Results 61 to 90 of 121
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2024-02-06, 04:55 AM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Sorry for the radio silence, been compiling both the druidic stuff and the weapon list. I'm done with ranged weapons, axes, spears, hammers and most of the polearms. Will get to swords soon and that should be it.
Will post it as google doc when I'm done.
Question regarding equipment: is everybody ok with me providing the equipment as a set of choices ('pick 2 out of the following...')? Or do you want to go through the shopping?
I'd like to avoid shopping in favour of speeding up the chargen, but I can find a way.
Also: can you post your characters so far? So I can see what else is missing?
I will be posting the list of Gifts & Flaws soon. It will be modified against the core rules/companion extension.Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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2024-02-06, 06:09 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Avatar By Astral Seal!
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
I'm good not shopping, so long as we get good gear.
Physical 19 Total Strength 4 Agility 5 Toughness 3 Health 3+1=4 Endurance 4 Mental 20 Total Willpower 3 Wit 3 Mental Aptitude 3 Social 4-1=3 Perception 7 Derived - Reflex 4 Aim 6 Knock Down 4 Knock Out 4 Move 6 Power 5
Proficiencies-11 Total
Bows 6
Daggers 3
Druidic Magic 2
Skills-6/6
Explorer [Teamster, Riding]
Woodswoman
MA: Singing
MA: Hunting/Trapping improvement
MA: Sneaking improvement
Animal Guise 6
Appraisal 8
Breaking and entering 7
Camouflage 6
Climbing 5
First aid 7
Herbalist 7
Hunting 6
Trapping 7
Navigation 6
Orienteering 4
Riding 6
Scrounging 6
Search 6
Singing 6
Sneak 6
Streetwise 6
Survival 5
Swimming 4
Teamster 6
Tracking 7
Weather Sense 6
Healer's Songs
-Soothing
-Mending
-CleansingI have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
Spoiler: Individual Avatar Pics
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2024-02-07, 03:32 AM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Okay. I'd also like to ask you all to comment on the other characters - you will be working together during the game, so you need to be comfortable with the other characters. If there is something you are not really okay with, or have ideas, feel free to suggest or discuss.
Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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2024-02-07, 03:56 PM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Link for the weapons list:
LINK
With C in social status, your choice of weapons will be
Exchange rate for golden sovereign (former imperial coin; Stahl uses Marks, which are a bit more sizeable and fluctuate usually somewhere over 1.5x value; this however does not matter for beginning of the game).
1 golden sovereign/crowns = 20 silver shillings
1 silver shilling = 12 copper pennies
1 copper penny may be further split into 4 bits
1 copper bit buys you a loaf of bread.
1 copper penny buys you an old linen shirt.
1 silver shilling buys you a pack of good rations for a week.
1 gold sovereign buys you a weaker riding horse or sword.
Spoiler: Shopping List
Item Cost
Full sets of clothing:
Peasant (tunic, hose, wrapping boots or sandals) 3 copper
Freeman (poor - shirt or tunic, rawhide coat or pelt coat, breeches, hide boots) 8 copper
Freeman (average - shirt or tunic, tabard, pelt coat or hide coat, cloak, breeches, leather boots) 2 silver
Merchant (shirt or tunic, fur coat or leather jacket, cloak, breeches, leather boots, all of good quality) 5 gold
Soldier (enlisted - tabard, shirt or tunic, breeches, leather boots, all of good quality) 10 copper
Soldier (officer - surcoat, shirt or tunic, cloack, breeches, leather boots, all of high quality) 3 gold
Clergy (simple robe) 10 copper
Individual clothes (good quality)
Belt 3 copper
Boots 2 silver 6 copper
Breeches 1 silver
Cap/hat 1 copper+
Cloak 6 copper
Girdle 5 copper
Gloves 8 copper
Robe 10 copper
Sandals 7 copper
Sash 4 copper
Shoes 6 copper
Silk jacket 1 gold
Surcoat 15 silver
Tunic 5 copper
Vest 6 copper
Jewelry/decorations
Brooch (simple) 1 gold
Necklace (simple) 3 silver+
Ring (seal) 4 silver
Ring (simple) 2 silver 6 copper
Food and Lodgings
Beverages
Ale (pitcher) 2 copper
Beer (pitcher) 2 copper
Liquor (bottle) 3 copper
Mead (bottle) 3 copper
Wine (bottle) 4 copper+
Foodstuff
Bread (loaf) 1b
Cheese (2 lbs) 1 copper
Meat (1 lb) 3 copper
Grain (5 lbs) 2 copper 2b
Fresh Vegetables (1 lb) 2 copper
Household Provisions
Butter (1 lb) 3b
Coarse sugar (1 lb) 1 silver
Rations, hard (week) 2 copper
Rations, soldier (week) 1 silver
Ratios, knight (week) 2 silver 6 copper
Firewood (day) 2 copper
Herbs (1 lb) 1 silver
Salt (1 lb) 1 copper
Spice, common (1 lb) 2 silver 6 copper
Spice, rare (1 lb) 8 silver
Services for hire
Academic/clerical
Read a letter 1 copper
Write a letter 4 copper
Book (50 pages) 2 gold
Illumination (1 page) 2 silver 6 copper
Copy a book (by hand, 10 pages) 5 silver
Religious ceremonies (wedding, funeral, mass) 1 silver
Indulgences, minor sin 1 silver
Indulgences, major sin 1 gold
Lawyer (per day) 2 silver 6 copper
Heralds and Messengers
Deliver a letter (per day of travel) 6 copper
Herald (per week) 12 silver
Determine genealogy 4 gold
Forged documents 10 silver+
Medical
Medicine (various) 1 silver
Simple first aid 2 silver 6 copper
Herbal bag 3 silver 2 copper
Healing salve 5 silver 10 copper
Healing potion 3 silver (very weak) 12 silver (weak)
Surgery 15 silver
Hospital care (week, poor) 10 copper
Hospital care (week, good) 1 gold 5 silver
Entertainment
Acting troupe (per night) 8 silver
Compose a poem 4 silver
Compose a song 7 silver
Courtesan (per night) 15 silver+
Dancers (common, per night) 20 copper
Dancers (exotic, per night) 10 silver+
Dancers (fine, per night) 8 silver
Musicians (common, per night) 3 silver+
Musicians (fine, per night) 6 silver/2 gold
Recite poem/song 6 copper
Theater ticket 3 copper
Underworld
Brigands/thugs (5 men, per day) 5 silver
Harlot, cheap (per night) 4 copper
Harlot, pricey (per night) 3 silver+
Poison 1 silver+
Other services
Bath/shave/haircut 3 copper
Guide (city, per day) 1 silver
Guide (wilderness, per week) 5 silver
Laborer (per month) 4 silver
Latern/torchbearer (per night) 3 copper
Laundry (by load) 1 copper
Mourner (per funeral) 4 copper
Servant (per month) 1 silver 5 copper
Transport
Barge (10 miles) 2 copper
Carriage (per day) 4 silver
Ferry (per trip) 3 copper
Raft (10 miles) 1 copper
River boat (10 miles) 1 copper
Sedan chair (per day) 6 silver
Ship (sea, per 10 miles) 2 copper
Wagon (per day) 2 copper
Animals
Mounts
Horse (riding) 1 gold 5 silver
Horse (work/cart) 8 silver
Mule/Donkey 6 silver
Pony 7 silver
Farm animals
Bull 15 silver
Chicken (12) 1 silver
Cow 13 silver
Goat 1 silver
Ox 14 silver
Pig 1 silver 8 copper
Rabbits (12) 1 silver
Ram 6 silver
Sheep 2 silver
Domestic animals
Carrier pigeon 2 silver
Cat 6 copper
Dog (hunting) 1 silver+
Songbird 8 silver
Exotic animals
Bear (trained) 2 gold
Monkey 3 gold
Parrot 2 gold
Wolf (not happy) 12 silver
Other equipment
Travel gear
Horseshoes and shoeing 8 copper
Saddle 3 silver
Saddle bags 2 silver
Tent (2-man) 8 copper
Tent (pavilion) 2 gold
Travel pack (everything below) 6 silver
Backpack 5 copper
Bandage kit 3 copper
Bedroll 4 copper
Grappling hook 1 silver
Hatchet 4 copper
Lantern 8 copper
Mess kit 5 copper
Pouch 1 copper
Rope (50') 4 copper
Stachel 8 copper
Soap 1 copper
Tinderbox 3 copper
Torch 2b
Whetstone and oil 4 copper
Academic supplies
Chalk 1b
Ink (bottle) 2 copper
Paper (per sheet) 2 copper
Parchment (3' roll) 4 copper
Quill-pen 1 copper
Scroll case 3 copper+
Sealing wax 1 copper
Fineries
Hourglass 4 silver
Magnifying glass 6 silver
Makeup 1 silver
Mirror 17 silver
Perfume 1 silver+
Scale 1 silver
Spectacles 8 silver
Spyglass 2 gold 3 silver
Water clock 5 gold 8 silver
Musical instruments
Bagpipes 12 silver
Drums 2 silver
Fiddle 10 copper
Flute 6 silver
Harp 3 silver+
Horn 8 copper
Lute 5 silver
Lyre 5 silver
Panpipe 4 copper
Tambourine 3 copper
Violin 16 silver
Other items
Barrel 6 copper
Basket 4 copper
Bell (hand size) 3 silver
Bucket 2 copper
Candles (per one 1 copper
Cards (playing) 1 silver
Cards (tarot) 9 silver
Chain (10') 3 copper
Chest 3 silver
Climbing gear 5 silver
Cloth, coarse (yd) 1 copper
Cloth, fine (yd) 4 copper
Cloth, silk/exotic (yd) 1 silver 8 copper
Dice/Bones/Jacks 1 copper
Fishing Gear 2 silver
Hunters' Traps (5 pcs) 3 silver
Ladder 5 copper
Lock Picks 4 silver
Lock, good 8 silver
Lock, poor 1 silver
Tools (assorted) 4 silver+
Whistle 2 copper
I can either give you money to start and you can shop... or I can give you a choice like this:
Spoiler: Inventory example for C priority
A good quality weapon
A small house in a major city, a large farmhouse in a village or a small settlement in a forest
Two additional good quality weapons (2 common or one uncommon; may be switched for a good shield) and a riding horse OR a courser (very good horse) OR a well-fitted set of light chain armor and a pouch of silver
Horses automatically get a saddle/tack/harness
Pick two:
A backpack full of useful traveller's items, well-stocked with food (some fresh, most dried)
A healer's satchel
Saddlebags stuffed with food
A set of tools for one skill
A pavillion tent
A riding horse
You can also get one of the following items, or pick one from the above
A small silver ring
Writing utensils and parchment
A small book
A pouch of silver
A wineskin full of very good brandy or wine
Comfortable weather-resistant boots
You can pick 2 other items from the above list, but they will be a worse version (e.g. a half-empty backpack, a small copper ring...). You also get a waterskin, two sets of clothes, a knife or a dagger and food for few days. And a pouch full of silver.Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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2024-02-07, 04:46 PM (ISO 8601)
- Join Date
- Jan 2024
-
2024-02-07, 05:15 PM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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2024-02-07, 05:33 PM (ISO 8601)
- Join Date
- Jan 2024
-
2024-02-08, 07:04 AM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Common for the area you come from and your status I'd say. Though I will create specific packets with more specific stuff if you decide to go that way.
Common weapons for Stahl would be axes, spears, polearms, swords and especially longswords and greatswords.
Common weapons for a Stahlnish high freemen (your specific status level) would be axes, longswords and greatswords. You are basically either a son of a wealthy merchant, craftsman, or even like fourth son of a minor noble. Or a knight's son: someone whose parent is able to provide for them, and maybe even make them into a squire, but not wealthy enough to afford a title. You have to win the title in service.
Which would be a good reason for your character to be somewhere around the Scar.
Uncommon weapons for you would be... a rapier. An estoc. A fine/masterwork scimitar. Or recurve composite bow: not that you can't find those at local market, but it's not a common thing to buy there.
Does this answer satisfy you? What weapon would you be interested in?Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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2024-02-08, 07:47 AM (ISO 8601)
- Join Date
- Jan 2024
-
2024-02-08, 11:09 AM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
A balanced spear would be fine.
Sidesword... sideswords and rapiers would be considered relatively uncommon in Stahl: folks there favour longswords and greatswords, maybe even doppelhanders; some would frown upon the light blade of a sidesword. View it as a 'new fad' from these crazy southerners.
Katzbalgers would be fine. Basically a cut-focused short sword.
Javelins. Also fine.
Bear in mind that encumbrance will be in play.
With a C as your priority, this would be doable.Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
-
2024-02-08, 12:16 PM (ISO 8601)
- Join Date
- Jan 2024
-
2024-02-08, 06:12 PM (ISO 8601)
- Join Date
- Oct 2021
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
id like to take an intuitive reader package at 7, that lets me size up someone in a single breath
id also like a howling barbarian package at 6
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2024-02-09, 04:30 AM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Of course.
One thing I'd like to state is that while the equipment is important (because there is a radical difference between old, bent spear and a shiny new longsword), it's not as important as in D&D: you can kill the enemy using the spear or the longsword.
That said, equipment can get lost, destroyed, damaged or stolen and it does not render your character useless as it does in some other games. You can get a stick and be quite deadly with it unless you square off with an armored knight.
No idea about the intuitive reader.
Available skill packets are in the spoiler below
Spoiler: SkillsSkills represent target numbers (TN) for skill checks, rolled with Xd10 dice, where X is the value of respective attribute. This means, that the lower the skill value, the better.
In the character generation, you pick skill packets, representing the “occupation” or training you received. You can also suggest your own skill packets if you find the ones in the rules lacking.
The numbers in the priority table represent skill packet values – e.g. 6/7 means you get one skill packet with TN 6 and one skill packet with TN 7. Every skill packet has a list of skills, some with modifiers (from -2 to +2) which change the final value.
After that, you receive skill points equal to your MA attribute, which you can invest in any skill you want. First point invested will give you the lower TN from your skill packet values (e.g. in our example it would be 6).
You can choose from basic skill packets, or propose an specific one from the concept list:
Academic
Adventurer
Alchemist
Antiquarian
Assassin
Bandit
Bard
Beggar/Street urchin
Bounty hunter
Burglar
Clergyman
Cleric
Con-man
Courtier
Craftsman
Cutpurse
Druid
Druid/
Entertainer
Explorer
gambler
Guardsman
Healer
Highwayman
Knight/squire
Laborer
Manservant/Butler/Seneschal/Page
Mercenary
Merchant/trader
Occultist
Peasant/craftsman
Pirate
Plague doctor
Priest/nun
Ritualist
Roadwarden
Rogue
Sailor
Scout
Soldier
Spy
Swordsman
Thief
Warrior (clan/tribe)
Witch doctor
Woodsman/ranger
Other skill packets may be produced on demand. If you want to take one skill packet twice, it will lower the TNs of all skills by one.
For spending of MA points there is a skill list (more skills to be updated):
Acrobatics
Acting
Ancient languages
Animal guise
Animal handling/herding
Appraisal
Arcane theory
Artillery
Astronomy
Battle
Boating
Body language
Breaking and entering
Camouflage
Climbing
Combat/Weapon art
Craft/Trade
Dancing
Diplomacy
Disguise
Etiquette
Farming
First aid
Folk lore
Forgery
Gambling
Games
Heraldry
Herbalist
Hunting/Trapping
Intimidate
Intrigue
Juggling
Language (nation)
Law
Leadership
Lockpicking
Lore (knowledge area)
Meditation
Musical instrument
Navigation
Omen reading
Orate
Orienteering
Panhandling
Persuasion
Pickpocket
Read & Write
Research
Ridicule
Riding
Ritual Magic
Sailing
Scrounging
Search
Secret Language (specific language)
Seduction
Sincerity
Singing
Sneak
Stewardship
Strategy
Streetwise
Style analysis
Surgery
Survival
Swimming
Symbol Drawing
Tactics
Teamster
Theology
Tracking
Traps
Weather sense
The 'howling barbarian' sounds like Warrior (clan/tribe).
The closest to 'intuitive reader' (sizing up someone) is the skill Body Language (that can be used in combat to establish if the attack is a feint, but also provide some additional dice to protect yourself from the attack) and Style Analysis (ability to establish which style the person is using and maybe even giving you a hint on preferred maneuvers). These are both available in Swordsman skill packet.Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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2024-02-09, 05:17 AM (ISO 8601)
- Join Date
- Oct 2021
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
ill take warrior (clan/tribe)
ill cook up my own package: (how many skills are in a package?)
im feeling body language, style analysis, hypnotism (if i need to do a little mind-work on a recalcitrant subject)
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2024-02-09, 05:26 AM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Warrior (clan/tribe) skills:
Battle
Hunting -1
First Aid -1
Etiquette (Clan) -1
Sneak +1
Leadership +1
Intimidate
Gambling +1
Boating -1
Hypnotism would definitely fall under arcane magic (there is the 'lesser mystery' of Enslavement, which works as a hypnosis).
Cooking own skill packets in general: you tell me what the skill packet is about, I build you one. You don't learn only handpicked set of useful skills during your life, you pick a lot of stuff. So: give me information about your mentor or what you did and I'll build you up one.
So far it looks either like a Spy or Swordsman.Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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2024-02-09, 05:50 AM (ISO 8601)
- Join Date
- Oct 2021
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
alright, im feeling readers are half spy, half torturer; they are the bag-men, the people who dispose of undesirables, and most definitely boogeymen. they wring confessions out of souls, and arrange for accidents to befall people who really deserve it but can't be touched by local law. the sadistic prince who tortures servants, the rich countess with ties to blood magic, the weird old hag who might be a caster, all are scooped up, tortured for their secrets, and disposed of
i imagine his mentor was helmuth the crooked, a man who raised reaper to love the sounds of screams and begging, but to continue on with his work until a confession was secured. then the axe comes out, and they are disposed of and buried
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2024-02-09, 09:11 AM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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2024-02-09, 12:31 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Avatar By Astral Seal!
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
That's a lot of weapons.
I am perfectly happy to go off what you suggest, Lacco. I trust you to make a good package.I have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
Spoiler: Individual Avatar Pics
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2024-02-09, 01:09 PM (ISO 8601)
- Join Date
- Jan 2024
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
A: Attributes
B: Proficiencies
C: Social Class
D: Gifts and Flaws
E: Skills
F: Human
Attributes:
STR: 6, AG: 7, TO: 5+1, EN 3, HT: 4, WP: 3, WT: 6, MA: 2, SOC: 3-1, PER: 5
Reflex: 6
Aim: 6
Knockdown: 6
Knockout: 7
Gift: Careful (Minor); Flaw: Troublemaker (Minor)
Soldier 9/ Knight 9
Leadership 9
Intimidate 9
Riding 7
Heraldry 7
Strategy 8
Tactics 9
Battle 8
First Aid 7
Hunting 9
Etiquette (Tourney) 9
Defaults
Acting 13
Animal Handling 10
Breaking And Entering 13
Camouflage 10
Climbing 10
Dancing 13
Diplomacy 13
Disguise 13
Etiquette 12
Gambling 13
Games 10
Trapping 12
Teamster 10
Intrigue 13
Meditation 13
Navigation 13
Orate 10
Orienteering 13
Panhandling 10
Persuasion 11
Pickpocket 13
Ridicule 10
Scrounging 10
Singing 10
Sneak 10
Stewardship 13
Streetwise 13
Surviving 13
Theology 13
Traps 13
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2024-02-09, 03:39 PM (ISO 8601)
- Join Date
- Sep 2013
- Location
- Slovakia
- Gender
Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Well, I'd still suggest a quarterstaff for you, mainly because of the reach advantage. Daggers are good, but you need to get close.
Still, with a bow as your main weapon... unless the enemy reaches you, you are good.
I'll prepare the packs over the weekend. Can't do them now.
Troublemaker, eh?
That one's going to be fun. A lot of fun.
A young squire.
Also, regarding defaults: anything over 10 is basically rolled as untrained, so no need to write them down.
Gifts & Flaws!
Gifts:
Absolute direction (minor)
Accuracy (major or minor)
Alert (major or minor)
Allies (major or minor)
Ambidextrity (major)
Animal Kin (major or minor)
Beauty of legends (major or minor)
Calm (minor)
Careful (major or minor)
Cautious (minor)
Compassionate (minor)
Courageous (minor)
Eagle-eyed (minor)
Easygoing (minor)
Exceptional hearing (minor)
Favoured fighting style (minor)
Focused (minor)
Glorious destiny (major)
Good reputation (major or minor)
Great presence (major or minor)
Hardy (major or minor)
Heir (major)
High pain threshold (major or minor)
Honest (minor)
Intellectual (major or minor)
Intimidating (minor)
Intuition (minor)
Jack of all trades (major)
Light sleeper (major or minor)
Linguist (minor)
Marksman (major)
Muscle-bound (minor or major)
Nimble (major or minor)
Patron (major or minor)
Polite (minor)
Quick hands (major or minor)
Quick healing (major)
Quick learner (major)
Quick wits (major or minor)
Resolute (major or minor)
Saddleborn (minor)
Seasoned Traveller (minor)
Snake reflexes (minor)
Social butterfly (minor)
Steadfast (major)
Stout (minor)
Strong willed (minor)
Tireless (major or minor)
True faith (minor)
True leadership (major)
Flaws
Abrasive (minor)
Absent-minded (minor)
Addiction (minor)
Afraid of Darkness (major or minor)
Aggressive (minor)
Amnesia (major or minor)
Amputee (major or minor)
Argumentative (minor)
Arrogant (minor)
Bad liar (minor)
Bad luck (major)
Bad reputation (major or minor)
Bad temper (minor)
Bleeder (minor)
Bloodlust (major)
Bossy (minor)
Both feet left/Horseman legs (minor)
Bully (minor)
Claustrophobia (minor)
Clumsy (minor)
Cold-hearted (minor)
Competitive (minor)
Compulsion (minor)
Curious (minor)
Dark Temptation (minor)
Demonomania (major or minor)
Detached (minor)
Dishonest (minor)
Disturbing presence (minor)
Drunkard (minor)
Enemy (major or minor)
Evil twin (major or minor)
Fat fingers (minor)
Fear of Eldritch (major or minor)
Fear of Unholy (major or minor)
Fearful (minor)
Fidgety (minor)
Gambler (minor)
Gloomy (minor)
Greed (minor or major)
Grouchy (minor)
Hieromania (minor)
Hopeless (minor)
Chicken (minor)
Chicken (major)
Immature (minor)
Inattentive (minor)
Jealous (minor)
Kleptomania (minor)
Lazy (minor)
Lecher (minor)
Lecherousness (minor)
Lingering injury (minor or major) (major or minor)
Lithe (minor)
Little (minor)
Loner (minor)
Nearsighted (major or minor)
Necromania (minor)
Nocturnal (minor)
Obese (major or minor)
Overconfident (major or minor)
Phobia (minor)
Phobia (major or minor)
Picky (minor)
Pious (minor)
Poor (major or minor)
Rage (minor or major
Reckless (minor)
Relentless (minor)
Secretive (minor)
Selfish (minor)
Shy (minor)
Sickly (major or minor)
Skeletons in the closet (major or minor)
Sleep Disorder (minor)
Sleep disorder (major or minor)
Slow on draw (major or minor)
Suspicious (minor)
Telegraphed techniques (major or minor)
Tormented (major or minor)
Troublemaker (minor)
Ugly (major or minor)
Unquiet Mind (minor)
Weak Grip (minor)
Winded (major or minor)
Wows (major or minor)
For JNAP's character, I'd suggest "Quick Fingers" which speeds up you loading your bow (major version speeds it up by one round automatically; minor one lets you just pay dice and you don't have to roll to speed up).
Some of these are added by me, so if something catches your eye, let me know. I can post descriptions, but won't be doing it for all of those.Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
For flaws, thinking Inattentive (Minor) and maybe Overconfident (Major)?
I have a LOT of Homebrew!
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Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
for my gifts and flaws im taking snake reflexes and evil twin (major)
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Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Something terrible for a spellcaster, something irritating for anyone else.
Basically, it's a combination of always worrying about anything and everything, hearing voices, phantom sounds, seeing things out of the corner of one's eye.
For a spellcaster, it's actually a major flaw. They can seldom focus, so their spellcasting attempts require additional success, depending on GM's decision.
For a mundane, it is mostly represented by randomly adding 1 difficulty (requiring additional success) to stressful tasks. It does not work in combat because that runs mostly too fast. Also, GM may insert random stuff from the list above to his descriptions specifically for you.
I'd suggest you don't take that one.
Overconfident: Some people just don’t know when they’re outclassed – others don’t care; both suffer from the overconfident flaw. Characters with overconfidence have a bit too much self-esteem – big britches as it were. This flaw must be roleplayed to the hilt. The character does not usually stand down or shy away from an opportunity. The player is expected to go into confrontations without too much thought - they may be talked down by the other characters, but if there is someone that challenges them, they will show their true colours. If a roll is ever called
for (we don’t encourage it, but sometimes you have to), make a WP test with a Difficulty of 4 to stand down or be a little humbled.
(that's the major version).
Inattentive (minor): You just can't pay attention for too long, and your mind tends to wander off. The GM is free to leave out unimportant details or parts of conversations (as your mind wanders off the conversation). Mechanically, you need to succeed on a WP roll if the action is taking too much time or is about performing mind-numbing tasks (boooring).
In general, if you provide an interesting moment or roleplaying opportunity for others using your flaws, I tend to provide Drama points as a reward.
Okay, so since your character is from the Scar, I'd say there is a new cult leader that is amassing influence with the clans. He is using magic that was not seen for a long time, is surrounding himself with loyal/brainwashed cultists and has a plan.
Since you were torturing someone near to him - a traitor, by his words - you now know the plan (or at least a vital part of it): it's not pleasant, it will cost a lot of your peoples' lives and will only lead to suffering. Your people are being betrayed by their leader. Who was maybe your friend, or you hate their guts: either works. You want to stop it. You were caught, thrown into prison, tortured. You escaped and met with the knight. You are now hunted. And you know that you need to bring the message somewhere else: to a king or a prince, or just someone powerful enough to match the cult leader.
That would be my suggestion.
Evil Twin: They say that everybody has a double. In your case, they’re actually right – and he’s a real bastard. Somewhere in the same geographical area, there is someone who looks exactly like you and he is nasty. If taken as a major flaw, your Evil Twin knows of you, hates you, and is actively working against you.
Snake reflexes: sometimes you react before you think, having drawn the sword before others notice the threat. Any reflex roll for defense or surprise gets +2 dice and any quickdraw attempt gets -1 TN.Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Yeah, those sound like good flaws. The Overconfidence is not so much bravado as naivete, but it works!
I have a LOT of Homebrew!
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Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
im feeling reaper has a twisted moral code he follows
1. **Efficiency and Purpose**: The torturer believes that every action, including torture, must serve a purpose. There should be a clear objective behind every act of torture, whether it's extracting information, instilling fear, or achieving a specific goal.
2. **Necessity over Pleasure**: While the character may not enjoy their role, they understand that sometimes unpleasant tasks must be undertaken for the greater good. Torture is not a source of pleasure but a means to an end. The character recognizes that they have a duty to carry out necessary actions, no matter how distasteful.
3. **Limited Scope**: The torturer operates within a set of boundaries. They do not engage in gratuitous cruelty or inflict unnecessary suffering. Each method of torture is carefully chosen to achieve the desired outcome with the least amount of harm possible, considering the circumstances.
4. **Professionalism**: The torturer approaches their work with professionalism and detachment. They maintain a calm and composed demeanor during interrogations, focusing solely on the task at hand without allowing personal emotions or biases to interfere.
5. **Respect for Information**: The torturer values the information obtained through their actions. They understand the importance of accurate intelligence and strive to extract it efficiently, recognizing that misinformation or false confessions can lead to disastrous consequences.
6. **Accountability and Consequences**: Despite their role, the character acknowledges the moral and ethical implications of their actions. They understand that they may face judgment and consequences for their deeds, whether from within their own conscience or from external forces.
7. **Reflection and Justification**: The character engages in introspection, constantly evaluating the necessity and justification of their actions. They may struggle with the morality of their role, but ultimately believe that what must be done for the greater good outweighs personal discomfort or ethical dilemmas.
8. **Ends Justify Means**: The character subscribes to the belief that achieving their ultimate goals justifies the methods employed along the way. They are willing to make difficult choices and take on the burden of responsibility for their actions, no matter how morally ambiguous they may be.
im thinking the three central tenets are sometimes, you have to get your hands dirty, justice must be carried out, no matter the consequences, and nothing good comes without sacrifice.Last edited by bramblefoot; 2024-02-10 at 11:35 PM.
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Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
for my spiritual traits ill take luck at 5, and drive 2 (what must be done must be done)
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Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
Works for me.
The central tenets are fine. I'd ask the other players if they are fine with this direction of the character.
Luck is out of the window. I use the Drama mechanic from Companion.
'What must be done must be done' sounds more like a philosophy than a spiritual attribute.
Drive requires to be more specific. "Reach Stahl alive", "Get the word of the conspiracy to someone powerful", "Kill anyone standing between you and Stahl".
Drive is your goal for the moment. Something mid- or even long-term to achieve.
Step V. Spiritual attributes
This last part of character creation will deal with spiritual attributes (the "who am I" and "what I want" also known as "I tell the GM what stories I expect") and final touches.
What they are?
Spiritual attributes represent character's motivations, beliefs, passions, code of conduct - their moving forces we could say. They are the thing that separates them from the others. They have strict goals.
Remember how in stories, the protagonist always gets beaten, but when the fair lady looks at him with a tear in her eye, he curbstomps the villain? When the hero gets tempted to break his oath, but he refuses and due to that he overcomes the opposition? How the good guy takes the sword he can not handle and kills the swordsman, because he threatened to start a war? How the main character breaks out of his shackles just by the power of his faith? How the deteminator mows down the opposition, taking numerous wounds, dying just after he kills the villain because he fulfilled his vengeance? How the barbarian becomes a king, because it has been predicted, foreseen and there are numerous prophets that say so?
That are the effects of the SAs. Namely - passion, oath, conscience, faith, drive and destiny.
And let's not forget the lucky breaks. These are covered by "Drama".
How do I use them?
Two ways.
First, you add dice to your rolls when the SAs activate ("fire up"). When your character encounters the object of his SA and you decide to act in line with the SA (e.g. you have a conscience - you don't let the bandits kill the poor farmer, even if it means you get into first line), you start to add the dice to your rolls. Of course, when you decide to act against the SA, you remove dice (the same example, you try to join the bandits and kill the farmer).
The second way - you spend them to improve your character.
How do I get them points?
Every time your SA activates, GM may award you an additional point of the SA.
If you consistently act against your SA, GM may ask you to change it.
What kinds are there?
