Quester RPG: SEASON 1 REBOOT - Day 1: Merchant Glade

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Shrooblord
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Quester RPG: SEASON 1 REBOOT - Day 1: Merchant Glade

Post by Shrooblord »

Current season: SEASON 1 REBOOT - DIRECTOR: SHROOBLORD
Click here to be taken directly to the revival post!

The sign-up period is now closed! Please await your introductory PMs.
See below for details.

Intro
Time for an RPG you can all get into without having to read pages upon pages of story to catch up. It's like a classic roleplay, except it's supposed to be in concise format. Don't write more than one paragraph! And keep it a short paragraph, please.

It's going to be a bit of an adventuring-themed RPG, with random encounters - monsters, social situations, physical challenges - that sorta stuff. If you know DnD, try to imagine that in a short, post by post forum-based manner.

I'd like to introduce a seasonal story that gives the characters a clear direction and starting point and will see them through it until they reach the end. The story is narrated, as it were, by the Director. They are the one who decides what happens when certain characters encounter certain obstacles. They devise a short story for the participants to join and then drop those characters in.

The Director can lead the story in any way they wish. They can be an unseen narrator, or they can be a participating character. For the first season, I will be a playing character so as to give you a bit of an idea of what you can do as a playing character.
When the heroes (or villains! or cowards!) reach the end of their goal, they are the winners! One from among them will be chosen to become the Director of the season thereafter!

But it's not all rosy in an adventuring company. There's a mole! A henchman working for the Enemy! A rat! Traitor! One or more of your party could actually be working for the bad guys. They'll be travelling with you, hidden in plain sight, but may try to undermine your every step to ensure your defeat. You must victor despite them - or find them out and destroy them! But they say treachory is a poisonous virus... if you kill one traitor, another may just take their place...! (Or not!) :P

A season starts with a week or two of player enrollments. Once everyone has signed up, roles will be handed out to you via PM. You will be divided up into two factions: the true goodies (or baddies - that sorta depends on the story the Director comes up with) and the saboteurs. Saboteurs will try to break up the party, cause mischief and mayhem or alert enemies of your location while you camp out at night. Saboteurs can PM the Director at any time about their devious plot and their actions may lead to perilous circumstances for the adventuring party!

Of course you can always contact the Director to discuss with them some secret character or story details. It's a game of intrigue and deception, so behind the scenes, a lot may be going on...!

Should nobody wish to become the new Director, I will always be available to host the next season. :)

Navigation
To make this topic more readable, I have split up the structure of this introduction into four posts. This first post is an intro to the game itself.
The next one explains the rules and game mechanics.
The third is a set of examples.
The fourth post is information on our current season.

Enjoy!
Last edited by Shrooblord on Sun Apr 02, 2017 1:37 am, edited 22 times in total.
Shrooblord
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Shrooblord »

The rules:
1) Signup first. Just leave a post here that says you want to play.

I have a d20 (that's this) that I'll roll for some of your character traits. When you play, try to play to those character traits. For example, if I roll you having incredible intelligence but crap social skills, you may want to adopt a brilliant-but-awkward nerdy scientist guise. Think Sheldon from the Big Bang Theory.

2) Give your character a name.

3) Once you have some character traits and a name, drop on by! You can write yourself into the story any way you please. You can literally come crashing down from the sky or just simply walk up to any character and say hi.

4) I'd like for you to keep your post relevant to the recent developments. Don't reply to a post from more than a page back unless you really have to. This should keep the game dynamic, ever moving.

5) Most things will be based on random chance. You gotta accept that. Sometimes you'll be lucky, sometimes you will not.

The rules of the dice are as follows: when you wish to perform an action, you should say something along the lines of "I attempt to climb over these rocks." You don't need to do this for every action, but note that the Director may tell you that the action you describe requires a dice roll anyway. This can be for some unexpected actions too - so don't immediately assume your action will succeed or fail (that depends on the dice!).

The Director will roll for you a dice roll with a d20 and that will determine your success. The numbers on the dice tell you the following (in general; there are exceptions - read below) :
Dice rolls wrote:1. Rolling a 1 means 'critical failure'. Whatever you tried to do failed so horribly badly, it's a surprise you didn't cause the universe to collapse in on itself in the process.
2-3. You failed.
4. You failed in such a manner that it becomes funny. Whatever you tried to do, it ends up in hilarity.
5-8. Depending on the situation, you may pull off what you tried to do, but it probably won't be pretty.
9-12. You did whatever you tried but in a mediocre fashion.
13-16. You show skill at whatever it was you attempted.
17-19. It looks like you were born to do just that which you just tried. All-natural, perfected flawlessness.
20. Critical hit. You are a god at whatever it is you just described. No matter how silly, no matter how useless it seemed when you thought of it, you were amazing and somehow it made you save the day.
When you try to perform an action, your character traits (explained below in Examples) will help you succeed in that action. Say that your action rolls a 2 (that's very bad!) but your trait for that action has a base stat of 18, then you'll probably still succeed at performing the action. But say you roll an 8 (sorta alright) and your base stat is a 2, then you may find yourself in a bit of trouble. If you roll a crit (20), no matter how bad you are at something, you'll ace it. Vice versa too - no matter how good you are in general, if the dice roll comes out 1, you will fail. Miserably.

