Or what's left of "the world", anyway. If there even is one outside the Wrinkle; no one has ever managed to climb the rim--that is, the ring of impenetrable mountains and cliffs that surround this place. Heck, there's not even much "world" in here, either. It's just us here on the City on the Rim--built on an outcropping near the base of the rim--and the Conglomerate down below. That place is a mess; some twisted, warped mess of structures and ruins from every age and era. Always changing and reforming itself, and always very very hostile. See, it has an unfortunate tendency of bringing... creatures. Sometimes familiar. Usually foreign. Set foot down there, and something is bound to attack you eventually. You're safe in this city--I guess they can't climb, or don't want to--but friendly faces are few and far between down there.
The Conglomerate doesn't just bring us them, though. It brings us people. Every so often, a body shows up in the well, and they come to some time after we get 'em out. Sometimes they're down in the Conglomerate but we usually can't save those ones. They usually have memories and clothing of some forgotten time. Sometimes, they're very vivid, but more often than not they're foggy. Sometimes, they're a complete amnesiac. But they've all got one thing in common: it's what we call a "brand". A jet-black mark somewhere on their skin, circular in shape and often with some kind of mark or design. Neither we nor they know where it came from, or what it does. If anything.
You're one of them. I can tell by the look in your eyes. You're antsy. Never satisfied, always searching for something new; every ounce of relief or victory met with a gnawing hunger for more conquest. I can tell you're going down there. I can tell I can't stop you. You're going to look for a way out. Don't listen to the rumors, about a secret at the center; they're just that. Rumors. Don't you think we would have found that secret by now? After all these years? You're better off just settling down up here, where it's safe...
---
Welcome to A Wrinkle in the World! I haven't seen too many stat-based RPs around, so I thought I'd introduce one of my own. Unlike typical RPs, this game is played with stats and concrete abilities as if it were a typical RPG, and is combined with a setting and plot inspired by Dark Souls. Ideally a cooperative adventure with 5-8 players.
Your goal is simple: discover the secrets of the Wrinkle and find a way out. Everyone starts in the City on the Rim with a backstory and character of their choice (as expected) and will journey below to the unknown.
This world is in medieval stasis, so expect a tech level similar to high fantasy. You can have parallels to modern items so long as they are redesigned to fit the setting (e.g. a magitek gun-like weapon). Some exceptions can be made but don't go too modern.
Are others interested in a stat-based RPG?
Here's a more detailed explanation of the intended mechanics:
Unlike most RPs here, this is heavily focused on stats. It is an RPG after all. Stats here are very similar to other RPGs, in that they describe the raw ability of your character in some basic attribute. In addition to allocating stats, players choose "abilities" for their character, which can be either passive abilities describing some constant effect that the character has (e.g. a character skilled in fencing might have a "rapier mastery" skill that increases accuracy with lightweight swords) or an activated ability similar to a spell in an RPG (e.g. that fencer might have an armor-piercing thrust ability); think of these as perks or spells. Characters also have an "archetype", which is basically the equivalent of a class. Your archetype describes the general skillset of your character; abilities you choose are allowed to be more powerful if they are related to your archetype (and are agreeable with your stats) and must be less powerful if they are not a part of your archetype. The more different a given ability is from your archetype, the less powerful it can be; our fencer can pick complicated and/or powerful abilities related to small swords or light armor, but spellcasting would be completely foreign to them and they would only be able to learn very basic spells. Abilities related to heavy armor or large clubs or whatnot would not be allowed to be as powerful as their small sword abilities, but since those share slight similarities to fencing they would be more powerful than spells.
Combat itself is turn-based, but within a battle you can perform mundane actions that you could reasonably do in addition to your abilities, e.g. aiming a strike towards a specific body part or trying to yank a weapon out of an enemy's hands. Outside of combat, the game is mostly similar to a standard RP, but with stats being relevant to your actions (so posts need to be written with a chance of failure for some actions in mind).
Because posts usually must be written with a chance of failure in mind, they can be shorter than most other RPs. In some cases, responses one or two sentences long will be allowed (especially in combat) if you need to do something early on in a post that might fail spectacularly or otherwise would require GM input. Bear in mind that this may require more commitment than a standard RP.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I love the concept and the setting - under most circumstances I would join this in an instant. However, I have a predisposition against written stats-based RPG's - too often I've seen them be too taxing on members or on the owner, resulting in the RPG's failure. Therefore, I have a few questions:
How much attention would a member have to pay to their own stats, or the stats of others, when writing a post? Would you deal with most stats-based components (e.g. failure or success of an attack, stamina, etc.), or would that be left up to members?
How often would we be expected to post? Three times a week I could easily handle, but if twenty posts were expected each day I'd have to forego this roleplay.
I love the concept and the setting - under most circumstances I would join this in an instant. However, I have a predisposition against written stats-based RPG's - too often I've seen them be too taxing on members or on the owner, resulting in the RPG's failure. Therefore, I have a few questions:
How much attention would a member have to pay to their own stats, or the stats of others, when writing a post? Would you deal with most stats-based components (e.g. failure or success of an attack, stamina, etc.), or would that be left up to members?
How often would we be expected to post? Three times a week I could easily handle, but if twenty posts were expected each day I'd have to forego this roleplay.
Generally, anything you do that has a noticeable chance of failure and is related to one of your stats will require you to pay attention to your stats. In cases where it's obvious that your character can do something even if it's related to your stats, I'll just allow it (e.g. you want to kick down a wooden door and you have 20 strength when the human average is 8, I won't require you to do a roll for that).
I'll deal with most stat-based components. If someone else wanted to be a moderator, they could also do stat calculations so long as they aren't related to an action done by their character or to their character.
For reference, the stats will probably be as follows:
Strength (duh)
Dexterity (duh)
Speed (duh)
Endurance (controls maximum health as well as the ability to withstand forces).
Willpower (controls "skill points" as well as mental perseverance and the ability to withstand attacks on the mind; skill points are basically mana for abilities)
Intelligence (magical and mechanical ability, determines whether or not a character is capable of understanding complex, technical concepts like magic--these can be mundane in nature)
Three times a week is fine, especially in the City on the Rim or any other safe area, but 4-6 or so is preferred. Expect combat to be a little more fast paced, maybe a post or two a day. I don't think I could to 20 pages a day myself, hehe.
Yes. They can be anything, but the broader you make your skillset, the less powerful abilities in your archetype can be. A wizard character with an archetype that *only* includes spellcasting is going to be able to learn some very powerful spells. A character with a very broad archetype won't be able to match that wizard's spells.
There will likely be a way to change your archetype some point in the game, if one so chose.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I got some good ideas for archetypes and also how will we gain skills and is this a level system or a extreme skill system extreme skill systems mean no levels
Level system, but level-ups are mostly arbitrary. I keep track of a score for each player, which increases whenever you resolve a conflict, roleplay well, or do something particularly notable. The more creative your resolutions, roleyplaying, etc. is, the bigger the increases. Your score is basically EXP except without a set-in-stone leveling curve.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Seems interesting. I wasnt interested at first, since Stat-based RPs tended to be extremely slow and boring, but since you explained the stats are only for things like skill checks, im willing to give this a shot. I also like the leveling system you have in mind- it rewards creativity and good writing.
Rollback Post to RevisionRollBack
Puella Magi Madoka Magicka is an awesome, feel-good, cutesy anime. You should watch it!
I'm interested, and I have a couple of questions regarding stats.
1) Will we be rolling to determine stats, getting a set number of points we can put where we want, or something else?
2) Will there be various races? And if so, will race affect stats? I'm inclined to believe the answer to both of those is yes, given that you said previously:
(e.g. you want to kick down a wooden door and you have 20 strength when the human average is 8, I won't require you to do a roll for that).
I am definitely okay with different races getting stats boosts, I'm mostly curious about it.
Generally, anything you do that has a noticeable chance of failure and is related to one of your stats will require you to pay attention to your stats. In cases where it's obvious that your character can do something even if it's related to your stats, I'll just allow it (e.g. you want to kick down a wooden door and you have 20 strength when the human average is 8, I won't require you to do a roll for that).
~snip~
Three times a week is fine, especially in the City on the Rim or any other safe area, but 4-6 or so is preferred. Expect combat to be a little more fast paced, maybe a post or two a day. I don't think I could to 20 pages a day myself, hehe.
Alright, I'm sold. My reasoning is basically the same as Scarfking's - the stats don't seem to obtrusive on the ability to craft a story, and I like how the levelling system rewards good writing.
Seems interesting. I wasnt interested at first, since Stat-based RPs tended to be extremely slow and boring, but since you explained the stats are only for things like skill checks, im willing to give this a shot. I also like the leveling system you have in mind- it rewards creativity and good writing.
Be wary that stats are heavily involved in fighting, although fighting won't be terribly common. I don't intend to throw cannon-fodder enemies at the player like a traditional RPG might, since that'd just slow gameplay down to a crawl without really threatening players. There might be a few early on just to get people introduced to the combat system, but that's it.
If you aren't interested in fighting but like the setting, I would recommend creating a character that is useful to other players in a fight without necessarily being a competent fighter (e.g. an armorer that can maintain the group's equipment and smith new weapons or armor).
I'm interested, and I have a couple of questions regarding stats.
Will we be rolling to determine stats, getting a set number of points we can put where we want, or something else? Will there be various races? And if so, will race affect stats? I'm inclined to believe the answer to both of those is yes, given that you said previously:
You have a set number of points that you can allocate as you wish.
Races will affect your maximum stat cap (e.g. humans might have a maximum STR of 25, orcs might have a maximum strength of 28). Races don't affect your stats directly, however.
I'll allow non-human races, but I would prefer people play as a human. If you play a non-human race, I would prefer it not be too exotic or magical, but I would prefer it be distinct from typical fantasy races in some way. If you can create an interesting story around your character that requires them to be of an exotic race or your race is interesting in terms of game mechanics I'll be more likely to accept it despite an exotic race.
It looks like there's enough interest for this, so I'll start preparing an OoC thread for applications.
You have a set number of points that you can allocate as you wish.
Races will affect your maximum stat cap (e.g. humans might have a maximum STR of 25, orcs might have a maximum strength of 28). Races don't affect your stats directly, however.
I'll allow non-human races, but I would prefer people play as a human. If you play a non-human race, I would prefer it not be too exotic or magical, but I would prefer it be distinct from typical fantasy races in some way. If you can create an interesting story around your character that requires them to be of an exotic race or your race is interesting in terms of game mechanics I'll be more likely to accept it despite an exotic race.'
I would certainly be interested in joining this roleplay!
If anyone would like to make some characters who happen to know each other (post amnesia) before the roleplay starts, to boost activity and roleplaying opportunities, PM me!
I would certainly be interested in joining this roleplay!
If anyone would like to make some characters who happen to know each other (post amnesia) before the roleplay starts, to boost activity and roleplaying opportunities, PM me!
That sounds like a great idea! I'll shoot you a PM.
Glad to see the interest! Since people are brainstorming backstories for their characters and whatnot, I'll share some context regarding the City on the Rim:
The City on the Rim has a population of about 8000. It is divided into two "shelves" on the side of the Rim. The higher shelf supports the bulk of the city's housing, as well as the standard sort of shops and facilities you'd expect to see in a fantasy city. The exception is that there isn't much of an inn; the town receives few visitors after all. The inn is a sort of combination between a hospital and a typical inn; it is closed for public use most of the time and is typically used to nurse new Branded back to health. If one seeks a good drink, they'd have to go visit one of the many taverns for their revelry.
The High Shelf itself is divided into two rings; the outer ring is mostly housing while the center houses trade. The absolute center is dominated by the Town Circle. Permanent structures include the aforementioned inn, a tavern called the "Leaky Spout", a barracks that offers basic weapon training and houses law enforcement, the mayor's manor, and a magic tutor's school among other things. Occasionally, a market will assemble and people will sell things they've scavenged from the Conglomerate; usually, trade works on the barter system, but some merchants have fond memories of coin in the old world and won't turn down a sack of gold. At the absolute center of the town is the Well, a three-meter-wide pit constantly filled with water. No-one knows where the water comes from--the hole seems to delve into the rim but no-one would be able to check--but it's the city's most important source of water. Other wells are scattered throughout the city and are filled by channels that lead to the Well. Branded only show up in the central well, though.
The Side Shelf is situated slightly below and to the side of the High Shelf. It is mostly used for farmland and housing farmers. It is near enough to the High Shelf that it can be accessed merely by staircase. There's also another tavern here somewhat cynically called "Death's Drink"; it's seedier than the Leaky Spout, and you can occasionally find miscreants selling occult or otherwise contraband items and services there.
Passage into and out of the City is controlled by a lift located on the far end of the Side Shelf. It is a large platform suspended by chains and lowered into the Conglomerate by a series of pulleys and levers. It's a complicated piece of machinery by necessity; a staircase would quickly become malformed by the Conglomerate, and people would need to be able to bring building materials out of the Conglomerate. If one needs to get down in a hurry, one can use a rope ladder instead.
The population of the city consists almost solely of the Branded, who possess some sort of Brand. A small number of people do not have a Brand and are usually within the Mayor's family or another old family; in total, they only number about 60 or so. No-one knows what the Brand does; although Branded that wind up in the well or are rescued from the Conglomerate have a tendency to seek a way out of the Wrinkle, especially if their old memories are strong, Branded that are born within the city do not share this curiosity any more than the descendants of those without Brands. Most people in the City are humans, but stranger beings can show up too.
The person speaking in the OP is the Chancellor, who assists the Mayor in lawmaking. He's talking to an NPC that will likely assist you in the beginning portions of the game; long-time denizens of the City know that he's developed a cynical attitude towards the Branded after seeing his granddaughter (who was born with a Brand of an unbranded mother and a Branded father) run off into the Conglomerate in pursuit of a way out off the Wrinkle.
Kholdstare, would you be able to disclose the application form a tad early as well? That might allow the roleplay to get off the ground more quickly once you've posted the thread itself, and it would certainly work to keep people interested and engaged while we wait.
Kholdstare, would you be able to disclose the application form a tad early as well? That might allow the roleplay to get off the ground more quickly once you've posted the thread itself, and it would certainly work to keep people interested and engaged while we wait.
Since I've leaked/am leaking pretty much everything that needs to be known for gameplay, you can expect the thread to be up later today.
Template:
Username:
Character Name: Race: (Human or mundane races are preferred. If your race is particularly magical or exotic, it is more likely to be accepted if the rest of your app is creative. Please describe non-human races.) Appearance: (Include gender and brand location/design) Backstory: (You are not allowed to be a non-branded resident of the City, but anything else is acceptable.) Archetype: (A brief description of your character's skillset, can be given a name if desired)
Stats: (You can allocate a total of 53 points on creation, plus 1 per level-up. 8 is human average, 25 is human maximum, 15 is the maximum per stat you may allocate during character creation. If you have a non-human race, include the maximum stat caps for that race in parenthesis if they are not 25. If you pick 4 positive abilities and 1 negative ability later, allocate 56 points instead).
HP: (12 points per point of END up until 5 END, then 8 points per END afterwards) FP: (WIL x 5)
STR: DEX: SPD: END: WIL: INT:
Abilities: (Pick 3 positive, or pick 4 positive and 1 negative, these can either be spells and other focus-intensive techniques or notable passive characteristics that your character has.)
Primary Weapon: (Most important weapon used by your character at the time of creation) Other Inventory: (Include clothing)
Example Application:
Username: Kholdstare
Character Name: Flyckard Race: Human Appearance: Flyckard is male and has a brand shaped like a Celtic knot on the bottom of the back of his neck. He has blond, wavy hair that is kept in a braided ponytail when in town--a popular style for men in his homeland-- and keeps it tied in a bun on the top of his head when journeying into the Conglomerate. He has an ordinary-looking mustache and a goatee that he also keeps braided. He wears a deep blue tunic with the crest of some old kingdom embroidered on the front, along with a plain belt and pants. He wears an open-face helmet in the Conglomerate, with a deep blue plume that is designed to detach if pulled on. Backstory: Flyckard was born a resident of the City on the Rim. He is a merchant by trade and frequently ventures into the Conglomerate for goods to sell. He is a good friend of the town's appraiser, Liane, and as such can have whatever items he wants identified for a fair bit cheaper than the average person. As a child, he was taught to fence by a Branded that wound up in the well, but one day he left and never returned. Archetype: Fencer, with a great degree of skill in small straight swords and other thrusting weapons, as well as movement techniques and buckler usage. Basic skills in other weapons.
Stats:
HP: 68 FP: 45
STR: 7 DEX: 10 SPD: 13 END: 6 WIL: 9 INT: 8
Abilities:
Fencer's Finesse: Time spent using rapiers has made Flyckard very accurate. More likely to hit targets and more likely to hit specific parts of a target, when that part is stated.
Lunging Flurry: Costs 8 FP. Utilize a flurry of attacks to deal 1.5x damage and prevent the target from retaliating. Being struck during the Lunging Flurry will deal extra damage due to being struck while off-balance. If a hit is taken during a turn where Lunging Flurry is chosen, the Lunging Flurry will not execute and a regular attack will be performed instead as Flyckard will have lost focus.
Defensive Stance: Can be activated and deactivated at the beginning of a turn for no cost. While active, deal .8x damage but have a 3x chance of parrying attacks, and will follow up all close-range attacks with a riposte dealing .3x damage.
Primary Weapon: (Deal 4d3 damage) An elegant rapier with a swept hilt. The hilt is plated in gold and the sword is very well-made. Requires 10 DEX and 6 STR to wield without penalty. Other Inventory:
- (Chance based on SPD and DEX to block attacks if in a defensive or neutral position) An uninteresting steel buckler that can be used to parry or block attacks from some weapons.
- A nobleman's tunic from an old era. Not damaged.
- A plain open-faced helmet with a detachable plume.
- A linen gambeson worn underneath the tunic that provides minor defensive boosts. In good condition.
- A satchel for carrying artifacts.
They call this place "The Wrinkle of the World".
Or what's left of "the world", anyway. If there even is one outside the Wrinkle; no one has ever managed to climb the rim--that is, the ring of impenetrable mountains and cliffs that surround this place. Heck, there's not even much "world" in here, either. It's just us here on the City on the Rim--built on an outcropping near the base of the rim--and the Conglomerate down below. That place is a mess; some twisted, warped mess of structures and ruins from every age and era. Always changing and reforming itself, and always very very hostile. See, it has an unfortunate tendency of bringing... creatures. Sometimes familiar. Usually foreign. Set foot down there, and something is bound to attack you eventually. You're safe in this city--I guess they can't climb, or don't want to--but friendly faces are few and far between down there.
The Conglomerate doesn't just bring us them, though. It brings us people. Every so often, a body shows up in the well, and they come to some time after we get 'em out. Sometimes they're down in the Conglomerate but we usually can't save those ones. They usually have memories and clothing of some forgotten time. Sometimes, they're very vivid, but more often than not they're foggy. Sometimes, they're a complete amnesiac. But they've all got one thing in common: it's what we call a "brand". A jet-black mark somewhere on their skin, circular in shape and often with some kind of mark or design. Neither we nor they know where it came from, or what it does. If anything.
You're one of them. I can tell by the look in your eyes. You're antsy. Never satisfied, always searching for something new; every ounce of relief or victory met with a gnawing hunger for more conquest. I can tell you're going down there. I can tell I can't stop you. You're going to look for a way out. Don't listen to the rumors, about a secret at the center; they're just that. Rumors. Don't you think we would have found that secret by now? After all these years? You're better off just settling down up here, where it's safe...
---
Welcome to A Wrinkle in the World! I haven't seen too many stat-based RPs around, so I thought I'd introduce one of my own. Unlike typical RPs, this game is played with stats and concrete abilities as if it were a typical RPG, and is combined with a setting and plot inspired by Dark Souls. Ideally a cooperative adventure with 5-8 players.
Your goal is simple: discover the secrets of the Wrinkle and find a way out. Everyone starts in the City on the Rim with a backstory and character of their choice (as expected) and will journey below to the unknown.
This world is in medieval stasis, so expect a tech level similar to high fantasy. You can have parallels to modern items so long as they are redesigned to fit the setting (e.g. a magitek gun-like weapon). Some exceptions can be made but don't go too modern.
Are others interested in a stat-based RPG?
Here's a more detailed explanation of the intended mechanics:
Unlike most RPs here, this is heavily focused on stats. It is an RPG after all. Stats here are very similar to other RPGs, in that they describe the raw ability of your character in some basic attribute. In addition to allocating stats, players choose "abilities" for their character, which can be either passive abilities describing some constant effect that the character has (e.g. a character skilled in fencing might have a "rapier mastery" skill that increases accuracy with lightweight swords) or an activated ability similar to a spell in an RPG (e.g. that fencer might have an armor-piercing thrust ability); think of these as perks or spells. Characters also have an "archetype", which is basically the equivalent of a class. Your archetype describes the general skillset of your character; abilities you choose are allowed to be more powerful if they are related to your archetype (and are agreeable with your stats) and must be less powerful if they are not a part of your archetype. The more different a given ability is from your archetype, the less powerful it can be; our fencer can pick complicated and/or powerful abilities related to small swords or light armor, but spellcasting would be completely foreign to them and they would only be able to learn very basic spells. Abilities related to heavy armor or large clubs or whatnot would not be allowed to be as powerful as their small sword abilities, but since those share slight similarities to fencing they would be more powerful than spells.
Combat itself is turn-based, but within a battle you can perform mundane actions that you could reasonably do in addition to your abilities, e.g. aiming a strike towards a specific body part or trying to yank a weapon out of an enemy's hands. Outside of combat, the game is mostly similar to a standard RP, but with stats being relevant to your actions (so posts need to be written with a chance of failure for some actions in mind).
Because posts usually must be written with a chance of failure in mind, they can be shorter than most other RPs. In some cases, responses one or two sentences long will be allowed (especially in combat) if you need to do something early on in a post that might fail spectacularly or otherwise would require GM input. Bear in mind that this may require more commitment than a standard RP.
I love the concept and the setting - under most circumstances I would join this in an instant. However, I have a predisposition against written stats-based RPG's - too often I've seen them be too taxing on members or on the owner, resulting in the RPG's failure. Therefore, I have a few questions:
Yes.
Generally, anything you do that has a noticeable chance of failure and is related to one of your stats will require you to pay attention to your stats. In cases where it's obvious that your character can do something even if it's related to your stats, I'll just allow it (e.g. you want to kick down a wooden door and you have 20 strength when the human average is 8, I won't require you to do a roll for that).
I'll deal with most stat-based components. If someone else wanted to be a moderator, they could also do stat calculations so long as they aren't related to an action done by their character or to their character.
For reference, the stats will probably be as follows:
Strength (duh)
Dexterity (duh)
Speed (duh)
Endurance (controls maximum health as well as the ability to withstand forces).
Willpower (controls "skill points" as well as mental perseverance and the ability to withstand attacks on the mind; skill points are basically mana for abilities)
Intelligence (magical and mechanical ability, determines whether or not a character is capable of understanding complex, technical concepts like magic--these can be mundane in nature)
Three times a week is fine, especially in the City on the Rim or any other safe area, but 4-6 or so is preferred. Expect combat to be a little more fast paced, maybe a post or two a day. I don't think I could to 20 pages a day myself, hehe.
Yes. They can be anything, but the broader you make your skillset, the less powerful abilities in your archetype can be. A wizard character with an archetype that *only* includes spellcasting is going to be able to learn some very powerful spells. A character with a very broad archetype won't be able to match that wizard's spells.
There will likely be a way to change your archetype some point in the game, if one so chose.
Level system, but level-ups are mostly arbitrary. I keep track of a score for each player, which increases whenever you resolve a conflict, roleplay well, or do something particularly notable. The more creative your resolutions, roleyplaying, etc. is, the bigger the increases. Your score is basically EXP except without a set-in-stone leveling curve.
Seems interesting. I wasnt interested at first, since Stat-based RPs tended to be extremely slow and boring, but since you explained the stats are only for things like skill checks, im willing to give this a shot. I also like the leveling system you have in mind- it rewards creativity and good writing.
I'm interested, and I have a couple of questions regarding stats.
I am definitely okay with different races getting stats boosts, I'm mostly curious about it.
Alright, I'm sold. My reasoning is basically the same as Scarfking's - the stats don't seem to obtrusive on the ability to craft a story, and I like how the levelling system rewards good writing.
Be wary that stats are heavily involved in fighting, although fighting won't be terribly common. I don't intend to throw cannon-fodder enemies at the player like a traditional RPG might, since that'd just slow gameplay down to a crawl without really threatening players. There might be a few early on just to get people introduced to the combat system, but that's it.
If you aren't interested in fighting but like the setting, I would recommend creating a character that is useful to other players in a fight without necessarily being a competent fighter (e.g. an armorer that can maintain the group's equipment and smith new weapons or armor).
You have a set number of points that you can allocate as you wish.
Races will affect your maximum stat cap (e.g. humans might have a maximum STR of 25, orcs might have a maximum strength of 28). Races don't affect your stats directly, however.
I'll allow non-human races, but I would prefer people play as a human. If you play a non-human race, I would prefer it not be too exotic or magical, but I would prefer it be distinct from typical fantasy races in some way. If you can create an interesting story around your character that requires them to be of an exotic race or your race is interesting in terms of game mechanics I'll be more likely to accept it despite an exotic race.
It looks like there's enough interest for this, so I'll start preparing an OoC thread for applications.
Awesome. Definitely interested.
I would certainly be interested in joining this roleplay!
If anyone would like to make some characters who happen to know each other (post amnesia) before the roleplay starts, to boost activity and roleplaying opportunities, PM me!
That sounds like a great idea! I'll shoot you a PM.
Glad to see the interest! Since people are brainstorming backstories for their characters and whatnot, I'll share some context regarding the City on the Rim:
The City on the Rim has a population of about 8000. It is divided into two "shelves" on the side of the Rim. The higher shelf supports the bulk of the city's housing, as well as the standard sort of shops and facilities you'd expect to see in a fantasy city. The exception is that there isn't much of an inn; the town receives few visitors after all. The inn is a sort of combination between a hospital and a typical inn; it is closed for public use most of the time and is typically used to nurse new Branded back to health. If one seeks a good drink, they'd have to go visit one of the many taverns for their revelry.
The High Shelf itself is divided into two rings; the outer ring is mostly housing while the center houses trade. The absolute center is dominated by the Town Circle. Permanent structures include the aforementioned inn, a tavern called the "Leaky Spout", a barracks that offers basic weapon training and houses law enforcement, the mayor's manor, and a magic tutor's school among other things. Occasionally, a market will assemble and people will sell things they've scavenged from the Conglomerate; usually, trade works on the barter system, but some merchants have fond memories of coin in the old world and won't turn down a sack of gold. At the absolute center of the town is the Well, a three-meter-wide pit constantly filled with water. No-one knows where the water comes from--the hole seems to delve into the rim but no-one would be able to check--but it's the city's most important source of water. Other wells are scattered throughout the city and are filled by channels that lead to the Well. Branded only show up in the central well, though.
The Side Shelf is situated slightly below and to the side of the High Shelf. It is mostly used for farmland and housing farmers. It is near enough to the High Shelf that it can be accessed merely by staircase. There's also another tavern here somewhat cynically called "Death's Drink"; it's seedier than the Leaky Spout, and you can occasionally find miscreants selling occult or otherwise contraband items and services there.
Passage into and out of the City is controlled by a lift located on the far end of the Side Shelf. It is a large platform suspended by chains and lowered into the Conglomerate by a series of pulleys and levers. It's a complicated piece of machinery by necessity; a staircase would quickly become malformed by the Conglomerate, and people would need to be able to bring building materials out of the Conglomerate. If one needs to get down in a hurry, one can use a rope ladder instead.
The population of the city consists almost solely of the Branded, who possess some sort of Brand. A small number of people do not have a Brand and are usually within the Mayor's family or another old family; in total, they only number about 60 or so. No-one knows what the Brand does; although Branded that wind up in the well or are rescued from the Conglomerate have a tendency to seek a way out of the Wrinkle, especially if their old memories are strong, Branded that are born within the city do not share this curiosity any more than the descendants of those without Brands. Most people in the City are humans, but stranger beings can show up too.
