Dotting and rolling something up. Can't be sure that I'll have the time but no harm in checking in right?
4d6 ⇒ (6, 3, 5, 3) = 17 = 14
Reroll 12: 4d6 ⇒ (1, 5, 2, 4) = 12 = 11
So that comes out to 14, 14, 14, 14, 13, 12.
Interesting. I'm thinking maybe an Unchained Rogue of some type, maybe a former guardsman or inspector for the city.
I would definitely be interested in playing TOR system and giving it a good try. I adore using new systems and seeing how they work and like many, the Hobbit and the Lord of the Rings were one of the first fantasy books I ever had a chance to read.
A lot of games try to capture the feeling and theme but to actually be within the setting and themes would be amazing. I have no idea what I'd play but I would love to play for sure.
Kingmaker. I love Kingmaker.
5d6 ⇒ (1, 6, 2, 1, 3) = 13 = 11
That's a pretty decent roll. I'll work on my Investigator and consider what kind of class I want to pair him with.
Dushyant "Dusky" Chaudhari wrote:
I'm willing to concede Slippery as a skill, on the condition that I reserve the right to be smug on one occasion in the future, when the heat really piles up OR we have a particularly crappy entanglement.
I am fine with that. One good, smug moment will be excellent. I look forward to the trouble we deal with.
As for names, I'd like it to happen organically but I'd also like for us to have a bit of input in the selection process. Maybe voting and we trust in Kiradia to let the name develop naturally?
I agree with Burglary, which says something since I'm the guy who is the major-violence dealer of the group. I like Guts specializing as "the muscle" and the "impromptu problem solver" for the group. He can man the get away vehicle if we take Everybody Steals and I take Finesse for him.
So how does she indulge then in her vice? Does she go around the almhouses, helping people and donating her time? A vice should have the danger of overindulgence, which is why they suggest things like drinking, fighting, drugs, what not. It is the thing your character does that helps them unwind and relax.
I understand that for amnesia and I'm certain that DM Raven will have a bunch of neat ideas for it. This game is just very character-driven and I like to think more storytelling-cooperative than your standard Pathfinder game. We can come up with the details altogether, we're both the producers of the show and the viewers of the show! :D
As for your areas of specialty...
You'll want Skirmish then, that is your "stand-up fight" action. Music really has nothing tied to it, honestly. I'd ask DM Raven for more idea. Maybe Tinker to adjust and play around with your guitar and other things?
You're already good at Stealth by having a 2 in Prowl, that can't go up any hire. Situational awareness would be covered under Survey. Think of Survey as getting "the big picture" while Study allows you to focus on the details.
Well, seeing as they're a Lurk, they're obviously the sneaky type. Are they more pew pew with a rifle or cut cut with a knife.
The other thing is to think about what her vice is. Is it obligation to her career? Is it drugs that she used to do with her wife and helped the "creative process" and she just kept the habit to deal with the pain of her wife's passing?
Do you have any ideas on what caused the amnesia? What are is her demonic trait that sticks out and identifies her as Tycherosi? If you're able to, have you looked at her friends and rivals and come up with a story with them?
The truth is that you don't really need to figure out everything right now, the game is designed to learn more about the character through play. It is just good to think about, is all.
As for where to spend the rest of her dots...is she good with people? Friendly and talkative? Can she be scary, demanding? Is she good at messing with stuff and things? Does she have some skill dealing with the Ghost Field or is good at observing the situation?
Prowess, Insight, and Resolve are only used to resist bad consequences; you don't really roll it as an action. There are some actions that sometimes use your lowest attribute pool as the dice pool or the highest but those are things like Vice Indulgence rolls and Healing rolls.
You determine what your rating is by how many 1st dots you have in a category. So if you have 1 dot in 3 Resolve skills, you have a Resolve of 3. If you have one dot in 1 Resolve skill and 3 dots in another, your Resolve is 2.
I'll try to answer questions how I can, just starting my own tabletop game of Blades in the Dark so I'm learning all the things,
Here are your responses, DM Raven!
While Smiles was in prison, occasionally Jeren would come and visit the man in an unofficial manner. He wouldn't do anything that would make Smiles life any harder on the inside and he kept Smiles abreast of what he could. Their correspondence was occasional but still rare during that time.
