff that the hunt was a success, and that Karl Jacob Garimm had performed his duties and was now considered a Skata-jagod of the Lay Brothers of Finsterlunt – so that the information would be officially reported to the local nobility, sent the letters of announcement to the local monasteries and chapter houses of Lay Brothers of Finsterlunt – so that the order would have the official notice on record, and began the trip to escort his longtime friend to the inquisitors.

Karl, relieved at finally being considered a full Skata-jagod but uncomfortable about the hunt that qualified him, spent a few nights in the town at the local church. After the few days’ rest, and writing letters to his 2 old mentors, young Jagod Karl Garimm collected his meager possessions, left the town and headed down the road to …


***
Names of the Brotherhood:

Lay Brothers of Finsterlunt – Brothers of the Dark land – reminds all that there is darkness around in all places / We travel through a Land of Dark and must fight the Dark where it is.
Or
Spessart Brethren – Named for the wooded mountains the first monasteries and schools of the Witch hunters’ were located.
Or
Anton’s / Bauer’s Huntsman – Named for the first Skata-jagod and founder of the Order Anton Bauer

Groups in the order

Skata-jagod (Shadow Hunters) – the Brothers that actively hunt in the field the Evil – Our opponents are as the shadows, present in all light, and ever moving. – Disparagingly called Scat hunters / shadow chasers & Bean eaters – due to their poverty and habit of relining on the donations and charity of the people in those areas they travel to.

Fraguna Finster – Questioners of the Dark – Inquisitors and courtly Ambassadors/Advisors - All can lie and can be corrupted, whether high born or low born, dark lies cannot avoid the light of truth questioning. A prince’s ear nedds the truth and well advice to govern well. They have the power to denounce any (even a king) and bring them to trial (by priestly judges and jurers) or (quietly) investigate anyone even a fellow Brother of Finsterlunt. They personally take little active involvement in the messy work of - Disparagingly (few are foolish enough to insult them anywhere near ear shot, and the wise never ustter a disparaging remark against them) called Whisperers (play on thir ‘Questioner’ title) / Silk Shadowers, Shadow-wolves, & Bean eaters – mockingly, due to their lack of poverty and the habits of being in and around nobles and their courts.

Wissen Inhaber – Wisdom holders - the teachers, philosophers, lore masters, artificers and theologians of the order. Those that teach the new members of the order, mentor and guide older members in more advanced arts, maintain and compile the library of the master abbey and the smaller library of the chapter houses an smaller monasteries, and develop the tools needed by the order’s hunters and inquisitors. Some are older members of the Jagods or Inquisitors that have retired from the more dangerous activities of the order, others are younger members not drawn to/suited for the huntsman’s dangers. The common world has little to do with the Wissen Inhaber, so there are no common disparaging names for this section of the order – however, individual students have derogatory names and thoughts for their teachers and the order’s sagas, and the artificers that stay safe in the monastery

???? – the Grand master, high counselors, & Chapter House Commanders of the order - …. – can be originally from any of the 3 …. Of the

***
Rules of the order
Poverty – no hording of wealth; Love of worldly wealth is a greatest corrupter. One should not pursue great wealth. One should hold what is given to them but not seek wealth (if given wealth then – see charity)
Charity – It is a blessing to give to the needy, if needy you give a blessing to those more fortunate to give aid. If you are fortunate you gie a blessing when you give to those less fortunate; remember ALWAYS fate turns, the fortunate today may not be tomorrow, the needy today my have abundance one day.
Obedience / Devotion – …
Chastity – lust deviance are as great a temptation to the dark as greed. Control passions … ( Is not Celibacy )
Righteous war – Evil is an abomination that seeks the destruction of the good. It must be confronted, defeated and destroyed
Restitution – What evil damages the good must repair, what eil destroys good must rebuild –



A Reiter pistolier / Carabineer - the name says it all - good fighter / rogue - exceptional abilities with my gun

Both are made & oked ... it will depend on the flavor of everyone else on which I play

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Tue Oct 09, 2018 11:46 pm
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Unkbartig

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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
I must admit I'm curious to see how the Victorious ruiles are Fantay-ized. :)
The "Magickal Mystery Mike"!

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http://www.saveforhalf.com

Victorious: Steampunk Adventure in the Age of SuperMankind
http://www.victoriousrpg.com


Wed Oct 10, 2018 2:40 am
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Clang lives!
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
I'm leaning toward a warlock type character. With a blind mystic as a secondary choice.

R-

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Wed Oct 10, 2018 1:21 pm
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Ulthal
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Are we using archetypes from the core rules, or creating our own?


