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Hidden 2 yrs ago Post by Mae
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Mae Crayola

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low casual ◉ ♫ chill vibes ♫ ◉ low stakes

far beyond the warzone of the demon king, far beyond the reach of plotting nobles and mad wizards, far beyond the great mountains and endless enchanted forest, there is a little Hamlet of no great renown. To you, this Hamlet is home. In this quiet village, in this peaceful valley, the winds of change blow anew.

An old traveller has recently re-opened the abandoned Adventurers Guild outpost.

In this sleepy place it is always a time of rest, but welcome change brings new opportunities. Can you bring prosperity to the beloved Hamlet you call home?

Isekai-Lite Fantasy
You are a local villager, but you harbour within you the potential for something extraordinary, something that might well bring great change. This RP pays homage to Isekai themes of progression of building up a home base location, uplifting the locals, and a 'zero to hero' power gain without the 'prior life/reborn' components. There are some light game mechanics, that affect exploration and progression. As your character tried new things and improves, new skills and items may be gained. As you explore, discover new locations, creatures and mysteries.

Creature Comforts, Low Stakes
The focus of this roleplay has a slight slice of life flavour, akin to Stardew Valley. Is your character an aspiring alchemist who wishes to discover new potions from unknown herbs in the unexplored woods? Perhaps a fresh faced monster tamer who wants to befriend the local wildlife, breed new evolutions and show that even the most frightening monster can have a heart of gold? Or maybe you are a blacksmith, explorer, inn keeper, farmer or magic acolyte who has the glimmer of a dream they strive for. In this slow paced Hamlet life, you are safe to explore your greatest ambitions. Only old age could cause your death here.

Home is where the Hearth is
There are many wonderful locations to be explored, but in the end this roleplay's beating heart is the Hamlet and the camaraderie of a small community reaching for the stars. While you may travel to many exotic places, sooner or later your weary feet yearn for home to share your newfound wealth of experience. Similarly, while factions make plans and great kings scheme, the plot is not set in stone. The story woven in the quiet inn is spun from the chosen threads of adventures plucked, and the particular interests of your villager characters.
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Hidden 2 yrs ago 2 yrs ago Post by Mae
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So stats show what kind of attributes you're focusing on for your character. I don't want people to worry they have misplaced their stats for their aims - there is nothing to stop you being a weightlifting Spellcaster, for example. Please consider the below more of a guideline/inspiration. Your stats are supportive of your play style.

Some NPCs will place more value on certain stats then others when interacting/influencing them.

Magic

A quick note on magic - there are two types of magic, at the moment I'm calling them ignoble magic (bound in the physical world, such as anything elemental, the crucial building blocks of magic) and noble/inert magic (divine magic such as healing falls into this category along with the fantasy style light and dark magics. Strange magics such as teleportation or spatial magic falls in this category as well)

Ignoble magic can be combined in many different variations to create new effects. So you could combine water and fire magics to make steam, for example. There are many unexplored and undiscovered types of magic that can be learnt from experimentation and study, leading to many types of magic uses and professions. A water mage, for example, may still be able to produce steam given the right circumstances. But the crazy steam wizard who has devoted his life to steam magic would know a larger variety of steam related 'spells'. And he could combine that with other magics to make even wilder things, perhaps to make aeresol poison clouds or new living clockwork inventions.

The line between ignoble and inert magic gets pretty blurry as combine enough ignoble magic and you'll eventually have something the guild would class as inert anyway.

As with everything else in this RP, don't get too hung up on the specifics - if there is a cool thing you want to do or aim for, we can talk out different ways to achieve it in a way that suits your vision of your character. If you have magics or skills that combo well together, I may suggest new skills you can adopt, but it is always optional (*with the exception of perhaps picking up a cursed item that grants skills, but nothing is unavoidable. The adventurers guild will know how to cleanse a cursed item, or can help you with a quest to do it. Cursed items are rare)

Stats

Stats can be improved IC over the course of the game.

A strong character may do well in combat and have the ability to lift heavy items or complete physically taxing tasks that cannot usually be achieved or do so in less time (e.g a character lacking strength may not be able to mine as effectively), strength may affect appropriate crafting skills.