Smiles is considering the possibility of working with a lower gang, such as the Red Sashes or the Lampblacks, and trying to claim Crow's Foot for himself. He still despises the Billhooks and would look for any opportunity to betray them or make sure they took the fall. Old grudges die hard in the street.
Vengeance is an important thing to Smiles, it is the currency of the dark alleyways and bloody streets. Favors and vengeance all string together to make the web he sees as a Spider.
He isn't a fool though and won't lose himself to beserking anger anytime soon. He is a clever and dangerous man and is able to look down the line to when he can hurt his enemies. Time is on his side.
So, I was looking through the playbooks and I was totally ensnared by the idea of the Convict within the Spider playbook. So, I present my submission to your game; Smiles the Spider.
Name: Crowl "Smiles" Strathmill
Like many Akoros, Smiles heritage is a mixture of more homelands than he can imagine. What they all have in common though is that all of them found being part of the Empire to be the correct thing to do. While the Imperial Military was one way to convince them, convincing others to do it without violence was always an important lesson to learn within the Empire.
Background: Skirmish o
In order to be recognized as a Crow, the most important thing you had to be able to do was be able to throw down and not get your ass kicked too badly. It was within this school of hard knocks and inside Ironhook Prison that Smiles really learned how to throw down.
Free Dots: Skirmish o, Command o
Special Ability: Jailbird
Smiles' Friend: Jeren, a bluecoat archivist:
Jeren and Smiles both grew up in the abject poverty that is Crow's Foot, watching the gangs go to war and the Bluecoats steal what they could from the honest folk and criminals alike. They lived across the street from one another and as young children into young adults, were close friends. Jeren wasn't interested in going the path of the scoundrel and wanted to go straight, something that Smiles respected from his close friend. When others would try to get in Jeren's face, Smiles was always there to break their face first or get the dirt they needed to ensure he'd be left alone.
As adults, they have both gone their own ways but are still good friends and can drink and tell stories. Jeren hasn't forgotten the kindness of Smiles and helps him where he can with information that the scoundrel can't usually get. In return, Smiles makes sure no one gets to put his friend in a rough spot.
Smiles' Rival: Salia, an information broker:
Smiles was once good friends with Salia, a renowned information broker who usually played neutral in most things. He would come and exchange secrets for coin to her and vice versa, a friendly relationship that almost turned to something more. However, while he was on a job for the Crows striking at the Billhooks, the enemy was waiting for them.
Most of his boys and girls got cut down and Smiles was picked up by a Bluecoat patrol that wasn't under the tab of the Crows. He had only told the operation to one person; Salia, over a few cups of ale at the Leaky Bucket. That cost him five years of his life, five years in the hell that was Ironhook Prison. Now he is free again and he wants two things from her; the reason why...and her life.
Vice: Pleasure - Lovers Smiles was always a bit of a lady's man, always looking for a wonderful time with whatever lady happened to show interest in him. His personal favorite place to indulge was the Red Lamp ran by Madame Tesslyn in Silkshore. Already, his face has turned up there in the bosom of one of her working girls.
Background: Crowle "Smiles" Strathmill was born in Crow's Foot, the son of working girl and a member of the Crows while Madrin was still in charge of it. Dark-haired, handsome, if a bit dirty and wordy, Crowle was raised amongst the Crows all his life. The life of the scoundrel was the life he was most accustomed to and when he was sixteen years old, he joined the Crows as an official member. It was the proudest he had ever seen his father been.
Life had always been up and down for Crowle but unlike his father, who just accepted things as they were and worked to make them better, Crowle wanted to learn why things were the way they were. He wanted to see how a favor owed could damn a gang to die while another word might be able to save them. He studied carefully, learned what he could, and began to follow the trade of the Spiders. What good was it to spill blood if you didn't know why you were doing it?
His father was killed by the Billhooks a few years after that in retaliation against the Crews taking more territory from them and it was during the massacre afterwards that he was given the nickname "Smiles". Crowle was usually a cheery, friendly man but when he learned his father was murderd and made an example of, the smile wouldn't leave his face. When he lured those responsible into the clutches of the Crows, his smile didn't disappear as he cut the man's eyes out and left them as a warning to know their place. The rumor had it then that if you see Crowle smiling, it either means you're in for a party or someone is going to die.
