An RPG - Signups

Started by Jubal, May 16, 2011, 09:59:24 AM

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Jubal

The kingdom of Axiosa was destroyed in a lighting warfare campaign in 1707. Its capital razed to the ground, a nation that had once held the balance of power found that its influence had greatly waned. Its remaining citizens harboured much resentment, and the rugged west of the country became the focus for much lawlessness. It is here, in 1709, that you start your journey - into a world of Guns, Swords, and Steam...

SETTING - This is set in the Guns, Swords, and Steam world. The setting has a 1700s/clockpunk/gothic feel. Please sign up here! We want 4-5 players, who will need to be fairly committed. To sign up just give your character's name, race, and career as described below:

Oh, and here's steampunk cat to set the mood:
Spoiler

Here are your potential careers. Please say which you want on signing up. The brackets next to each career show player races (H for human, W for Werewolf, V for Vampire, G for Grenlach, or you can be a Portune which is a magic specialist midget race that does not take careers. Please can we have no more than one non-human at most, the other playable races are very, very rare and Vamps/Wolves will get hunted down by witch hunters in many areas.
Levy Musketeer (H, V)
Woodcutter (H, W)
Apprentice Shopkeeper (H)
Boatman (H)
Young Nobleman (H, V)
Apprentice Craftsman (H, G)
Apprentice Priest (H, G)
Beggar/Petty Thief (H, W)
Tinker (H, G)
Vagabond (H, W)
Errand Rider (H)
Apprentice Clerk (H, V)
Vagrant Traveller (H, W, G)

Career Details (note that M= Movement, Sh = Shooting St = Striking, Pw = Power, Int = Intelligence, Nv = Nerve, Rn = Renown, Ld = Leadership ability, and Lk = Luck:
Spoiler
Levy Musketeer
Gain Musket, Bayonet, Uniform, +1 Sh, +1 St.
EXITS: Musketeer, Horseman, Powder Carrier, Apprentice Shopkeeper, Woodcutter, Vagabond
SYNOPSIS: An infantry recruit is the lowest of the low. Levied to fight with little or no real understanding of the ways of war, the battlefields of the world are littered with such hapless musketeers. Unwieldy plug bayonets and unreliable smoothbore muskets are the tools of their trade; some survive, some desert to go in search of adventure... many have their careers cut brutally short.

Woodcutter
Gain axe, Woodsman, Woodsman's Clothes, +2 Pw, +1 St
EXITS: Woodsman, Hunter, Army Scout, Levy Musketeer, Apprentice Craftsman, Vagrant Traveller
SYNOPSIS: Woodcutters are the roughest and least skilled of the backwoodsmen, men split off from society to live out in the wild but without the knowledge to be at one with it – yet. Some will go on to become successful hunters and trackers; for most, living out in the wilds is a constant battle with untamed nature.

Apprentice Shopkeeper
Gain +1 Nv, +1Lk, Haggle, Common Clothes, Evaluate Price, +15 crowns
EXITS: Shopkeeper, Apprentice Smith, River Boatman, Apprentice Craftsman, Apprentice Priest, Apprentice Clerk
SYNOPSIS: Few in any world dream of battle and bravery; many just wind up working for pitiful wages on shop floors around the small towns and villages. A shopkeeper's apprentice does not live badly, and at least money and a bed are more assured than for some, but having the pluck to do well in the messy world of business is often a harder challenge than for those who go out into more risky pursuits.

Boatman
Gain +1 Pw, Knife, 4-seat Rowboat w/Oars, Common Clothes, Rope, Seafarer, +1Lk
EXITS: River Boatman, Ferryman, Message Carrier, Errand Rider, Woodcutter, Levy Musketeer
SYNOPSIS: The many rivers and lakes of the world are always centrepieces for the life of those around them. Poor fishermen, ferrymen, guides; the list is endless. The average boatman is hardly wealthy, but with a deck underneath him his specialised knowledge is always potentially useful.

Young Nobleman
Gain sabre, Noble's Clothes, Pistol, +1Ld, +1Rn, Schooled, Ride Horse, +10 crowns
EXITS: Horseman, Minor Nobleman, Officer-In-Training, Apprentice Priest, Infantry Recruit, Apprentice Clerk
SYNOPSIS: Noblemen are, unlike almost any other social class, very free to choose their path in life. The priesthood, the cavalry regiments, land management, adventuring, mercenary fighting, politics; a young man from a noble family can work his way into many of the upper regions of society. That does not mean their life is necessarily easy. Wealth, wherever and however it comes, attracts bullets...