The person speaking in the OP is the Chancellor, who assists the Mayor in lawmaking. He's talking to an NPC that will likely assist you in the beginning portions of the game; long-time denizens of the City know that he's developed a cynical attitude towards the Branded after seeing his granddaughter (who was born with a Brand of an unbranded mother and a Branded father) run off into the Conglomerate in pursuit of a way out off the Wrinkle.
Looks like a good roleplay, I'd be interested in joining this if it was made
Yes. The name of your archetype doesn't matter too much, so long as you give a brief description of your character's skillset.
I am of the interested
Kholdstare, would you be able to disclose the application form a tad early as well? That might allow the roleplay to get off the ground more quickly once you've posted the thread itself, and it would certainly work to keep people interested and engaged while we wait.
Not normally. If you want to do this, give your character an ability that allows them to
Since I've leaked/am leaking pretty much everything that needs to be known for gameplay, you can expect the thread to be up later today.
Template:
Username:
Character Name:
Race: (Human or mundane races are preferred. If your race is particularly magical or exotic, it is more likely to be accepted if the rest of your app is creative. Please describe non-human races.)
Appearance: (Include gender and brand location/design)
Backstory: (You are not allowed to be a non-branded resident of the City, but anything else is acceptable.)
Archetype: (A brief description of your character's skillset, can be given a name if desired)
Stats: (You can allocate a total of 53 points on creation, plus 1 per level-up. 8 is human average, 25 is human maximum, 15 is the maximum per stat you may allocate during character creation. If you have a non-human race, include the maximum stat caps for that race in parenthesis if they are not 25. If you pick 4 positive abilities and 1 negative ability later, allocate 56 points instead).
HP: (12 points per point of END up until 5 END, then 8 points per END afterwards)
FP: (WIL x 5)
STR:
DEX:
SPD:
END:
WIL:
INT:
Abilities: (Pick 3 positive, or pick 4 positive and 1 negative, these can either be spells and other focus-intensive techniques or notable passive characteristics that your character has.)
Primary Weapon: (Most important weapon used by your character at the time of creation)
Other Inventory: (Include clothing)
Example Application:
Username: Kholdstare
Character Name: Flyckard
Race: Human
Appearance: Flyckard is male and has a brand shaped like a Celtic knot on the bottom of the back of his neck. He has blond, wavy hair that is kept in a braided ponytail when in town--a popular style for men in his homeland-- and keeps it tied in a bun on the top of his head when journeying into the Conglomerate. He has an ordinary-looking mustache and a goatee that he also keeps braided. He wears a deep blue tunic with the crest of some old kingdom embroidered on the front, along with a plain belt and pants. He wears an open-face helmet in the Conglomerate, with a deep blue plume that is designed to detach if pulled on.
Backstory: Flyckard was born a resident of the City on the Rim. He is a merchant by trade and frequently ventures into the Conglomerate for goods to sell. He is a good friend of the town's appraiser, Liane, and as such can have whatever items he wants identified for a fair bit cheaper than the average person. As a child, he was taught to fence by a Branded that wound up in the well, but one day he left and never returned.
Archetype: Fencer, with a great degree of skill in small straight swords and other thrusting weapons, as well as movement techniques and buckler usage. Basic skills in other weapons.
Stats:
HP: 68
FP: 45
STR: 7
DEX: 10
SPD: 13
END: 6
WIL: 9
INT: 8
Abilities:
Fencer's Finesse: Time spent using rapiers has made Flyckard very accurate. More likely to hit targets and more likely to hit specific parts of a target, when that part is stated.
Primary Weapon: (Deal 4d3 damage) An elegant rapier with a swept hilt. The hilt is plated in gold and the sword is very well-made. Requires 10 DEX and 6 STR to wield without penalty.
Other Inventory:
- (Chance based on SPD and DEX to block attacks if in a defensive or neutral position) An uninteresting steel buckler that can be used to parry or block attacks from some weapons.
- A nobleman's tunic from an old era. Not damaged.
- A plain open-faced helmet with a detachable plume.
- A linen gambeson worn underneath the tunic that provides minor defensive boosts. In good condition.
- A satchel for carrying artifacts.
OoC thread is up!
Be wary that your application will need to include something new, if you wrote up your app before the thread was made.