Dexterity improves hand eye co-ordination, balance and can be a reflection of skill and grace. Dextrous characters have improved ability with ranged combat or combat styles that require finesse and poise. Dexterity is also great for crafting professions and increases success rate at creating intricate or sensitive objects. Dexterity is also reflective of someone's speed and reflexes. Dexterity affects stealth.

Vitality is the endurance of the body, ability to resist poisons and disease, draining effects and may reflect a strong emotional fortitude as well. Strength and vitality are similar in that vitality may improve a characters ability to perform a task for an extended period of time, or push themselves further then usual. A character with high vitality is more likely to sleep well and experiences less physical ailments. Characters with strong vitality can more safely experiment with eating foods/herbs/potions of unknown magical properties or traits.

Intelligence is often associated with people who use magic and is also representative of knowledge, languages, quick wittedness, logical processing ability and mental acuity. Intelligence increases endurance of the mind, this mental fortitude improves protection against magic and mental effects. Intelligent people make good inventors, problem solvers, and nearly all magic wielding people will have good intelligence. You must have at least 1 star in this stat to learn magic.

Wisdom is the endurance of the soul and protects from spiritual attacks. Wisdom can infer a strong sense of self or an innate understanding of a universal truth. Wisdom is required for magic that does not have grounding in the core elements, aka noble/inert magic. Examples include healing magic, light and dark and spatial magics. Wise people have good gut instincts and it is said wisdom can also confer good luck. For this reason wise people make good gatherers of ingredients, this stat can also be good for scouts. You must have at least 1 star in this stat to learn a relevant inert magic.

Charisma affects how a person is perceived to be and improves the chances of them 'getting their way' in social situations. There are different forms of charisma, such as someone appearing to be sweet and charming, another person a wisecracking smooth talker, and a third person may inspire fear. Charisma improves ones ability to interact with other creatures. It is great for traders, but also monster tamers and leaders. NPCs are more likely to interact in favourable ways to those with high charisma, and those in positions of importance (whether that be a noble or the local forest Dryad, or the alpha of a wolf pack) are more likely to keep tabs on these perceived up and comers. Those with higher Charisma can get crowds to listen to them and militia to organise. Charisma also affects ones ability to deceive, and makes it easier to spread tales of great deeds across the land - or advertise great products - or sew untrue rumours.

Stats can be combined together to reflect different archetypes. You may have an inventor with high intelligence and dexterity, who imbues their finely crafted creations with magic. A dextrous and wise scout may be quick at moving through the woods to report back, and always seems to luckily find what they're looking for. A cook with high vitality and charisma makes the amazing new dishes after befriending the local herbalist, and eating their new recipes themselves (able to withstand any negative effects from strange herbs!) to make magical dishes that revitalise their patrons. An intelligent and charismatic mage is able to discover greater heights and new combinations, while training the next generation of mages, who loyally travel from far and wide to learn from them.

Example distributions: a dextrous adventurer who takes slot of scouting missions and has a knack for detecting trouble and discovering locations of treasure
1x - Poor | 2x ★ Average | 2x ★★ Trained | 1x ★★★ Exceptional)
[ ★ ] [ ★ ] [ - ] S T R E N G T H
[ ★ ] [ ★ ] [ ★ ] D E X T E R I T Y
[ ★ ] [ - ] [ - ] V I T A L I T Y
[ - ] [ - ] [ - ] I N T E L L I G E N C E
[ ★ ] [ ★ ] [ - ] W I S D O M
[ ★ ] [ - ] [ - ] C H A R I S M A

Example distributions: a great mage who can use both types of magic, and crafts items that they enchant and sell in their shop
1x - Poor | 2x ★ Average | 2x ★★ Trained | 1x ★★★ Exceptional)
[ - ] [ - ] [ - ] S T R E N G T H
[ ★ ] [ ★ ] [ - ] D E X T E R I T Y
[ ★ ] [ - ] [ - ] V I T A L I T Y
[ ★ ] [ ★ ] [ ★ ] I N T E L L I G E N C E
[ ★ ] [ ★ ] [ - ] W I S D O M
[ ★ ] [ - ] [ - ] C H A R I S M A

Example distributions: a strong miner who explores dangerous underground caverns for rare veins and minerals
1x - Poor | 2x ★ Average | 2x ★★ Trained | 1x ★★★ Exceptional)
[ ★ ] [ ★ ] [ ★ ] S T R E N G T H
[ ★ ] [ ★ ] [ - ] D E X T E R I T Y
[ ★ ] [ ★ ] [ - ] V I T A L I T Y
[ - ] [ - ] [ - ] I N T E L L I G E N C E
[ ★ ] [ - ] [ - ] W I S D O M
[ ★ ] [ - ] [ - ] C H A R I S M A
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Hidden 2 yrs ago Post by Mae
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Mae Crayola

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Reserved
Hidden 2 yrs ago Post by Mae
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Mae Crayola

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Open, please don't post IC
Hidden 2 yrs ago Post by scrawls
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Woohoo! This is so exciting :D
Can't wait to see this get started!!
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Hidden 2 yrs ago 2 yrs ago Post by Dark Cloud
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@Mae ye haven't done me skills yet. Just uh hope we get that done afore the rp starts :p
Hidden 2 yrs ago Post by Mae
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@Dark Cloud no worries I'm working on it :D was hoping I'd get the OOC done and finish the skills tonight but might be tomorrow now

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Hidden 2 yrs ago Post by redraider1
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I'll be able to post a character on Sunday.
Hidden 2 yrs ago Post by Dark Cloud
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@Mae okies thanks
Hidden 2 yrs ago 2 yrs ago Post by OwO
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OwO what's this?

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The idea: a skilled and air-headed knight who, hopefully, just doesn't ever enter combat and just eats food instead. Mayhaps a teacher to Rowan, concoction test-subject for Nibby, and the person who Wormwood has to share his one brain cell with.

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Hidden 2 yrs ago Post by Theyra
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I figure I used the cs from the interest check.



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Hidden 2 yrs ago Post by RisingRobin
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@Mae Currently traveling this weekend for a wedding and don’t have access to my computer. I’ll try and have my CS copy/pasted if I get a moment, but I should have something proper on Monday at the latest.
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Hidden 2 yrs ago Post by Dark Cloud
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@Theyra someone already lives in a cottage with a garden at the edge of the village we can't all live there 😂
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Actually now that I think about it, it sounds hilarious if a bunch of hobos are just squatting outside the Hamlet.
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Hidden 2 yrs ago Post by Zeroth
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Hello all! Since the GM like'd my question regarding my character in the interest check, I assumed that was go-ahead to post the CS draft? Let me know if there are any issues that need to be fixed!



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Hidden 2 yrs ago Post by Yankee
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Hidden 2 yrs ago Post by Mae
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@Dark Cloud honestly it's pretty great, not many people are living in the town center, which I think is an excellent way to start a RP about building a community. Everyone's a Hermit!

If I have time/can get it working on tablet I'd like to make a map to show roughly how people are spread out. There are forests to the West all the way round to the South of the village and plains (eventually hills and mountains) to the north and plains to the East. I think main trade/people come from the southern road but I'm missing with the idea of another very small fishing village to the East. I think [@Enkrypton] Nibby's garden might be visible from the trade road which is why the kids tend to bother her more then Rallis.

@OwOAccepted! I can see her, Bolo and Rowan sitting round a table in the inn trying to convince the Mayor to make all the doorways bigger..

Here's a first pass at the skill list, feel free to make any suggestions. Also, how good is Ingrid at solving crimes? I get more of a village jack of all trades vibe rather than detective, but let me know if you want her to have some skills in that department. Foodsense is a bit of a good for fun, but the sense abilities just give players knowledge on what's happening around the RP (or grants knowledge of things going on in the area no one may know about yet). I kinda like the idea of Ingrid knowing when tasty food is around to a supranatural degree.