Apprentice Craftsman
Gain tools (Same as trade), Common Clothes, Trade(any), Evaluate price, +1St, +1Pw
EXITS: Basic Craftsman, Apprentice Smith, Apprentice Shopkeeper, Tinker, Apprentice Clerk
SYNOPSIS: Basket-weavers, potters, locksmiths; there are many crafts a young person can be apprenticed into. Many ordinary folk will live as craftspeople, working each day (and often at night) to make basic (or rather finer) handcrafted goods to sell for a few copper crowns.

Apprentice Priest (of Jupiter/Artemis/Wotan)
Gain spear, Holy Symbol, Common Clothes, Schooled, +1Nv, +1Ld
Jupiter – Gain Hatred of Non-Humans, +1Nv
Artemis – Gain Hatred of Vampires, Shortbow, 5x wooden arrows
Wotan – Gain Hatred of Oathbreakers, +1Pw
EXITS: Shriven Priest (of god), Apprentice Witchfinder, Apprentice Clerk, Vagrant Traveller
SYNOPSIS: The priesthood vary greatly in their power and influence in different regions. In the Union, most religious sects are outlawed; in Nurreich, they are legal but ignored. Beside these two nations, most southern nations and those to the Union's immediate west would welcome a priest of one of Jupiter's two schismatic Papal states. South of the Union the southern Papacy is governed by a consensus-based council and holds a mostly religious role in societies dominated by secular politics. The new, or Northern, Papacy has a far more interventionist influence that progressively wanes in the thickly forested mountain states of Tarrala or Kanhelm in favour of Artemis, a hunter's deity. Further north still and Wotan, a vengeful god whose priests are bound to hunt down oathbreakers, holds sway.

Beggar/Petty Thief
Lose 40c, Gain lockpicks, rags, +1Nv, +1M, +1Lk, Skill (theft) OR Skill (Begging)
EXITS: Wandering Helper, Thief, Ferryman, Errand Rider, Vagabond, Vagrant Traveller
SYNOPSIS: Pickpockets and stragglers in a hostile world, the beggars and waistrels of the cities nevertheless manage to eke out a living for themselves. A good knowledge of escape routes, gutters and sewers is enough to mark a successful petty thief or beggar out from a failure – that and the fact that the failures are hanging from a nearby gibbet...

Tinker
Gain Tinker's tools, +1Int, Trade (tinker), Common Clothes, Schooled, Knowledge (Basic Mechanics), Tinker, +1St, d3+4 small machine parts
EXITS: Apprentice Engineer, Apprentice Smith, Powder Carrier, Apprentice Clerk, Apprentice Craftsman
SYNOPSIS: A tinker is a craftsman of sorts. Jackdawish collectors of any machinery they can find, they fix broken items and work with screws, saws and bolts to build little flights of fancy. Their work is unskilled and shoddy, but amid the bric-a-brac and mess lies a mind often more fertile than those around it.

Vagabond
Gain Fighting knife, Rags, 2handed club, Clear Head, Intimidate, +1Nv, +1Pw, +1 St, lose 40c
EXITS: Wandering Entertainer, Bandit, Thief, Levy Musketeer, Woodcutter, Petty Thief
SYNOPSIS: Thugs and tough guys, a few vagabonds can be seen at the door of any country or city inn as they leer at strangers or ogle the local girls. Specialising in brute force requires more than strength; a vagabond knows how to hold their nerve, and their heavy weaponry almost conceals the fact that they have the accuracy to do a lot of damage with it in a fight.

Errand Rider
Gain Ride horse, Cavalry horse, Battle Club, Common Clothes, +1St
EXITS: Message Carrier, Scout, Horseman, Levy Musketeer, Vagrant Traveller, Boatman
SYNOPSIS: Often the son of a stablehand or retired cavalryman, an errand rider is employed to do menial tasks that require speed. It may be as little as getting a forgotten item of shopping for a local noble, or carrying a message to someone their master wishes to snub, but such riders have a lot of skill with their horses. That said, the average errand boy is hardly trained at much else...