After his betrayal at the hands of Salia and his time locked away within Ironhook Prison, Smiles came out to see how the world had changed. His mother, despite the care that the Crows formerly gave her, passed away without medicine after there was the sudden change in leadership. Lyssa approached him with an offer to rejoin the gang but he was disgusted with her betrayal and refused, especially hearing how she had help broker peace between them and the Billhooks and how they had forgotten to take care of his ailing mother while he was serving his time.
Without a crew to call his own, Smiles has relied upon Jeren and the few contacts he has left to keep an ear out for any up and comers. Maybe it was time he stopped being the loyal follower, the gifted helper, and started calling the shots himself? All he needed was a crew to get behind him and he'd lead them to bloody glory through Duskwall.
1) Are we doing background skills at all?
2) If we play a fighter, are we getting access to the Combat Stamina feat for free to help make them stand out a bit more.
I'd love to play a monk but they're a little to MAD for me to want to do with the rules we have. I think I'm going to go with an Unchained Rogue, I'll look at archetypes and such this weekend and have something made up soon!
Since I am super late, I am totally for the Rise of the Runelords. I actually have never played it or anything, all my gaming circles have already went through it :(
Rise of the Runelords Peeps:
So I have a lot of experience running divine casters in tabletop but have been trying to branch out from the divine/martial standpoint. I'd love to do an alchemist vivisectionist or perhaps a monk since my game with one just died out. Investigators and rogues have also been an idea I've been toying with.
To sum it up, I'm interested in a skill-based class, an arcane-focused class, or a monk, but I'll patch in the places that are needed. If I did Divine, I'd do an oracle.
Yay for character development questions! Here are my answers.
Guts truly doesn't know what it was that got Kris killed off, though he does know enough that Kris was working on something big to get him into the bigger leagues of the Van Dorf Family. In return, Guts was going to be able to rise in ranks as well and be a natural to fill the rank that Kris was in.
Whatever it was that got him killed, it was big enough that Guts keeps his ears to the track to try and discover it. Mercy isn't an amateur and he nearly lost his head for it and he knows that he himself isn't an amateur, so it had to be a healthy amount of coin to get his mentor killed.
Favorite Fighting Pit:
Guts prefers to go to the docks and to a s$+%ty dive known as the Rusty Wench Pub owned by a Skovlan woman named Frederika. She's a heavy-set woman and used to be a sailor and is stronger than most of the dockworkers there. One of her favorite pasttimes is to arm-wrestle "newcomers".
It is a Skovlander-owned place and isn't really friendly to those "Imperial" types. The fights happen on this hanging arena above the water, with heavy fishing nets keeping it from falling into the dark depths below. Gambling on the fights is a very common occurence and only twice has the ropes come loose and the poor fighters have fallen into the darkness below. Only one has ever come out. Since then, all fights are one on one for safety's sake.
The Van Dorf Family:
The Family is a pretty insular group, using lots of thugs but rarely letting anyone rise up any higher than that. It takes being voted in by the family and introduced by an existing member to get brought into the real operations. Kris was going to do that for Guts and bring him onto the inside. With him gone, Guts was looking at minimum of years of devotion to try and get the same opportunity at the best. More than likely, he'd be just used, paid, and never get that leg up in the world. For that reason, he decided to try his luck elsewhere.
That isn't to say that others weren't interested in him. It isn't often that you find a man who can fight six other men on equal footing. Merlane Van Dorf had a particular interest in recruiting the man but Guts had heard she was a little...erratic...and passed on the opportunity. When she is happy with you, you get gifts and rewards. When you disappoint her, she cuts off a finger. That isn't the kind of pressure Guts is willing to work for.
I just wanted to make sure to post up the finished character with my AC correct and everything.
Male Half-Elf Investigator (Empiricist) 1
LN Medium humanoid (elf, human)
Init: +5 Senses: Lowlight Perception: +6 (+7 to locate traps)
AC 16 TAC 13 FF: 13
HP 9 Fort +1 Ref +5 Will +3
Elven Immunities: immune to magic sleep effects & +2 against enchantment spells and effects
. . unarmed +3 (1d3+2/x2)
. . estoc +3 (2d4+2/18-20x2)
. . dagger +3 (1d4+2/19-20x2)
. . shortbow +3 (1d6/x3)
. . dagger +3 (1d4+2/19-20x2)
Speed 30 ft.
