Shadow of the Demon Lord - A Dark and Gritty Fantasy Horror


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Welcome to a Land in Shadows. The Gods are distant powers. There are hidden worlds, magic is real, and mortals live many lives.

Science and technology have made great strides (clockworks, steak power, firearms, etc), despite the world being filled with terrible monsters.

And last and certainly not least - the Empire burns as the shadow of the Demon Lord soreads across the lands.

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Shadow of the Demon Lord is a dark and gritty fantasy horror RPG akin to 5e, with several important changes. First, you start as a Level 0 Character, choosing only your race and background. Next, it's even simpler, with uncontested challenges being Pass, Fail, or DC 10. There are no skills; instead you have professions which grants an area of knowledge that you can apply during the game. There is no alignment in this game.

Your race determines your ability scores, and you can modify them by a single instance of +1 for -1.

After each adventure, you level up. At Level 1, you pick your Novice Class (Warrior, Rogue, Wizard, Priest). At Level 3, you pick your Expert Class (one of 16, no pre-reqs), and at Level 7 you pick your Master Class (one of 64, no pre-reqs). While there are no pre-reqs for picking a class, the classes you choose should be based on the story and the actions you took during play. If you spent the entire game hitting things with a big stick and not attempting or engaging in any magic whatsoever, then you'd need a really good reason why you chose "Wizard" for your class.

The only dice used in this game are a d20 and a d6.

Unconscious is called "Incapacitated." That's your 0 HP mark. Taking damage equal to your max HP in one hit is intant death.

Advantage and Disadvantage are called Boon and Bane. They're a d6, and they add or subtract to your d20 roll. They cancel each other out, but they stack (3 Bane and 4 Boon = 1 Boon total). When stacking, you only pick the highest roll, you don't add the rolls together.

You do not have to own a copy of this RPG to play. With that said, there is no SRD, so for you it'll be more Role Play than Rules Play.

If you have a copy (physical or PDF), then great! You can help with the rules, as little as they are. If you don't, don't sweat it. Character Creation and progression are supposed to be story driven, so you don't need to know the nitty-gritty to be able to play, and the rules are simple enough to get along.

If you want your own copy, you can order one from here.

Character Creation: This is going to be unique for fans of PF and 5e. Here's how it works:

Pick a race: Human, Clockwork, Dwarf. If you own a copy of the book, you may also choose from Changeling, Goblin, or Orc.

Ability Scores: Determined by race, and you can modify one score by +1 for a -1 somewhere else. The four ability scores are Strength, Agility, Intellect, and Will. These four scores derive everything else except Insanty and Corruption.

From there, much of it is randomized. If you own a copy of the book, you can eschew some randomness and pick your own, but if you don't then you'll either go random or you'll have to make it up. Some aspects are required to be random. For example, humans have the option to gain a random profession, but it must be random.

Human:
Ability Score: S10, A10, I10, W10. +1 to one.
Perception = Intellect
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1/2 or 1
Speed: 10
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), +1 additional spoken language OR one random profession

Background: Roll 1d20
Personality: Roll 3d6 twice and pick OR make up a single sentence description
Religion: Roll 3d6 OR choose (dark power cult, heretical sect, witchcraft, the Old Faith, Cult of the New God, or None)
Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6

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Clockwork:
The clockwork were built for some purpose by a mage who plucked a Soul from the Underworld and bound it to a machine.

Ability Score: S9, A8, I9, W9.
Perception = Intellect
Defense = 13
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only)
Immunities: Damage from Disease and Poison, asleep, diseased, fatigued, and poisoned conditions

Key: You have a key on you somewhere that you can't reach. When it is cranked and turning, you count as a creature and can move and make actions. When it stops, you become an object and cannot move or act (or perceive or talk, it's in "OFF" mode). Your key stops turning when you become incapacitated. It also stops turning at the end any round in which you get a total of 0 or lower on any attack roll or challenge roll. Any creature within reach can spend an action to turn the key and activate you. If you are not incapacitated, you become a creature once more. If you are, roll a d6; on a 4 or higher heal 1 point if damage and become a creature at the end of the round (3 or less does nothing).

Mechanical Body: You do not eat, drink, breathe, or age. You cannot be transformed into an undead. You cannot swim (you sink).

Repairing Damage: When you're a creature, you heal as any creature. If you're an object, any creature can repair you with a tool kit. At the end of each 4 hours of work, that creature makes an Intellect roll with 1 Bane. On a success, you heal damage equal to your healing Rate.

Age: Roll 3d6
Purpose: Roll 3d6
Form: Roll 3d6 (determine shape, size, and weight)
Appearance: Roll 3d6
Background: Roll 1d20
Personality: Roll 3d6 twice and pick OR make up a single sentence description

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Dwarf:
Dwarves are an elder race cursed by the gods for their vanity and doomed to toil and dig in the earth for the treasures they covet.

Things about dwarves: The beard is the thing, for men and women. They're short but dense (physically, but probably also mentally). They're dour and suspicious.

Ability Score: S10, A9, I10, W10.
Perception = Intellect + 1
Defense = Agility
Health = Strength + 4
Healing Rate = 1/4 Health (round down)
Size: 1/2
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), Dwarven (speak, read/write)

Darksight: You can see in areas obscured by shadows and darkness within Medium Range as if they were lit. Beyond this distance, you treat Darkness as Shadows, and you treat Shadows as Lit.

Hated Creature: You have a creature you hate, which grants you 1 Boon on all attack rolls vs that creature type.

Robust Constitution: You take half damage from poison, and you make challenge rolls with 1 Boon to avoid or remove poison.

Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6
Hated Creature: Roll 1d20
Background: Roll 1d20
Personality: Roll 3d6 twice and choose OR make up a single sentence.

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The rest of character creation:
Once you have your race, you get two starting professions. If you have the book, you may roll or choose. If you don't, then roll 1d6+1d20 for each profession. You may also choose to trade one profession to Speak one new language or Read/Write in a language you already know.

Starting Equipment: Roll 3d6

Interesting Thing: Roll 1d6 then 1d20

Once you have all that, now you must Answer the following Questions (you may choose to do this after you know the results of all the randomness above).

1) Describe one Positive and one Negative personality trait you have. If you need inspiration, you can roll 2d20 each and I'll list what you roll.

2) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

3) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

4) What do you fear? What do you hate?

5) What do you desire? What do you love?

6) You have (at least) one secret. What is it?

7) Have you done something Notable? What was it?

8) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

9) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

10) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

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Important Notes as a Player:
This game is descriptive and requires players to have input and to be descriptive themselves. I know we all get lost in the single line posts as games go on past a few weeks, but to make this game thrive, you have to put in some effort.

So based on that, I request that all players strive for the following:

At least every other post should be a "Push Post." That is a post that moves the story forward and allows others to react off of. Avoid posts that just say, "I follow along" or "We could do this if others want." If you're just following, include a description about how you feel and what emotions others can see on your face and you travel. If you have a suggestion for the group, then either post in Discussion or just go ahead and do it.

I'd prefer it if we weren't all waiting on someone else to make the decision to do something, so every time we get into a situation like that as Players, I'll make Something Bad Happen in game, just so we can bring interest back into the game.

If, at any time, you can't post for a period of time or you don't want to play anymore, please tell us! It's ok if you don't like the game or don't like me, just don't make us all wait for you when you're never going to post. Be a mature adult and bow out of the game graciously.

Posting Rate: I'm going to aim for once per day. Please do the same. If you can't/won't, then expect to be botted or skipped so the story can move forward. Also, please don't be that person who thinks "once per day" is posting at 11:50 pm and then again at 12:10 am, and then doesn't post again for nearly 48 hours.

Lastly, this is a horror fantasy game. Role-play appropriately.

Thanks, and I hope we all can have fun!

