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1 yr ago
#DwarfSupremacy point me at the dumb elves boss
1 like
1 yr ago
TIL Texas has used AI to translate thoughts into text.
2 yrs ago
Baileys in coffee or hot chocolate is glorious
4 likes
2 yrs ago
When you want to rp everything but time is linear so you cant
12 likes
2 yrs ago
Bring down the sun! All hail the usurper!
4 likes

Bio

Forever towing the line between 'is this better in RP or forum game format'



GMT | On Mobile

Most Recent Posts

Honestly kinda glad to see a BBCode discussion because that stuff has always been pretty esoteric to me in terms of best practices. Also, feel free to replace the header with a prettier different one if you like, so long as the key info is on it.

@scrawls@Theyra I want to give Zrer and Bolo a chance to meet before the little girl [s]attacks[/] borrows a book.

Also kinda curious how the @The Irish Tree@OwO@Dark Cloud Ingrid / Cornelius / Wormwood situation at bridge will pan out.

<Snipped quote by Mae>

In keeping to the base of a DnD build, he'd have access to abilities that utilize Ki. This mostly gets implemented in techniques that buff or modify actions. Ki-enhanced strikes, the Flurry of Blows mentioned. The movement skills you mentioned and deflection also work.

Things that I eventually want to work him up to would be things like firing off a proverbial Hadouken, and extended buffing periods. But that would come later.

Just as an FYI, Rinan is his first name, Yung his family name; did that in a more Eastern style (because he's a monk).


@Waywardhere's a first pass at his skills, anything you want added/removed? Also what kind of hobbies does Rinan have?

Insightful is a mix of mana/ki detection and detecting ignoble magic - wind. He'll be able to detect subtle changes in air currents to detect secret entrances, the mana/ki detection allows him to know of creatures nearby, and he can hear things from further away as the noises are carried to him on the wind.

Graceful Fighting gives him a bonus to fighting when he has freedom of movement.

Probability Trance can only be done once a day and takes time. He will get a strong inclination towards an outcome of a specific actin taken or event that is upcoming.

Missile Rejection is a bit silly so feel free to remove it if you don't like it. Rinan has missile deflection which is pretty fullproof, but in the event he does get hit with a missile or allows himself to be hit, it does less damage. He can flex his body to 'reject' the embedded missiles and send them flying out his body at all angles.

Disengage is kind of like a reduced Misty Step in DND parlance. Rinan takes a few steps back so quickly it looks like he teleports, probably only Goh would see him move. I originally was going to mark it as a combat skill but the idea of Rinan noping out of a conversation this way was pretty fun.

Fear Resistance II
Disease Resistance I
Poison Resistance I
Paralysis Resistance I
Observant
Insightful
Martial Arts
Graceful Fighting
Meditation
Meditation: Probability Trance
Disengage
Flurry of Blows
Missile Deflection
Missile Rejection
Housekeeping
Wayfaring Hills
Items
Backpack
Barrel
Belladonna (1 lb)
Blanket (wool, thick)
Birthwort (1 lb)
Candle (tallow, 1lb)
Candle (wax, 1 lb)
Chest (ironbound)
Comfrey (1 GP)
Crowbar
Flask of Oil (common, 1 Pint)
Flask of Oil (military, pint)
Garlic (1 lb)
Goldenrod (1 lb)
Grappling Hook
Hammer (small)
Holy Symbol
Holy Water (1 Pint)
Ink (1 Oz)
Iron Spikes (12)
Lantern
Lock
Mirror (hand-sized, steel)
Musical Instrument
Pouch/Purse
Pole, Wooden (10' Long)
Ratings, Iron (1 Week)
Rations, Standard (1 Week)
Rope (50" length)
Sack, small
Sack, Large
Spell Book (blank)
Stakes (4) and a Mallet
Tent
Thieves Tools
Tinderbox (flint and steel)
Torches (6)
Water/Wineskin
Wolfsbane (1 lb)
WoundWart (1lb)
Metamphora
Army Emblem, silver
Army Emblem, Gold
Flag, Pennant
Flag, Banner
Flag, Standard
Board Game
Dice
Craftsman's Tools
Crutch
Earplugs
Laborers Tools
Musical Military Instrument
Mess Kit
Surgical Saw, Large
Surgical Saw, Small
Tent, Large - 8
Tent, Small - 2
Whistle
Cost
2 GP
3 SP
10 GP
2 GP
10 GP
2 SP
6 SP
22 GP
10 GP
1 GP
3 SP
2 GP
5 GP
10 GP
25 GP
2 GP
25 GP
25 GP
8 GP
1 GP
10 GP
20 GP
5 GP
25-100GP
5 SP
1 SP
4 GP
2 GP
1 GP
3 SP
8 SP
20 GP
3 GP
20 GP
25 GP
8 SP
1 SP
6 SP
10 GP
10 GP
60* GP
10 GP
100 GP
3 GP
12 GP
50 GP
5 GP
5 SP
25 GP
1 GP
1 SP
9 GP
25 GP
3 GP
10 GP
3 GP
20 GP
3 GP
1 GP
Clothing
Belt / Sash (leather)
Boots (leather, low)
Boots (leather, high)
Cassock (Cleric, Mage)
Cloak (fur-lined, winter)
Cloak (long, hooded)
Dress (crafter, freeholder)
Dress (armiger)
Gown (lady in waiting, noble)
Gown (Duchess, Royalty)
Gloves
Hat (armiger)
Linen (cheap, 1 yard)
Linen (fine, 1 yard)
Robe (Cleric, Mage)
Silk (1 Yard)
Sandals, Shoes (leather)
Tunic and trousers/pants (serf)
Tunic and trousers/pants (crafter)
Tunic and trousers/pants (armiger)
Tunic and trousers/pants (noble)
Wool (Cheap, 1 yard)
Wool (fine, 1 yard)
Cost
4 SP
6 SP
3 GP
7 GP
15 GP
1 GP
4 GP
20GP
100 GP
1000 GP
4 SP
10 SP
1 GP
7 GP
6 GP
15 GP
4 SP
2 GP
4 GP

20 GP

100 GP

6 SP
6 GP
Armour
Hide and Fur, AC 1
Leather Armour, AC 2
Ring/Scale Mail, AC 3
Chainmail, AC 4
Banded Plate AC 5
Plate Armour, AC 6
Shield, +1 AC
Leather Barding AC 1
Scale Barding AC 2
Chain Barding AC 3
Lamellar Barding AC 4
Plate Barding AC 5
Helmet[
Mirrored Shield
Cost
10 GP
20 GP
30 GP
40 GP
50 GP
60 GP
10 GP
40 GP
75 GP
150 GP
300 GP
600 GP
15 GP
250 GP
Weapons
Swords
Dagger
Silver Dagger
Short Sword
Sword
Two-Handed Sword
Axes
Battle Axe, 1d6/1d8
Great Axe, 1d10
Hand Axe, 1d6
Bows and Crossbows
Arbalest, 1d8
Crossbow, 1d6
Case of 20 Bolts

Composite Bow
Longbow
Shortbow
Quiver with 20 Bolts

1 Silver Tipped Arrow

Flails, Hammers and Maces
Club
Flail
Mace
Morning Star (Two Handed)
War Hammer
Spears and Polearms
Lance (mounted)
Javelin
Pole Arm
Spear
Other Weapons
Bola
Darts (5)
Net
Sling
Sap
Staff
Whip
Catapults and Ballistas
Ballista (800 lbs)
Ballista Shots

Heavy Catapult (1800 lbs)
Light Catapult (1,200 lbs)
Catapult Shot (25 lbs)

Catapult Shot, Pitch
Cost

3 GP
30 GP
7 GP
10 GP
15 GP

7 GP
10 GP
4 GP

50 GP
30 GP
2 GP

40 GP
7 GP
3 GP
1 GP

5 GP


1 GP
5 GP
5 GP
10 GP
5 GP

1 GP
1 GP
7 GP
3 GP

5 GP
2 GP
1 GP
2 GP
1 GP
1 GP
5 GP

80 GP
2 GP

200 GP
100 GP
5 GP

25 GP
Transport
Camel
Caparison (Warhorse)
Cart (Small)
Cart (Large)
Donkey
Mule
Ox (2,000 lbs)
Saddle and Tack (draft)
Saddle and Tack (Warhorse)
Saddlebags (Leather)
Stabling (draft / riding, one night)
Wagon
Horses
Heavy Draft Horse
Heavy Warhorse
Medium Draft Horse
Medium Riding Horse
Medium Warhorse
Light Riding Horse
Light Warhorse
Maritime Transport
Barge / Raft
Boat (River)
Boat (Sailing)
Canoe
Galley (Large)
Galley (Small)
Galley (War)
Longship
Sailing Ship (Large)
Sailing Ship (Smal)
Troop Transport (Large)
Troop Transport (Small)
Heavy Chariot
Light Chariot
Medium Chariot
Cost
100 GP
20 GP
25 GP
50 GP
8 GP
20 GP
40 GP
5 GP
10 GP
25 GP
5 SP
200 GP

40 GP
700 GP
30 GP
40 GP
250 GP
75 GP
150 GP

*
4,000 GP
2,000 GP
40 GP
30k GP
10k GP
60k GP
15k GP
20k GP
10k GP
30k GP
15k GP
240 GP
120 GP
180 GP
Other
Foodstuffs
Ale, Beer (Cheap 3 pints)
Ale, Beer (good, 1 pint)
Bread, white (4 lbs)
Bread. Wheat (8 LBS)
Bread, coarse (12 lbs)
Cheese (1 lb)
Cinnamon, Clover (1 lb)
Pepper, Sugar (1 lb)
Dried Fruit (1 lb)
Eggs (x12)
Meal (Poor to Feast)
Meat (beef, chicken, mutton, pork, 1 lb)
Saffron (1 lb)
Wine, Cheap, 1 pint
Wine, Good, 1 Pint
Wine, Rare, 1 Pint
Livestock
Chicken 3 lbs
Cow, 550 lbs
Dog (Hunting)
Dog (War)
Goat, 125 lbs
Hawk (trained)
Pig (125 lbs)
Sheep (80 lbs)
Cost

1 CP
2 CP
1 SP
1 SP
1 SP
5 CP
3 GP
3 GP
1 SP
5 CP
1 CP - 10 GP
1 SP
15 GP
2 CP
1 SP
5 SP

1 SP
10 GP
10 GP
75 GP
3 GP
20 GP
3 GP
2 GP
Lodging and Stronghold Structures
Lodging
Cottage, wood
Inn, 1 person, 1 night, slum
Inn, 1 person, 1 night, average
Inn, 1 person, 1 night, superb
Hut, wattle
Hut, wooden
Townhouse, Stone
Structure
Barbican (gatehouse, 2 small towers, and a drawbridge)
Battlement (100" long, crenellated parapets)
Building, Stone
Building, Wood
Corridor, Dungeon
Drawbridge, Wood (10" x 20")
Gatehouse
Keep, Square
Moat, unfilled
Moat, filled
Palisade, wood
Rampart, earthen
Tower, small round
Tower, medium round
Tower, large round
Tower, huge round
Wall, stone castle (20" high, 100" long)
Wall, stone castle (30" high, 100" long)
Wall, stone castle (40" high, 100" long)
Wall, stone castle (50" high, 100" long)
Wall, stone castle (60" high, 100" long)
Arrow Slit / Window
Door, Wood
Door, Reinforced Wood
Door, Iron, Stone
Door, secret
Floor, roof, flagstone or tile
Floor / roof, wood
Shutter, window
Shifting Wall
Stairs, wooden
Stairs, stone
Cost


