There are many esoteric oddities to be found here. Books on discovery and revolution populate the candle lit halls. The voices of Blake, Baudelaire, and Euripdes start the cantata grave: birth and tragedy. Next, we move into an Adagio with Ovid and Virgil. As one's fingers bounce along the ancient spines of knowledge, a playful explosion erupts into a mischievous sherzo as Novatore, Bruno Filippi and Malatesta dance with Bacchus. Finally, in the great hall, a grand chair sits surrounded by the profound thinkers in Dante's purgatory. Plato, Camus, Turner, Kropotkin, Kafka and with Darwin in the corner — Their breath and word create a rondo that would make Schmelzer and Schubert blush in contemplation.
So First choose 2 attributes to be "weak", 3 to be normal, and 2 to be Journeyman.
Lets say I want to make a Heathen.
Type: Heathen
Name: Aed (means fire which I could use for my back story and maybe ritual method)
Instinct - Normal (even though he's aging he can evade and move relatively well, more so from experience than athleticism) Discovery - Journeyman (life long practice in investigating nature and occult activities) Ferocity - weak (because of his low wellness, his strength was not what is was.) Wellness - weak (maybe because of his age) Magnetism - Normal (he's a bit strange, but not off putting) determination - Journeyman (he has to be pretty determined to have low wellness and have the will to survive in a world like Bleak.) Awareness - normal (He used to be sharper, in spotting things in the world, but his vision is starting to slip just a bit.)
Of course we can make a warrior type heathen, or whatever we want. But I chose this to illustrate that attributes need to be tied into a backstory. Moreover, you can narrate your reasons for your attributes anyway you want in your backstory as long as it makes sense.
Okay now on to skills. I will not put them in hide mode (this time):
Esoteric Research (dis.) - Journeyman Witch Hunting (dis. and det.)- Journeyman (but since he is a Heathen, we can use this for hunting darkness that is trying to destroy his village or something. Demonology (dis. and det.) - Journeyman (well versed in the dark gods of his belief system) Herbalism (dis) Journeyman - (someone to call on when medicines, or edible plants need to be found and mixed) Divination (aw. and det.) Our Heathen has (normal awareness and Journeyman determination) we minus from the strongest trait = normal Machinery (dis.) Journeyman (but he is a Heathen so his machine skills might be something like simple pulleys and planes, probably not gears. etc Alchemy (dis. and aw.)= normal
and so on
Tactics Range (ins.) Melee (fer. and ins.) Jump (ins.) Climb (ins. and fer.) Swim (ins. and det.) Survival (ins. and det.) Stealth (ins. and aw.)
Oratory and performance Inspire (mag. and aw Acting (mag. and aw) Music (dis. and ins.) Silver Tongue (mag and aw.) Seduce (mag and wellness) Etiquette (mag) Languages (dis. and aw)
Games: Apocalypse World system (Powered by the Apocalypse), Fudge system (The Unexplained), World of Darkness, and Call of Cthulhu and Trail of Cthulhu.
Movies: Black Death, The Road, Valhalla Rising, Season of the witch, The Reckoning and many more.
Bleak: The Abyss for PbP
He fell to his knees and reached out to the neutral sky with blood soiled hands, “God forgive me!” The monk bowed his head and trembled in his battle-soaked robe.
“Cheer up monk, you did God’s work.” A man in dingy chainmale said as he scanned the horizon.
The sun never cuts through the clouds, it is either grey or night. Bright sunny days are legend here, only spoken as ancient memory. The abyss is the unseen presence that rolls through the hill, fields, forests and mountains. This land is cursed and its heroes are too.
“Let’s ride out!” shouted the crusader
They rode toward the darkness leaving blood and smoke behind them. The monk’s head wobbled with each trot and his mind was lost as though he were searching for the light he lost just moments ago. The crusader rode up to the monk and offered a water filled leather pouch.
“Drink.”
Water poured down the monk’s chin.
“They were innocent.”
“Not one of them knew our lord’s prayer. You better rest boy. We haven’t even found our witch yet.” The crusader tapped his horse and galloped to the front of the line.
This is Bleak: The Abyss, a grim unforgiving rpg where the adventures not only fight the creatures that frequent the muck and mist, they also struggle to keep their sanity and integrity.
Something different is that I have adapted the game to play by post forum. This is the pbp beta test of a game I have been working on.
Character Creation
Weak, Normal, Journeyman, always 2nd and master are the descriptors to be given to the attributes listed below. 2 attributes get “weak” 3 attributes get “normal” 2 attributes get “journeyman”
No one starts at master or always 2nd
The descriptors tell a player how they will role-play when a given situation that needs to be addressed using an attribute.
For example: A character with weak ferocity should not narrate his/her character like they are a battle master.
Attributes: Instinct - reflexes in battle Discovery - this tied to intelligence - the ability to think out of the box Ferocity - strength Wellness - how physically active your character is Magnetism - people want to be around you determination - your mental strength in difficult situations Awareness - how sensitive your character is to their surroundings
Can you improve your attributes?
The answer is yes.
How?
In the OOC players say I think I have improved….
The other players ask these questions:
In what ways did you attempt to use this attribute?
It what way did the use of a given attribute add to the story?
Did you take a fail to make the story more interesting while using the attribute?