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Note: This is a fantasy horror game with magic, steam tech, and guns. Death can come quickly for the unlucky and arrogant. Running can mean survival, so don't be afraid of it. If your PC dies and doesn't get ressurected, then your next PC will come with a free Potion of Healing.

Another Note: This is my first time playing and running this system. So it'll be as much a learning curve for me as it is for you.

Some Important Mechanics:
Your Ability Score Modifier is “Ability Score - 10.” So an 11 Strength is +1, 12 is +2, and so on.

Insanity increases when you see something horrific and you fail a Will challenge roll. Get it high enough, and you gain a Madness (random effect, but may include instant death). You can reduce Insanity by 1d6 by taking on a Quirk, but the DM gets to pick what it is.

Corruption is gained by learning evil Traditions of magic or learning Evil spells. Increased corruption can physically alter your appearance, and enough of it can make it so you auto die when you become incapacitated (0 HP).

Power Score: This determines what level spell you can cast, and how many times per day you can cast it. It's gained by picking up spell casting classes.

Challenge Rolls: These are either opposed or not. If opposed, the DC is based on the opposition, such as attacking someone vs their Defense Score. Unopposed are either Auto Pass, Auto Fail, or DC 10.

For anything else, please ask. Or we'll just figure it out when we get to it in the game. :)

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Are you ready to try? Do you think you can survive in the Shadow of the Demon Lord? If you think you can, then let's roll some dice and discover who you are!

(Looking for 3-7 players)


Steak power! Medium Rare all the way!


This sounds interesting. Definitely dotting.


Phillip Gastone wrote:
Steak power! Medium Rare all the way!

Ha! It should say Steam Power. Damn typos.


Okay, it's good to see someone running games that I bought from...somewhere for like 5 bucks during a bundle sale.

Let me look through the book and make meself a character.

Common plus a random profession. Also going to lower my Will by 1 to increase my Intellect by 1.

Human character rolls:

Background: 1d20 ⇒ 13 I travelled extensively. +1 Language.
Personality: 3d6 ⇒ (1, 5, 3) = 93d6 ⇒ (3, 3, 2) = 8 I put my interests and those of my friends above all else.
Religion: 3d6 ⇒ (2, 6, 6) = 14 Cult of the New God
Age: 3d6 ⇒ (6, 1, 4) = 11 Young Adult (18-35)
Build: 3d6 ⇒ (5, 6, 2) = 13 a bit overweight
Appearance: 3d6 ⇒ (4, 6, 2) = 12 Perfectly Average in Appearance
Bonus Human Profession: 1d6 ⇒ 41d20 ⇒ 12 Patroller
First Profession: 1d6 ⇒ 61d20 ⇒ 8 Hunter
Second Profession: 1d6 ⇒ 51d20 ⇒ 16 Pilgrim
Wealth: 3d6 ⇒ (3, 1, 5) = 9 Getting By
Interesting Thing: 1d6 ⇒ 21d20 ⇒ 5 A pet mouse

Starting Questions:

1) Describe one Positive and one Negative personality trait you have.

Group Oriented; Distrusting of Outsiders.

2) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

I like to be in my insular group, and I prefer not to be the center of attention.

3) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

My pet mouse Skitters; I would be happy to have fear banished from my life.

4) What do you fear? What do you hate?

Fire; Monsters.

5) What do you desire? What do you love?

Safety; A really good Meat Pie.

6) You have (at least) one secret. What is it?

I used to be one of the cultists that have more or less ruined the world.

7) Have you done something Notable? What was it?

I helped turn in my fellow cultists to what is left of Imperial Authorities, wiping out my cell.

8) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

I do not want to be in charge at all, as I am worried it will likely lead to past mistakes; I revel in Authority.

9) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

I will follow through on my promises if they don't interfere with my survival.

10) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

I am certain that Evil exists, so I believe that Good does as well, although I have never really experienced it. I feel that most people are just trying to get by and doing what they can.


Vrog Skyreaver wrote:

Bonus Human Profession: 1d6 ⇒ 41d20 ⇒ 12 Patroller

First Profession: 1d6 ⇒ 61d20 ⇒ 8 Hunter
Second Profession: 1d6 ⇒ 51d20 ⇒ 16 Pilgrim

Great character!

One request: Make sure you know what the general category of your professions are. There are times in the first module where it says things like: "Those with a Wilderness profession get 1 Boon."


This sounds very interesting! Throwing in some rolls for a Clockwerk character:
Age: 3d6 ⇒ (1, 1, 6) = 8
Purpose: 3d6 ⇒ (4, 3, 3) = 10
Form: 3d6 ⇒ (6, 2, 4) = 12
Appearance: 3d6 ⇒ (5, 2, 4) = 11
Background: 1d20 ⇒ 10
Personality: 3d6 ⇒ (3, 3, 4) = 10
Profession 1: 1d6 ⇒ 61d20 ⇒ 8
Profession 2: 1d6 ⇒ 21d20 ⇒ 8
Starting Equipment: 3d6 ⇒ (6, 6, 3) = 15
Interesting Thing: 1d6 ⇒ 41d20 ⇒ 12


Heremeus wrote:
This sounds very interesting! Throwing in some rolls for a Clockwerk character:

Age: 3d6 ⇒ (1, 1, 6) = 8 -> You are New. 5 years or younger

Purpose: 3d6 ⇒ (4, 3, 3) = 10 -> You were built to use magic. Increase your Intellect or Will by 2.

Form: 3d6 ⇒ (6, 2, 4) = 12 -> You are a humanoid clockwork. You are 6 feet tall and weigh 300 pounds.

Appearance: 3d6 ⇒ (5, 2, 4) = 11 -> You have a mere suggestion of facial features.

Background: 1d20 ⇒ 10 -> You worked to fulfill your purpose for 1d6 years. 1d6 ⇒ 3

Personality: 3d6 ⇒ (3, 3, 4) = 10 -> You search for meaning in a world in which you have no place. (If you don't like this one, you can roll again or make up a one sentence line about your personality).

Profession 1: 1d6 ⇒ 61d20 ⇒ 8 -> Wilderness (Hunter)
Profession 2: 1d6 ⇒ 21d20 ⇒ 8 -> Commoner (Drover or Herder)

Starting Equipment: 3d6 ⇒ (6, 6, 3) = 15 -> Comfortable. You live well and make enough that you can save a little. You have a dagger, a staff or club or sling with 20 stones, fine clothing, a backpack, a cloak, a week of rations, a waterskin, a coil of rope, a tinderbox, 2 torches, a healing potion, and a pouch containing 2d6 cp (copper pennies). You also can pick from the following: a small shield; an incantation of a rank 0 spell of the GM’s choice written on a scroll; or a healer’s kit, tool kit, or writing kit.

Interesting Thing: 1d6 ⇒ 41d20 ⇒ 12 -> You have a ten-pound bag of flour.

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Now it's up to you to figure out what you did during the three years you were serving your purpose, as well as when and why you became a Herder/Drover and a Hunter. Was it before or after working your purpose, or were you using magic to be a Herder and Hunter all together in one? Do you still want to pursue magic (and go for a wizard or priest class), or do you eschew it (and want to go for a warrior or rogue class)?

In addition to that, you can also answer all the other questions in the character generation guidelines. :)


Dot!


Looks fun, considering buying the book!


One whole dot --> .


So I grabbed the book and am looking at making a character right now. I'm thinking, since I've never played the game before, I'm going to stay relatively simple and go with a human.

Human Background: 1d20 ⇒ 15 = You saved your town from horrible monsters
Human Personality: 3d6 ⇒ (3, 5, 6) = 14 = You help others because it is the right thing to do.
Human Religion: 3d6 ⇒ (6, 2, 4) = 12 = You belong to the Cult of the New God
Human Age: 3d6 ⇒ (5, 4, 4) = 13 = You are a middle-aged adult
Human Build: 3d6 ⇒ (5, 4, 6) = 15 = You are tall.
Human Appearance: 3d6 ⇒ (2, 3, 6) = 11 = Perfectly average in appearance. You look like everyone else.