300 GP
1 SP
5 SP
2 GP
25 GP
50 GP
1.2k GP

38k GP

500 GP

3k GP
1.5k GP
500 GP
250 GP
6.5k GP
75k GP
400 GP
800 GP
125 GP
2.5k GP
15k GP
22k GP
30k GP
54k GP
5k GP
7.5k GP
12.5k GP
17.5k GP
22.5k GP
10 GP
10 GP
20 GP
50 GP
Varies
40 GP
10 GP
5 GP
1k GP
20 GP
60 GP
Merchandise

grains, vegetables
Fish, preserved
Wood, common
Animals
Salt
Beer, ale
Lamp oil
Textiles
Hides, furs
Tea, coffee
Metals, common
Meats, preserved
Cloth
Wine, spirits
Pottery
Tools
Armour, weapons
Dye, pigments
Glassware
Mounts
Precious Merchandise
Monster Parts
Rare wood
Rare fur
Precious metals
Ivory
Spices
Fine porcelain
Rare books
Silk
Semiprecious stones
Gems
Base Price
10 GP
50 GP
50 GP
By Animal
100 GP
100 GP
100 GP
100 GP
150 GP
150 GP
200 GP
200 GP
200 GP
200 GP
200 GP
200 GP
225 GP
250 GP
400 GP
By Animal

300 GP
500 GP
500 GP
600 GP
800 GP
800 GP
1,000 GP
1,000 GP
2,000 GP
1,000 GP
3,000 GP
@Zeroth reading this I literally cackled.

@Enkryption no worries, take your time!
@scrawls sounds like a plan :D

@Enkryption colour me intrigued! Looking forward to what you come up with.

@Mae Any restrictions on posts? I think I could write one more today/tomorrow.


Nope, totally open posting at your leisure!

@Wayward sorry for the wait on the skills, I hope to have a complete list latest tomorrow. Yung has both intelligence and wisdom, do you want him to have any magic as well? I imagine his meditation might play into that. If you like dnd monk skills would you like missile deflection as well? And since he has max Dexterity and stealth capabilities, he might be able to do some movement things like running along walls /rooftops/rough terrain easy.

@OwO@Dark Cloud I cannot wait to see Wormwood's reaction to Terminator Ingrid emerging from the river xD
@MaeQuestion. How does monster evolution and monster training work? Game mechanics wise.




The info below is relevant to anyone interested in Taming creatures.

@TimemasterHere's what you would know at the start of the RP about Creature Taming:




In terms of OOC stuff, it's up to you how deep you want to get into the mechanics or if you prefer a chill, lite vibe. You can specialise different skills/variants/assign jobs/specific food as much as you like or watch your creatures develop naturally from what you do IC and see how it evolves. You can choose never to assign a job or track tricks and gain passive skills from actions. Or you can scoop up a rare bird, assign it the livestock job, and let it do its thing in the farm. So whatever is most comfy/fun for you.

If you set some Goals on your character sheet for specific creatures (e.g hunt a wolf, cause Snuggles the owl to gain shadow magic) and let me know I can tailor things a bit better to what you're hoping to achieve or give you an idea what sort of things might help. For example, if you wanted to Tame a wolf in the forest, it may not be guaranteed you'll encounter one on your first trip. But you'd be more likely to encounter a wolf and also its variants / evolutions. Whereas if it was a standard hunting trip without a goal in mind, you're more likely to encounter a broader range of creatures, with random variants possible.

Feel free to use your goals section liberally by the way, everyone. You can have goals for anything you're looking to achieve.

When you use Identify Creature you get some information about that creature. If you haven't encountered it before you'll learn the breed and possibly variant. If you already have encountered the species before, you will still gain information about a specific individual. As If you use it in combat you may have less information, but you can infer things from how it attacks. Encountering different variants and evolutions might grant you knowledge about how to cause those conditions to create that variant/evolution.

I'll put what you know about your Giant Rat friend here for now:

Giant Rat
Job: Giant Rats make good Hunters.
It can learn 5 Tricks. It currently knows 0.
It seems more intelligent then most of its species.
It is an adolescent. It is Male.
It is exceptionally diminutive for it's breed! It is very quick because of its size.
It does not appear to have eaten anything strange recently.

@Wayward oof, that's a really stressful shift schedule! Take all the time you need, even though the IC is up I haven't triggered the first event - just a chance for everyone to get a feel for things.

@Dark Cloud Wormwood continues to be an absolute delight. Happy little Kobold and wormy friend singing is just ;_; Wormwood #1 heartstealer of the Hamlet confirmed

@scrawls I was thinking of putting a bunch of NPC interaction in the first post (kids training with Goh, villagers asking Mary for pies, and one of the village kids asking Boro if they could borrow the book he has with him today) but wanted it to be a bit more open. It would definitely be way cooler with PCs getting to know each other.

That being said if anyone feels a little too lost let me know and I shall mobilise some of the villagers

The mid morning air was warm, punctuated by a cool refreshing breeze that drifted down into Hearth from the northern hills. It was perfect, sunny weather for Market Day. This was about as busy as Hearth ever got, which suffice to say was not much busy at all. A few ramshackle stalls dotted around the Hamlet well -which functioned as a meeting place of sorts - with half thrown together wares stacked haphazardly atop them.

The smell of freshly baked goods wafted through the village thoroughfare; as distracted stall owners caught up on the latest gossip. Truthfully, gossip was really what Market Day seemed to be about, as lackluster as Hearth was as a travelling destination. A time for people to get together and catch up. The widow Madelaine, for example, had travelled up from the southern village, with but a few select pigeons to sell. Thoroughbreds, apparently, not that one could tell from looking at them. The aggressive little beasties tended to put people off what with the pecking, which meant a perfect opportunity for Madelaine to totter off to spread the latest salacious rumours. They likely held no truth to them, and everyone knew it, but such were the ways people found to pass time. And so it was Market day had pittance to offer, but for a sleepy Hamlet it was about as exciting as one could hope for.

Today was a little different, however. The Hamlet was abuzz, as in a short few hours the Adventurers Guild would officially be opening it's doors for registration. While the building still looked ramshackled - much like the library, which similarly had only recently acquired a new Owner - a few holes had been patched and a lick of paint hastily added, so if one squinted enough and were in a forgiving mood or perhaps terribly drunk, they might accidentally describe it as "rhushtick *hic".

While nobody in the sleepy little Hamlet knew it at the time, later historians would describe this day as 'the start of everything' in 'the place where it all began'.

It is so nice to be Home.


Welcome to the RP! Usually mechanical information or OOC will be mentioned here. For now, all is quiet in the Hamlet.


Character Locations:
@AzureKnight woops didn't see the post straight away. Yep, works fine - let me know if there's anything you want added or have changed. Thinking about it, they could probably be combined eventually into some sort of forest rejuvenating spell, but I imagine that's for alot later.



Okay everyone! I think we're fast approaching the start of the RP. When the IC post goes up it'll be free posting, so no expectations of quantity or timing of posts, do so at your leisure. Characters can chat and get into the slice of life vibe. The first big GM post after that will be the opening of the Adventurers Guild for registration, there may be some smaller less serious GM Posts in between as a response to goings on.

Below is an example header you can use in your posts, if you like Bbcode you're free to use one of your own or customise it. The most important part to keeping things organised is the location and interaction sections. It probably won't be too relevant at the start but if we can get into the habit of putting a hider at the bottom of each post with anything mechanical or actions (e.g I attempt to craft for resistance armour, I identify the herb, I collect the monster tusks and appraise their value... 3rd person is probably better but as an example) it'll make things easier.

[center][h3][color=90C8AC][b]Name[/b][/color][/h3]
[sup]Interacting with:
[h3]Location [color=a9a9a9]||[/color] Action [color=a9a9a9]||[/color] Emotion [/h3][/sup][/center]

@Enkryption This is the final cast so feel free!

@Dark Cloud nah, just a nice bonus that adds flavour. If you want to do it, awesome, if not that's good too.

@AzureKnight ok here's a first pass at Say's skills, anything you want included? I think if Saya and Bolo put their heads together on the divination front, Saya could develop an ability to locate forgotten ruins and dungeons.

Poison Resistance I
Languages - all Common
Speedreading
Inert Magic - Dark
Ignoble Magic - Fire, lesser
Ignoble Magic - Nature, lesser
Craft: Talismans
Craft: Potions
Passive: RelicSense, Lesser
Detect Magic
Identify - Magic
Identify - Potions
Identify - Reagents
Identify - Talismans
Shopkeeping
Haggling
Wayfaring, Woodlands
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