Str 14 (+2) Dex 16 (+3) Con 12 (+1) Int 18 (+4) Wis 10 (0) Cha 8 (-1)
Base Atk +0 CMB +2 CMD 15
Feats EWP: Estoc, Weapon Finesse
Skills Perception +6 (1), Stealth +7 (1), Bluff +8 (1), Diplomacy +8 (1), Sense Motive +4 (1), Disable Device +7 (1), Craft: Alchemy +9 (1), Spellcraft +8 (1), Linguistics +8 (1), Climb +6 (1), Swim +6 (1), Kn: Local +8 (1)
Languages Common, Elven, Draconic, Sylvan, Goblin, Orc, Giant
SQ Ancestral Weapons, Fey Thoughts: (Fly & Swim), Elf Blood, Keen Senses, Elven Immunities
Traits Bastard, Student of Philosophy, Reactionary, Attached: Family (Drawback)
Favored Class +1 to Inspiration Rolls (1/4)
Combat Gear: dagger, shortbow, estoc, studded leather
Mundane Gear: formulae book with book lariat, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, 2pp, 11gp, 9sp, 10cp
Alchemy: Info is here.
Inspiration: 4/4 – 1d6 – An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Born in the frozen trade hub of Port Ice, Khosis was the son of an illicit affair between Sigurd Surtova and Tessara Aeranae. The former a member of the ruling family that had now escalated itself into rulership and the latter a renowned alchemist. The two had become close when Sigurd, desperate for a son and looking for alchemical concoctions to improve his virility, came to Tessara’s shop upon the port. Taken aback by the alchemist’s beauty and then overwhelmed by her intelligence, Sigurd fell in love with the elf. Tessara had found the man to be charming, quick to laugh and witty enough to keep up with her sharp tongue. An affair blossomed between the two which led to Khosis being delivered late one spring.
Unlike most who would be considered a bastard, Khosis was not forgotten and left to wonder his heritage nor was his mother paid for her silence while Sigurd disappeared. The man had a sense of honor that was rare amongst the nobility and made sure to spend them with the half-elf boy who had his eyes, watching him grow as a man. The two of them would have long discussions, about life, philosophy, the arts, and the politics of nobles. There was no son born between Sigurd and his wife, leading the man to believe that he was not the one that was barren. He had been maneuvering himself for years now into positions of power and now had a lofty goal, to marry the alchemist after divorcing his wife and legitimizing Khosis as a scion of House Surtova. There were many tales told of the adventures that they would have, the hunting trips through the forests when Spring arrived or the additional spars they would partake in. Khosis grew enamored with this idea, his excitement building when his father’s wife passed away from illness one the harsh winters that came through.
However, the politics of nobles is a dirty and dangerous thing and Sigurd’s brother, Timeon, had plans for the land that his brother controlled. With no heir, no regent, the line of inheritance would land squarely upon him. During a voyage out upon the lake, tragedy struck and the boat was sunk by a freak storm. None could prove it was an assassination, none could say that his brother was involved. What had been promised to Khosis was taken away; power, prestige, wealth, a true family. His mother was distraught by this news and his father’s death affected her mightily. The quality of her supplies went down, she took to drinking to drown her sorrows, and (Khosis suspects) Timeon learned of his brother’s dalliances. Once reliable contacts seemed to shrivel up and disappear. Rival businesses had better contracts, quicker deals, and better supplies. His mother’s alchemy shop stayed open but they fell from their heights into a place of poverty.
Khosis did not stop learning though, hoarding the books his father had given him over the years and continuing to practice with his father’s favored weapon; the estoc. He studied the laws of philosophy, of logic and reason, learned the ways of science and magic partnered together. He learned his mother’s trade of alchemy and tapped into the arcane magic that flowed in his veins but that was not enough to rise them from their desperate state. In response, Khosis went to desperate measures.
Serving alongside brigands and pirates, Khosis would disappear for days at a time and venture out for nefarious purpose. He learned how to lie, to cheat, to steal, and become harder from the lessons he took from the world. Locks were challenges to overcome, guard shifts and routes were patterns to learn and defeat, and violence was a test of both reflexes and planning. Working with the criminal element put him in contact with a group of disgruntled individuals, people wanting their own power and freedom from the Houses. Allying with them, Khosis saw his opportunity to rise and take his birthright back from his uncle and assert himself as a proper noble within Brevoy. Yet it was this eagerness that was his undoing, as his uncle had eyes and ears throughout Port Ice and was prepared when Khosis made his move at last.
After a failed ambush upon his uncle, most of his conspirators had been killed or was set to hang. Locked away in the darkness of the prison, Uncle Timeon came to him and presented an offer.
”You are smart, too smart for your own good, but I have use of a man with your skill. There is something I want to have looked into for…opportunity. You will ensure that this expedition succeeds and lift yourself to more favorable positions. Understood?” The cruel man presented a piece of writing, a recruitment looking for adventurers to help settle in the Stolen Lands. At first, Khosis spat at the man which drew a laugh from the noble even as the guards drew their blades. ”That is what I expected, as stubborn as your father was. You both have the same eyes, you know. I wonder if his looked like yours when the knife found his back.” Taken aback by his uncle’s admission, Khosis found himself without words to say. ”Finally silenced that tongue of yours, did I? Think about it, if you die…who will take care of your mother? Next winter, she will freeze to death or become a whore to survive. Is that what you want?”
Leaning in with a wicked smile, the man continued. ”I will ensure your mother’s safety, take her as the family alchemist. She will survive the winters and it will ensure your loyalty to me. Betray me, and she will suffer before she passes on.” Stepping back from the bars, Timeon watched with a curious look. ”So…do we have an accord?”
It was with these thoughts that brought Khosis down along the dusty roads to the wild lands to the South, to the territory known as the Stolen Lands. He looked over the charter once more, his face grimacing at the memory of the prison and his uncle’s smug smile. ”I swear by the Savored Sting, I will pierce your heart with my blade and watch the life fade from your eyes, uncle.” Khosis murmured underneath his breath, folding the paper once more as he continued his journey.
His eyes show a sharp intellect and it can be seen in the way he scrutinizes everything, observing ceaselessly in all situations to ensure he has the most accurate information for the situation. There are piercing all along his ears, silver in color. He tends to dress in a mixture of a naval uniform and an alchemist’s coat, a majority which are colored black with white accenting. When travelling, he carries a shortbow along his lower back and a small quiver of arrows. A dagger is kept upon his chest more as a tool than as a weapon, as the long blade known as an estoc rests upon his hip. He tends to wear a black scarf as well, which has hidden pockets where he keeps a variety of items hidden
Those that earn his trust and respect, however, learn that he is loyal to a fault and holds himself to a strange sense of honor. He did his best not to harass the poor and destitute, he ensures to keep the most dangerous elements out of his neighborhood, and he does not betray those he works with ever unless they violate his moral code. A criminal he is, most certainly, but he does not enjoy killing innocents in cold blood. He couples this with a complete acceptance of underhanded tactics; blackmail, extortion, robbery, and eliminating a threat with a sharp dagger in the middle of the night are all sound maneuvers to him. He isn’t a bad man, just a realistic one, and is accepting that for the world to continue there must be realists amongst the idealistic. They need one another, in the end.
He truly enjoys showing off his breadth of skill and ability, proving himself to be a worthwhile asset and a calm head when emotions begin to boil over. All that goes out the window with the mention of Timeon Surtova, who he despises and constantly plots against to try to get back into the advantage. If given an opportunity to secure his mother’s safety and kill the man, he will take it without hesitation or regret.
Having read through the crews and having started my own game earlier today, I am much more in favor with either Smugglers or Hawkers. Playing dealers and dealing with territory and all of that would be super interesting. Smugglers kind of has the same thing...that and having our own vehicle sounds really neat honestly.
Indeed. It isn't actual time travel, you can't say you had the guards take the night off when the guards are already there. You can only do things that can alter what can happen next.
It is a really cool, very cooperative system. I'm actually going to be doing character creation for my r/l tabletop group today, maybe start up a score if enough of them can make it.
The game definitely allows for some level of planning; you're able to gather information and all that and make the best judgement call to get the ball rolling and choose a plan and a vector to attack your "score" with. Maybe you do an all-out assault? Maybe you use social connections? Maybe we do a strange ritual to summon the items to us. There is a slew of possibilities.
The game also uses a mechanic called "Flashbacks" which allow you to circumvent issues you come across during the game. You see a patrol of Bluecoats making your way while you're picking the lock and they spot you! The Spider then takes a bit of stress doing a flashback to show how they previously bribed the guards that were going to be on duty to "look the other way". Boom, problem taken care of and you all look like professionals.
It is to help cut back on all the planning that tends to happen in these types of games. I've had games of Shadowrun where the we did two to three sessions of planning for a job that only took half a session. Blades in the Dark tries to get passed that by having you deal with issues as they appear, rather than try to plan for every single possibility.
It is a neat system, I'm a -huge- fan of it.
Here is my idea and submission for your consideration. Like I said, I'm going for the Cutter of the group.
Name: Abram "Guts" Orlov
Abram is the son of a dock worker, refugees from Skovlan when the Empire first went to war against the island nation. His parents home port of Havelov was hit hard and quickly taken, his parents both arriving on the same ship and heading to Dusklov for shelter and a chance at something new away from the destruction of their home.
A poor, immigrant family that arrived with nothing to call their own, his parents were betrothed to one another and struggled everyday to make their own way. Three miscarriages came and went, with the fourth one being a small and frail child that would grow up to be the terror known as Abram.
Being from Skovlan, Abram was raised even under the foot of his fellow destitute. Seen as a thief of jobs and opportunity, his father's eagerness to provide was taken advantage of again and again and his mother ended up working in Silkshore as a whore to make ends meet. These trades, one being the lowest of the low and his mother being a common streetwalker, led to a rough life for Abram. Picked on, shoved about, the fellow children demanded the young boy learn his place. Yet no matter how many there were, how big they were, Abram had the courage (or lacked the common sense) to back down. He came back every day with new wounds, new bruises, his eyes were like raccoons most of his early life. Yet with every fight, he learned a little more of the streets, how to take a punch, and how to make a man bleed.
At the age of ten, Abram's life changed when one of his fights was noticed by a member of the Van Dorf Crime Family. Seeing the young boy's brutality as he gouged one boy four years his senior's eye while biting the hand of another one hard enough to make him bleed, the man named Kris broke up the fight and took him aside. He could see the potential, the chance for this one to be more than just some dock worker or punk on the street, and so he was taken underneath the criminal's wing.
Abram truly began to learn the lessons of the street; how to bully and terrify others into doing what you want, when to use honey instead of vinegar, and how wealth equaled power. He watched nobles treat Kris as a peer rather than a commoner, saw trained killers be terrified by his presence, and he quickly took after him as one of his enforcers. Abram's home life and his chosen career gave him a love of bloodlust that was hard to quench and easy to enjoy, the life of a pit fighter came easily to him when he wasn't breaking legs for the Van Dorf Family.
Yet fate was cruel and Kris ran afoul of the wrong individuals, looked for too much power. His life ended in a brothel, poisoned by a coward and left to bloat in one of the many canals. With his mentor dead and his way into the Van Dorf Family gone, Abram realized that they’d never accept a stranger without a good word into the real family. He wanted more than to be just some thug, he wanted it all; riches, power, fear, women. So the man nicknamed “Guts” by the late Kris Van Dorf roams the docks and fighting pits; breaking jaws, doing oddjobs, and looking for a crew worthy enough to have a vicious animal like himself in it.
Appearance: Abram’s hair is a dark bown that is usually kept cut short and clean, as to avoid giving his enemies something to grab on and pull. His left ear looks like a cauliflower from years of fighting and learning to defend his off-hand side. Muscular without being overwhelming so, Guts is capable of doing incredible feats of strength and fury to intimidate even the most hard-pressed of men and women. His clothing is the self-maintained, patched together browns and blacks of the dock workers, with a boat captain’s longcoat laying over his shoulders. The leather is patchworked and rough, but it helps keep the rain out when it comes.
Abram moves with the swagger of a confident fighter, each step natural and graceful yet calculated. Even in his furies, he still seems to consider everything around him and how best to hurt his foe or make them suffer.
Personality: Abram earned the nickname “Guts” when he went toe to toe with one of the big hitters of the Van Dorf family. Without fear or hesitation, he struck the man right in the groin and brought him low fast and hard. Abram knows how dangerous he is and he knows that most other people are uncomfortable around a man who isn’t shy about breaking your arm or your neck. He is loyal though and smart enough to know that he doesn’t know everything. He knows violence doesn’t solve everything, he just prefers it.
Vice: Pleasure – Violence. Abram adores the thrill of a good fist fight, the cacophony of a bar brawl, and the simplicity of a back alley skirmish. When he needs to unwind, he’ll go down to the docks and fight in the pits. Win, lose, it really doesn’t matter to him, as long as he gets to beat someone’s face in and feel the pain himself.
Friends: Abram is friends with a physicker that goes by the name of Sawtooth. He met the man when bringing one of the henchmen of the Van Dorf family who was injured to him. Both of them being of Skovlan descent, the two hit it off famously and became a duo in the fighting pits; Guts fighting and Sawtooth patching him up. Guts has also helped keep pressure off of Sawtooth’s back, breaking the backs of those who refuse to pay up their debts and ensuring he wasn’t bothered by aggressive entrepreneurs.
Enemies: Abram still remembers the night he came across Mercy, the heartless killer who had given his mentor the poison that ended his life. He had expected her to be a simple kill, any coward who dropped such a wicked tactic couldn’t be that good in a fight. He was terribly surprised when she cut his throat, nearly slitting him open like a pig. He barely escaped from her retribution, fleeing to the docks where Sawtooth patched him up and saved his life. He hasn’t forgotten about her yet, his scar aching every day on his throat. He’ll kill her, one of these days, for Kris’s sake.
Action Dots Spent: Command +1, Prowl + 1, Consort + 1, Sway + 1
Special Ability: Not To Be Trifled With
After reading through DMRaven's interest post, I looked up a Let's Play of it and watched the first two weeks of the Roll4It group's game with John Harper being the DM and I have absolutely fallen in love with the system, the setting, everything. As soon as I have a little bit of spare cash, I am going to be purchasing this PDF and getting the moolah so I can print it out and have a physical copy.
If/when DMRaven puts up a recruitment post, I'll be applying for that one too. I'm definitely a dot for this, going to read through the game's crews and playbooks and see about what grabs my interest the most.
EDIT: So I gave a quick, cursory look through things...
For playbooks...I'm honestly looking to be a Cutter. I like the idea of being some scary, vicious, lover of violence. Someone who takes pleasure in getting a busted lip and feeling a man's jaw break against his knuckles.
As for the kind of crew, I'm most interested in Assassins, Bravos, and Shadows. I'm specifically interested in Bravos, I'm totally digging the whole "Gangs of New York" feeling.
I'll have a character up soon enough for it, need to do some errands first.
3d6 ⇒ (4, 3, 3) = 10 = 10
3d6 ⇒ (1, 6, 5) = 12 = 15
3d6 ⇒ (2, 5, 5) = 12 = 12
3d6 ⇒ (2, 5, 1) = 8 = 12
3d6 ⇒ (6, 1, 1) = 8 = 14
1's Rerolled: 4d6 ⇒ (4, 1, 5, 3) = 13
1's Rerolled Again: 1d6 ⇒ 1
AGAIN: 1d6 ⇒ 5
3d6 ⇒ (2, 4, 2) = 8
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (4, 5, 3) = 12
3d6 ⇒ (4, 4, 5) = 13
3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (3, 6, 5) = 14
3d6 ⇒ (5, 3, 6) = 14
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (2, 2, 5) = 9
3d6 ⇒ (1, 5, 1) = 7 = 18
3d6 ⇒ (5, 6, 6) = 17 = 18
3d6 ⇒ (5, 3, 4) = 12 = 15
3d6 ⇒ (2, 1, 1) = 4 = 16
3d6 ⇒ (5, 4, 2) = 11 = 15
Rerolls: 4d6 ⇒ (1, 1, 5, 5) = 12
More Rerolls: 2d6 ⇒ (1, 6) = 7
AGAIN!: 1d6 ⇒ 6
3d6 ⇒ (2, 4, 1) = 7 = 8
3d6 ⇒ (4, 4, 2) = 10
3d6 ⇒ (6, 5, 3) = 14
3d6 ⇒ (3, 4, 1) = 8 = 9
3d6 ⇒ (3, 5, 4) = 12
Rerolls: 2d6 ⇒ (2, 2) = 4
I will be going with that amazing 4th set. That is too good to pass up. I'll be getting ideas soon!
EDIT: Well...I'll be looking at my potential choices. That stat line allows for absolutely anything.
I'm sitting on whatever Joynt wants to do, I'm the late arrival so I don't mind taking whatever is left. I enjoy clerics quite a bit, they're one of my favorite classes ever.
My dwarf, whether he is a cleric or a warpriest, he is going to be going Good and Protection for domains. If he is going to be a cleric, he'll have the "Defend" subdomain.