Apprentice Clerk
Gain +2 Int, Schooled, Pen & Paper, +1Nv, Common Clothes, Knowledge (Geography) OR Knowledge (History)
EXITS: Clerk, Apprentice Scribe, Apprentice Engineer, Apprentice Priest, Tinker, Apprentice Shopkeeper
SYNOPSIS: Spilt ink and badly-cut quills are the hallmarks of a clerk's apprentice. Downtrodden and spat upon, such people are nevertheless necessary of the running of businesses and military regiments across many states. Their work is not back breaking, but nevertheless little food and much writing leaves their physical state in a less than perfect condition. The intellect required of a clerk can be useful in many situations, however.

Vagrant Traveller
Gain Dress Wounds, Drive Carriage, Common Clothes, Beast Care (Horses), Fighting Knife, +1Pw
EXITS: Wandering Helper, Wandering Entertainer, Woodsman, Errand Rider, Woodcutter, Boatman
SYNOPSIS: Gypsies, dropouts, the homeless; vagrants and wanderers are found on many roads leading to just about anywhere. Often travelling by cart, their skills are those needed to survive in a world of foraging for food, of scrapes and scratches, and of caring for the horses that are often their only lifeline.


Your starting stats are M7 Sh6 St6 Pw6 Nv6 Int6 Rn1 Ld0 Lk1 for a human, plus any bonuses for career. You automatically gain Common Knowledge (Axiosan Hills), Speak (Warinese), 10xp, 50 crowns, and a randomised bonus or penalty which I will roll for you. Hopefully I should be able to moderate this fairly effectively, but apologies in advance for activity gaps that will occur.

SIGNUPS:
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Cuddly Khan

Quote from: comrade_general on January 25, 2014, 01:22:10 AMMost effective elected official. Ever. (not counting Jubal)

He is Jubal the modder, Jubal the wayfarer, Jubal the admin. And he has come to me now, at the turning of the tide.

Jubal

QuoteTo sign up just give your character's name, race, and career as described below

The information would help, since the sort of plot I go for may depend on your character choices.  :P
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Cuddly Khan

NAME: Surverniose (Pronounced Surv-urn-io-s-a) Khan

RACE: Human. From the far away country called Mongiala.

CAREER: Errand Rider (It was the closest I could get to a Steppe Traveler :P)
Quote from: comrade_general on January 25, 2014, 01:22:10 AMMost effective elected official. Ever. (not counting Jubal)

He is Jubal the modder, Jubal the wayfarer, Jubal the admin. And he has come to me now, at the turning of the tide.

Captain Carthage

If I wasn't involved in two RPs over on Warseer already I'd defiantly go for this. If one of them falls through I'll start sniffing around again.
Scum of the highest degree and don't let charitable citizens tell you otherwise.

Gen_Glory

Is levy musketeer effectively a recruit or is there more freedom?
Tis but a scratch...


Jubal

It implies you're trained with a musket, but nothing else - aka yes there's more freedom than the old description.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Gen_Glory

Oh, so not a Dartagnan style musketeer?

also is priest a semi-combat class or is it all prayers and blessings?
Tis but a scratch...


Jubal

The operative word is "levy", implying armadilloty and peasantish. D'Artangan style musketeers would exist, but they'd be a damn sight above L1. :P

Some priests will be fairly effective in combat; they're not a "combat class" per se (Nerve and Ld are probably their key stats, they're really charisma based), but they're effective at higher levels particularly to counter magic or "unholy" enemies. There's also the witch hunter career path from level 2 upwards which is a more combat oriented type.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Gen_Glory

likely hood of us meeting witch-hunters?
Tis but a scratch...


Jubal

Of you meeting any? Not vast given that you're fairly far south (generally more weird magicky crap happens the further north you get), but there's not a bad chance nevertheless.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Gen_Glory

Ok then

Name: Leonard Jenkins
Race: Human
Career: Woodsman
Tis but a scratch...


Captain Carthage

#12
You know what. Fudge it, I've changed my mind.

Name: Rincewind "Pages" Weatherfield

Race: Human

Career: Apprentice Clerk (Note: Knowledge (History) has been picked)

Also Jubal, are you ever on the Giant in the Playground forms? You see I did some digging and found that someone with a very similar name has posted something very similar there.
Scum of the highest degree and don't let charitable citizens tell you otherwise.

Jubal

Yeah, I'm on GITP, and yep, the stuff on there is the exact rules we'll be using (except that it's an earlier and less tested version posted on there).
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Captain Carthage

#14
I feel like a super sleuth, befitting of my intelligent class. 8)

Also do I get to chose my knowledge or is that random?
Scum of the highest degree and don't let charitable citizens tell you otherwise.