Hidden 7 yrs ago 7 yrs ago Post by Mae
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T E A M B R I D G E

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1. DAN the RANCHER. created by Duthguy.

2. JAMIE HART the SALOON GIRL. created by CollectorofMyst.

3. HAWKEYE HAROLD the GUNSLINGER. created by DeadBeatWalking.

4. FATHER C the PASTOR. created by rocketrobie2.


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P O S S E L E V E L 2

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Wild West || Lovecraft || Dungeoncrawl
• Based on THIS glorious game •


THEY SAY the world ended when they clawed the first chunks of Darkstone out the belly of the earth. There's magic in those rocks, no doubt. Something more then this world, something other. but it's worth it's weight in gold, multiplied by a dozen. - useful? Sure. Dangerous? oh, yeah. A whole bunch more then anyone was expecting.

The monsters that burst forth into the mines and overran the towns that harbored it certainly made it seem like the end days, alright. Everyone knows the story of the town of Brimstone, for example. They loved their Darkstone there. Collected a whole bunch of it, all in one place. Made a pretty little light show when it went up.

Now Brimstone's just a crater crawling with mutants and monsters and worse.

But that's just how things work out here in the wild west. You won't meet the same fate, of course. There's a fortune to be made out in these hills and down in the depths of those mines, and by damn are you ready to face down the darkness.

It's all in a day's work, after all.
Are you ready to be thrown into a horrific dungeon filled with nightmares?

Yay! Then let's begin.


+ The Posses +

Anyone can make a character. The maximum party size is 5-6 (meaning up to six characters act at once), and the minimum is 2. Each round every character must be accounted for.

The person who created the character gets priority to determine their action. However, if the player does not reply for 4 days, another player may choose the action for that character that round.

After an adventure, players can choose to leave their characters in town if they wish to skip out on the next mission. Characters left behind this way do not gain XP or loot, but will always be safe from danger.

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T E A M I D O L

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1. FEAR the BANDIDO. created by Duskshine749.

2. LUCIEL the LAWMAN. created by Majoras End.

3. SCARE the LAW HOLDER, U.S. MARSHAL. created by Scarescrow.

4. DICK GRANT the PIANO PLAYER. created by Leaves.

5. AARON GOLDFELD the SCOUT. created by CollectorofMyst.

6. PASTOR JIMMY the PREACHER. created by Asura, played by PrinceAlexus.


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T E A M B R I D G E

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1. DAN the RANCHER. created by Duthguy.

2. JAMIE HART the SALOON GIRL. created by CollectorofMyst.

3. HAWKEYE HAROLD the GUNSLINGER. created by DeadBeatWalking.

4. FATHER C the PASTOR. created by rocketrobie2.


In Town


Character Sheet
Just whack this little thing down if some slots are open, or a character has recently died. You can change it as you like so long as this information is there and readable.

>They call me....[NAME]
>I'm [MALE/FEMALE]
>I look like...[APPEARANCE: Hair color/length, eye color, skin color, clothing, noticable features]
>I am a [CLASS: see below]


Completed Missions




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test
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You will probably notice this CS is quite simplified. Personality and History can be explored IC. But you may optionally add those sections above stats if you wish to keep track of things.

You can add keepsakes and some basic tools to your inventory if you wish. You may have a basic weapon on you at the start of the game if you like (think butcher or Skinner's knife type things that suit your character, staffs ect.) but a quick reminder this RP is only as combat focused as you want it to be. There will be an option to get some adventuring gear when you sign up with the Adventuring Guild and you can pick some weapons there as well. No need to overthink things, there will be plenty of opportunities during the RP to discover and create new things.

The connection section is optional. Your character has likely lived in or around the area and may have NPC friends, family, co-workers or rivals. You can add a list of NPCs that are important to your character.

Please note adding a character to Connections makes them fair game for other characters and the GM to create conversations and interactions with, so don't be too precious about them. They can have whatever jobs you wish around town, however during character creation this can be superceded by players who want the role. E.g, if a player made an NPC blacksmith but another player wanted to play a blacksmith character, the character will take precedent. In some cases this might mean we decide the NPC is slowly retiring, or they work together, or there are multiple blacksmiths in town, depending on what suits best.

The current goals section is a reflection of the questionnaire part of the CS so you can copy that goal in. It exists to add to as things progress, since your goals may change over time. If you want your character to have goals for multiple types of thing (e.g herb gathering and potion making, or blacksmithing and poetry, they don't have to relate) you can add in additional starting goals here.


