Gods, Guts and Glory the RPG Chapter 3 - "The Drinking game of the gods"
08-05-2013, 06:52 AM (This post was last modified: 04-14-2014 10:13 AM by Galloglasses.)
Post: #1
Gods, Guts and Glory the RPG Chapter 3 - "The Drinking game of the gods"
[Image: GGGRPG%20logo.png]

Cast of Characters:

Currency worth chart:
1 Gold = six farthings (farthings can be made up of different mixtures of metals from place to place equal to one sixth an ounce of gold. They will usually be stamped with some mint's authority or the government of the coin's place of origin's seal to guarantee they are legit.)
1 Silver = 3 farthings
1 Aluminium = 20 gold
1 Platinum = 500 gold
1 Mithral = 1500 gold
1 Crysiltine = 3000 gold
1 Adamantite = 5000 gold
1 Gromril = 10000 gold

Note: Prices reflect values held by human nations in the Hebrides, other races with easier access to some materials then others might value these things differently.
[Image: GGGRPG%20map.png]
[Click Image for full map]
[Click for Political map]
[Click for Ethnicity map]


Ah, young'uns, welcome back. Got lost on your way to the ditch did ye?

Ah well, I told you the story before of the fall of the Federation and the rise of vast new nations.

But of course, history, as our story, does not end there.

For you see you left before I could tell you how the tale of the Harvest Tide Revolution ended, how the Lost One was defeated and people began to sigh with relief. Peace seemed to come to the land at last.

Of course, anyone who believed that was a blinkered idiot who probably got robbed and deserved it.

With the fall of the Old Federation came a fall of the horribly ineffective old laws and useless regulations and bureaucracy that were crippling the economies of the hebrides.

Nations began mining and minting of their own accord, merchantry and trading flourished and an overall increase of wealth were the legacies of the Revolution. However, beasts till roamed the land and were still untempered, causing great dismay for the common man.

Which of course meant oppurtunity.

As mercenaries found less and less work over the ten years it has been since the end of the revolution, most nations having settled into their borders and only occasional skirmish, more and more of them joined with a rising class of adventurers and free men who took flight and began their journies across the land for wealth fame and glory

This is a story of one such band of adventurers, a motly sort who met at a harvest festival just outside the town of Fedton, in the Merchant Republic of Port-Town.

Their motivations and reason for being there is their own to disclose, but for our purposes, lets just say by the following morning they'll all have one thing in common...


Introduction
"What is it with you and banging royalty?"
-A question overheard during the construction of this game.


Welcome to GGGRPG! The long awaited sequel to my rather successful states game, Gods Guts and Glory, A Tale of the Hebrides.

This game has significently more thought put into the mechanics of it then my previous RPG, Frontier Fucked, but other then the skills and character building system, the free spirit of Frontier Fucked is maintained in this high fantasy, batshit world that is GGG.

If you are confused about anything, merely contact me and I will try to clarify.

Character Creation

Attributes
"No no, trust me, I got this"
-Famous last words
All players start with at least 8 in attributes before they assign any points. 10 in an attribute is slightly above average, with 8 being considered average. Players can buy and sell points as they so choose, meaning you can take points out of one attribute and put them into another for character creation. For character creation, every point you put into an attribute that has over 10 points costs 2 points. When you level up, provided you can spend your EXP to buy a skill point or an Attribute point.

Strength: This determines your characters strength. Keep in mind your character can be a very large man but still relatively weak.
lvl1-You can walk unassisted and do most tasks for day to day life
lvl10-You are fit and in good health, you are able to give as you good as you get in a fight. Though you do not exactly have toned musculature nor can you lift a loaded cart off a trapped merchant you are definitely not considered a weakling and can wear medium armour (chain armour) without discomfort or fatigue.
Lvl15-You can do gymnastics in heavy armour. You also gain an additional free skill if your character starts off at level 15.
lvl20-Your strength is legendary, you are capable of wielding the heaviest of weapons in both your arms individually with speed and deadliness, you have been known to be able to crush skulls with your fists and cave in ribcages with your punches. You never seem to tire and can literally battle all day before your body demands physical rest.

Dexterity: Important for all manner of things such as dodging and delicate work. Foot work or pickpocketing as well as handling complex tools. Particularly useful for hand eye co-ordination and ranged attacks. NOTE: Even if you are a warrior using heavy weapons you will require at least some dexterity to use some weapons with any degree of effectiveness. Strength is more important in this regard certainly but if you are to engage in a duel wielding a Zweihander you had best know what you are doing.
Lvl1-You can hold a spoon.
Lvl10-You can dance decently and deftly dodge obviously telegraphed punches in a crowded bar brawl. Though not an expert you can use bows and some other ranged weaponry with effective skill provided your target is not too far away. Disguises are not your forte but you have basic awareness and sense of self to allow you to change your habits and walking gait to suitably convince someone that, if not someone else, then at least not who you are.
Lvl15-You can be a card shark, while being shirtless. You also gain an additional free skill if your character starts off at level 15.
Lvl20-You are the unseen. Your deftness and fleetness of foot are legendary as is your aim. Pinning a dove to the wall of a lord’s bedroom through his window in the north tower from the hillside from a great distance. You can easily change your behaviour on a dime and are very good at completely fooling investigators trying to catch you for that emerald you stole out of the Duke’s private security container in a dungeon deep beneath his castle guarded by monsters, men and magic and accessible only through a complex magical lock hidden behind his personal lavatory.

Intelligence: Intelligence is relative and has no stats with which you can invest in. Your character can be as intelligent or as stupid as you desire, this has little to no effect on his skills and abilities other than for roleplay reasons. The normal associations with the intelligence Attribute are assigned to the Wisdom and Academics attribute instead. This means you can have a very intelligent character who is utterly useless at academics because he lacks the perseverance, insight and perception his wisdom and academics stat would give him in order to understand it all.

Academics: This attribute relevant especially to the study of magic and general learning. Magic, while certainly everywhere in the world, is hard to master even if it’s possible for anyone to learn, it requires serious study to master and practice which is why the stereotype of the elderly archmage is, for the most part with the odd exception, fairly accurate. Even if you are naturally skilled or from a more race more magically attuned this is true (I know some of you assholes are going to be half-races with magic affinity to try to cheat this system.) It also helps in acquiring more skillpoints from relevant books provided you also have points in the Linguistics skill. In addition the higher the linguistics skill, the more free points you would get out of reading that book. No you cannot just reread a previously read book to gain more skill points out of it if you previously gained skill points out of it, you dick. If it’s a big book, it could take several days for you to finish reading it and gain stuff from it. Also books are rare and expensive. You can however, pass the book to a party member with high academics and linguistics for him/her to gain from it as well. Some books are so advanced you need high academics to even BEGIN to understand it. Additionally, if you find a book relating to a skill you are already high in, the book could be too basic for you and reading from it could gain you absolutely nothing at all, other than selling it or giving it away.
Lvl1-Your Memory works.
Lvl10-You are well versed in politics and recent history and are adept at reading maps and associating their stylized etchings with real landmarks in the world to gain your whereabouts. Your command of the written word and discipline and discernment has allowed you the ability to understand the more esoteric and mystical secrets of magic.
Lvl15-Your advanced understanding of magic and literature gives you unique insight into lost knowledges. You also gain an additional free skill if your character starts off at level 15, unlike other attributes, this is assumed to be the reading skill automatically.
Lvl20-Your knowledge and mastery of History, Law, literature and the force of your intellect commands respect from all whom you encounter. Your word has tremendous authority in the academies of the land and foreign kings and emperors seek out your writings and insight.

Wisdom: Useful for all knowledge skills that are not learned in a book. Particularly useful for the faith skill, where the high faith requires higher wisdom to understand and perceive the relations of the divine and the mundane for all the benefits the skill possesses. Also useful for the survival and social skill.
Lvl1-You know not to put your hand in the fire.
Lvl10-Your philosophical musings give people pause for thought and your advice on a wide range of matters is generally believed to be accurate and reliable. Your ability to perceive and understand theological conundrums and issues is on par with an average parish priest.
Lvl15-Your perception, charism and understanding of the foibles of society can fool most high noblemen into believing you are one of them. You also gain an additional free skill if your character starts off at level 15.
Lvl20-Your every utterance carries dreadful Truth, yours is the understanding of the making and unmaking of nations and you command respect from the various angelic servants of the gods, both good and evil, for your knowledge of the truths of the gods that a mortal is capable of knowing.

Skills
"What do you mean you can't read!?"
-Ignius the sorceror to his apprentice.

No one starts off with any points in any of the skills, you will have 25 points to spend. After thirteen in any skill, advancing another skill point will cost the current skill point number plus quarter of its number again in experience points. Experience points are awarding at leveling up. You will spend experience points to purchase points in attributes or skills. Right now, you can spend your freebie character creation skill points (the initial 25) up to level 16, which is the most anyone can start off with a skill at gamestart (unless their culture/ethnicities give them a bonus point to add to it.)

Do not worry about EXP until you level up.

Linguistics:
This skill covers your ability to read, write and communicate with languages.
1-You are capable of reading and writing your language.
5- You are capable of reading, writing and speaking another language. You have become adept at basic letter writing and the basics of poetry
10-You are capable of reading, writing and speaking 2 other languages. You will also gain an additional skill point from a book you have read about the relevant skill. You have a way with the written word.
15-You are capable of reading, writing and speaking 5 other languages as well as being able to decipher certain dead ones to an extent. You will also gain an 3 additional skill points from a book you have read about the relevant skill. You are quite adept at forging letters and writing with high airs and skilled at calligraphy.
20-You are, given enough time to learn, capable of reading, writing and speaking any language you encounter as well as deciphering, accurately, dead languages so long as you have enough experience with the language in question and has enough relation to successor languages you can understand. If there’s too much of a lingual disconnect you will have trouble. Otherwise you own the written word.

Survival:
This skill is useful for surviving in the wilderness and other inhospitable areas for prolonged periods of time. If your wisdom attribute is over 15, you will gain an additional point in survival for every point in wisdom you gain after that automatically.
1-You can make a campfire… Most of the time.
5-You can forage for food in a forest and can stalk prey reasonably.
10-You can survive in mountainous areas and other areas were plentiful food and fresh water may be hard to come by.
15-You can survive for prolonged periods of time in an area were food is an elusive luxury, the water is almost never clean and disease and infection are an ever present threat and death is your bedfellow. An example of such an area is the great sewers of Underlaka.
20-You are Bear Grills. Exposure is a mild annoyance and hunger is an old friend.

Strategy and tactics:
This skill is useful for commanding minions and henchmen and other hirelings in battle. If you give out complex orders in the thread to hirelings without sufficient investment in this skill, the GM will simply assume you have yelled incoherently and the henchmen will not obey as a result. Players can disregard your orders at will anyway, depends on them. If your wisdom attribute is over 15, you will gain an additional point in strategy and tactics for every point in wisdom you gain after that automatically.
1-You can hold back a couple of guys stupidly running into a brewing riot.
5- You can organise a motley band into a simple ambush and flanking manoeuvres in gang-sized fights.
10-You can manage and organize a sizeable force of hirelings in a desperate fight with a fair degree of success and attention paid to you by the majority of them. Preplanned operations have a fair likelihood of success.
15-Your organizational capabilities are well above par and you can command and control a large assortment of hirelings to do your bidding. Complex planned operations are likely to go off without a hitch provided nothing untoward occurs.
20-Your command of the ways of war is incredibly impressive and generals would seriously consider hiring you as a captain for their wars. Your orders are obeyed without question by your hirelings, of which you can command companies. So long as you have the organizational infrastructure to get your orders to them, which you likely can sort out in half an hour. Battles are a pastime for you, victory, inevitable. Gold enough to be able to do all you are able to do on the otherhand, is another matter entirely.

Melee weapon use (proficiencies: Swords, axes, staffs, flails, maces, etc, etc. You may only choose one proficiency to start with; trying to use another weapon type of weapon without a proficiency in it will result in a penalty. Heavy versions of weapons, such as large double handed swords, count as separate proficiencies from their smaller counterparts).
If your strength attribute is over 12, you will gain an additional point in melee weapon use for every point in strength you gain after that automatically.
1-You have a very basic knowledge of which parts of your weapon are supposed to be used against the enemy.
5-Not fantastic but you are no slouch with your weapon of choice and can hold your own to an extent. You can also choose another weapon proficiency, you will not be as good with it as your first and will thus suffer a small penalty, but much less than if you had no proficiency in it.
10-You are quite an adept at your weapon of choice and can command it with ferocity speed and confidence. Far from a master of your craft but very respectable on the battlefield. You can also choose another weapon proficiency, you will not be as good with it as your first and will thus suffer a small penalty, but much less than if you had no proficiency in it. The second proficiency no longer has a penalty to its use.
15-You are a master at your weaponcraft and are respected as such by many, you carry yourself in such a way that people can identify you are a person with ability with death dealing weapons. You have a very real presence on the battlefield when using your weapon of choice and overpower lesser skilled opponents. So long as you don’t get cocky and misjudge someone. You can also choose another weapon proficiency, you will not be as good with it as your first and will thus suffer a small penalty, but much less than if you had no proficiency in it. The third proficiency no longer has a penalty to its use.
20-You are a weaponmaster and are walking death on the battlefield. Your fourth weapon proficiency no longer incurs a penalty in its use. You can master an melee weapon so long as you take the time to train with it.

Ranged weapon use (proficiencies, same rules as melee weapons).
If your Dexterity attribute is over 12, you will gain an additional point in ranged weapon use for every point in dexterity you gain after that automatically.
1-You can throw a rock reasonably well and hit your targets with some accuracy, provided they are large and not too far away.
5- Not fantastic but you are no slouch with your weapon of choice and can hold your own to an extent and hit targets a fair distance away with some accuracy. You can also choose another weapon proficiency, you will not be as good with it as your first and will thus suffer a small penalty, but much less than if you had no proficiency in it.
10- You are quite an adept at your weapon of choice and can command it with ferocity speed and confidence. Far from a master of your craft but very respectable on the battlefield. You can hit small targets from far away with a relative degree of accuracy. You can also choose another weapon proficiency, you will not be as good with it as your first and will thus suffer a small penalty, but much less than if you had no proficiency in it. The second proficiency no longer has a penalty to its use.
15- You are a master at your weaponcraft and are respected as such by many, you carry yourself in such a way that people can identify you are a person with ability with death dealing weapons. You have a very real presence on the battlefield when using your weapon of choice and overcome lesser skilled opponents. So long as you don’t get cocky and misjudge someone. You can hit small targets from very far away with great accuracy. You can also choose another weapon proficiency, you will not be as good with it as your first and will thus suffer a small penalty, but much less than if you had no proficiency in it. The third proficiency no longer has a penalty to its use.
20-You are a master at ranged combat, no one on the battle field is safe from your eye or your aim, your compatriots can trust you to watch over them and hit critical targets. You are a master of quick reloading and can achieve an astounding rate of fire. Your fourth weapon proficiency no longer incurs a penalty in its use. You can master an melee weapon so long as you take the time to train with it.

Shield and armour use (proficiencies: Light, medium, Heavy, partial, etc)
If your strength attribute is over 14, you will gain an additional point in shield and armour use for every point in strength you gain after that automatically.
1- You know how to hold a shield properly. You do not start off with a proficiency in this skill other than knowing how to use a shield.
5-You have practice long with shield work and defensive abilities and have a basic understanding of keeping yourself safe from harm in dangerous situations. You can also, if you so choose, adopt the Light medium, heavy or partial Armour proficiency.
10-You can utilise your shield offensively and in unorthodox ways not readily apparent to the casual observer. Your long practice with armour allows you to retain most of your momentum and speed, though you are still tired out faster than you normally would be. You can also choose the another armour proficiency
15- You were your armour almost like a second skin and are not discomforted or tired out from its continual use, your mobility is not damaged by your use of heavier armour types though your ability to sneak, as expected, is harmed. You have little to fear with regards to harm on the battlefield other than sneak attacks and the chance someone might actually pierce your side.
20-Your armour is not your second skin, it is your skin, and you wear it like your favourite clothe tunic, the heaviest of armours do not hinder you or slow you down and you will no longer tire from its continual use. Your shield is as much a weapon as your sword, as is your helmet, your gauntlets and your grieves. You have a terrifying presence on the battlefield while wearing your armour. You no longer suffer penalties from the use of any armour… so long as it fits.

Magic skill (proficiencies)
Magic is difficult to learn and there are no set ‘schools of thought’ on forms of magic. The majority of wizards and spellcasters are apprenticed and the few organized academies of magic that there are have little formalized curriculum to them and operate more as guild halls where masters can train apprentices. As such you will need to be specific in what magic you have learned, hence, proficiencies. This does not count racial magic which are normally simple spells certain races have access to (ponyfolk unicorns for example, start off with simple magical levitation automatically) Do you specialise in combat magic? If so, what kind? Can you summon spectral weaponry that have their own wills to fight by your side? Can you summon animals and stranger things to your side? Do you specialise in being a pyro maniacal bastard? Because there are a lot of potential proficiencies you will need to imagine up a proficiency of your own and then have it OK’d by me. If your proficiency is far too broad I will deny it. (Broad being say, MY PROFICIENCY IS COMBAT MAGIC which is fucking vague and can mean anything) As you advance, you can gain more proficiencies. NOTE: Healing magic is very advanced magic and cannot be taking as a proficiency until at least level 15. At this point you can use your magic to cast spells to heal people’s wounds and cure diseases and all that wonderful stuff. You cannot resurrect persons or regrow lost limbs however, the closest magic ever gets to raising the dead is necromancy and, well, yeah. For the purposes it serves, enchantment is considered a proficiency of magic and not crafting, if taken early on, you can only enchant small things with simple enchantments, the higher you level though, obviously the more shit you can do with it. Magic users cannot use or learn Arcanum Divinitas spells unless they have high enough faith to request one, are bestowed one by the Gods or through the blackest of magicks and actions which assure damnation you carve out the heart of a saint and try to learn to speak the words written upon it.
1-You have only the briefest of grasp of what you are doing with [proficiency magic], on a good day you can create sparks.
5-(requires ten in academics) You are a journeyman in your magic proficiency and can do moderately good spells with it, you can also start learning another proficiency, but you will not be as good at it as your first one.
10-You are becoming quite powerful and can prepare and cast more magic spells before you need to rest and replenish reagents. You have more then a few spells of your proficiency memorized and how to prepare them, you have become a journeyman in your second proficiency and can take on another one, but with a penalty as before. You need to carry around a few spellbooks to help you keep track of everything. (After this point, every point spent in Linguistics after lvl 10 WILLINGLY [not automatic gains], will gain you half a point in Magic)
15-(requires fifteen in academics) You are extremely powerful, you have mastered your first two previous proficiencies, become a journeyman in your third, and can take on another proficiency, again at a malus. Your character at this point gains powerful bonuses from conducting ritualism into their spell making and this includes the wearing of robes or other notable attire which itself acts as part of the rituals (wizards don’t just wear robes for fun, it actually means something), socially you would be considered an accomplished master by other wizards. At this point you can adopt the healing magic proficiency.
20-(18 in Academics) You are both master wizard and archmage and woe betide your foes. Power exudes from your every word and action and it is simplicity itself to call down immense power to level castles and wipe the field of swathes of enemies. You no longer suffer any penalties for any of your proficiencies and you can, if given enough time, learn and master other proficiencies. NOTE: No you cannot create reality warping magic, (in the sense of trying to make yourself a god) if you tried more then a few cosmic beings would notice and take objection to it. In fact the gods actually have a system in place for uppity mortals who think they are powerful enough to usurp the gods, it happens from time to time afterall. But you have no way of knowing that so… good luck!

Faith skill:
Faith is different from belief in that it is the utter trust one places in their deity or deities, it is a supernatural relationship that is paradoxically both a gift from the gods and something that requires the person of faith to willingly give into and exert. Understanding this mysterious relationship is often the first step along this skill path. This is different from belief in that a person can believe in the gods without this deeper mystery of faith, and consequently go throughout life without accidentally causing a miracle, this is not to say the gods do not appreciate their prayers and sacrifices as well, it just lacks the deeper mysterious relationship you are willing to delve into. Faith is, essentially, the power to work miracles with the power of the gods, the gods are many and various, but the vast majority of them, good and evil alike, take interest in mortals and appreciate worship attributed to them… in their own ways of course, the god of disease and decay shows his appreciation very differently from the god of Chivalry for example, but its appreciation nonetheless, even if the gift seems… unorthodox. The gods, being very much persons with goals, ambitions, thoughts and desires as well as supernatural entities beyond mortal reckoning, have a say in the matter of course, so even if you have a high level of faith, a god CAN and in some cases almost certainly WILL refuse to impart their power onto you if you do something they would find highly objectionable without making suitable penitence, or if you blaspheme or take them for granted, generally this skill requires the character to at least try to make regular rites and rituals in honour of their gods (particularly if the gods give them the gift of Arcanum Divinitas, a rare spell of the heavens that can only be granted to a mortal by a God inscribing it upon their hearts, the spell will require rituals relevant to your god in order to work but will often be obscenely powerful. As these spells are written in a language that is written by beings who have no need of writing whatsoever, the text the spell is written in is not found on the planet, much to the chagrin of evil people who would very much like to discover its secrets) Every wisdom attribute point you gain after level 12 gives you an additional point in Faith or Social, should you choose. Because of the nature of their culture and upbringing, Jobsworthians have a very hard time taking levels in Faith, even if they were born/raised/live outside of Jobsworth itself, not impossible mind, just difficult because of the nature of Jobsworth itself. Also faith related miracles, even though it is the power of the gods being used, the faithful person is the conduit and it is thoroughly exhausting. NOTE: Because of the nature of gods in the GGG universe, the god/s you choose CANNOT BE minor deities that rely upon peoples’ faith in order to exist, this is exploitative, and while there are a list of gods that are ’definitely real’ in the GGG universe, it must be said that from an average person’s perspective on the ground, there is no way to be objectively sure what Gods are real and what aren’t, and what things are worshipped as gods which shouldn’t be, and what things aren’t worshipped as gods that ought to be, as such the player is allowed to make up a God and ascribe certain characteristics of it, but it needs to be ok’d with me first. This way you don’t ascribe to a god that I have previously concerned doesn’t exist, or ascribe to something that is in fact an aspect of another god existant in the canon. Generally like magic, you need to OK it with me first. (This is also prevents a guy making up a omnipotent Abrahamic style God and ascribing faith in Him, considering I have already made it canon in the background that A) such a creator God does exist and B) His worship is completely and utterly unknown to all on the GGG planet so there is no way you can justify this.) A bonus to faith users and the objects they create, wizards can’t detect holiness as it is not the same as magic, and often wont be able to tell if an object is blessed just through magically means.
1- Your faith and religiosity is one of your most noteworthy characteristics, the gods pay more attention to your prayers then they do most others. People find your words oddly calming regardless of your social skill. You heal from very minor injuries and recover from illness slightly faster than is normal.
5-(requires ten in wisdom) Your prayers noticeably result in odd feelings and inclinations, you can often have a feeling what the attitudes and intentions are of some of the more weak-minded people before even speaking to them. You hear quiet otherworldly whispers from time to time. Your wounds heal noticeably faster and your prayers have been known, or at least perceived to have an affect in increasing the rate of which other people heal. In fact you were often sought out for such purposes by people who knew you. But most can’t be certain it isn’t all coincidence.
10- Your prayers have an obvious effect on the healing of others, you have been known to bring the sick back from the deathbeds to healthiness. You can also now, depending on the god/s you worship, conduct minor miracles associated with said god/s’ portfolio or spheres. You can bless other people and yourself with a minor imbuement of power from your god, as well as imbuing their weapons.
15-(requires fifteen in Wisdom) You can resurrect the dead and cause lost limbs to miraculously return, sight to the blind and health of the flesh to the leper. Your faith is such that spontaneous miracles beyond your rational control can and do occur, including but not limited to ecstatic levitation, bilocation. At this level, if you are lucky, you can survive a decapitation long enough through the power of your god. At this level, provided you have wisdom over 15, you may begin to entreat your God to be bestowed an Arcanum Divinitas. You can also discern the truth and intentions of a person by ‘reading the thoughts of their heart’, unless they have enchantments to help block this or are PHENOMINALLY GOOD at lying, or sociopathic enough that it just doesn’t matter what they were intending to do and what they actually end up doing. Your blessings have a chance to create holy artefacts and relics and all the goodness that implies. Your God takes great joy in your devotion, subsequently, this also means your devotion to him/her/them is greater and requires more work to maintain.
20-(18 in Wisdom) You are a living Saint, literally a person who has a beatific sight of their god while still on the mortal plane, your feet no longer touch the ground, you only walk if you choose to, there is a visible and bright aura emanating from your head and your eyes more often than not, glow with divine power. You have the power to heal the mad and ease the suffering of those long lost to trauma as well as the greater miracles and powers associated with your god. You can calm the storms or cause them, you can raise the sea or boil it, you can sunder the mountain or cause it to move out of your path. You can resurrect the greater part of a fallen army at once and strike dead a great multitude of undead with power associated with your god/s and after this point, should you wish and should you be able to survive it, you can request further Arcanum divinitas. Expect to be knocked into a coma for a week if your try some of the heavier stuff too often mind, great power and all of that.

Craft (proficiencies)
Craft covers all things that require you to make stuff. Everything from forging weapons and armour to fine cooking to alchemy. You get the idea. The further you advance the more skilled you become and the more useful/valuable the goods you make. Because this covers such a huge variety of craftable skillsets, it uses the proficiency system as well. In addition, if you wish to move from one proficiency to another it has to logically follow. You can’t start off with say, basket weaving and then take the Metal working: Iron forging proficiency. Metal Working: Iron forging logically follows to other things similar to that, such as Metal Working: Goldsmith. NOTE: Alchemy is a very young artform/science in the Hebrides that doesn’t get explored much and there is not much writing on the subject matter (which is saying something considering how rare books are), the one example of alchemy people had was that one guy who raised an army of the undead from the country of Moldar in the Harvest Tide Revolution with his mixture of alchemy and sorcery, so it is not fondly thought of. You had best keep it on the down low socially speaking. Alchemy is really great for buffs and other chemical goodness, you CAN use magic to help but you would need to take the additional Proficiency: Alchemic Sorcery. You cannot craft healing potions however, which has led to another reason why alchemy is frowned upon, snakeoil sellers pawning off health potions that more often than not kill you or leave you violently ill… if you’re lucky.
1- You can create simple objects from your ‘proficiency’, functional but not worth much
5- You’re getting better at your craft and can assure others the things you make are at least reliable. You may also choose another proficiency, which is of course incurs a small penalty but not as bad a one as if you ha dnot taken the proficiency. However if you insist on taking a proficiency that is not related to your originally proficiency the penalty for use will be only slightly less then if you had no proficiency in something you are using at all.
10- You are industrious at your craft and people would recommend your services to others, you are adept at finding ways to improve upon your previous creations and can create more items faster then before. Your second proficiency no longer incurs a penalty, unless it’s a proficiency that does not logically follow, in which case it incurs a lighter penalty before. You may also choose another proficiency, same rules as before.
15- You are a masterwork at your craft and many are the people envious of you and desirous of your services. Your creations are of great quality and valuable, capable of greater endurance then poorer examples of your craft. Your third proficiency no longer incurs a penalty, unless it’s a proficiency that does not logically follow, in which case it incurs a lighter penalty before. You may also choose another proficiency, same rules as before.
20- You are a legendary craftsman, your works are phenomenal in both quality, functionality, design and aesthetics. Your works will almost draw superstitious awe from the unenlightened, wondering how such marvels could come to be created without magic or the aid of gods and devils. Many are the masters of your craft who would murder to know your trade secrets. You may choose to study more proficiencies you desire so long as you have time and so long as they logically follow. If they do not logically follow, the penalty still applies.

Medical skill,
This is how you stop your wounds from killing you without healing magic or faith. Generally a person can use this skill to craft bandages and use wooden planks to help set bones and stuff of the like. More complicated medical supplies require crafting skill proficiencies and crafting your own medicine requires herbalism which is achieved through crafting again.
1- You can stop the bleeding
5-You can help set bones properly
10-You can treat injuries to prevent infections and help fight infections, you know when and where the time is right for amputations
15-You can perform surgery very well in crisis situations
20-You are a master surgeon and medic, your knowledge of the human anatomy and wider medical practice is almost without peer. You can save a disembowled friend who had all his limbs chopped off and poisoned from death. (Er, long enough for the Fatih skill user to help, you know, give him 40% of his body back or for the enchanter to enchant some mobile armour limbs for him to use.)

Stealth:
Covers a wide variety, including lockpicking, sleight of hand, sneaking, infiltration obfuscation assassination and ambushing. HEAVILY reliant on the dexterity skill, generally speaking, a non dextrious character with a high stealth skill can’t do much more then move quietly in heavy armour, which is a bonus in itself but it’s a waste of potential.
1-Light sleeper, light of foot
5-Cutpurse, lock breaker
10-Sneaktheif, shell gamer
15-Shadow dancer, life taker
20-The unknown, the unseen

Riding:
Utility skill for riding, proficiencies will be necessary if you ever plan on riding anything other then ‘horse’
1-You can ride a horse
5-You can ride a horse very well
10-(Riding proficiency:animal)
15-(Riding proficiency:animal)
20-(Riding proficiency:animal)

Social:
This is the skill that replaces the effects of charisma, because players can make their characters as intelligent as they want, they can also have them say what they want. This skill essentially dictates society’s reaction to your character and his attempts to manipulate and persuade others. Essentially, the more socially ‘complex or sophisticated’ a given character is, the more you will require the social skill in order to integrate with them, get them on your side or convince them of certain things. For example, you don’t need a social skill to talk with a merchant, you do need some social skill if say you want to convince that merchant to tell you some rumours or other things of interest he wouldn’t normally share with others and is extremely necessary for nobles to even give you the time of day regarding anything else other than what they absolutely have to talk to you about in certain contexts.
1-Merchants will be willing to tell you more
5-Mob bosses and knights won’t immediately dismiss you
10-You can mingle with the lower end of high society
15-Dukes and dragons tolerate your presence
20-You have the king’s ear

The above and below sections is the information resource for character creation. If you wish to skip reading the ethnicity and culture section entirely and just make up your ethnicity and culture, that is fine, but they won't have any bonuses as a result and the same racial restriction applies: You character has to be something that can survive in human society, given the extreme xenophobia of humanity, this is admittedly hard, but does allow for creativity.

Ethnicity and Culture
"This would be so much easier if everyone just spoke Nortian."
-King Beader

Being a sentient being comes with labels! You have an ethnicity as well as a culture. The cultures are not tied to their overlying ethnicities, so you can be Northman with Ethidian culture if you so desire, though it may come with penalties. You can make your own race/culture/ethnicity if you want to be creative, but these receive no bonuses and may god have mercy on your soul. Just make sure they're acceptable in human society, or able to hide their condition (no elves or dwarves, because they're dicks).

Definition of Chivalized
But before we get into that there’s a few concepts that need to be put out of the way. The first is the major cultural concept of Chivalized. This is a concept that I developed halfway through the original states game because I noticed a lot of the player nations involved made their nations along feudal and Arthurian lines, creating a unique cultural disconnect between cultures that would otherwise be very very similar. If a culture is ‘Chivalied’ It means its political system, society, social norms resemble very much Feudal Europe IRL in terms of being understood cross-culturally, such as similar systems of honour government and knighthood even accounting for vast differences. Chivalised cultures have certain ‘taboos’ that are shared cross culturally. For example, slavery is legal pretty much everywhere, however Chivalized cultures frown upon the enslavement of citizens and subjects of other chivalized cultures, but do not mind enslaving from non-chivalized cultures. ‘Wild’ cultures or cultures that simply aren’t chivalised have no such compunction. Keep this in mind as it will have an effect on how characters react to you vis a vis your own personal relationship to chivalry. Now with that out of the way lets get on to the cultures.

---Ethnicity: Northman---
Northmen are hardy people known for their wide shoulders, strength and resistance to the harsh cold. The Northmen once ruled a large Kingdom, or perhaps it was a Republic, the history annals are not clear, before the rise of the Federation, it had a long standing rivalry with the Allegorian empire as evidenced by the modern state of the Great Western Island with its Northman and Allegorian inhabitants. Dilligence seems to be a trademark of these peoples as they have created some of the most stubborn nations on the face of the Hebrides.

-Ethnic Bonus- Resistance to Cold, Northmen are notorious for their ability to withstand the abominable harshness of the northern winter and bleakness of their lands to harvest winter crops to help feed their people and survive winter. Characters with this bonus have increased resistance to the cold, magic, natural or otherwise.

Northman Culture: Praegevian (Chivalized).
The people of the Republic of Praegevium are a determined and rigid people, standing ready to attention when needed. Their grim demeanour and no-nonsense attitude to frivolity and ruthless attitude to failure makes them excellent soldiers and commanders.

Cities: Praegevium, Mac, Dell and Offer – Ruled by the Republic of Praegevium

-Bonus- ATTEN-HUT! Characters of this culture gain a bonus skill point to Strategy and Tactics and get a discount in purchasing more points in this skill when they level up.

Northman Culture: New-Lander (Chivalized)

These Northmen hail from the great western Isle and are the descendants of the frontiersmen of the old Northman RepublicKingdom. They view the great city of New Land, Jewel of the north as their spiritual home. They are excellent farmers and rugged survivalists and prefer to eat heartily whenever possible, making them much more approachable then their Praegevian cousins.

Cities: New Land, Oh, Siccer and Myles – Ruled by the Kingdom of Resplendor

-Bonus- Gone Camping. Characters of this culture gain a bonus skill point in Survival and get a discount in purchasing more points in this skill when they level up.

Northman Culture: Beadian (Chivalized).
An organized feudal society where social advancement from Regulars (the lower classes of tradesmen and peasents) to Knighthood is possible encourages Beadians to be an adventurous and ambitious people. Strictly adhering to their own honour these people are always willing to help others in a fight… Or just to take advantage of the situation for their own gain.

Cities: Bead, Klas and Jam – Ruled by the Kingdom of Bead

-Bonus- By Jove! Characters of this culture gain a Melee weapons proficiency in addition to the one they start out with at level one in Melee weapons.

Northman Culture: Durestian (Chivalized).
The colonial Durestians are famed for their religious belief and devotion to Narriativius, the God of Stories, and it is such that even non-adherent Northmen in the Queendom have taken to viewing themselves as the heroes of their own stories, individuality and bravery are strong characteristics of this culture as is the high degree of literacy and oral tradition.

Cities: Durest and Oberga – Ruled by The Queendom of Durest

-Bonus- Gather ‘round children. Characters of this culture gain a point in the Academics Attribute and one point in the Linguistics skill.

Northman Culture: Mastronere (Chivalized)
The colonial Mastronere Northmen briefly had a state of their own, a parliamentary kingdom wherein wealthy merchants wielding considerable power before they were betrayed and conquered by the Ro-Zemarines. They are known to be excellent shipwrights and sailors.

Cities: Mastronere – Ruled by Ro-Zemar

-Bonus- Heav ho! Characters of this culture gain the Crafting proficiency, woodworking in addition to their first crafting proficiency, irrespective of what that proficiency was going to be.

---Ethnicity: Sinocian---
The Sinocian peoples are the remnants of ancient colonists that arrived in the Hebrides from across the great western ocean in a time when the ancestors of the Forefolk still dominated the Northern Hebrides and the Rumonian Empire was little more than two huts in a field. However it has been so long no one remembers it, not even the Sinocians themselves. They are renowned for their fierce devotion to civic authority, traditionalism and veneration of dragons. (Asian inspired cultures)

-Bonus- Fire Retardant: Characters of this ethnicity are more resistant to burns and heal from them more quickly.

Sinocian Culture: Cyotan (Unchivalised)
The Cyotans have long shared their island with the native Naknakians that are rumoured to be guarding a dragon’s nest with unhatched eggs, their kingdom was conquered by the Velillen Technocratic republic during the Harvest Tide revolution, who have yet to find this precious resource. They were known for their samurai and going on extended forced marches without complaints

Cities: Cyota – Ruled by The Republic of Velille.

-Bonus- Honour the poor: Characters of this culture are disciplined and have increased endurance and can survive for longer periods withour water, sleep or food before needing recuperation.

Sinocian Culture: Adoragonese (Unchivalised)
The people of Adoragon worship their dragon king and have gone to war in his name, conquering the Viceroyalty of Sonn during the Harvest tide revolution and the lands of Iop. Fiercely devoted, out of either fear or loyalty, it does not matter, all hail the God King Azungrada!

Cities: Adoragon – Ruled by Adoragon

-Bonus- Affinity: Draconic. Characters of this ethnicity do not need to have high social skill when communicating with dragons, Lizardfolk, Kobolds or other races of draconic association or descent.

Sinocian Culture: Iopian (Unchivalised)
The Iopians are mostly pastoral farmers, their island has been divided by the Adoronese and the Fermanic Oftyers. Their peasent levies are known for wearing simple weaved and padded protective armour making them surprisingly useful troops for a kingdom that needs to raise defensive troops in a hurry.

Cities: Iop – Ruled by Adoragon and Compt – Ruled by Oftyer.

-Bonus- Baskethead. Automatic Light Armour Proficiency.

---Ethnicity: Metalfolk---
The tribes of the Metalfolk moved down from the north, displacing the ancestors of the Forefolk with their superior iron tools and weaponry and are the dominant ethnicity on large swathes of the northern continent. They are, on the whole, usually distinguished between the northern, unchivalised Ironfolk and the central and southern, chivalised, Steelfolk. Known for their pale complexions and dark hair they are renowned for an unusually widespread proficiency in metalworking among the population.

-Bonus- Craft Proficiency: Metalworking-Iron, in addition to their initial craft proficiency should they choose one.

Metalfolk Culture: Bathian Ironfolk (Unchivalised)
The dominant culture of the Boulder empire. These hardworking, mostly lower class people grumble under the Dictatorship they live under, but tolerate it for its ability to keep order and keep crime low. They are industrious and bloody minded, grim and rarely speak loosely

Cities: Fort Boulderwood, Touchstone, Bath and, recently colonized, Jahn – Ruled by Boulder. Used to own the city of Hoppr before it fell to the predations of the Lost One.

-Bonus- Build it to last: Characters of this culture, should they craft something, will create a product of superior quality and value to what their level would ordinarily allow.

Metalfolk Culture: Basin Steelfolk (Chivalised)
The dominant culture of the Archaeon republic, the Stoncarved City of Old, and the majority culture dominated by the Wulfhold. These Steelfolk are known for their rigid honour and determination and skill with stone crafting and engineering.

Cities: Bennadorm – Ruled by Jobsworth, Archaeon, Capp, - Ruled by the Republic of Archaeon and Wulfhold, Ruled by the Wulfghren

-Bonus- I am never lost! Being primarily people of the ‘city’, characters of this culture have an uncanny ability to find their way around the oldest of cities with the windiest and most confusing of street layouts, making them also better at hiding and outfoxing authorities.

Metalfolk Culture: Dorfian Steelfolk (Chivalised)
The people of the city of Korgunson, site of one of the longest, bloodiest and cruellest of battles in the entire Harvest Tide Revolution, gaining itself the name Boatmurdered. People of this culture spend long stints underground in mines and caves, making them shorter than their brethren and more stooped.

Cities: Boatmurdered – Ruled by the Mercantile Republic of Porttown.

-Bonus- I spy! Characters of this culture have trained low light vision and can see better in the dark as a result and can maintain depth perception underground.

Metalfolk Culture: Artian Steelfolk (Chivalised)
The people of this incredibly isolated land are hardy and militaristic. Ruled over by the Order of Malakon, who seeks to spread the word of their prophet and to warn and prepare the world for a coming disasterous apocalypse. These people are verently devoted to their cause and have a natural talent at spellcraft

Cities: Art – Ruled by the Order of Malakon

-Bonus- Gain an additional 2 points in Magic skill upon initial purchase of the skill

Metalfolk Culture: Colonials (Chivalised)
The dominant cultures of the Ro-Zemar and the Great City of Jum, Sapphire of the South. These people, while decidedly more relaxed then their northern brothers, are no less blood thirsty or disciplined. Their deadly calm in combat is notorious.

Cities: Jum – Ruled by Velille, Ro-Zemar and Crias – Ruled by Ro-Zemar

-Bonus- We shalt pass! Characters of this culture are not hindered from fighting in terrible weather conditions.

---Ethnicity: Blackfolk---
An ancient and terrifying people, the blackfolk where the main competitive peoples on the Northern Continent to the Metalfolk tribes and the ancestors of the Forefolk. Their ziggurats, imposing customs and aesthetics are impressive enough alone without delving into the fact that they survived being the minority on such a deadly continent for thousands of years. (Mesoamerican inspired cultures)

-Bonus- Intimidation. Blackfolk characters will find it easier to intimidate or bully weaker willed NPCs who are causing trouble, and taunt, sapient foes in battle.

Blackfolk Culture: Jobsworthians (Chivalised)
While having adopted some of the more communicative aspects of chivalry, the Jobsworthians are notorious. Their land is overrun with monsters and beasts of all sorts and they preside over a dimensional rift whose presence, for reasons unknown, cause the gods to mostly forsake their land. As such their cultural mores are a little skewed, being more accustomed to dealing with monsters on a daily basis then other people.

Cities: Jobsworth – Ruled by the same

-Bonus- Affinity: Monstrous: Characters of this culture are not affected by fear of monstrous creatures and can oppose them without penalty in this regard. NOTE: This does not mean they are fearless and does not include phobias.

Blackfolk Culture: Anochians (Unchivalised)
The people of Anoch’Itlan worship the ancient spider god Krik'Ikth'Ix'Il and are renowned, and reviled, for their irrational and terrifying cultural obsession with spiders. Their kingdom’s spider riding cavalry inspired fear in the enemy before their conquest by the Jobsworthians.

Cities: Anoch’Itlan – Ruled by Jobsworth

-Bonus- Scuttling horrors! Characters of this culture gain an automatic additional riding proficiency for riding Giant Spiders.

---Ethnicity: Allegorian---
The Allegorians once owned an expansive empire and often got involved in skirmishes and battles with the Northman Republic/Kingdom. Conquering and disintegrating this empire was one of the first great successes of the Old Federation. They were known for effective combat capabilities and were the first instigators of Chivalry on the continent.

-Bonus- People of this Ethnicity gain +1 to the Dexterity Attribute

Allegorian Culture: True Allegorians (Chivalised)
The Nobles and serfs of Allegoria are renowned for their gallant knights and hard working and long suffering population and their depressing, bog filled landscape. In the Harvest Tide Revolution they attempted to restore their former glory, but where betrayed and conquered by their erstwhile Jobsworthian allies.

Cities: Allegoria and Reb, - Ruled by Jobsworth, