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Hidden 6 yrs ago 6 yrs ago Post by Moonlit Sonata
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Moonlit Sonata Omnipotently Yan

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Welcome to Meade, recently voted by the annual Archmages Magazine survey as the best town for those seeking to start a career in the up-and-coming arcane industry.

You are a member of the criminal underground, an art thief whose eyes are set on the Museum of History and the Arcane Arts that is slated to open next weekend. More specifically, you've been hired by a past client to steal the crown jewel of the museum and magnum opus of the legendary painter Hel'AvRen von Entray-Yezediah: The Divine Silence. Of course, if you manage to get away with anything in addition to The Divine Silence, your client is happy to take it off your hands as well, but they're after The Divine Silence first and foremost.

Put simply, pull this job off, and you'll be one of the richest people in the country.

Of course, a priceless painting such as The Divine Silence will no doubt have plenty of security around it, even if the museum's yet to open. Naturally, your client has seen that as cause to hire a few other thieves; maybe you know them from past jobs, maybe not, but you're all professionals, so there shouldn't be an issue there. Everyone gets an even cut of the final turnout. Break into the museum, steal the painting, grab what other things you can, get out, and live a life of luxury for the rest of your years.

...granted, there are some weird rumors running around. Nobody's seen the curator of the museum in weeks, and there have been odd rumors of disappearing staff and 'strange figures' in the windows of the museum at night.

Eh, it's probably nothing worth worrying about. Let's rob the place blind, yeah?



This roleplay is a party-style 'adventure', played by a group of thieves attempting to rob an arcane museum. The location is a town known as Meade, a reasonably wealthy city that isn't a major metropolitan area in its own right, but neighbors the nearby Deln metropolis. It's best described as a semi-suburban sort of locale, an upper-crust town with a storied history that most cities of said kind don't generally have.

The world is best described as "modern fantasy". Technological capacity is roughly on par with that of the current day. The most clear departures from the current day we live in are the existences of "magic" and of nonhuman sapients.

Nonhuman sapients include the standard fare such as goblins, trolls, weird-bird-people, and the like. If they're a standard fantasy trope or a playable DnD race, for instance, they're probably fair game.

Some of you might ask "why is this just 'our world but with magic' when magic would have irreparably altered how technology evolved" and things like that. These are perfectly valid questions, but as the theme of the roleplay isn't based around these questions, I'm going to say "don't think too hard about it".

Player characters are thieves, members of the criminal underground, of decent experience. Whether or not specific player characters are acquainted prior to the start of the roleplay is up to the individual players. Player characters can be of nonhuman sapient races, but exercise common sense; something like a goblin or even a troll is fine (if you can justify how a troll is supposed to be a thief, at least). Something like "supreme archdemon" is obviously not. If you want to check a character idea with me before writing up a sheet for it, that's recommended.

Player characters should be mostly mundane. Some magical knowledge is fine, but magic is less of a standard vocation and more like something you'd need a Masters to get a half-decent job for. If you were some sort of genius magic-user, you probably wouldn't be a thief.

The roleplay will begin with the player characters having just finished breaking into the museum, and we'll run from there. The player amount I'm shooting for is 3-4. I do reserve the right to decline people arbitrarily if I think their characters don't mesh with the theme of the roleplay, etc etc, standard stuff.










Hidden 6 yrs ago Post by unicorgi
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unicorgi I don’t have discord

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Lol that picture tho
Hidden 6 yrs ago Post by Fabricant451
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Fabricant451 Queen of Hearts

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A question: I know we're playing thieves and all but would someone who is, say, a practitioner of confidence tricks fit the bill? Which is a roundabout way of asking if a con man counts as a thief in this manner.
Hidden 6 yrs ago Post by Moonlit Sonata
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Moonlit Sonata Omnipotently Yan

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A question: I know we're playing thieves and all but would someone who is, say, a practitioner of confidence tricks fit the bill? Which is a roundabout way of asking if a con man counts as a thief in this manner.


Sure, if you can put together a reason for them to have been working with the client/why they'd be selected for this sort of job~
Hidden 6 yrs ago Post by Fabricant451
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Fabricant451 Queen of Hearts

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Challenge accepted.
Hidden 6 yrs ago 6 yrs ago Post by FamishedPants
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FamishedPants CEO of Vanderlay Technologies

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Hidden 6 yrs ago Post by Moonlit Sonata
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Moonlit Sonata Omnipotently Yan

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Approved, feel free to move the sheet to the Characters tab.
Hidden 6 yrs ago Post by Gracefully
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Gracefully

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Hidden 6 yrs ago Post by Moonlit Sonata
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Moonlit Sonata Omnipotently Yan

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Your image got 403'd, but good to go besides that!
Hidden 6 yrs ago 6 yrs ago Post by Froppy
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Froppy Doesn't Really Understand what's Happening!

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Name: Grinn

Age: 168

Gender: Male

Species: Animated Doll, Porcelain.

Appearance: A doll jointed mess of porcelain and filigree in the rough shape and size of a man, with a two-faced rotating head that flips between Comedy and Tragedy. He wears a rogueish ensemble of jester-esque patchwork and motley with all the color faded away to dull grays, placing him somewhere distinctly between clown and criminal, complete with hood.

Personality:
Extremely moody, he swings back and forth between elated and distraught with every twist and turn of fate.
Verbose and sing-song, his speech entertains and baffles with words chosen to be more interesting than effective.
Driven by revelry, his existence is wholly predicated upon the pursuit of the next thrill.
Scheming, a mechanical mind always looking in every nook and cranny for the next cheap laugh.
Amoral to totality, he posesses no trace or hint of anything resembling human empathy.

History:
A toy created to entertain that has long since outlived it's maker. A simple animated jester to caper and amuse, an existence wholly undignified but not unpleasant. It has been some hundred and nine years since Guy Grinn was abandoned, and the spell that bound him to his original purpose was severed, he was given permission to "live". In that century and years to spare his own idea of what he should do with his existence have evolved significantly, but his understanding of humans has not.

It is the unfortunate nature of his existence, as something mocked and derided by its very nature, that his ability to reconcile with mankind would simply be absent. So he has in those many years become something of a rascal, a kind of trouble maker if you will, posing as human here and there now and then to carve away little pieces of dignity. He has gotten quite good at it too with all the practice, an unintentional criminal mastermind without fingerprints or breath who steals and kills whenever and whatever he so pleases.

str 3
dex 20
con 2
int 20
cha 15
mag 0

Skills:

Click&Point- Grinn's entire body is psuedo-mechanical and his joints have no directional limits, so his body can move and even contort in ways no humans could ever match.

Party Trickster- Grinn is trained in all forms of conventional clown nonsense including juggling, as well as a large array of single-actor and volunteer magic tricks involving cards or small objects. His mechanical precision in the latter is in fact so good that it's virtually unmatched by any human.

Ventriloquist- Grinn's mouth does not move or produce sound, instead his voice emenates from any point within five feet of him and in any direction.

Inorganic- He does not eat or sleep, and has no need to breathe, and while his body is quite fragile he will not die from most injuries and never bleeds.

Where the Skin is Thinnest- Grinn has, through experience, learned all the easiest places to insert a blade into a human, or for that matter most other species, to cause them to die a quick death with minimal struggling. He is well practiced enough to do this from across the room too.

Equipment:

several decks of cards- three standard identical, one standard ornate, one rider waite tarot

throwing knives, twelve count- self explanatory, hidden all over his body in hidden pockets of his clothes.

dozen foot long trick scarves, three count- one in each of his sleeves and one inside the mouth of tragedy

confetti bomb- a potent flashbang with a confetti after-effect, hidden in the mouth of comedy.

the sack- it's burlap and its big, he has to drag it around since it's heavy.

the things in the sack- mostly junk, with some miscelaneous but useless valuables strewn in

Artifact: One of the three non-descript decks of cards, he doesn't know which, regenerates. It will always become a whole deck of 52 cards hidden somewhere on it's owners personage, even if lost completely, as long as it is not given to another person willingly in an honest exchange. The spilled or lost cards do not vanish, but they feel especially cheap and flimsy once the 'true' deck regenerates.
Hidden 6 yrs ago Post by TsundereStorm
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TsundereStorm Dank Memer

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Hidden 6 yrs ago Post by Moonlit Sonata
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Moonlit Sonata Omnipotently Yan

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Since I’ve gotten a couple of PMs about this from people who were planning to spectate, the roleplay was moved to a Roll20 after hashing some things out with our participants, and won’t be happening on Guild. Sorry!
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