Wed Oct 10, 2018 11:26 pm
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Greater Lore Drake
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
maximus wrote:
Are we using archetypes from the core rules, or creating our own?


you can use the arch types if you want, but it sounds like at least R & I are going the 'create your own' route.

Rhian had lots of ideas on how to make a fantasy character using the Victory rules. Some real cleaver ways to use 'gadgets' to create a magic weapon that is your character's unique signature item, theme for race, or for special powers associated with classic class, or creating your own unique class.

So, if you have ideas, or lack there of, give her a call / IM.

Rigon wrote:
I'm leaning toward a warlock type character. With a blind mystic as a secondary choice.

R-


I hope by warlock you aren't talking about a "Palladium" type warlock that get's their power like an evil witch with pacts etc ... if so, that may make my "witch hunter" a problem class to be in the party. If so, then musketeer it is, that or book hunter .

DMMike wrote:
I must admit I'm curious to see how the Victorious ruiles are Fantay-ized. :)
The "Magickal Mystery Mike"!


Ha, I don't know which I like better, your game rules or your puns !

Keep them both coming !!!

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Forgive all spelling errors.

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Thu Oct 11, 2018 12:35 am
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Clang lives!
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Lurker wrote:
Rigon wrote:
I'm leaning toward a warlock type character. With a blind mystic as a secondary choice.

R-


I hope by warlock you aren't talking about a "Palladium" type warlock that get's their power like an evil witch with pacts etc ... if so, that may make my "witch hunter" a problem class to be in the party. If so, then musketeer it is, that or book hunter .


I mean warlock as a witcher type character.

R-

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Thu Oct 11, 2018 3:13 am
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Ungern

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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
maximus wrote:
Are we using archetypes from the core rules, or creating our own?


I encourage you to create your own! With Victorious you can focus on achieving your preferred flavor for an archetype you enjoy rather than the archetype itself. For instance you could create a caster that is like Gandalf- where you invest in being able to do smaller more specific types of magic (maybe a force screen here and there, a fire blast etc) that can still wield a sword effectively; Or you can build something more in the way of a 2nd edition specialist, maybe you focus on suggestion (Mesmer) and phantasms like an Illusionist specialist would, or you are an Inventor who uses magic for his results (AKA an enchanter). Maybe you like a voodoo-ish approach where you have a slew of different powers but they all have the draw back that you have to have a related material component to use them and must have something that is related or belonged to your target in order to effect them. Maybe you want to be a channeller and have ritualistic magic that has a draw back where you have to focus for a round before casting, but you get more powerful results because of it.

With Warriors types it all depends on the archetype you are going for- and not so much a class archetype, more of a story archetype. Are you a rich Knight from a noble family with lovely gear because of it? Buy some ranks of wealth and invest in your gear as though they are gadgets. Maybe stat out your horse like a "sidekick"!

Want to be a bard? What kind of bard? Are you there to improve the chances of your party's success and enrapture the crowd? Go with a focus in probability manipulation and mesmerism! Can you play your horn with such a fierceness that it shatters bones and breaks down the walls of Jericho? Purchase Blast and Potency, maybe an entrap if you want to cause people to go unconscious or deaf! It's all about the flavor of your character in my experience. If you want to play a modern superhero that got tossed into a portal and has to adjust to this strange new world, feel free! Play the character you really want to play and I will make it work as your story teller. It will be awkward for the first few sessions perhaps, but usually an equilibrium is reached due to the necessities of surviving in this kind of world.

Focus on making a person you want to play, and don't worry so much about filling a party "role". Sometimes it's fun to have a group where you have to find different ways of handling a problem because you don't have someone there with the traditional skill set.

A few warnings/notes ahead of time about my GM-ing style. Not everything you come across is going to be something you can beat. Sometimes an encounter is about how your characters can survive rather than how your characters can win. I reward players that take initiative and are proactive in their stories. The more you involve yourself, the more plot you are going to experience. Personal story development is encouraged, do not be afraid to take a stand against something if it's something your character would do- even to the detriment of the party. I am about how conflict driven story telling. Do not be adverse to creating some if you feel it is what is right for your character. Do not be afraid to lose your character, it is an opportunity for you to try out a new one, and achieving a meaningful character death is it's own reward. For instance; is there a massive bomb that's about to go off and your character can save people by making it ethereal but can only do so if they stay in contact with it? Go for it. Make that sacrifice play and burn your victory points to make sure you save the city. It may not be a scenario you are facing in this campaign <g> but overall I view Gaming as a chance for collaborative story telling.

Victory Points are a powerful tool for players to change the narrative to something they want, and they are as much a way to change dice rolls as they are a bartering chip for you to do something interesting with the story. If you have an out of the box idea you want to have happen but it might not be entirely realistic? Talk with me about it and we can potentially reach an agreement on what can be achieved with the sacrifice of a few Victory points.