Well, so far it seems pretty classic for an adventurer/hero in the end of days. Follows a good that espouses goodness and fights against the evil of the world. I'm going to take an additional profession rather than speak another language.

Profession #1: 1d6 ⇒ 6 = Wilderness
Wilderness: 1d20 ⇒ 15 = Refugee
Profession #2: 1d6 ⇒ 4 = Martial
Martial Profession: 1d20 ⇒ 13 = Peasant Conscript
Extra Profession: 1d6 ⇒ 1 = Academic
Academic Profession: 1d20 ⇒ 2 = Astrology

An interesting assortment of skills. I'm seeing perhaps he started off trying to become an astrologer but the schooling was too cutthroat for him, leading him to return home humbled from the city. He was conscripted in the early campaigns against rival kingdoms and the Demon Lord's host, eventually fleeing after a horrific battle gone wrong. Now he is a refugee, just trying to stay a step ahead of the awfulness behind him.

Starting Wealth: 3d6 ⇒ (2, 6, 1) = 9 = Getting By
Torches: 1d3 ⇒ 2
Starting CP: 1d6 ⇒ 3

I'm going to say that my character has a dagger that he carries with him, a blade from his military time. The rest is likely stuff he has scrounged up fleeing from one ruined village/town to the next.

Interesting Thing Table: 1d6 ⇒ 2
The Interesting Thing: 1d20 ⇒ 1 = An interesting instrument.

I am going to go with the classic lute that he plays from time to time. I think maybe he learned to play when he was a child and it was something he found on his travels. Probably dinged up but still working, maybe even helps him get a bit of coin when he plays.

Good Personality Trait: 1d20 ⇒ 15 = Humble
Bad Personality Trait: 1d20 ⇒ 20 = Vulgar

I was cool with all the rolls up to that bad personality trait. I've got a visual of him so far and being crass just doesn't fit what I want. I think, instead, I will be going with "Sullen" rather than Vulgar. He has seen terrible things and is quite the moody, sulking individual at times.

Character Questions:
1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

Other people make me feel safe; there was safety amongst your fellows in the conscripts. It was the only way to survive, sometimes. True friends are rare to come by and in these days, a smiling face could be hiding a blade. Having friends is good but don't let them in too close or let your guard down entirely.

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

The thing I value most is my compassion. It is what separates us from the monsters. To lose that is to lose your humanity. The thing I could stand to lose is my weakness. I am getting older now, older and weaker everyday.

3) What do you fear? What do you hate?

I fear the demons most of all, beasts that wish to feed upon the one thing that is eternal; my soul. I hate needless suffering. The end times are coming and we must band together to survive, not hoard what little remains and leave the others to rot.

4) What do you desire? What do you love?

Since I was conscripted, there is only one thing I truly wanted. Peace. True and honest peace. I am a proud patriot and love my nation. It is our duty to try and protect it, to maintain law and order in this growing chaos.

5) You have (at least) one secret. What is it?

To my eternal shame, I did not just get released from the militia I was conscripted to. I am a deserter and that dishonor hangs over my head.

6) Have you done something Notable? What was it?

In the last ruins I passed through, a terrible practitioner of magic had begun animating the dead and wished to grow a bandit kingdom. Like others, I was caught by him but I was able to lead an escape through the undead infested town and even slayed the wicked man. The other refugees called me a hero. I made sure to guide them in the right direction to safety and went my own way. Fame can be a curse, after all.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

I used to let others guide me and as I suffered for their mistakes, I began to take hold of my own destiny. A charismatic leader can still sway me but I will not be blinded ever again. Authority is necessary for the world to continue, the laws keep us safe and guide us. Only when are they corrupted, does society fall.

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

I try to do what is right whenever I can, to help others as long as it isn't certain death. Yet what good am I do the world if I die? Sometimes, a promise has to be broken. When I do break one, I cannot help but feel ashamed. I'm better than this.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

I used to believe that everything was shades of Grey and I still do. However, true Evil does exist in this world. I see myself as a greyed light, desperately trying to brighten more and more without letting the darkness of the world snuff me out.

I think I am going to be going with the name Rohan. I'm not sure what the status of surnames are so if I could get some suggestions, I'll pull something together. I'm thinking he is going to be relatively normal in most things; Strength 11, Agility 10, Intellect 10, and Will 10. He's a little stronger and tougher than some but not by much.

Any advice, criticisms, suggestions, or praise would be welcome! I'd be very interested if anyone has any suggestions for how to use my Astrology profession in game :D


That's fantastic! One thing that immediately came to mind on "interesting instrument" was that it doesn't have to be a musical instrument. What about a scientific instrument? Like an astrolabe?

Fits in great as an astrologer. :)


I am going to try a Clockwork character to see how this turns out. It does sound interesting.
Age: 3d6 ⇒ (2, 6, 4) = 12
Purpose: 3d6 ⇒ (6, 1, 6) = 13
Form: 3d6 ⇒ (5, 2, 4) = 11
Appearance: 3d6 ⇒ (1, 5, 5) = 11
Background: 1d20 ⇒ 10
Personality: 3d6 ⇒ (3, 2, 1) = 6
Profession 1: 1d6 ⇒ 31d20 ⇒ 19
Profession 2: 1d6 ⇒ 61d20 ⇒ 16
Starting Equipment: 3d6 ⇒ (4, 6, 2) = 12
Interesting Thing: 1d6 ⇒ 41d20 ⇒ 8


GM Amsheagar wrote:
I am going to try a Clockwork character to see how this turns out. It does sound interesting.

Age: 3d6 ⇒ (2, 6, 4) = 12 -> You are experienced, 6 to 10 years old.

Purpose: 3d6 ⇒ (6, 1, 6) = 13 -> You were built to gather intelligence about or assassinate targets. Increase your Agility or Intellect by 2.

Form: 3d6 ⇒ (5, 2, 4) = 11 -> You are a humanoid clockwork. You are 6 feet tall and weigh 300 pounds.

Appearance: 3d6 ⇒ (1, 5, 5) = 11 -> You have a mere suggestion of facial features.

Background: 1d20 ⇒ 10 -> You worked to fulfill your purpose for 1d6 years. 1d6 ⇒ 1

Personality: 3d6 ⇒ (3, 2, 1) = 6 -> Your body gives you power and strength. You use it to enforce your will on others. If you don't like this, you can roll again or make up a one line description of your own.

Profession 1: 1d6 ⇒ 31d20 ⇒ 19 -> Criminal (Thug)

Profession 2: 1d6 ⇒ 61d20 ⇒ 16 -> Wilderness (Refuge)

Starting Equipment: 3d6 ⇒ (4, 6, 2) = 12 -> Getting By. You earn enough to meet all your expenses. You have a dagger, a staff or club or sling with 20 stones, basic clothing, a backpack, a week of rations, a waterskin, a tinderbox, 1d3 torches, and a pouch containing 1d6 cp.

Interesting Thing: 1d6 ⇒ 41d20 ⇒ 8 -> A badge from a mercenary company.

There you go! Now you can describe how it all fits together, as well as the rest of the questions in the OP. :)


I have the book so I'm going to roll for my race also, assigning them as they are ordered in the book.

Race: 1d6 ⇒ 6 Orc
Age: 3d6 ⇒ (6, 4, 4) = 14 19-26, middle aged for an orc
Build: 3d6 ⇒ (3, 3, 1) = 7 Thin
Appearance: 3d6 ⇒ (2, 6, 6) = 14 Average
Background: 1d20 ⇒ 14 Educated, can read Common
Personality: 3d6 ⇒ (3, 3, 1) = 7 Stick out for #1
Profession 1: 1d6 ⇒ 21d20 ⇒ 17 Common, Sailor
Profession 2: 1d6 ⇒ 41d20 ⇒ 16 Martial, Slave
Wealth: 3d6 ⇒ (4, 4, 2) = 10 Getting By
Torches: 1d3 ⇒ 3
CP: 1d6 ⇒ 1
I'll take the sling with 20 stones.
Interesting Thing: 1d6 ⇒ 61d20 ⇒ 18 "A bizarre fetish." I think I have an idea, but we'll let it sit until it's relevant.
Positive Personality Trait: 1d20 ⇒ 10 Generous
Negative Personality Trait: 1d20 ⇒ 20 Vulgar


I was one of the backers for the Kickstarter. I have the hardback of the game, but I have never had the chance to play. This seems like a great opportunity to learn the system.

Unfortunately, I'm leaving to go on vacation tonight, so my actual character creation will have to wait until after I get back on friday.


I like that actually! Perhaps it is an astrolabe, something he has kept with him since his college days. I'm thinking of putting him in his early 30s, just enough to be burned out by the world.


Orc
Age: 3d6 ⇒ (5, 2, 2) = 9
Build: 3d6 ⇒ (1, 1, 5) = 7
Appearance: 3d6 ⇒ (1, 6, 2) = 9
Background: 1d20 ⇒ 16
Personality: 3d6 ⇒ (2, 6, 6) = 14
Profession 1st: 1d6 + 1d20 ⇒ (6) + (1) = 7
Profession 2nd: 1d6 + 1d20 ⇒ (1) + (2) = 3
Wealth: 3d6 ⇒ (4, 5, 1) = 10
Interesting Thing: 1d6 ⇒ 5
Interesting Thing: 1d20 ⇒ 13
Personality Trait: 2d20 ⇒ (18, 10) = 28

Torches: 1d3 ⇒ 3

CP: 1d6 ⇒ 5

Age: 9 = Youmg Adult (14)
Build: 7 = Thin
Appearance: 9 = You are ugly. You have thick tusks jutting from your broad jaw, a sloping forehead, and tiny eyes set deep in your skull.
Background: 16 = Saved VIP from assassin
Personality: 14 = Always follow orders
Profession 1st: 6 - 1 Bandit
Profession 2nd: 1 - 2 Astrology
Wealth: 10 = Getting by
Interesting Thing: 5
Interesting Thing: 13  A tiny metal ball that when released floats 1 inch above any solid surface
Personality Trait: 18, 10 kind and rude


I'd love to try the system, but I'm struggling with bouts of burnout so probably not the best time to take on another game.


Hey bookrat, I see you're looking for 3-7 characters, and you have 6 rolled up already... Are you planning to cut off at 7, or do a selection process? I could see this getting a bunch more applicants in the next couple of days (me included).


Bookrat, are you allowing the other races in the book, or did you want to just stick to Human, Clockwork, or Dwarf?


@DoomedHero: No worries! I'll keep recruitment open so you have a chance to make a character.

@Littlehewy: I didn't think I was going to get this much attention for this game, so I'm going to expand it to more than 7. Since the opening module can be a bit deadly and the system is deadly as a whole, maybe we'll do trial by survival. Those who survive can continue to a Level 1 PC. :) But really, if I allow more than 7, mostly likely we'll just lose some due to attrition; or maybe I'll have to pick out PCs through some sort of system. I'll need to think on it.

In addition to the applicants here, I also have a real life friend who wants to apply.

@Vrog: If you own a copy of the book, you can make a Changeling, Goblin, or Orc. If you don't, please stick to Human, Dwarf, or Clockwork. This decision was made because I didn't want to post all six races. :)

However, with that, I'm not open to using any splat books at this time (I'm still learning the system myself!). So let's stick with the core book only.

@Everyone: Recruitment will close on Saturday, June 24


Okay, I'm going to get in quick. Bought the pdf, so here goes :)

Changeling:
Actual Age: 3d6 ⇒ (5, 4, 1) = 10 - Adult, 15 to 25 years old
Starting Form Gender: 1d6 ⇒ 5 - You appear to be female
Staring Form Ancestry: 3d6 ⇒ (5, 6, 4) = 15 - You appear to be Human
Apparent Human Age: 3d6 ⇒ (5, 2, 3) = 10 - Young adult, 18 to 35
Apparent Human Build: 3d6 ⇒ (1, 2, 6) = 9 - Average height and weight
Apparent Human Appearance: 3d6 ⇒ (4, 4, 6) = 14 - You have a physical quality that makes you attractive to others
Background: 1d20 ⇒ 3 - You were enslaved by a hag and forced to perform unspeakable acts as she commanded you. You start the game with 1 Corruption
Quirk: 1d20 ⇒ 19 - You laugh at inappropriate times
Personality: 3d6 ⇒ (6, 5, 6) = 17 - You tend to stick to one form as long as possible; you crave stability and would do anything to be “normal”
Starting Wealth: 3d6 ⇒ (6, 1, 1) = 8 - Poor
Interesting Thing: 1d6 + 1d20 ⇒ (1) + (5) = 6 - A bottle filled with a maiden's tears

Consider me in, bookrat, if it please the GM :) I have the book, but I've not read through it yet, just went straight to chargen. I'll have a scan and get my head into the setting, then get stuck into answering the questions in the OP. Can't wait!

bookrat:
For one of my professions, I'm thinking courtesan/high class prostitute. I'm going to call my character Toy, and s/he hates changing form (per Personality) as it reminds him/her of the time working as as pretty much a sex-slave (Toy was forced to change form often to suit the whims of his/her customers). Her pimp/master was the hag mentioned in Background.

Is that too dark for the game you're thinking to run? It wouldn't ever need to be detailed; in fact, I would probably resist that strongly. But it could be alluded to, and it does create a powerful (and pretty dang sad) tale for the character. I'm thinking s/he's a bit loopy. Anyhow, let me know if this idea is appropriate or not.


Submitting T.A.S. (Trapped Ancient Soul): A clockwork build by cultists of the demon lord to study dark arts.

Story:
A group of cultists with more magical than mechanical interest assembled T.A.S. from scrap parts and bound an ancient soul from hell to the Clockwork. They hoped to gain knowledge about old forgotten dark magic but this soul was purified and his memory completely wiped a long time ago. They tortured his soul and taught him Dark Speech for over a year to trigger his magical heritage. But even afterwards they never got access to his soul's memory. Three years after T.A.S.' creation, his master - the leader of the cultists - tried to trash T.A.S. in a rage about all the wasted time with this clockwork. T.A.S. escaped and fled into the wilderness where he met a little orphan girl (9 years old) named Mary hiding from the authorities. They made a simple deal: T.A.S. would protect and feed her and she would wind up his key to keep him "alive". He was hunting small animals like rats with a sling and gathering berries to feed Mary. Every once in a while he would use technomancy incantations ("borrowed" from his master when he fled) to hunt bigger creatures. T.A.S. strives to improve his magical knowledge to protect himself and the little girl.

Stats:

+2 Intelligence from purpose
+1 Will -1 Strength to better fit the background
Ability Score: S8, A8, I11, W10.
Perception: 11 (Int)
Defense: 13 (fix)
Health: 8 (Str)
Healing Rate: 2 (1/4 Health)
Size: 1
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), Dark Speech (speak only)

Immunities: Damage from Disease and Poison, asleep, diseased, fatigued, and poisoned conditions

Key: You have a key on you somewhere that you can't reach. When it is cranked and turning, you count as a creature and can move and make actions. When it stops, you become an object and cannot move or act (or perceive or talk, it's in "OFF" mode). Your key stops turning when you become incapacitated. It also stops turning at the end any round in which you get a total of 0 or lower on any attack roll or challenge roll. Any creature within reach can spend an action to turn the key and activate you. If you are not incapacitated, you become a creature once more. If you are, roll a d6; on a 4 or higher heal 1 point if damage and become a creature at the end of the round (3 or less does nothing).

Mechanical Body: You do not eat, drink, breathe, or age. You cannot be transformed into an undead. You cannot swim (you sink).

Repairing Damage: When you're a creature, you heal as any creature. If you're an object, any creature can repair you with a tool kit. At the end of each 4 hours of work, that creature makes an Intellect roll with 1 Bane. On a success, you heal damage equal to your healing Rate.

Background and Appearance:

Age: 3d6 ⇒ (1, 1, 6) = 8 -> You are New. 5 years or younger

Going with 4 years - 3 years service as a test unit and 1 year in the wilderness with Mary.

Purpose: 3d6 ⇒ (4, 3, 3) = 10 -> You were built to use magic. Increase your Intellect or Will by 2.

Form: 3d6 ⇒ (6, 2, 4) = 12 -> You are a humanoid clockwork. You are 6 feet tall and weigh 300 pounds.

Appearance: 3d6 ⇒ (5, 2, 4) = 11 -> You have a mere suggestion of facial features.

Background: 1d20 ⇒ 10 -> You worked to fulfill your purpose for 1d6 years. 1d6 ⇒ 3

Personality: 3d6 ⇒ (3, 3, 4) = 10 -> You search for meaning in a world in which you have no place.

I like this one so going to keep it.

Profession 1: 1d6 ⇒ 61d20 ⇒ 8 -> Wilderness (Hunter)
Profession 2: 1d6 ⇒ 21d20 ⇒ 8 -> Commoner (Drover or Herder)

Cut the second profession for speaking Dark Speech. The cultists tought it to T.A.S. in the hope it would wake his memory (without success). He has no intention to use the language for dark magic but is able to understand and speak it.

Starting Equipment: 3d6 ⇒ (6, 6, 3) = 15 -> Comfortable. You live well and make enough that you can save a little. You have a dagger, a staff or club or sling with 20 stones, fine worn clothing, an old backpack, a cloak with a bunch of holes, a week of rations, a waterskin, a coil of rope, a tinderbox, 2 torches, a healing potion, and a pouch containing 2d6 cp (copper pennies). You also can pick from the following: a small shield; an incantation of a rank 0 spell of the GM’s choice written on a scroll; or a healer’s kit, tool kit, or writing kit.
cp: 2d6 ⇒ (4, 4) = 8

His equipment is mostly stuff he gathered during his year in the wilderness. I changed some of the equipment to a more worn out version to match the story. I'd go for an incantation of a rank 0 spell. Something like Technomancy, Transformation or Teleportation. would fit him quite well (direct magic like Fire not so much). Otherwise something dark like a Curse could be a leftover from his time with the cultists.

Interesting Thing: 1d6 ⇒ 41d20 ⇒ 12 -> You have a ten-pound bag of flour.

This is gonna be.. interesting. Not sure how that fits in.

Questions:

1) Describe one Positive and one Negative personality trait you have.

I am fair but tend to be sarcastic which is a faint leftover from my previous life.

2) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

I fear and avoid follower of the demon lord and other dark minded folks. I'm cautious around strangers and uncomfortable in crowded areas. But I am aware I depend on others to wind me up and so I trust my only friend Mary.

3) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

Mary is the thing I value the most. She was the first human showing kindness and being fair to me. We survived together for over a year in the wilderness and I will protect her by all means.
I do not value my physical possessions. While I use them to survive, I would not care to lose them as long as it does not endager Mary or me.

4) What do you fear? What do you hate?

I fear to become dormant. The thought of losing all control and being an inanimated object makes me nervous.
I hate the cultists of the demon lord that created me but I knows I'm too weak to take revenge.

5) What do you desire? What do you love?

I desire revenge on the cultists and a purpose for my "life".
I love my little human Mary.

6) You have (at least) one secret. What is it?

T.A.S. is unable to perform dark magic. He is not fully aware of this himself but has a vague feeling that something greater prevents him from accessing his memory or learning dark traditions. The attempt to cast a dark spell causes a tremendous mental pain to him and stresses his circuits. Actually performing a dark spell would crush his soul and destroy his body.

7) Have you done something Notable? What was it?

After I fled from the cultists I only knew hate for humans. But when I found Mary in the wilderness cowering under a fallen tree - visibly abused and almost starved - I felt empathy and took care of her.

8) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

I followed commands for my three years in service. After I fled I took charge to care for Mary and me.

9) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

I hold my promises and do what I need to do as best as I can. I feel ashamed and guilty when I can't perform as expected. Not being able to care for Mary properly - for example when failing to hunt for her food - makes me feel horrible.

10) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

I do not believe in good but I experienced evil beyond my reasoning. I value fairness and have seen innocence in Mary. My place is somewhere between seeking peace and persuing my hate driven revenge.

This took longer than expected but I picked up the core rulebook and read a bit into it.


@Littlehewy: this is already a dark system, so that story would fit in fairly well. Although as a personal taste, I do appreciate keeping it to allusion.

@Heremeus: Looks great! Is Mary a current part of your story, or someone from your past? If current, are you expecting an NPC to be with you, or are you hoping someone else picks up the character as a PC?


bookrat wrote:
@Littlehewy: this is already a dark system, so that story would fit in fairly well. Although as a personal taste, I do appreciate keeping it to allusion.

Great, and just to reiterate, that's exactly how I feel about it too.

Quote:
@Heremeus: Looks great! Is Mary a current part of your story, or someone from your past? If current, are you expecting an NPC to be with you, or are you hoping someone else picks up the character as a PC?

Oh gee, now I kinda want to roll up Mary!


Mary is alive at the current point. I'm up for everything regards to her but I'd prefer not to have her around as a NPC. If someone wants to play her that is very much welcome. If not, a tragedy could happen and be the reason T.A.S. changes his current lifestyle. For example a disease killing her, someone kidnapping her, a meteor striking down from the sky and crushing her, etc. Any other reason why she is not constantly around works as well.


That begin the case, I'm going to make a Goblin.

Background-Type Rolls:

Goblin Age: 3d6 ⇒ (2, 6, 5) = 13 27 years old (middle aged)
Goblin Build: 3d6 ⇒ (1, 1, 4) = 63d6 ⇒ (3, 6, 6) = 15 I am tall
Goblin Distinctive Appearance: 1d20 ⇒ 141d20 ⇒ 6 I have an abnormally long and pointed chin.
Goblin Odd Habit: 3d6 ⇒ (3, 4, 2) = 93d6 ⇒ (6, 4, 2) = 12 I keep a bit of Iron on my person at all times.
Goblin Background: 1d20 ⇒ 20 I came into money and start with 2d6 ⇒ (2, 6) = 8 cp.
Personality: I will prove that my people are worthy of respect.

Profession:

Professions:
1: Murderer (Criminal)
2: Profession: 1d6 ⇒ 61d20 ⇒ 11 Informant (Criminal)

Starting Equipment: 3d6 ⇒ (3, 1, 3) = 7 Poor
Interesting Thing: 1d6 ⇒ 31d20 ⇒ 3 Piece of Red Ribbon from the hair of a Human girl I saved.

Answers to the 10 questions:

1) Describe one Positive and one Negative personality trait you have. If you need inspiration, you can roll 2d20 each and I'll list what you roll.

He is very brave, but he can let his emotions carry him away without thinking.

2) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

He has an intense desire to do the right thing and protect the helpless, but he doesn't know how to get people to stop reacting to him like he's a sewer monster.

3) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

My Code of Honor is what I value most, and I could do without the prejudice that follows my people and allows others to make assumptions about me.

4) What do you fear? What do you hate?

That good will simply fade away, leaving only cruelty and evil behind; Bullies, or those who abuse their power for their own ends.

5) What do you desire? What do you love?

Freedom from scorn and mockery for my people; Hope.

6) You have (at least) one secret. What is it?

He honestly believes that he was chosen to be a holy warrior and protect the weak by a god, but he had a momentary mental break and the person who gave him his mission was in actuality a dead knight.

7) Have you done something Notable? What was it?

I managed to lead some survivors of a massacre into the sewers and then to freedom.

8) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

I would like to be the soft guiding hand that the world needs, but I know that people will not respect me, so I leave that role to others and focus on protecting the weak and helpless.

9) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

My word is my bond, and to not live up to my oath would be to turn my back on all I hold dear. I do not, however, give my word lightly.

10) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

I believe that I am truly a force for Good, having cast off the shackles of my previous life after being ordained by the will of god.


Slugoth:

Attributes: S11 A10 I9 W9
Perception: 10
Defense: 10
Health: 11
Healing Rate: 2
Size: 1
Speed: 12
Power: 0
Damage: 0
Insanity: 0
Corruption: 1
Languages: Common (speak), Dark Speech (Read and speak)
Professions: Wilderness (Bandit); Academic (Astrology)
Shadow Sight: You can see in areas of shadow as lit
Equipment: Staff, Basic Clothing, Backpack, Week of Rations, Waterskin, Tinderbox, 3 Torches, 5 cp
Interesting thing: A tiny metal ball that when released floats one inch above any solid surface.
10 Questions:
1 – Slugoth is kind to those in his inner circle, those close to him; but he is often rude to those he doesn’t know.
2 – Slugoth values a small number of close friends, he does not like large groups or being the center of attention.
3 – Slugoth values his freedom greatly and doesn’t want to lose it.
4 – Slugoth fears that the so-called Orc King will be as bad as the emperor.
5 – Slugoth seeks power that he believes the stars promised him.
6 – Slugoth hears the stars speak to him.
7 – Slugoth saved a human noble that his bandit crew was hired to kill, the stars told him it was not the noble’s time.
8 – Slugoth knows that nature abhors a vacuum, especially a power vacuum and he will fill that role when needed, but would rather someone else at least appear to be in charge so he can avoid blame if things go wrong.
9 – Slugoth knowing the importance of close friends is an Orc of his word and can be counted on.
10 – What is it to be good? Slugoth wonders if creatures have free will or if our destinies are written in the stars and woven into the tapestry of fate, and if so can any truly claim to be good if the choice wasn’t theirs?

Appearance: Thin for an Orc Slugoth still outweighs most adult humans. Slugoth is not quite tragically ugly, but is very unpleasant to look at, his charcoal skin looks like it is constantly cracking and flaking off, his sloping forehead and large tusks sticking out of his mouth make him look vaguely beastly.

Backstory: At the start of the Orc revolt Slugoth joined up with a group of Orcs that began to pillage and rob nearby settlements and eventually set up to rob travelers going through the forest, declaring it a tax. On day a message arrived with a job offer to assassinate a noble in exchange for a hefty sum of coins. It would take a few days to travel to where the noble would be. During Slugoth’s watch shift he began to stare at the stars and became mesmerized, the stars then began to speak to him and told him that it was not the nobles time to die and that he must save him, this happened each night during the journey.

And when the time came Slugoth saved the nobleman who asked what he would like as a reward. Slugoth told the noble of how the stars warned him and asked if he could help him learn more of the stars. The noble agreed and set up tutoring with scholars in Astrology who taught him to read a bit. When he learned what he felt the wise old men could teach him, he thanked his tutors and the nobleman and set off on his own, unsure of what to do but believing that the stars will guild him.


"The clockwork were built for some purpose by a mage who plucked a Soul from the Underworld and bound it to a machine."

A mage forged Jexen for his own inscrutable reasons.

@Bookrat: Many random rolls here, so I'll need someone to weight in on what the results are.

Character Generation Rolls:

Age: 3d6 ⇒ (5, 2, 6) = 13

Purpose: 3d6 ⇒ (3, 1, 1) = 5

Form: 3d6 ⇒ (4, 2, 1) = 7 (determine shape, size, and weight)

Appearance: 3d6 ⇒ (5, 5, 2) = 12

Background: 1d20 ⇒ 16

Personality 1: 3d6 ⇒ (6, 1, 5) = 12

Personality 2: 3d6 ⇒ (1, 6, 4) = 11

--------

The rest of character creation:

Profession 1: 1d6 + 1d20 ⇒ (1) + (5) = 6

Profession 2: 1d6 + 1d20 ⇒ (4) + (7) = 11

Starting Equipment: 3d6d1d6 + 1d20 ⇒ (6, 4, 3, 3, 5, 2, 2, 6, 2, 5, 2, 6, 2) + (18) = 66

I'll leave the questions until I have the results of the rolls locked down.


Decimus Observet wrote:
A mage forged Jexen for his own inscrutable reasons.

Age: 3d6 ⇒ (5, 2, 6) = 13 -> You are old, 11 - 50 years.

Purpose: 3d6 ⇒ (3, 1, 1) = 5 -> You were built to work. Increase your Strength by 2.

Form: 3d6 ⇒ (4, 2, 1) = 7 -> You are a small humanoid clockwork. Reduce your Size to 1/2. You are 4 feet tall and weigh 75 pounds.

Appearance: 3d6 ⇒ (5, 5, 2) = 12 -> You have a mere suggestion of facial features.

Background: 1d20 ⇒ 16 -> You can’t remember your past. You don’t know where you came from or how you came to be where you are.

Personality 1: 3d6 ⇒ (6, 1, 5) = 12 -> You search for meaning in a world in which you have no place.

Personality 2: 3d6 ⇒ (1, 6, 4) = 11 (Same result as above)

--------

The rest of character creation:

Profession 1: 1d6 + 1d20 ⇒ (1) + (5) = 6 -> Academic (Geography)

Profession 2: 1d6 + 1d20 ⇒ (4) + (7) = 11 -> Martial (Marine)

Starting Equipment: 3d6 ⇒ (6, 4, 3) = 13 -> Getting By. You earn enough to meet all your expenses. You have a dagger, a staff or club or sling with 20 stones, basic clothing, a backpack, a week of rations, a waterskin, a tinderbox, 1d3 torches, and a pouch containing 1d6 cp.

Interesting Thing: 1d6 + 1d20 ⇒ (3) + (18) = 21 -> A newborn baby that might or might not be yours.


"Interesting Thing: 1d6 + 1d20 ⇒ (3) + (18) = 21 -> A newborn baby that might or might not be yours."
Lololololololololol


A clockwork having a newborn baby that "might or might not be" his. Oh dear demon lord. This is gonna be interesting.


Possession is 9/10th of the law


First post

I'll be rolling gender to continue in the vein of randomness, 1-3 being a lady, 4-6 being a guy, and 7 being agender.

Regardless of gender, my orc will be named Ratatosk.

Gender: 1d7 ⇒ 7

Connecting the dots:
Ratatosk was a feral child, picked up around the age of 12 by slavers and tied to an oar in the belly of a warship. Five years later, the ship crashed against the rocks, leaving only Ratatosk (at that time, a slave with no name) and three others alive. One of them took pity upon Ratatosk, and as they awaited rescue, taught Ratatosk how to read and write the common tongue, and gave them a name. In the two years since, Ratatosk has floated from town to town, sometimes being run out and sometimes simply getting into trouble and leaving.

Questions:
1) Describe one Positive and one Negative personality trait you have. If you need inspiration, you can roll 2d20 each and I'll list what you roll.

Earlier I rolled Generous and Vulgar, so delving deeper in this: They are not always quite generous with their money (but they are when they can afford to be) but they devote time and energy to those they can help. Vulgarity would be present in their language, attitude, knowing what is appropriate when (they don't).

2) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

Despite their lack of shame, they are embarrassed easily. Ratatosk doesn't like leadership roles or being the center of things, even though they are suited for such. Fraternizing gained lashes when they were a slave, so while they are quick to put their skill and strength forward to help others, they're nervous to lend their voice to a cause.

3) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc...

Ratatosk has had very few opportunities to build an identity other than "SLAVE", it was in learning to read that they found themselves. They value their freedom, their identity, and knowledge gained from books.

4) What do you fear? What do you hate?

Punishment and retaliation. Slavers, men with whips.

5) What do you desire? What do you love?

Peace and growth, to be understood and offered opportunity to continue becoming their own person. They love depth of emotion, love crying for reasons that aren't sadness.

6) You have (at least) one secret. What is it?

1) Ratatosk is a cannibal, having eaten most of their crew when the ship ran aground with the other survivors. They express no remorse for eating the body of slavers, but no pride in their actions either.

2) They have a bizarre fetish (as rolled on the Interesting Things Table) that all but defines their sexual experiences (which is the part of it that makes it go from weird to bizarre). I can go into detail if asked.

3) They had to flee their last home because their lover had been found murdered, and everyone expected the orc.

7) Have you done something Notable? What was it?

They crashed their ship by secretly pulling its anchor at night, allowing a vicious storm to smash them into the rocks before an alarm could be raised to row through it.

8) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

They are a decent leader, charismatic and in command, but shy and anxious about too many eyes upon them, leaving Ratatosk often in the role of follower. They naturally resist fascist or authoritarian rule, often to violence.

9) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

Ratatosk has betrayed many, but they have rarely wanted to. Promises are important to them; promises saved their life.

10) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

No earthly being is correct in judging another's actions, says Ratatosk, but they know where the line is. For certain things you should be broiled alive and spilled into the sea, chum for the fish and troll for the sharks. Ratatosk believes themselves to be a good person, but they know how to survive also.


I'd love to join. Think I'd play a dwarf since no one else has yet.

Age: 3d6 ⇒ (5, 6, 2) = 13
Build: 3d6 ⇒ (4, 6, 6) = 16
Appearance: 3d6 ⇒ (5, 3, 5) = 13
Background: 1d20 ⇒ 2
Personality: 3d6 ⇒ (3, 2, 3) = 8
Profession 1st: 1d6 + 1d20 ⇒ (3) + (16) = 19
Profession 2nd: 1d6 + 1d20 ⇒ (3) + (1) = 4
Wealth: 3d6 ⇒ (2, 5, 3) = 10
Interesting Thing: 1d6 ⇒ 2
Interesting Thing: 1d20 ⇒ 11
Personality Trait: 2d20 ⇒ (9, 14) = 23


CrusaderEm wrote:

I'd love to join. Think I'd play a dwarf since no one else has yet.

Age: 3d6 ⇒ (5, 6, 2) = 13 -> You are a middle-aged adult, 51 to 100 years old.

Build: 3d6 ⇒ (4, 6, 6) = 16 -> You have a magnificent belly.

Appearance: 3d6 ⇒ (5, 3, 5) = 13 -> You take pride in your appearance. You stay clean, oil your facial hair, and perhaps braid it or tie it with metal rings.

Hated Creature: 1d20 ⇒ 19 -> Demons

Background: 1d20 ⇒ 2 -> Your ancestors appeared to you in a vision and sent you to recover a fabled relic.

Personality: 3d6 ⇒ (3, 2, 3) = 8 -> You believe other people covet your wealth. It is your duty to protect what is yours—at any cost. If you don't like this, you can reroll or make up a 1-2 sentence description of your personality.

Profession 1st: 1d6 + 1d20 ⇒ (3) + (16) = 19 -> Criminal (Thug)

Profession 2nd: 1d6 + 1d20 ⇒ (3) + (1) = 4 -> Criminal (Agitator)

Wealth: 3d6 ⇒ (2, 5, 3) = 10 -> Getting By. You earn enough to meet all your expenses. You have a dagger, a staff or club or sling with 20 stones, basic clothing, a backpack, a week of rations, a waterskin, a tinderbox, 1d3 torches, and a pouch containing 1d6 cp.

Interesting Thing: 1d6 ⇒ 2
Interesting Thing: 1d20 ⇒ 11 -> You have an... Unrequited love.

Personality Trait: 2d20 ⇒ (9, 14) = 23 -> Positive: Forgiving, Negative: Slovenly. These are only suggestions, you can take them or leave them and make up your own.


Okay, here's what I have so far. Still unsure of a name, going with Toy for now, but I'm sure I can come up with something better. Their (gender neutral pronouns read awkwardly, but I'm going with it...) history is floating around in my head, but not yet down on paper.

Stats and Abilities:

Ancestry: Changeling (appears Human)
Professions: Prostitute (criminal); Magic (academic)
Strength: 8
Agility: 10
Intellect: 11
Will: 10
Health: 9
Perception: 12
Size: 1
Speed: 10
Power: 0
Insanity: 0
Corruption: 1
Languages: Common
Immune: Damage from disease; charmed, diseased
Talents: Iron Vulnerability; Shadowsight; Steal Identity
Magic:
Weapons:
Equipment: Sling (20 stones), rags, pouch (5 bits)

Description:

Age: 18
Apparent gender: Female
Apparent ancestry: Human
Background: Enslaved by a hag and forced to perform unspeakable acts as she commanded you. You start the game with 1 Corruption
Quirk: You laugh at inappropriate times
Personality: You tend to stick to one form as long as possible; you crave stability and would do anything to be “normal”
Starting Wealth:Poor
Interesting Thing: A bottle filled with a maiden's tears

Questions:

1) Personality Traits: Kind, Thoughtless. Toy strives to be kind always, but often lacks human empathy, and so can be unintentionally thoughtless.

2) Relationships: Toy doesn't understand the concept of friends very well, as they've spent most of their life without them. After escaping the hag, Toy fled Dis and reached the city of Lij. There, they managed to take on the role of a male student academic, and began working hard towards a career in magic academia. While there, Toy made a few friends, and learned how good it feels to be able to rely on people and enjoy their presence. However, they were found out after accidentally touching iron, and though they might not have been cast out (Lij is a pretty liberal place), they fled before any consequences could fall on them. Since then, Toy has been a vagrant traveller, alone and unsure of what to do or where to go.

3) Values: Toy values their freedom the most, followed by kindness and power (which enables freedom and kindness, in Toy's view). At this stage, the one thing they could lose is their life, as Toy feels empty and alone in an uncaring world.

4) Fear and Loathing: Toy fears being powerless, restrained, or under the control of another, and hates cruelty, having suffered so much of it. Toy also fears sex, as that was always a horrible experience for them during their period of slavery.

5) Toy desires to be powerful (hence pursuing magic), and to use that power to do good things. However, given their lack of understanding of the human condition, if Toy were to become supremely powerful right now, they could very well become a benevolent dictator. Toy has much to learn about what good and evil really are. Toy loves magic, and companionship, but has largely been cut off from either of these things since recently fleeing the Academy in Lij.

6) Secrets: Toy's entire identity is a secret. They reveal to no one what they are, as they are ashamed of being a changeling, "not a real person" as they were told many times. Beyond that, Toy has stumbled on to a major political secret, either in Dis, or more likely in Lij (discuss with GM).

7) Achievements: Toy took over the role of a student who they saw murdered in an alley and instantly mimicked. The male student was a loner, but brilliant, and upon taking possession of his dorm and books, Toy excelled in magic theory from the get go. After a month or two, Toy felt confident enough to begin interacting more with other students and academics, and did very well. Toy was selected to be part of a research group that was concerned with combatting demons, and helped discover a magical technique that would destroy their physical forms. Toy was only focused on one part of the research, however, and would need to do months, if not years of work to recreate the entire project by themselves. Toy has told no one about their accomplishments in that project, as it was towards the end of it when they were exposed by contact with iron.

8) Authority: Toy is comfortable with authority as long as it is freely given, and their opinion is given weight. This worked well in the Academy, as students were encouraged to question, and to explore. A military style of authority would be too close to the lack of control Toy fears and loathes so much.

9) Obligations and responsibility: Toy generally keeps their word, although their values are fairly malleable on this count. Obligations and responsibilities can be dropped for the greater good (as Toy understands it), or if they become irrelevant. Toy completes tasks quickly and promptly - they are not lazy at all. Guilt is not a term Toy is very familiar with.

10) Good and Evil: Toy thinks in terms of Good and Evil, but what they really mean by those terms is kindness and cruelty. Moral philosophy is not Toy's strong suit. Toy is generally not selfish, and wants to fulfil the needs of others, as they have been trained (harshly) to do so, but but lately is also seeing how their needs must be fulfilled as well.


I have to say that I really enjoy this character creation. Like...people are super interesting so far and the stories they already have sound amazing.


KingHotTrash wrote:
I have to say that I really enjoy this character creation. Like...people are super interesting so far and the stories they already have sound amazing.

Yeah, it's a lot of fun.

I'm actually kind of surprised at the response I've got, too. I wasn't expecting this much interest for a game that minimizes player control on character creation, especially on the Paizo boards.


Here's the list of all applicants. At this point, I'm going to accept everyone who has applied. We'll start with 10 PCs.

The game will start on Sunday after Doomed Hero has a chance to roll up a PC.

Anyone who still wants to apply can still apply. Go ahead and roll up a character. You'll be on the waiting list. If anyone drops out or has an unfinished character by the time the game starts, you'll be accepted instead. For the waiting list it'll be first come first serve.

Players and Characters:
KingHotTrash - Rohan, Human
LittleHewy - Toy, Changeling
Heremeus - TAS, Clockwork
Vrog - Nameless, Goblin
ElbowToTheFace - Shogoth, Orc
The Lobster - Ratatosk, Orc

Unfinished Characters:
Decimus - Clockwork
CrusaderEm - Dwarf
GM Amsheagar - Clockwork

Pending Application:
Doomed Hero

Waiting List:
None

Moving forward: I'm going to open up the discussion thread later today and anyone with a finished character can join in for some pre-game RP and discussion.

Your characters all start on a caravan headed to a small town called Fletcher's Rest. Your first RP post (either in discussion or gameplay) should include who you are, how others see you, and why you're on this caravan (as an employee of the caravan, escaping justice, moving to a small town to get away from it all, as a tradesman looking for a new location to open up trade, looking for someone, etc...).


Ten players, wow! I've never been in a game with so many.


Link to Discussion Thread.


Just a reminder to all who've applied so far: the discussion thread is open and you're free to join us!

All ten applicants have been accepted.

For those who still want to join, go ahead and roll up a character - you'll be on the waiting list. There are still two Players I haven't heard anything from, so there may be a chance for you to join!


bookrat wrote:
CrusaderEm wrote:

I'd love to join. Think I'd play a dwarf since no one else has yet.

Age: 3d6 ⇒ (5, 6, 2) = 13 -> You are a middle-aged adult, 51 to 100 years old.

Build: 3d6 ⇒ (4, 6, 6) = 16 -> You have a magnificent belly.

Appearance: 3d6 ⇒ (5, 3, 5) = 13 -> You take pride in your appearance. You stay clean, oil your facial hair, and perhaps braid it or tie it with metal rings.

Hated Creature 1d20 -> Demons

Background: 1d20 ⇒ 2 -> Your ancestors appeared to you in a vision and sent you to recover a fabled relic.

Personality: 3d6 ⇒ (3, 2, 3) = 8 -> You believe other people covet your wealth. It is your duty to protect what is yours—at any cost. If you don't like this, you can reroll or make up a 1-2 sentence description of your personality.

Profession 1st: 1d6 + 1d20 ⇒ (3) + (16) = 19 -> Criminal (Thug)

Profession 2nd: 1d6 + 1d20 ⇒ (3) + (1) = 4 -> Criminal (Agitator)

Wealth: 3d6 ⇒ (2, 5, 3) = 10 -> Getting By. You earn enough to meet all your expenses. You have a dagger, a staff or club or sling with 20 stones, basic clothing, a backpack, a week of rations, a waterskin, a tinderbox, 1d3 torches, and a pouch containing 1d6 cp.

Interesting Thing: 1d6 ⇒ 2
Interesting Thing: 1d20 ⇒ 11 -> You have an... Unrequited love.

Personality Trait: 2d20 ⇒ (9, 14) = 23 -> Positive: Forgiving, Negative: Slovenly. These are only suggestions, you can take them or leave them and make up your own.

Torches: 1d3 ⇒ 1

CP: 1d6 ⇒ 5 Yes! Stay away from it you freeloaders.

1) Describe one Positive and one Negative personality trait you have.

Sköllji, despite being an ex-criminal, it's a very forgiving dwarf. If you apologize faster than it takes him to use your head as an axe holder, that is.

Despite being a well groomed dwarf, he doesn't care much about tidying up anything else. He's constantly on the move, and leaves his messes for someone else to clean up.

2) How do others make you feel? Do you like being the center of attention or being left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend.

Sköllji is at home among many people, as most of his work was controlling them. Crowds are a tool to him. Though being the center of attention is his profession, in his older years he has taken a backseat and is just as comfortable slipping in and out of the public's eye as it suits him.

Sköllji knows that there's no such thing as a friend in this world. Only those who deem you useful for the time being. But if you're mutually useful to him, he'll welcome you around his campfire as a comrade. At least for a while.

3) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

"Ahhhh... Moenbry... I'd trade all the riches in the world, hehe..."

"Aye... Moenbry again."

4) What do you fear? What do you hate?

"That me love will be lost forever..."

"F@+%ing demons. I'll kill ery last one of 'em!"

5) What do you desire? What do you love?

"Oi, startin' te sound like a broken record here, ain't I? Moenbry, the most beautiful flower that blooms 'neath the soil. She 'as the most luscious auburn beard, braided with rings and jewels... A pocket full of jingling coins ain't nothin' to wag yer nose at neither, lad. Haha!"

6) You have (at least) one secret. What is it?

"Oi! Like I'm tellin' ye?"

7) Have you done something Notable? What was it?

Harr Harr! I once got a lad te kiss a mule on the lips! Granted, the other option were to feel me axe in his ribs. I've also been the one to encite a riot that ended up causin' a revolution. Neat story, I'll tell ye sometime."

8) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

That's simple, laddie. I step to the pot when it needs stirring. As far as authority, eh. I've had me fill."

9) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

"A dwarf's only as good as either his word, or his axe arm. I always keep me promises... 'less I'm plannin' on killin' ya. I try to do both, though."

10) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

"Aye, good and evil. In this earthly world, there is only selfishness and greed. There is no evil man, only folks with varying scales. It's all 'but how much heavier he figures his happiness is than yours... But there are things not of this world, me boy. And there... There you can bet yer last bit that evil exists. "


Dotting! Been meaning to try SotDL for like a year, I'll get something up later tonight after work.


alexgndl wrote:
Dotting! Been meaning to try SotDL for like a year, I'll get something up later tonight after work.

Can't wait to see it!

Seems like we have room, as I still haven't heard anything from three of the players. And today is the last day. :)


Gaah, sorry-I didn't have enough time last night to write something, and I'm feeling pretty beat today after work. Have fun with the game!

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