CHARACTER NAME
+ TITLE/JOB +
Age || Gender || Height & Build || Race


> In the Hamlet I live in... [your home in or around the Hamlet, nothing too extravagant.]
> I spend most of my time... [Your profession, a key hobby]
> I am known for... [How others might perceive you]
> My current goal is.. [very important - what you want to spend your time doing, what your character wants to achieve. Could be related to alchemy, monster taming/evolution, magical research, weapon crafting, adventuring, trade, cooking, woodworking, invention ect. Goals can be added over time, so don't feel stuck if you change your mind, or if you'd like to pursue the same goals as another character. Teamwork and competition are the spice of life!]
> My secret is... [a little flavour for fun! Please don't metagame each other's secrets.]

S T A T S
(TUTORIAL: Distribute below then remove this tutorial section: 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

S K I L L S & R E W A R D S

C U R R E N T G O A L S & Q U E S T S

I N V E N T O R Y

C O N N E C T I O N S
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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, mostly behind the scenes.

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 weaved in the quiet inn is weaved from the chosen threads of adventures plucked, and the interests of your villagers.
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Quests and Cast
NPCs
Locations
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hider=Miranda Holloway






Name: Miranda Holloway
Mindy
Age: 20
Birthday/Zodiac: Aquarius - February 18th
Gender: Female
Occupation: Gymnastics Club Assistant, Health and Fitness Student

Appearance


Height: 5" 7
Weight: 130 lbs
Build: Mindy has been obsessively health conscious since her mid teens and her body reflects that. She has a filled out athletic build with strong musculature and a friendly, oval face. She has longer limbs and well balanced bodyshape otherwise.
Eyes: Almond shapped green eyes.
Hair: She wears her hair in a short blonde beach-kissed look. Side view example, though slightly shorter.
Skin Tone: Tan
Tattoos/Scars/Piercings: Ears - Lobe.
Clothing: Usually denim shorts with baggy vests over tanks/crop tops. Occasionally caught out in ripped denim jeans and graphic tees. Usually wears a plethora of boho style jewellery - wristbands, friendship bracelets, and a trinket bracelet with several charms.

Psychology
Passionate ♦ Outspoken ♦ Peppy ♦ Imprudent


Sexuality: Untested Bicurious
Relationship Status: Single, free & non-committal

Personality: Mindy is very passionate about health, fitness and the effect humanity has had on the environment, and will quite happily talk about such subjects at length, building off her own excitement. She is a lifelong vegetarian having grown up in a vegetarian household, and converted to veganism when she was 14. Mindy is generally very upbeat, but at the detriment of not truly understanding the level of suffering taking place in the world around her - currently most notably in relation to Deathware. She has had quite an affluent and sheltered upbringing, which has granted her a can-do attitude and a deep belief in her own ability to enact positive change. Currently she stubbornly believes she can simply beat her Lycanthropy through sheer force of will, and she doesn't fully understand the very real nature of her condition.

She adamantly defends her worldview and is exceptionally stubborn when it comes to people trying to change her mind. Generally speaking Mindy is a caring person, and can be very empathetic, but this usually comes across in situations where her ideals are not being questioned or criticised. As a person she is happiest when action is enacted, and doesn't like sitting around talking about things if a good-sounding plan has already been presented. Mindy is quick to throw herself on board with things that sound like they should be good ideas, without properly thinking things through. People are able to take advantage of her in this regard, if they present things in the appropriate way. She is not traditionally academically intelligent, but on occasion surprises people with a more direct intuitive thinking.

Miranda on occasion can be pretty blunt about things, though usually without meaning hurt. She says what she see's first and her filter for what is appropriate behaviour seems to be way off, unless she is in a coaching situation. Mindy is definitely a more emotional then logical person, for better or worse.


Fears: Trypophobia, Fear of Rotten flesh, putrescence, fear of certain insects - maggots, large numbers of flies or cockroaches.

Likes: veganism & vegetarianism, the early morning, vision boards, organisation, clean air, fitness, food prep, konbucha, optimism, skinny pigs, cute stationary, plans of action, making progress, adventure, new experiences, journaling.

Dislikes: Pessimists, nay-sayers, mess, strong smells, overly aggressive people, big dogs, sitting around when there's things to be done, people not getting to the point over long periods of time, aggressive meat eaters, conditions found in food production industry.