I am also willing to develop new powers for a concept if you don't see a way to execute what you want with the basic rule set. The "channeling" power being an example of something that could be negotiated in. A power by which you could potentially "store up" dice from round to round at the expense of being unable to move and having to focus, so you can potentially make a dent in a very powerful opponent when no one else can. Basically, feel free to collaborate with me on your character concepts and ask questions. There are several talking points I didn't mention here that we were able to cover during our session on Monday, but I hope it's enough to give you some ideas and help you feel free to contact me with questions or arrange a time for a call if you want a more hands on character creation session.


Thu Oct 11, 2018 6:30 am
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Unkbartig

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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Sounds pretty awesome! Is this group meeting bimonthly or weekly on Mondays? Same bat-time?

Mike

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Thu Oct 11, 2018 12:46 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
DMMike wrote:
Sounds pretty awesome! Is this group meeting bimonthly or weekly on Mondays? Same bat-time?

Mike

Same schedule with my game on the off weeks. Tree is stepping down as GM for this one and will be a player.

R-

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Thu Oct 11, 2018 1:58 pm
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Ulthal
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
RhiannonMM wrote:
maximus wrote:
Are we using archetypes from the core rules, or creating our own?


I encourage you to create your own! With Victorious you can focus on achieving your preferred flavor for an archetype you enjoy rather than the archetype itself. For instance you could create a caster that is like Gandalf- where you invest in being able to do smaller more specific types of magic (maybe a force screen here and there, a fire blast etc) that can still wield a sword effectively; Or you can build something more in the way of a 2nd edition specialist, maybe you focus on suggestion (Mesmer) and phantasms like an Illusionist specialist would, or you are an Inventor who uses magic for his results (AKA an enchanter). Maybe you like a voodoo-ish approach where you have a slew of different powers but they all have the draw back that you have to have a related material component to use them and must have something that is related or belonged to your target in order to effect them. Maybe you want to be a channeller and have ritualistic magic that has a draw back where you have to focus for a round before casting, but you get more powerful results because of it.

With Warriors types it all depends on the archetype you are going for- and not so much a class archetype, more of a story archetype. Are you a rich Knight from a noble family with lovely gear because of it? Buy some ranks of wealth and invest in your gear as though they are gadgets. Maybe stat out your horse like a "sidekick"!

Want to be a bard? What kind of bard? Are you there to improve the chances of your party's success and enrapture the crowd? Go with a focus in probability manipulation and mesmerism! Can you play your horn with such a fierceness that it shatters bones and breaks down the walls of Jericho? Purchase Blast and Potency, maybe an entrap if you want to cause people to go unconscious or deaf! It's all about the flavor of your character in my experience. If you want to play a modern superhero that got tossed into a portal and has to adjust to this strange new world, feel free! Play the character you really want to play and I will make it work as your story teller. It will be awkward for the first few sessions perhaps, but usually an equilibrium is reached due to the necessities of surviving in this kind of world.

Focus on making a person you want to play, and don't worry so much about filling a party "role". Sometimes it's fun to have a group where you have to find different ways of handling a problem because you don't have someone there with the traditional skill set.

A few warnings/notes ahead of time about my GM-ing style. Not everything you come across is going to be something you can beat. Sometimes an encounter is about how your characters can survive rather than how your characters can win. I reward players that take initiative and are proactive in their stories. The more you involve yourself, the more plot you are going to experience. Personal story development is encouraged, do not be afraid to take a stand against something if it's something your character would do- even to the detriment of the party. I am about how conflict driven story telling. Do not be adverse to creating some if you feel it is what is right for your character. Do not be afraid to lose your character, it is an opportunity for you to try out a new one, and achieving a meaningful character death is it's own reward. For instance; is there a massive bomb that's about to go off and your character can save people by making it ethereal but can only do so if they stay in contact with it? Go for it. Make that sacrifice play and burn your victory points to make sure you save the city. It may not be a scenario you are facing in this campaign <g> but overall I view Gaming as a chance for collaborative story telling.

Victory Points are a powerful tool for players to change the narrative to something they want, and they are as much a way to change dice rolls as they are a bartering chip for you to do something interesting with the story. If you have an out of the box idea you want to have happen but it might not be entirely realistic? Talk with me about it and we can potentially reach an agreement on what can be achieved with the sacrifice of a few Victory points.

I am also willing to develop new powers for a concept if you don't see a way to execute what you want with the basic rule set. The "channeling" power being an example of something that could be negotiated in. A power by which you could potentially "store up" dice from round to round at the expense of being unable to move and having to focus, so you can potentially make a dent in a very powerful opponent when no one else can. Basically, feel free to collaborate with me on your character concepts and ask questions. There are several talking points I didn't mention here that we were able to cover during our session on Monday, but I hope it's enough to give you some ideas and help you feel free to contact me with questions or arrange a time for a call if you want a more hands on character creation session.