Also I gave her gluttony which is typically more of a monster ability but I think it suits her well. This opens up an unexpected question: monsters can sometimes gain attributes or evolution from things they eat. Do you want Ingrid to be able to do that too? No pressure either way. Right now I think with such a high vitality she has the most iron stomach of all the characters, even compared to Wormwood and Penumbra. Also, I imagine her family might have taught her some of the military skills, but she doesn't have much interest in them?
Poison Resistance I
Blunt Resistance I
Reputation: Hearth - Liked
Passive: Dangersense - Urban
Passive: Foodsense
Passive: Enhancement Vitality - Gluttony
Tracking: Urban
Detect Forgery
Swordsmanship
Taavernbrawling
Blindfighting
Leadership
Training: Manual at Arms can provide combat training
Military Strategy
Jack of Trades: Odd Jobs

@Theyra Accepted! Definitely worth working out if you have connections with [@Enkrypton] Nibby and @scrawls. Nibby creates medicines and like Zhar has a herb garden, so they'd definitely be aware of each other as the only potionmakers in town. And you may have met Boro recently as he's reopened the library, and Zhar might find some books there useful.

So developing your skill list now. What does Zhar's elven ancestry grant in his case? Do you have an affinity for nature? Also with a high Dex he shoul definitely have some skills relating to that, how do you imagine he spends his time?
Upgraded Skill - Stealth* (ancestry)
Locked - Innate Magic
Passive: Dangersense - Concoction Mishap
Passive: Magicsense, Sentient, bodily
Identify: Reagent
Identify: Potion
Research - Potions
Gardening - Herbs
Wayfaring - Woodlands

Hidden 2 yrs ago Post by Enkryption
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@Theyra someone already lives in a cottage with a garden at the edge of the village we can't all live there 😂


Nibiria isn't in the business of subletting her space to potential competition. Better be living on the opposite side of the Hamlet, lol.

@Mae

Unless he was, like, super-close, Nibby wouldn't really concern herself with him. People come to her for treatments, despite being wary of her, so she never goes into town. She'd know of him through gossip, but not in person, unless he made the effort to visit or people stopped coming to her and went to him instead - that would be cause to investigate.
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Hidden 2 yrs ago Post by Dark Cloud
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<Snipped quote by Dark Cloud>

Nibiria isn't in the business of subletting her space to potential competition. Better be living on the opposite side of the Hamlet, lol.

@Mae

Unless he was, like, super-close, Nibby wouldn't really concern herself with him. People come to her for treatments, despite being wary of her, so she never goes into town. She'd know of him through gossip, but not in person, unless he made the effort to visit or people stopped coming to her and went to him instead - that would be cause to investigate.


I stand by living in the toolshed, I already envision that one night she hears something like munching or someone going "Om, nom nom dis tasty." a bit too loud and finding a small green lizard sitting in a patch of flowers eating a fern with a vacant look in his eyes.

Then being shooed by a broom wielding Nibby.
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Hidden 2 yrs ago Post by Mae
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@Zeroth I'm imagining Old Man Goh's house might be close to the Smithy so he gets some residual heat in the part of the house closest.. but maybe not. purely curious, does he like to grab his meals at the inn or cook for himself at home? I can imagine him enjoying the slow life and he might know Ingrid as well.

Accepted! Happy to have some kids running around town too. Skil lists we can develop together, I'm trying to keep the syntax consistent for referencing during the RP more then anything. Feel free to add anything you think is missing. 'Dangersense - Protect Ward' is ward as in student. If the kids were in trouble nearby, he'd know.

Slash Resistance II
Blunt Resistance I
Cold Resistance I
Passive: Dangersense - Killing Intent
Passive: Dangersense - Protect Ward
Inert Magic - Killer Glare
Swordsmanship (Precise)
Wayfaring - Plains
Fishing
Swimming
Crafting - Trapmaking
Trapping
Jack of Trades: Odd Jobs
Training: Swordsmanship
Leadership
Detect Deception
Detect Intent
Sneak

@Yankee her personality is so adorable. And the egg is really exciting. She probably knows Boro if she likes studying. She definitely needs extra thought to her skills and where she starts at - do you want her to have any active magic at the beginning of the RP?

@Enkryption excellent, I was imagining them at different ends of the town outskirts
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