6) Listen to your Director (me for the first season). In the end, they're the ones driving the story and the actions.

7) When you speak with your fellow players, you may lie straight to their face; but when you are in discussion with your Director, you must tell them the truth!

Answer every of their questions honestly, and explain your pursuasions if they ask you to - this information is vital to the Director to properly conduct the game.

Lying to your Director will be considered cheating. Depending on the severity of the consequences of your cheat, it is the prerogative of the Director to choose to simply warn you, or terminate your character immediately for meddling with the course of the game.

8) When replying to the Director, please make sure at least '[[RPG]]' remains in the subject header. That causes all PMs related to this thread to get sorted into a nifty little inbox of its own.

9) Keep your posts short. The game is supposed to be quick-paced and dynamic; short but sweet!

10) You are free to discuss the game in this very thread, or go to your PMs to talk to fellow players there. If you do say things not related to what your character does at that time when you post here, please be sure to clearly mark what is in character and what is not.
For example:
Shrooblord wrote:OOC: Crap a shadow the size of a house? I smell dragon! Sadly, my character has the perception of a donkey's behind.

IC:
Shrooblord feels a slight breeze as a large cloud passes over or something. Whatever.
OOC (out of character) and IC (in character) are useful tags to distinguish one sort of text from the other. That's easier on the Director and fellow roleplayers.

Game mechanics:
---
[[DISCLAIMER]]
For this first season, I wish to not bombard everyone with all the game mechanics from the get-go; let me ease you into how to play this as we go along. But as the season progresses, game mechanics you discover will be listed here, so that you may review them and abuse them against me, as any good roleplayer does to their game master. ;D

---


[[PREGAME]]
[[Starting PMs]]
At the end of the sign-up process, all enrolled participants will be sent a set of PMs describing to them their character's powers and their current inventory. At that point, you will also have been given the option of purchasing your starter equipment! Please PM back to the Director your choice of starter equipment, within the time limit indicated by the Director. Then we can all start this magical journey together!

Keep in mind that whatever you know about your character, others do not. And they do not need to either...! Unless you want to tell them, of course.

[[Buying Equipment]]
One of the PMs you will receive gives you information on buying your starter equipment. All characters need gear to help them brave the dangers of the wicked world. The PM itself explains all necessary information, but as an example, refer to the examples post to see what Shrooblord the Knight has bought for his starting equipment.

----------------------

[[In-game mechanics]]
[[Rounds]]
The game moves forwards in rounds. This means that, per round, each player gets to take one turn (meaning, post a single time), and will then have to wait until the Director replies with a summary of what happened that round. Then, a new round starts and each player can again take their one turn.

Yes, this means, at times, the game might be slow - but possibly it can also whizz by at an incredible pace, depending on when everyone comes online. You may also decide to pass your turn so to speed up the progression of the game in moments where you cannot be active on the forum.

Within a round, you may discuss actively with players, send PMs and decide together on what you'd like to do that round, but remember that once you've had your turn, you can no longer contribute anything in-character (IC) to the rest of the round, except via PMs.

Each day, a new round will be guarranteed to start; there is a minimum of one round per day, and whenever a new day hits, a new round will start. This time limit ensures that the game keeps moving forwards, and safeguards against people showing inactivity. For more information, read on below.

[[Weekends]]
The exception is weekends. Play may be slower over weekends, since it's good for both players and Directors to have a break once in a while. ;)

[[Turns]]
As mentioned above, each player gets one turn and one turn only per round. You may not post anything in-character (IC) again if you already have that round! A turn consists of two actions that you can take. For more details, read below.

Before you post to have your one turn that round, you may choose to want to discuss things with others in advance, through PM or through posting out-of-character (OOC). Just remember that you may only post one post per round that contains in-character (IC) information to contribute to that round in the game.

[[Inactivity/Pass Turn]]
If you know that you will be unavailable to come to the forum for an extended amount of time, you can also choose to send the Director a PM informing them you wish to pass your turns in rounds until you post in a round once more.

Then, the Director will automatically decide for you how to describe your inactivity by making your character perform automatic attacks, or respond very basically to questions asked, or sit around doing not very much at all. Indeed, your character may appear inactive, and the other players could ascertain from this that you have temporarily withdrawn out of the game; this could also be deliberate tactic on your part, as part of the mindgame you're playing with your fellow players.

The Director will continue to pass turns for you until you post in a round yourself. This way, you can choose to let others play more rounds on a day where you personally can't make it to the forum (or don't want to). There will be 15 minute intervals in which you can choose to post, thereby cancelling the Director's auto-pass for your turns until you tell them again through PM that you wish to auto-pass turns.