Conscience means your character wants to do "the right thing" - be it a personal code of conduct, "greater good", or just being "a good guy" or a hero. This one gives you dice to any roll that supports your decision to do the "good" or "correct" thing, instead of taking the easier, more profitable or more "fun" thing. This is the most "general" spiritual attribute and it may be chosen without further specification.
The fact that you do not take conscience does not mean you will play a ruthless or evil character. It only means, you don't want to be mechanically rewarded for taking the "hard" way.
If you take conscience, you tell the GM "I want to be presented moral choices."
Example of conscience: Knight's code of chivalry seen by the knight as "right thing to do".
Destiny represents the higher calling. Whether it is a prophecy, something your character always knew he was born to do, or something your character was told by the gypsy at the market - it is true. If you particularly trust your GM, you may leave the destiny up to him - and he will slowly show you what it is. You may also take "negative" destiny as a flaw and fight against it. It adds or removes dice when a significant event occurs, or when the character can further his destiny.
If you take destiny, you tell the GM "This is where I want my character to be when we finish his story" or "This is the destiny I want him to fight against" or "This is how I want my character to die".
Destiny is the most powerful, however least used SA. Best destinies are ambiguous or with several possible interpretations.
Examples: He dies knee-deep in water. Destined to wear the jeweled crown of Aquilonia upon a troubled brow (=he will be a king and have lots of trouble). To find the way when he loses it.
Drive is the sense of purpose, a motivation. It may be a worthy cause, a goal, a dream, something he wants to achieve or die trying. This one needs to be specified. It adds dice to any attempt to defend or further his cause.
If you take Drive, you tell the GM "This is something my character deeply cares about" or "This is what I want his story to be about".
Drive is the most used SA.
Examples: To become the best swordsman east of the High Mountain. To have his revenge on a man who killed his family. To sleep peacefully again.
Faith reflects the belief of the man. It is usually bound to a religion, however, it may be any set of firm beliefs. It adds dice when one defends someone who believes in the same, or to further/defend his belief. A question here is - do the gods really exist within the game? Are they actively meddling in lives of the mortals or just act from afar?
My players usually don't care about gods, so we don't use it so much. Except for the Riddle of Steel.
When you take faith, you tell your GM "I want to explore the faith of this world".
Examples: Any religion.
Passion is the love. The hatred. The loyalty. The friendship. The passions that moves the world and is focused on a person - be it NPC or PC. It adds to your dice when you defend or help the object of you positive passion, or when you attack or hinder your enemy. This may be focused on one person or a group of person, or even to ideas.
When you take passion, you tell your GM "I want to fight this enemy/enemies" or "I want to rescue and help this PC/NPC". Basically, you give your character a direct link to the person that is the object of your passion.
Passion can be used also as "Loyalty to the party" or "Friendship with other PC".
Oath is the given word. The thing that separates boys from men is their word - and this reflects the character's devotion to his word. It adds dice when you try to fulfill your word.
When you take oath, you tell your GM "I want you to try to make me break it...bring it"
However, each SA also takes dice - if you act against your object of passion, if you break your oath, if you take the easy way - your conscience will slow you down, bother you. That is the price you pay.
Feel free to mix them, to give your character opposing SAs - that is most interesting to play.
I left Drama for the last. This one is special - you use it for rerolls, to get a free success, to put details into the story (important details, like a sword hanging over the fireplace when you are without weapon).
What do the numbers mean?
You can have up to 5 points in each spiritual attributes. When you reach 5 in a Destiny SA, something special should happen at GM's discretion.
Basically, if you have 3 SA points in Drive, it means, that you receive 3 dice to a roll, or 3 dice each combat round.
Destiny is special. If you have 3 SA points in Destiny, you add 3 dice to all rolls - even the combat rolls (that means you effectively get 6 SA points).
If you want to change the SA, you need to lower it to 0 and also lower to 0 one additional SA. Or, if the GM agrees that the story needs to move on, you can change it without penalty.
I give chance to change SA after first game without any penalty.
How many points do I put into these?
For the start, select from 3 to 5 SAs and place up to 7 SAs freely between them. You can put up to 3 points into drama for beginners. During play we will slowly add the rest of the SAs.Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
Formerly GMing: Riddle of Steel: Soldiers of Fortune
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2024-02-11, 12:39 PM (ISO 8601)
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Re: [Interest Check] Into the Dark Night (TRoS/BoIT/d10 custom system)
i will take drive 2 (kill anyone standing between you and stahl) destiny 2 (to unleash the beast within and spread chaos wherever you go) and drama 3