Are you willing to make take an abyss point for the desired attribute?
Desperation Move
What if I want to use a weak attribute as a desperation move? After all, even the things we suck at can be possible.
For non-combat: a character can open themselves to the abyss to successfully gain in sight into a discovery that they would otherwise not have been able to, or a character with low magnetism can seduce an individual or incite a crowd to riot, or to heighten one’s awareness, but they will have to take an abyss point.
For combat: If you chose to fight a losing battle, such as a warrior against 10 fighters or a character that has weak combat descriptors — choose 2 abyss points or permanent damage
• Head: metal plate, loose an eye, deep scar etc. -1 to magnetism • Torso: surgery (remove a rib etc.), deep scar etc. -1 to wellness • Arms: loss of a limb, loss of extremities, permanent brace etc. -1to determination • Legs: loss of a limb or foot, permanent brace, limp, cane etc. -1to instinct
What are abyss points?
Everyone born in Bleak was born with the abyss. There are stories of an ancient past called the days of light, but those are only stories to people living in Bleak today. The Abyss is the darkness that dominates Bleak, it drives people mad, spawn chthonian entities and breeds the plague.
All characters start with one X out of 5 toward the abyss. Once a character reaches 5 abyss points they are lost. They go mad, or anything your imagination can muster.
How else do we get abyss points?
While character’s in Bleak are morally grey, they do have a reason to live and that reason is tied to their drive for light in their own way.
A protector is driven to protect the weak, but if they let the weak die because of another goal then they would also take an abyss point. Drive and backstory are completely up to the player.
Another way is to use special moves. Each archetype has a special move:
Monk: God's Light – it cuts through the abyss, but the abyss pushes back.
Crusader: God's Rage – example: an innocent is hurt opening the Crusader to the abyss.
Heathen: Sacrifice – opens the abyss to gain insight or divination
Physician: Surgery – begins to go mad – losing touch with humanity.
Skills
Skills are directly tied to attributes. If there are 2 attributes within a skill then combine.
For Instance: A warrior has Journeyman in both ferocity and instinct -he/she will be a journeyman level in the skills of melee and climb. Or if he/she has normal in determination and journeyman in instinct – then we minus from the strongest attribute, which would be normal in both swim and survival. If he/she is weak in determination and journeyman in instinct. Then he/she would be weak in swim and survival. If he/she is always 2nd in instinct and normal then swim and survival would be normal and etc.
If you have 2 weak descriptors, then you can attempt with a massive fail and choose and abyss point or physical damage. But you will be rewarded a learning point in that particular attribute at the end of the chapter.
Esoteric Research (dis.) Witch Hunting (dis. and det.) Demonology (dis. and det.) Herbalism (dis) Divination (aw. and det.) Machinery (dis.) Alchemy (dis. and aw.)
Tactics Range (ins.) Melee (fer. and ins.) Jump (ins.) Climb (ins. and fer.) Swim (ins. and det.) Survival (ins. and det.) Stealth (ins. and aw.)
Oratory and performance Inspire (mag. and aw Acting (mag. and aw) Music (dis. and ins.) Silver Tongue (mag and aw.) Seduce (mag and wellness) Etiquette (mag) Languages (dis. and aw)
So long as a slot goes unclaimed you will have first to it for the time being and may join at a later date, @William Cade. That said, please do inform as soon as you are aware.
Will do - I should be getting my new schedule around the 23rd or 24ish.
Considering it is mostly run on a Discord, you can find them there. The only question I have is are you regularly available to play, as in, at absolute maximum, no more than three days between activity, @William Cade?
I'm not quite sure at the moment - as in I will get my new work schedule after Spring Festival vacation - so if you find someone that knows for sure give the spot to them.
Welcome to my library,
There are many esoteric oddities to be found here. Books on discovery and revolution populate the candle lit halls. The voices of Blake, Baudelaire, and Euripdes start the cantata grave: birth and tragedy. Next, we move into an Adagio with Ovid and Virgil. As one's fingers bounce along the ancient spines of knowledge, a playful explosion erupts into a mischievous sherzo as Novatore, Bruno Filippi and Malatesta dance with Bacchus. Finally, in the great hall, a grand chair sits surrounded by the profound thinkers in Dante's purgatory. Plato, Camus, Turner, Kropotkin, Kafka and with Darwin in the corner — Their breath and word create a rondo that would make Schmelzer and Schubert blush in contemplation.
In Mischief,
William Cade
<div style="white-space:pre-wrap;">Welcome to my library, <br><br>There are many esoteric oddities to be found here. Books on discovery and revolution populate the candle lit halls. The voices of Blake, Baudelaire, and Euripdes start the cantata grave: birth and tragedy. Next, we move into an Adagio with Ovid and Virgil. As one's fingers bounce along the ancient spines of knowledge, a playful explosion erupts into a mischievous sherzo as Novatore, Bruno Filippi and Malatesta dance with Bacchus. Finally, in the great hall, a grand chair sits surrounded by the profound thinkers in Dante's purgatory. Plato, Camus, Turner, Kropotkin, Kafka and with Darwin in the corner — Their breath and word create a rondo that would make Schmelzer and Schubert blush in contemplation. <br><br>In Mischief, <br><br>William Cade </div>