Note that if you fail to post your turn before the daily time limit for the round expires (see above), you will automatically pass the turn.
Pass too many turns, and the Director may want to contact you about your inactivity. The game depends on your participation.

[[Actions]]
Each turn may contain up to two actions your character attempts to perform. Your turn may be filled with one attack or action; movement and an attack or action; or simply movement.

If you choose to dedicate your full turn to an attack or action, you may perform a more powerful version of said ability than if you'd choose to move and attack or perform an action.

Similarly, you can move further in turns that consist of only moving.

You have a 'secret' third action: it is the "reaction" you have in your turn. Please see this post for an explanation.

----------------------

[[Player stats]]
Character traits have an associated action or type of actions you can perform better according to how well-trained you are in them. There's always the chance for you to roll a critical hit on something, of course, but being well-versed in a skill before attempting it will catch you at times when you would normally fail a roll. Rolling well and being good at something to begin with leads to better results than just rolling well.

Speed: d20/4 (rounded down) * 5 maximum movement speed (in feet) per action. (Minimum of 5.)
For example: at character creation, d20 rolls an 18. Your maximum speed is 18/4 = 4.5 --> 4 * 5 = 20 feet per action. In one action during combat, you may move anywhere to a maximum range of 20 (move and attack) up to 40 (if you dedicate your entire turn to a move) feet away from your current position.

That is to say, when rolling the speed stat of your character, this trait determines how fast and agile your character can move in general. In certain situations, you may find your base speed will benefit or hinder you, but these situations will become apparant as they come. For the purpose of storytelling, you may assume that in non-combat, non-challenge situations, all characters move at roughly the same speed.

---- [[Derived skills]] ----
Perception: Intelligence/2 (rounded down) + 5.
For example: at character creation, d20 for Intelligence rolls a 13. Your Perception is 13/2 = 6.5 --> 6 + 5 = 11. This means that, when rolling to see if you can see where an enemy is, or when the Director attempts to hide creatures from you, those creatures would need a Stealth of 12 or higher in order to remain undetected.

In other words, depending on your Intelligence, you may be very good at spotting out hiding targets, or completely oblivious to them. Note that there are lots of factors that can influence both Stealth and Perception, raising or lowering the base value before the roll. Some examples include:
  • Actively searching for something gives a +5 bonus to your Perception.
  • Conditions like smoke, mist, darkness or obstructions between you and your enemy, hindering your line of sight towards them, will raise the Stealth of the creature attempting to hide or remain hidden by a bonus of +5.
  • If you are surrounded by enemies, you take a penalty of -5 to your Perception (since you are distracted).
  • Certain equipment or items may incur penalties or boost Stealth and/or Perception.
----------------------

[[Combat mechanics]]
[[Attacks]]

The easiest attack to perform is the Melee or Ranged Basic Attack. Each character in the game has the ability to use this at-will (as indicated by the colour scheme).
[Basic Attack]
Attack power - melee or range 25 feet. You punch, kick, slap or throw something at your target. The attack is quite weak, but sometimes whittling down your opponent one bit at a time is the right choice.
It should be noted that a melee basic attack is based on the character's strength, while a ranged basic attack goes off of dexterity.

Please see this post (and the conversation that follows) for a short explanation of how most combat mechanics work in-game.

--Other character stats will become apparant as the game goes on. When in doubt, just try something! It may just work out in your favour...--
Last edited by Shrooblord on Fri Apr 07, 2017 8:02 pm, edited 20 times in total.
Shrooblord
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Shrooblord »

Examples
Okay so that's a lot to take in, right? Let me explain. My first character is Shrooblord. He is a knight with a war-torn past. He mostly likes cookies and distrusts people with long hair because of said war-torn past. It's complicated.

Now, his character traits are as follows; I will now roll a set of d20 dice and the result will determine his personality:
Shrooblord, knight wrote:Name: Shrooblord, the Knight who Hates those of Long Hairs

Intelligence:
IIIIIIIIIIIIIIIIIIII (11)
Shrooblord is a knight who is of above average intelligence. He's not the very brightest, but he has some good insights and knowledge.
------>Perception: 10
He is not as keen as they come, but you will need to heed his presence when you try to sneak by him; he may just catch you if he strains his eyes hard enough.

Maximum Health:
IIIIIIIIIIIIIIIIIIII (13)
He's quite a sturdy little fellow; he'll take a couple of hits to take down but he's no beast who'll endure endless pain.

Endurance:
IIIIIIIIIIIIIIIIIIII (4)
Speaking of enduring, he can't do it for shit. If something tiresome is thrown before him, he'd much rather sit beside it and think of another way to get around the problem than brute forcing it - but if he must, he may be able to do it for a very short while.

Strength:
IIIIIIIIIIIIIIIIIIII (19)
Now, brute strength is something else entirely. Shrooblord has muscles growing out of his muscles. He can punch through steel doors with his little pinky while he carries the entire party on his back. You can count on Shrooblord to lift a weight or two!

Charisma:
IIIIIIIIIIIIIIIIIIII (4)
But he's not a very sociable character. He will be very crass and blunt at times and probably won't get along well with people on most days, but the sweetheart can try. He really does try. But people skills really aren't his forte.

Attractiveness:
IIIIIIIIIIIIIIIIIIII (9)
He's alright looking as far as it goes. The oil from the knight armour doesn't help him shine but he may be able to win over a few hearts with his fighting skills.

Bluff:
IIIIIIIIIIIIIIIIIIII (10)
Shrooblord may be able to talk himself out of a few situations, but I wouldn't count on him being able to lie straight to your face. And why would he! He'd much rather say something incredibly hurtful and get it over with rather than play mind games.

Dexterity:
IIIIIIIIIIIIIIIIIIII (4)
This knight was built for battle, not for tinkering. And it shows, too. He's clumsy with a screwdriver, but great with a sword. Give him a foe to beat up, and he's your man. Give him a cart to repair and... well... don't give him a cart to repair.

Magicks:
IIIIIIIIIIIIIIIIIIII (12)
As far as magic goes, he's quite experienced. A self-taught healing mage, he knows a couple of tricks to keep himself and his friends fighting when they're wounded. He once thought he might aspire to become a wizard. But then he learned that wizards have long beards and long hair. And he wouldn't have any of that.

Stealth:
IIIIIIIIIIIIIIIIIIII (8)
Shrooblord's armour is clunky. He is loud and noisy and as a result, can't hide that well from his enemies. However, he's picked up some tricks along the way. He knows how to cover his tracks and he has a great eye for getting to vantage points from where he can surprise his foes!

Speed:
IIIIIIIIIIIIIIIIIIII (2) - Maximum speed: 5 feet/action.
Being a knight wearing heavy armour wears Shrooblord down intensely. In combat, he may rush in to attack his opponents, but getting to the next target from there may prove somewhat difficult. He's terrible at jumping long distances and in a party he's better off being tugged along on a cart than actually walking himself.
(I'm surprised in a happy way with what a caricature this character turned out to be. Thank you, d20!)

Now, what do you want to play as? I'll give you some example character classes you can choose from, but you're more than free to create your own with their unique traits! Just remember that the character trait dice rolls you end up getting may impact what you had originally planned... but play with it as you wish!
Example classes wrote:Knight: durable fighters who have a heart for battle. They storm in, act as the frontline of a party and hack and slash into everything in their way. They're not amazing in person-to-person interaction, but they have a sturdy personality you can depend on.

Rogue: stealthy, swift, deadly. They rush in, eliminate their priority target and rush back out. They cannot survive many hits.

Mage: ranged and trained in the arcane, mages can cast wicked spells to aid their journeys. They are intelligent and insightful, but they need protection from enemy brutes.

Diplomat: who needs to fight when you've got someone with people skills? These guys can convince anyone to join your team, know their way around a tricky, heated arguement and can sway even the most stubborn of grumpy kings. They don't have much to offer in combat... but it's the diplomat's job to make sure it never comes to that!

Sage: thoughtful, a master of nature, a master of healing. Sages know the world and its people, plants and animals that live there. They are quick with a medkit and neutralise enemies with powerful spells.

Inventor: now here's a guy you can give your spare junk to and be assured that he'll turn it into something useful. Inventors take any situation and see a solution in it through the use of their tools and the insight of their brains.
====

Shrooblord bought this for starting equipment at the shop:
Shopkeeper wrote: Your proposed purchase will cost you an amount of gold as listed below:
Purchase:
  • Armour Tier II - 150 G
  • Melee Broadsword weapon Tier I - 105 G
  • 3x Health Potion Tier II - 105 G
  • 2x Strength Tonic Tier I - 50 G
Inventory gold total: 500
Total purchase cost: 410
====================================
Inventory gold remaining: 90
Are you okay with the proposed transaction?
Shrooblord wrote:Yes, I love that gear for that pricerange. What a steal!
Shrooblord's inventory wrote:Armour: Shining Armour from the Dawn of Pantries (Armour Class II)
Weapon: Two-Week Old Baguette (Broadsword Class I)
Enchanted gear: None
Consumables:

  • 3x Health Potion Mk. II
  • 2x Strength Tonic Mk. I
Gold Total: 90
Last edited by Shrooblord on Sun Feb 05, 2017 3:49 pm, edited 9 times in total.
Shrooblord
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Posts: 15762
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Shrooblord »

Current season and cast - CURRENT DIRECTOR: SHROOBLORD
That's it! I'd like to kick off this season with a very short introductory post. Of course I'll explain to you your mission, your starting point and whatever is still unclear. First, some story background:
Teren, Garden of Dreams
You wake up in the glade of a forest surrounded by the rest of your party. Before you forms a dark cloud with black lightning licking the trees around you. A sorceror appears from its shadows. It is Prol, the Wizard of the Wastes! But who is that in his arms? Oh no! He has captured the young Prince Huxley!
“Ha-ah-ah-ah-ack!” he cackles, “Foolish adventurers! The heir to your throne is in my kingdom now. Without him, the line to your throne is doomed. Dooooomed! I dare you to try and stop me!”
And he disappears in a puff of smoke.

Resolute, you look towards the hill, where
Prol’s dark mansion stands. Storm clouds gather above it. Behind you is the royal castle, where the Prince was most likely taken. Will you and your party set out to stop the evil Prol? Or will you rebel against your queen, now that her family is in distress and she is at her weakest? This is your adventure. You decide.

Current cast (playing characters):
Cast list:
Player characters wrote:
  • Shrooblord, the Knight who Hates those of Long Hairs
  • Dog Food, the Brute Whose Artistry is Matched Only By His Chin of Steel
  • Chimney, the Corroded Sleeper Sweeper
  • Harpic, the Crafted Man
  • Master McMasterson of Masterton, who goes by the name of ‘Master’
  • Udongo Mtu, the Man of Clay Whose Face is Gold
Detailed cast list:
Shrooblord, knight wrote:Name: Shrooblord, the Knight who Hates those of Long Hairs
Intelligence:
IIIIIIIIIIIIIIIIIIII (11)
------>Perception: 10
Maximum Health:
IIIIIIIIIIIIIIIIIIII (13)
Endurance:
IIIIIIIIIIIIIIIIIIII (4)
Strength:
IIIIIIIIIIIIIIIIIIII (19)
Charisma:
IIIIIIIIIIIIIIIIIIII (4)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (9)
Bluff:
IIIIIIIIIIIIIIIIIIII (10)
Dexterity:
IIIIIIIIIIIIIIIIIIII (4)
Magicks:
IIIIIIIIIIIIIIIIIIII (12)
Stealth:
IIIIIIIIIIIIIIIIIIII (8)
Speed:
IIIIIIIIIIIIIIIIIIII (2) - Maximum speed: 5 feet/action.
Dog Food, brute wrote:Name: Dog Food, the Brute Whose Artistry is Matched Only By His Chin of Steel
Intelligence:
IIIIIIIIIIIIIIIIIIII (4)
------>Perception: 7
Maximum Health:
IIIIIIIIIIIIIIIIIIII (17)
Endurance:
IIIIIIIIIIIIIIIIIIII (20)
Strength:
IIIIIIIIIIIIIIIIIIII (7)
Charisma:
IIIIIIIIIIIIIIIIIIII (4)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (5)
Bluff:
IIIIIIIIIIIIIIIIIIII (13)
Dexterity:
IIIIIIIIIIIIIIIIIIII (20)
Magicks:
IIIIIIIIIIIIIIIIIIII (14)
Stealth:
IIIIIIIIIIIIIIIIIIII (12)
Speed:
IIIIIIIIIIIIIIIIIIII (17) - Maximum speed: 20 feet/action.
Chimney, Sweeper wrote:Name: Chimney, the Corroded Sleeper Sweeper
Intelligence:
IIIIIIIIIIIIIIIIIIII (12)
------>Perception: 11
Maximum Health:
IIIIIIIIIIIIIIIIIIII (20)
Endurance:
IIIIIIIIIIIIIIIIIIII (4)
Strength:
IIIIIIIIIIIIIIIIIIII (18)
Charisma:
IIIIIIIIIIIIIIIIIIII (9)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (14)
Bluff:
IIIIIIIIIIIIIIIIIIII (14)
Dexterity:
IIIIIIIIIIIIIIIIIIII (19)
Magicks:
IIIIIIIIIIIIIIIIIIII (4)
Stealth:
IIIIIIIIIIIIIIIIIIII (6)
Speed:
IIIIIIIIIIIIIIIIIIII (3) - Maximum speed: 5 feet/action.
Harpic, living statue wrote:Name: Harpic, the Crafted Man
Intelligence:
IIIIIIIIIIIIIIIIIIII (2)
------>Perception: 6
Maximum Health:
IIIIIIIIIIIIIIIIIIII (11)
Endurance:
IIIIIIIIIIIIIIIIIIII (16)
Strength:
IIIIIIIIIIIIIIIIIIII (11)
Charisma:
IIIIIIIIIIIIIIIIIIII (13)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (15)
Bluff:
IIIIIIIIIIIIIIIIIIII (6)
Dexterity:
IIIIIIIIIIIIIIIIIIII (15)
Magicks:
IIIIIIIIIIIIIIIIIIII (7)
Stealth:
IIIIIIIIIIIIIIIIIIII (15)
Speed:
IIIIIIIIIIIIIIIIIIII (10) - Maximum speed: 10 feet/action.
Master, mage wrote:Name: Master McMasterson of Masterton, who goes by the name of ‘Master’.
Intelligence:
IIIIIIIIIIIIIIIIIIII (14)
------>Perception: 12
Maximum Health:
IIIIIIIIIIIIIIIIIIII (9)
Endurance:
IIIIIIIIIIIIIIIIIIII (5)
Strength:
IIIIIIIIIIIIIIIIIIII (14)
Charisma:
IIIIIIIIIIIIIIIIIIII (17)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (1)
Bluff:
IIIIIIIIIIIIIIIIIIII (7)
Dexterity:
IIIIIIIIIIIIIIIIIIII (17)
Magicks:
IIIIIIIIIIIIIIIIIIII (13)
Stealth:
IIIIIIIIIIIIIIIIIIII (17)
Speed:
IIIIIIIIIIIIIIIIIIII (12) - Maximum speed: 15 feet/action.
Udongo Mtu, clayman adonis wrote:Name: Udongo Mtu, the Man of Clay Whose Face is Gold
Intelligence:
IIIIIIIIIIIIIIIIIIII (8)
------>Perception: 9
Maximum Health:
IIIIIIIIIIIIIIIIIIII (13)
Endurance:
IIIIIIIIIIIIIIIIIIII (17)
Strength:
IIIIIIIIIIIIIIIIIIII (8)
Charisma:
IIIIIIIIIIIIIIIIIIII (9)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (14)
Bluff:
IIIIIIIIIIIIIIIIIIII (16)
Dexterity:
IIIIIIIIIIIIIIIIIIII (16)
Magicks:
IIIIIIIIIIIIIIIIIIII (9)
Stealth:
IIIIIIIIIIIIIIIIIIII (11)
Speed:
IIIIIIIIIIIIIIIIIIII (7) - Maximum speed: 5 feet/action.
Okay, let the sign-up period begin! You have until the end of Sunday the 5th of March to say you want to join. All you have to do is post in this topic and tell us your character's name to sign up. You may choose a chracter class (mage, knight, extra dimensional void brain, Shroob - these are examples). Your character traits will be determined by dice roll by me the first time I read your post.

After the signup period, you will be told through PM on whose team you are and you will be able to start off the adventure immediately after!
Last edited by Shrooblord on Tue Mar 21, 2017 1:49 am, edited 32 times in total.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Master »

Well, we ought to give this a good proper run so we can build this up to being a fun RPC special, sign me up for great justice!
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by buildersith »

This should prove entertaining, considered me signing up.
Now like any good RPG let me consider what my characters name and class should be for the next 3 hours.

How about Cu Sith, may as well use character I already have somewhat established, he's actually the pyro in my sig :o
A reaper with a caring heart but an outer shell of cynicism. Coming from another time and place, but equipped to fit in his current whereabouts, he's at least reliable enough to try his hardest to get the job done. He doesn't talk much when in the realm of the living, but when he does, rest assured he's either insulting you, or comforting you, depending on what kind of mood he's in... you're going to get insulted a lot.

I may as well try my hand at giving him a custom class, though it's also more of a race too now that I think about it.

Reaper: Supernatural peacekeepers and warriors whose day job is to guide and comfort the spirits of the recently deceased to their next destination, making them fairly decent for a conversation. Whilst in the mortal plane, in a mortal body, they're pretty much an every-man: physically weak, with their only supernatural attribute that tends to remain is their swift speed. They also tend to love making an entrance, so naturally aren't very stealthy either, also they're not going to win any beauty contests any time soon, as they're mortal body is still mostly, if not all, bone, hence why they keep they're entire body undercover.

Let me know if this is alright Shroob, and also lets hope this gets the attention it deserves, it's actually a great idea and i'd like to see the community adopt it.
also my predictions for how long I was going to consider this were fairly accurate, I started writing this post at 1 in the morning, it's now 4, and I'm not even tired! Though I probably should get to bed.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Imco »

Woop! Sign me up as inventor! I suppose it fits me best :P
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Master »

Whoops, forgot to select a class, I'mma be a Mage.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Jewish Candy »

I'm signing up, but I still want to think on my character and class a bit.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Bradandez »

I'd like to join, but like Jewish, I'd like some time to choose my class.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Shrooblord »

Excellent! Master, what will be your name of choosing? Or can I call you simply Master? Candish, Imco, Brad?
Jewish Candy wrote:I'm signing up, but I still want to think on my character and class a bit.
Naturally, folks, I can give you tips on what sort of character you might want to play based on your rolled stats. But you're more than free to pick a role and stick to it, no matter how good or bad your stats reflect that role. That's all up to you (and may lead to some great character backstory or funny situations - you may be terrible at magic but amazing at bluffing and still play a Mage; you could convince everyone that natural occurences are all your handywork :P )!
buildersith wrote:swift speed
Oh good! You reminded me of a character stat that we still need: player speed! Updated the first posts accordingly. See the 'rules' post under 'Game mechanics'.
Let me know if this is alright Shroob
Absolutely! Sounds fun. Let me roll your character's stats:
Cu Sith, reaper wrote:Name: Cu Sith
Intelligence:
IIIIIIIIIIIIIIIIIIII (12)
Maximum Health:
IIIIIIIIIIIIIIIIIIII (5)
Endurance:
IIIIIIIIIIIIIIIIIIII (11)
Strength:
IIIIIIIIIIIIIIIIIIII (20)
Charisma:
IIIIIIIIIIIIIIIIIIII (19)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (17)
Bluff:
IIIIIIIIIIIIIIIIIIII (1)
Dexterity:
IIIIIIIIIIIIIIIIIIII (10)
Magicks:
IIIIIIIIIIIIIIIIIIII (17)
Stealth:
IIIIIIIIIIIIIIIIIIII (2)
Speed:
IIIIIIIIIIIIIIIIIIII (15) - Maximum speed: 15 feet/action.
xD builder your combat stats are amazing except you can't be hit more than once or twice and you're abysmal at lying and deception (also in being stealthy). Pretty much turned out exactly as you described it - except that, for a reaper, as you say these are traits they would normally not have, you're abnormally buff and gorgeous-looking too.
Master, mage wrote:Name: Master McMasterson of Masterton (or 'Master' for short)
Intelligence:
IIIIIIIIIIIIIIIIIIII (14)
Maximum Health:
IIIIIIIIIIIIIIIIIIII (9)
Endurance:
IIIIIIIIIIIIIIIIIIII (5)
Strength:
IIIIIIIIIIIIIIIIIIII (14)
Charisma:
IIIIIIIIIIIIIIIIIIII (17)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (1)
Bluff:
IIIIIIIIIIIIIIIIIIII (7)
Dexterity:
IIIIIIIIIIIIIIIIIIII (17)
Magicks:
IIIIIIIIIIIIIIIIIIII (13)
Stealth:
IIIIIIIIIIIIIIIIIIII (17)
Speed:
IIIIIIIIIIIIIIIIIIII (12) - Maximum speed: 15 feet/action.
Master, you aren't exactly a charmer, but you know your way with people nonetheless. You can get things done and you're pretty suave when it comes to pick-pocketing and lock-picking. You can handle a tool well and though you enjoy magic more than anything, you could use some help casting it now and then.
[Jewish Candy], ??? wrote:Name: [Jewish Candy]
Intelligence:
IIIIIIIIIIIIIIIIIIII (15)
Maximum Health:
IIIIIIIIIIIIIIIIIIII (14)
Endurance:
IIIIIIIIIIIIIIIIIIII (13)
Strength:
IIIIIIIIIIIIIIIIIIII (4)
Charisma:
IIIIIIIIIIIIIIIIIIII (17)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (10)
Bluff:
IIIIIIIIIIIIIIIIIIII (2)
Dexterity:
IIIIIIIIIIIIIIIIIIII (15)
Magicks:
IIIIIIIIIIIIIIIIIIII (18)
Stealth:
IIIIIIIIIIIIIIIIIIII (4)
Speed:
IIIIIIIIIIIIIIIIIIII (20) - Maximum speed: 25 feet/action.
Jewish, you're smart and a tough one to beat down. You know how to get things done and you're pleasing to the eye. You have no poker face and trip up every time you try to sneak your way across a room but if you're discovered, you can put on a mighty sprint and not one person will be able to catch you, perhaps also because you're so well-versed in magic that you can leave your illusionary clone behind where you stood...
[Imco], inventor wrote:Name: [Imco]
Intelligence:
IIIIIIIIIIIIIIIIIIII (17)
Maximum Health:
IIIIIIIIIIIIIIIIIIII (13)
Endurance:
IIIIIIIIIIIIIIIIIIII (8)
Strength:
IIIIIIIIIIIIIIIIIIII (17)
Charisma:
IIIIIIIIIIIIIIIIIIII (9)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (4)
Bluff:
IIIIIIIIIIIIIIIIIIII (2)
Dexterity:
IIIIIIIIIIIIIIIIIIII (19)
Magicks:
IIIIIIIIIIIIIIIIIIII (17)
Stealth:
IIIIIIIIIIIIIIIIIIII (11)
Speed:
IIIIIIIIIIIIIIIIIIII (12) - Maximum speed: 15 feet/action.
Looks like you picked the right role, Imco! You're bright as a spark and have the strength and hand-eye coordination that are required to build the most intricate gadget and most sturdy battlement. You've got a fine control over the arcane and maybe you even refine your constructs into living weapons...? You're okay at taking a few hits, but you won't last very long at the front of a battle... so make sure you never find yourself there! You're not an eyecatcher but you're not dead-ugly either. You can talk with people and hold a conversation just fine, but convincing others to follow your convictions won't be easy. Your nose twitches every time you tell a lie but you have a certain finesse at avoiding patrolling guards or other such watching eyes.
Bradandez, ??? wrote:Name: [Brad]
Intelligence:
IIIIIIIIIIIIIIIIIIII (8)
Maximum Health:
IIIIIIIIIIIIIIIIIIII (13)
Endurance:
IIIIIIIIIIIIIIIIIIII (14)
Strength:
IIIIIIIIIIIIIIIIIIII (14)
Charisma:
IIIIIIIIIIIIIIIIIIII (6)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (9)
Bluff:
IIIIIIIIIIIIIIIIIIII (6)
Dexterity:
IIIIIIIIIIIIIIIIIIII (17)
Magicks:
IIIIIIIIIIIIIIIIIIII (19)
Stealth:
IIIIIIIIIIIIIIIIIIII (18)
Speed:
IIIIIIIIIIIIIIIIIIII (14) - Maximum speed: 15 feet/action.
You're not the wittiest or most insightful, but you've got clear common sense and a certain charm, Brad. You're a crazy good wizard and have near unrivalled skills with a bow or a tool. You can move through your surroundings unseen with ease and should anything surprise you, you're tough enough to sustain a couple of hits. You're a bit blunt at times, but your intentions are pure and you've got a big heart.

What an intelligent and magic-savvy party so far!


You are all welcome to give your own text-based interpretations of these stats like I did in my example for Shrooblord above. You don't need to of course - only if you want to.
Last edited by Shrooblord on Sat Apr 11, 2015 11:34 am, edited 2 times in total.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Master »

I will be Master McMasterson of Masterton.
Eh, maybe just stick to Master.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Shrooblord »

Edited accordingly!
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Jewish Candy »

I am Hedgehog. My race/class is Hedgehog, a noble race of hedgehogs with a long, proud history of hedgehoggery. I was exiled from my prickle for having blunt spines - the greatest shame a hedgehog can bear. I now wander amongst the giant people, alone in a world that's just too big for me.

Like all hedgehogs, I am the fastest thing alive, fast enough to leave after-images if I gather enough speed. Unfortunately my reflexes don't match up, so I sometimes crash into things. This, along with my tiny dexterous paws and inability to lie, only makes me even cuter so no one can resist petting me - even though I don't like being handled :( My spines may not damage potential handlers much, but they do at least give me sturdy protection when I can't find an escape route.

Image
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by buildersith »

Shrooblord wrote:Pretty much turned out exactly as you described it - except that, for a reaper, as you say these are traits they would normally not have, you're abnormally buff and gorgeous-looking too.
It was meant to be!
Image
Just for clarification this isn't how he'll be appearing in game, I just made this because I thought it would be funny, and it was, to me at least.

Also, forewarning prepare yer butts. I told an irl friend about this and now he wants to join in, he told me what character he was going to be and... it's an interesting choice, at the very least, kinda risqué, I guess its just how the rest of you feel about his choice.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by The Advert Guy »

Hello all i am said friend to Buildersith! and i wish to join if you will allow me.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Master »

Welcome aboard, I'm sure Shroob will be more than happy to add you!

All things considered, personally I'm taking this season to not only be a pilot, but also a bit of an experiment, given how this is a rather new concept to RPC, I can imagine there's going to be a few kinks here and there that'll require some refinements for later seasons. I would also imagine that this season might be a bit bumpy as well due to said kinks, and the newness for some of we folk. Just be merciful to we newbies :P
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Jewish Candy »

I wonder if we'll look back in a year's time and marvel at the Early Installment Weirdness. Hopefully. :P I'm sure Scrub will be a generous and kind Director!
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by Shrooblord »

Yay thanks guys! Also I'm already LOLing at the few replies we've generated so far... can't wait till the thing actually kicks off.

Advert Guy! Welcome! Do join in - the more, the merrier. What would you like to be called? I will roll for you your character stats!
[The Advert Guy], ??? wrote:Name: [The Advert Guy]
Intelligence:
IIIIIIIIIIIIIIIIIIII (19)
Maximum Health:
IIIIIIIIIIIIIIIIIIII (8)
Endurance:
IIIIIIIIIIIIIIIIIIII (3)
Strength:
IIIIIIIIIIIIIIIIIIII (13)
Charisma:
IIIIIIIIIIIIIIIIIIII (1)
Attractiveness:
IIIIIIIIIIIIIIIIIIII (20)
Bluff:
IIIIIIIIIIIIIIIIIIII (4)
Dexterity:
IIIIIIIIIIIIIIIIIIII (17)
Magicks:
IIIIIIIIIIIIIIIIIIII (11)
Stealth:
IIIIIIIIIIIIIIIIIIII (20)
Speed:
IIIIIIIIIIIIIIIIIIII (12) - Maximum speed: 15 feet/action.
Wow, you're all over the spectrum! You're a stone-cold genius, but you're a bit of a bookworm. You have no way around people whatsoever, yet your appearance is so simply divine that people fall for you in your very tread. You are as scrawny as a twig and show it in your ability to take hits, too. Don't find yourself surrounded by foes! Though with your almost shadow-like deception and nimble agility (and your brains - did I mention your genius already?), you may be able to escape even from such a situation.


Yes, Master, I expect some hiccups along the way... but I guess that's to be expected.

I've been preparing some PMs for y'all when the season kicks off. The rules will update accordingly. There'll be a few behind-the-scenes things going on here and there, I presume. I guess that's the advantage of a forum-based version of this. Anyway, that'll happen next Sunday!

Edited the current cast accordingly, Jew.
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Re: Quester RPG: [Season 1 - Shrooblord] (SIGNUP)

Post by NyaNyaLily »

How do you sign up?
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