Skills



Pre Infection Skills:
Athleticism: Miranda has good stamina and strength. She does not tire easily.
Flexibility: Miranda has been doing gymnastics since she was 4 and yoga since she was 12.
Determination: Miranda can be very bull-headed. When she sets her mind to a task fully, it's difficult to sway her off course, even in the face of adversity.
Decoration: While not an interior designer by any stretch of the imagination, Mindy has a knack for making spaces she finds herself in pleasing to the eye.
Coaching: Mindy was studying to be a Lifestyle Coach, her plan to start with fitness and then take up nutrition down the line. While she was diagnosed mid training, she has still developed some coaching and time management skills, and her upbeat attitude is certainly helpful in that regard.

Post Infection Skills:
Miranda has yet to consciously realise any developing skills.


History



History Before Deadware: Mindy was an active, high energy child, and an only child until she was five years old, when her younger sister Suzie came along. They both had a settled childhood, with many of their relatives living closeby, there was always family around to visit or events to attend. Her father was a youth councillor and her mother an art teacher, and their home was a quiet and stable one for the most part. Mindy did not excel at school although she was passionately involved in various clubs, and particularly enjoyed hands-on activities. Being a kinesthetic learner it was inevitable she would take a route towards something physically-orientated, and eventually she started directing her studies towards Health and Fitness, with an eventual aim to being a Lifestyle Coach. Mindy had always had a few close friends and larger circles of acquaintances from her various activities. She was neither overtly popular nor shunned during her teenage years, experiencing a pretty healthy social life. She was tested for Lyncanthropy recently during a routine checkup following an interlude with a crush just left to backpack around Europe, and was horrified to discover she had contracted it.

History Since Diagnosis/Arrival: Mindy is still in the very early stages of developing the disease. She is currently travelling to Deadware.

Other: She has two pet skinnypigs at home called Jellybean and Mr. Jiggles.

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> <
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+ OPEN TO NEW PLAYERS +



Being a Peasant SUCKS and you think it's time to be an ADVENTURER instead.


The patrols never turn up from the Old Fort anyway. You're always being dragged off by kobolds or goblins or turning into slime monsters. The blacksmith's daughter has gotten kidnapped so many times she's started her own support group. And don't even get started on the farmer's fields - if it's not a supernatural blight then it's an army of evil scarecrows or sentient poisoned potatoes.

Well, if you want a job done well you might as well do it yourself. Something spooky is going on in the North Forest. Porttown hasn't sent any traders your way in over a month. And caravans are too scared to travel the southern roads anymore, since something's been picking them off.

It's time to make a bunch of money being a big time adventurer and definitely not getting killed in the process.


>>Name [Peon|Farmer|Merchant|Mason|Tailor|Blacksmith|ect] [NAMEHERE]
>>I am a [age] year old [Fighter|Mage|Cleric|Thief]. My birthday is [day] of [month].
>> I am [tall|short|muscular|lithe|ect] and look [masculine|feminine|androgynous], with [hair colour & shape] hair and [eye colour & shape] eyes. My expression is usually [calm|angry|scared|ect]
>> It's my dream to [dream|ambition here]

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NAMECLASS


HP: 26/26 || KI: 5/5
Location || Whatcha Doin' || Condition // Emotion


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NAME
B O N D S:
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H E A R T
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I R O N
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S H A D O W
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W I T S
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M O M E N T U M

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R E S E T:
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A P P E A R A N C E / /
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P E R S O N A L I T Y / /
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H I S T O R Y / /
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C O N D I T I O N S
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【 】Wounded【 】Unprepared
【 】 Shaken 【 】Encumbered

B A N E S
【 】Maimed【 】Corrupted

B U R D E N S
【 】Cursed【 】Tormented
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H E A L T H
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V O W S


V O W

L E V E L

【 】【 】【 】【 】【 】【 】【 】【 】【 】【 】


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Of Iron
Inscrutable metal pillars are found throughout the land. They are iron gray, and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them.

The imposing hills and mountains of the Ironlands are rich in iron ore. Most prized of all is the star-forged black iron.
Of Legacies
Other humans sailed here from the Old World untold years ago, but all that is left of them is a savage, feral people we call the broken. Is their fate to become our own?
Of Communities
We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.
Of Leadership
Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.
Of Defense
Here in the Ironlands, supplies are too precious, and the lands are too sparsely populated, to support organized fighting forces. When a community is threatened, the people stand together to protect their own. Perhaps in time, Wardens may emerge to defend the land.
Of Mysticism
Some still find comfort in the old ways. They call on mystics to divine the fortune of their newborn, or ask them to perform rituals to invoke a bountiful harvest. Others act out of fear against those who they suspect of having power. However, most folk believe true magic—if it ever existed—is lost to us now...
Of Deities
{ Our gods are many. They make themselves known through manifestations and miracles. Some say they even secretly walk among us. The priests convey the will of the gods and hold sway over many communities.

Of Firstborn
The firstborn, creatures who came before us such as elves and giants, live in isolation and are fiercely protective of their own lands. They often have strange alien customs that mesh poorly with our mortal understandings.

Of Beasts
Beasts of all sorts roam the Ironlands. They dwell primarily in the reaches, but range into the settled lands to hunt. There, they often prey on cattle, but attacks on travelers, caravans, or even settlements are not uncommon.

Of Horrors
We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes.

The dead do not rest in the Ironlands. At night we light torches, scatter salt, and post sentries at the gate.
Of Horrors
We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes.

The dead do not rest in the Ironlands. At night we light torches, scatter salt, and post sentries at the gate.
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Blood Red Markets

Let players build their conclave? Too confusing/slow start?

+1 or it can't be done

Buy a roll (when using gear e.g ammunition, batteries)
Charged gear: spend a charge before rolling to gain +1

Spend a Ration: for intense physical actions. Each ration grants +1 to the roll.

In the black: succeeded
In the red: failed
Double evens: critical success
Double odds: critical failure
Ties go to the market

Explain Negotiation rules - or leave until ready to negotiate?? Probably easier to break rules into chunks
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Lost
+Adapt: +2 Skill Points to spend at Character Creation
-And Die: Legally Dead and must say in the Loss or forge a new Identoty (+1 Retirement Milestone)

Bait
+Citizen: One less Milestone required for retirement.
-Migrant: Dependents Upkeep Cost x2, and communication with them must be electronic.


Latent
+Once Bitten: can't be infected.
-Twice Hated: Remains infectious and persecuted in life, always becomes a Vector upon death.


Immune
+Genetic Lottery: can't be infected.
-Walking Meal Ticket: Living body is worth 5 bounty per permanently 'harvested' hit box.


Believer
+Faith: +2 on self control checks that confirm faith
-Doubt: Starts off cracked in a Humanity threat, Self Control checks required for violation of faith.


Steward
+
-


Hustler
+I Know a Guy: Automatically succeeds at networking checks, even without a skill point.
-I Owe a Guy: Once per Game: Market can call in a marker of 1d10 Bounty.


Fencemen
+Headshots: +1 on any attack checks against Casualities.
-In My Sleep: Starts cracked in a Humanity from the terrible nightmarish memories.


Scavenger:
+Salvage... Salvage Everywhere: Start the game with 20 Bounty.
-Not a Screw that Fits: Permanently at -1 Refresh


Roach
+Survivor: Damage Humanity to assist with skill checks. +1 per point
-Sole:Start cracked in all three Humanity threats.
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Threats
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Name:
Crew Name:
Age:
Appearance:
██████████████████████████████████████████████████████

Soft Spot:
Weak Spot:
Tough Spot +:
Tough Spot -:
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Strength:
Haul:
Unarmed - ():
Melee ():
Melee ():
Resistance:

Speed:
Shoot ():
Shoot ():
Stealth:
Athletics:

Adaption:

Refresh:
Awareness:
Self Control:
Drive:
Criminality:

Intelligence:

Foresight:
Research:
Mechanics:
First Aid:
Profession ():
Profession ():

Charisma:

Networking:
Persuasion:
Sensitivity:
Deception:
Intimidation:
Leadership:

Will:

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Skills
Will:
Strength
Haul:
Speed
Adaption:
Refresh:
Intelligence:
Charisma:
Unarmed - ():
Melee ():
Melee ():
Resistance:
Shoot ():
Shoot ():
Stealth:
Athletics:
Refresh:
Awareness:
Self Control:
Drive:
Criminality:
Foresight:
Research:
Mechanics:
First Aid:
Profession ():
Profession ():
Networking:
Persuasion:
Sensitivity:
Deception:
Intimidation:
Leadership:
Hidden 2 yrs ago 2 yrs ago Post by Mae
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Mae Crayola

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