Sounds awesome, thanks. Will the world be Earth, or another?

Some early concepts:

Disgraced noble fighter on quest to redeem himself
Martial arts / spy type. Mix of rogue and fighter
Highlander type bard


Thu Oct 11, 2018 3:59 pm
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Ulthal
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
RhiannonMM wrote:
maximus wrote:
Are we using archetypes from the core rules, or creating our own?


I encourage you to create your own! With Victorious you can focus on achieving your preferred flavor for an archetype you enjoy rather than the archetype itself. For instance you could create a caster that is like Gandalf- where you invest in being able to do smaller more specific types of magic (maybe a force screen here and there, a fire blast etc) that can still wield a sword effectively; Or you can build something more in the way of a 2nd edition specialist, maybe you focus on suggestion (Mesmer) and phantasms like an Illusionist specialist would, or you are an Inventor who uses magic for his results (AKA an enchanter). Maybe you like a voodoo-ish approach where you have a slew of different powers but they all have the draw back that you have to have a related material component to use them and must have something that is related or belonged to your target in order to effect them. Maybe you want to be a channeller and have ritualistic magic that has a draw back where you have to focus for a round before casting, but you get more powerful results because of it.

With Warriors types it all depends on the archetype you are going for- and not so much a class archetype, more of a story archetype. Are you a rich Knight from a noble family with lovely gear because of it? Buy some ranks of wealth and invest in your gear as though they are gadgets. Maybe stat out your horse like a "sidekick"!

Want to be a bard? What kind of bard? Are you there to improve the chances of your party's success and enrapture the crowd? Go with a focus in probability manipulation and mesmerism! Can you play your horn with such a fierceness that it shatters bones and breaks down the walls of Jericho? Purchase Blast and Potency, maybe an entrap if you want to cause people to go unconscious or deaf! It's all about the flavor of your character in my experience. If you want to play a modern superhero that got tossed into a portal and has to adjust to this strange new world, feel free! Play the character you really want to play and I will make it work as your story teller. It will be awkward for the first few sessions perhaps, but usually an equilibrium is reached due to the necessities of surviving in this kind of world.

Focus on making a person you want to play, and don't worry so much about filling a party "role". Sometimes it's fun to have a group where you have to find different ways of handling a problem because you don't have someone there with the traditional skill set.

A few warnings/notes ahead of time about my GM-ing style. Not everything you come across is going to be something you can beat. Sometimes an encounter is about how your characters can survive rather than how your characters can win. I reward players that take initiative and are proactive in their stories. The more you involve yourself, the more plot you are going to experience. Personal story development is encouraged, do not be afraid to take a stand against something if it's something your character would do- even to the detriment of the party. I am about how conflict driven story telling. Do not be adverse to creating some if you feel it is what is right for your character. Do not be afraid to lose your character, it is an opportunity for you to try out a new one, and achieving a meaningful character death is it's own reward. For instance; is there a massive bomb that's about to go off and your character can save people by making it ethereal but can only do so if they stay in contact with it? Go for it. Make that sacrifice play and burn your victory points to make sure you save the city. It may not be a scenario you are facing in this campaign <g> but overall I view Gaming as a chance for collaborative story telling.

Victory Points are a powerful tool for players to change the narrative to something they want, and they are as much a way to change dice rolls as they are a bartering chip for you to do something interesting with the story. If you have an out of the box idea you want to have happen but it might not be entirely realistic? Talk with me about it and we can potentially reach an agreement on what can be achieved with the sacrifice of a few Victory points.

I am also willing to develop new powers for a concept if you don't see a way to execute what you want with the basic rule set. The "channeling" power being an example of something that could be negotiated in. A power by which you could potentially "store up" dice from round to round at the expense of being unable to move and having to focus, so you can potentially make a dent in a very powerful opponent when no one else can. Basically, feel free to collaborate with me on your character concepts and ask questions. There are several talking points I didn't mention here that we were able to cover during our session on Monday, but I hope it's enough to give you some ideas and help you feel free to contact me with questions or arrange a time for a call if you want a more hands on character creation session.



Sounds awesome, thanks. Will the world be Earth, or another?

Some early concepts:

Disgraced noble fighter on quest to redeem himself
Martial arts / spy type. Mix of rogue and fighter
Highlander type bard


Thu Oct 11, 2018 4:00 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Rigon wrote:
Lurker wrote:
Rigon wrote:
I'm leaning toward a warlock type character. With a blind mystic as a secondary choice.

R-


I hope by warlock you aren't talking about a "Palladium" type warlock that get's their power like an evil witch with pacts etc ... if so, that may make my "witch hunter" a problem class to be in the party. If so, then musketeer it is, that or book hunter .


I mean warlock as a witcher type character.

R-


Oh, that is better ... I could picture it if it was a Palladium warlock ... your warlock being a demonologist, and my witch hunter walk into a bar at the start of game one and end up killing everyone while trying to kill each other.

I never read/played witcher, but get the feel of it.

I'm basing my witch hunter off the Symbaroum RPG , Colonial Gothic and "Witch Hunter Invisible World" . So, our characters may be different paths to the same end.




maximus wrote:

Some early concepts:

Disgraced noble fighter on quest to redeem himself
Martial arts / spy type. Mix of rogue and fighter
Highlander type bard


Nice choices all ...

Rigon wrote:
DMMike wrote:
Sounds pretty awesome! Is this group meeting bimonthly or weekly on Mondays? Same bat-time?

Mike

Same schedule with my game on the off weeks. Tree is stepping down as GM for this one and will be a player.

R-



Man, I must be boloing all my communication checks when I started the thread ... sorry ... Yeah the game will replace Tree's Victorious game every other Monday, same bat time same bat channel ...

Can't wait what you come up with as a Victorious fanaticized character !

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Thu Oct 11, 2018 11:39 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Are the rules extensions/modifications written anywhere?

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Fri Oct 12, 2018 12:03 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Aergraith wrote:
Are the rules extensions/modifications written anywhere?

I believe Rhiannon is running it pretty straight. With very minor changes for flavor and what not. You can contact her for any specifics.

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Fri Oct 12, 2018 1:34 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Aergraith wrote:
Are the rules extensions/modifications written anywhere?


I am running it fairly straight with exception to using Victory Points as bartering chips and a few new powers may be introduced if needed for character concepts. I am running two other adjustments; I am making power fatigue run a little differently. I will not limit the number of times you can use a power in combat, but what I will do is use my judgement to have you make occasional "fatigue" checks when your character has been using their powers a lot or if combat starts going long. It won't be a sudden fizzle of your powers unless you badly fail, and I will let you know when you have realistically been pushing yourself etc. Powers make combat very deadly if we want it to be and when allowed to be used at your discretion it opens up a lot of new fighting styles.

Another thing I think I should state is normally using a power is a full round action, I will still be enforcing that, but Lightning Speed (the power that gives you multiple actions in a round) will absolutely circumvent that. You will just run the risk of burning yourself out faster and facing those previously mentioned fatigue rolls more frequently. That means that Constitution becomes a much more important stat for a speedster type character.

maximus wrote:
Sounds awesome, thanks. Will the world be Earth, or another?

Some early concepts:

Disgraced noble fighter on quest to redeem himself
Martial arts / spy type. Mix of rogue and fighter
Highlander type bard


It will be earth like in the fact that it's not a completely alien world. It will have some special plants and animals that are highly warped by magic etc. Every NPC is also made by victorious rules so there is a lot more room for there to be people walking around as blob monsters because of a magical mutation gone wrong etc. Think of it almost like a borderline fae world. Magic saturates the world and as such, the norms are different. You may be baseline human but still have blue skin and glowing red eyes due to how the magic of the land has effected you. I suggested to the others on Monday to think of it like walking into the Magical market place in Hellboy 2. Everyone has a "sameness" about them because they have the same magic influencing them, but physically the world is very very diverse. There is still Feudal warring etc between different factions, and the flavour of the world changes vastly between the country side and when you are in a city. You could find yourself in a farm community filled with people that are hardy and seem to be half giants because of how they work their farms and none of them have any idea about the mystic arts despite how it has shaped their form. Or you could find yourself in a metropolitan city in the middle of a magical Renaissance where buildings and market places are bright and ever shifting and the common person doesn't even bat their eye at the illusionist on the corner brightly advertising a magic shops wares with a dazzling show of power. I will give each of you more info about the world depending on what you decide to play, but there is a place for everything here. Maybe that's something you guys will explore the "why" of if you so choose.


Fri Oct 12, 2018 3:00 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
To give you guys more of a feel for what you are walking into her is some general knowledge about the world:

If there has been in a time without magic, no one remembers it. It's influence shapes every living creature and occasionally even objects. Gods exist, though whether they are truly divine beings or merely exceptionally powerful idols that were born from the world same as any other man is something each church interprets for themselves. Non-magical technology exists but it is very rarely a focus of the populace and is instead the purview of artisans and considered an indulgence of the rich and the fascination of less practical men.

All of the usual fantasy races exist, as well as several recognized variants. There are still feuds between groups due to land disputes and cultural differences or even the occasional stolen pig. There are power struggles within every city and even villages are prone to "wars" breaking out between families or to friendly rivalries over regional sport events during harvest season.
Though most farming communities do not use magic in their day to day lives, many of them still have yearly community rituals that they believe improve their harvests or act as safeguards against wickedness. Occasionally there is a hedge witch or wizard that takes residence in the town and watches over it, and depending on the personal feelings the residents have this can be considered a very positive or bothersome thing. All in all though, most villagers and farmers have little to do with the arcane arts in general despite how it shapes their holidays or even physical appearances in some cases. It is not wholly uncommon to find a community that have all adapted overly broad shoulders and the strength of an ox to plow their fields, or perhaps the toothy grin and sharp eyes of a wolf to better deal with the threats of a nearby forest.
Due to these mutations ancestry is considered a matter of pride, as your appearance reflects how your blood has been shaped by the land your family settled for generations or due to a hero or magical creature you are descended from. Among rural communities it is not uncommon for one to be able to name their sires going back ten generations or more.

Among city folk, it is more varied. Some folk go to the cities to forget their bloodlines and old feuds and make something new for themselves. Others families have been in the city for years and may have ancient businesses that the family still proudly operates. The nobility in contrast can always name their heritage back to the founding member of their house, for some that can be as little as two names, for others as many as two hundred. Regardless of a persons reasons for coming into a city it is a wonderful place to look for opportunity or employment, though each city is as unique as the people who fill it's streets.

A city's appearance often reflects the aesthetics of its prior rulers and the major influencing factions within it. You can expect for a dwarven city to be carved into a mountain range and have grand monuments to their ancestors. Masonry, sculpting and metalwork would be the focal points of their architecture, with a fondness for strong lines and smooth, perfectly worked surfaces. This aesthetic could be juxtaposed by the recent addition of a Magic university, that would focus on drawing in the talented for miles around with bright phantasms filling the sky over the city. If the headmaster was a gnome, perhaps these phantasms would be brilliant shifting colors that shield the view of the moon and make the city streets bright enough that business can be conducted at all hours. Perhaps if the headmaster was instead an elf that focused on natural magic, the display would be flitting wisps of sparkling golden dust or moonlight depending on the time of day. Cities are a place where self expression drives industry more often than not, and complimentary trades often settle into appropriate areas for their wares.

In a world where even the common man has some measure of magic within him, it is even easier for those who wish to abuse it's power to do so. Dragons are formidable creatures just by their biology, but their affinity for magic is an even greater asset here, and many cities can still struggle to deal with the threat a dragon represents despite being saturated with their own magic users. Curses like Lycanthropy can still be inflicted upon a town, or a person could go mad and their own innate magic twists their form into a reflection of their broken minds. Undead are common as even the most common of fishermen have some power that often wishes to linger in the world, and the ability to lay spirits to rest is an important one that not every holy man can practice. Outbreaks of magical maladies are a real threat, and healers are still a rare asset for the world as few people possess the either truly giving natures that allow them to manifest the power, or the deep thirst for power over life.

Each individuals perspective on this world depends on where they are from and the types of lives they have led more than anything else, but occasionally there are people who look upon this world and see the opportunity to shape it to their whim whether for good or for ill. I look forward to experiencing this world with you guys, and seeing how you choose to interact with it.


Sun Oct 14, 2018 4:43 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
That's good information to have. Thanks.

R-

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Mon Oct 15, 2018 12:49 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
My father will not be running his Victorious game tonight, so I will be available to help with character creation for those who want the input. This means that those who want to play Chucks game (if he runs tonight) may do so, and those that are not part of his game have something else to do if they want.


Mon Oct 22, 2018 7:51 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
My Witch hunter is almost finished, just cleaning up his history a bit, should be done tomorrow

The retireer / pistolier is almost as finished. That said, like I said Monday, I'm not sure he fits the feel of the setting as well as I'd hope. Trees inventor may make it better, we'll see

However, today while scouting for opening morning of muzzle loader, I had ideas for 2 characters

The standard Ranger - not sure on the race

And calling up an OLD idea from years and years ago ... A half ogre fighter. Far from my standard clever quick witted swashbuckler or good guy paladin.

I'll prep them incase the witch hunter is lost to the grim shadows earlier than I hope.

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Fri Oct 26, 2018 2:25 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
I posted my character on my original post

Pending Rhia's approval it is finished

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Mon Oct 29, 2018 12:50 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Lurker wrote:
I posted my character on my original post

Pending Rhia's approval it is finished


I've never played this before. Will surely try this now.


Mon Oct 29, 2018 7:45 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Amel

Welcome to the forum

One thing I learned from this it - Victorious is a very versatile system !

I've played it by the book, no issues. As a modern super hero game, no issues just expand the skills list a bit and you are good to go. Made characters for a future Star Wars with my daughter, no issues just morph force powers into Victory powers and further expand the skill list.

Now, Victory fantasy ... extremely flexible.

Imagine a Fighter thief that hunts witches and counters their spells - no problem
Imagine a pistolier with an early form of a pistol that can shoot through physical armor - no problem
Imagine a half ogre fighter big strong brutal and not to bright - no problem

& I know with Rigon's character, imagine a Seelie based human "changing" with fighter skills and illusion powers - no problem.

With a little toying with the powers and skills almost anything you can think of, no matter how outside the bounds of the classic classes of RPGS, and you can make it.

The only one I've had issues with is the cleric ... and that is because I think to broadly on what a cleric can do and I tend to think in straight lines.

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Mon Oct 29, 2018 11:23 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Here is the basic map of where you guys will be starting. Hopefully I'll be able to improve it, or maybe give you guys better closeups of the city (this is just predominantly for layout of the initial adventuring area). Plus the key isn't labelled yet, I'll be changing that as soon as I actually have a small enough brush to do some proper labeling. Anyway, to explain the map both for those who do better with theater of the mind and to give some info that the map doesn't show.

The city of Tremaine is predominantly a port town that lies among a massive river that heads inland for several hundred miles (think Mississippi or Amazon River) it is fairly prosperous as it is the first major settlement along the river as you come in from the sea. The sea is about 30 miles away (as a bird flies, longer by boat) and the river is the only trusted passage through the quagmires to the south/ south west. Even though the city itself is immediately surrounded by notable woodlands, you don't get too far out without encountering swamp again, except to the north, where you will still find a very large lake. Because the immediate area is "swamp-locked" the major modes of transport are by boat, with almost all major excursions being started by taking the river either to the sea or farther inland, or by hiring a ferry to take you across the lake (the lake is known as Euclid Lake) to the north. The very brave among the town (or very foolish) occasionally will head into the swamps to the east to try and find other settlements but no one takes whatever the survivors claim finding very seriously as trickster spirits and fey are known to fill the swamps, as well as undead to a lesser degree.

There are fairly extensive farm lands following the river to the north ans south of Tremaine to meet it's needs, as well as a very large plantation across the river on the east bank. The plantation is owned by a single family and a small village has settled near it to meet it's needs. It is still considered a part of the city due to how long the family's money has fed the city itself and how much it contributes to the shipping industry that goes through the city. there are many small streams, creeks, and rivers that fill the forest around Tremaine and there are smaller settlements along the larger two rivers to the north west of the city that connect to Euclid Lake. The people who live there tend to be wilderness types that make their living off of hunting game, fishing, or gathering rare materials from the surrounding area. Within the city itself there are several districts, but the ones distinguished on this map (in the grey) are the graveyards. These areas are heavily fortified to keep people from going in or out except during the day time, and during funerals. There are normal graves, but most of the newly dead are placed into walled in/sealed tombs (depending on their wealth) until such a time as they can be put to rest by a priest who specializes in the dead, or once their body decomposes to the point that whatever magic animating it leaves. Some tombs have been sealed for centuries due to the power of the undead trapped within them.

There is a densely packed but relatively small settlement further up the river from the Tremaine that functions as a slum or a place for more transient members of the population to live such as sailors waiting to be hired onto the next boat or criminals from abroad to lay low. Tremaine however is a rather eclectic city and welcomes almost anyone into it, so long as you have enough money to make yourself interesting. Some of the biggest heroes to Tremaine have been "Gentleman" Pirates who have defended the city as their own from nations seeking to bring order to it, as well as powerful necromancers who were able to "solve" undead outbreaks by taking control of them and leading them back to their crypts. The rumors (widely known to be absolutely true) of these individuals swindling others or threatening their enemies with the same undead they saved the city from are told with the same warm tone one would expect to hear from a grandmother telling yuletide tales.

The city welcomes saints and sinners alike so long as they love and protect the city as though it was their own blood. Those who fail to properly respect the city or try to chain it with forced morality often find themselves shunned, or quickly disposed of.

I will try and deliver a more detailed city map in the weeks to come, as well as some more overlying knowledge about the factions and resources present in the city. Let me know if you guys have additional questions or if you need more details to better grasp the area.


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Fri Nov 09, 2018 10:21 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Reminds me of New Orleans. Very cool.

R-

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Fri Nov 09, 2018 2:44 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Rigon wrote:
Reminds me of New Orleans. Very cool.

R-


Rgr that

Nice !!!!!

Now, how will a witch hunter, who is poor and focused on killing EVIL magic users (which necromancers who would use the undead to swindle or threaten their enemies with will be considered) witches and the like, fit in a society that openly admires the necromancers and shuns (or disposes of) moralists.

Yeah, I will be in as much danger from the populace as I will be from the necromancers ...

However, the swamps and the surrounding lands, that sound like they are chuck full of walking dead and I assume witch covens and hag circles along with Un-Seelie and sith fay , and the small villages and towns up river and at the lake sound perfect for a witch hunter.

Now ... how and why did Karl go to a debauched New Orleansesk city ? Was he ordered there, did he follow a target there, did he hear a rumor that drew him there, did he drift there among the vagabonds ???

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Sat Nov 10, 2018 12:22 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Lurker wrote:
Rigon wrote:
Reminds me of New Orleans. Very cool.

R-


Rgr that

Nice !!!!!

Now, how will a witch hunter, who is poor and focused on killing EVIL magic users (which necromancers who would use the undead to swindle or threaten their enemies with will be considered) witches and the like, fit in a society that openly admires the necromancers and shuns (or disposes of) moralists.

Yeah, I will be in as much danger from the populace as I will be from the necromancers ...

However, the swamps and the surrounding lands, that sound like they are chuck full of walking dead and I assume witch covens and hag circles along with Un-Seelie and sith fay , and the small villages and towns up river and at the lake sound perfect for a witch hunter.

Now ... how and why did Karl go to a debauched New Orleansesk city ? Was he ordered there, did he follow a target there, did he hear a rumor that drew him there, did he drift there among the vagabonds ???


They don't have much of a problem with people who are moralists, so long as they don't try and force it on others and make nuisances of themselves. Those people still exist of course but they have a harder time of it typically. And you were sent here specifically because there isn't much representation from your guild here. They are hoping to set up a place in the city so that more of their Peace Givers (the specialists that deal with laying more complicated or powerful undead to rest) can make it through the city more consistently. Your guild isn't shunned in the city so long as they do publicly requested works and don't go after the Necromancers that hold too much political power or publicity. It will definitely be a balancing act for your character to get by, and mis-steps will definitely have a lasting effect on how easily you can socially navigate the city.


Sat Nov 10, 2018 7:56 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
RhiannonMM wrote:


They don't have much of a problem with people who are moralists, so long as they don't try and force it on others and make nuisances of themselves. Those people still exist of course but they have a harder time of it typically. And you were sent here specifically because there isn't much representation from your guild here. They are hoping to set up a place in the city so that more of their Peace Givers (the specialists that deal with laying more complicated or powerful undead to rest) can make it through the city more consistently. Your guild isn't shunned in the city so long as they do publicly requested works and don't go after the Necromancers that hold too much political power or publicity. It will definitely be a balancing act for your character to get by, and mis-steps will definitely have a lasting effect on how easily you can socially navigate the city.



I like !

Peace Givers, nice addition to the brotherhood. I never thought about the differences between hunting witches/monsters, and undead ... makes since though.

mis-steps, me ... us... that never happens in our group ;)

Rgr on balancing act, it actually fits my background ... advocating for more proof before denunciation instead of the "better to kill an innocent than allow a witch to live" mind set.

I can see the need for me to eventually take a rank in etiquette polite to fit in with that strata of society.

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Sat Nov 10, 2018 10:00 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
I was cleaning up my character's history & write up and noticed something interesting (considering the character we worked on last night) Karl's keen sense reaches into the ethereal ... I may not know exactly what is going on with the little girl and her pet dog, but I'll quickly sense something is different. Hmmmm who is better, the little girl acting or my investigation ???

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Wed Nov 14, 2018 1:08 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
I can't believe I didn't think to ask about this earlier. I'm letting my paladin roots slip apparently.

What religion / mythos is in the world?

Is it Greco-Roman, is it Celt, Germanic, standard fantasy, home brew, or a mix ?

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Thu Nov 15, 2018 3:35 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Lurker wrote:
I can't believe I didn't think to ask about this earlier. I'm letting my paladin roots slip apparently.

What religion / mythos is in the world?

Is it Greco-Roman, is it Celt, Germanic, standard fantasy, home brew, or a mix ?


It's a mix, geography plays a large part in what gods a person grew up worshiping, so where you come from can justify whatever you like. Predominantly in Tremaine, Germanic, Celtic, and Greco-Roman are the most present, with Germanic being the largest influence - probably about 40% of the city worships within that pantheon. 20% Greco-Roman, 15% Celtic, 10% are non-religious, with the remaining 15% being a complete mixed bag.


Thu Nov 15, 2018 5:01 am
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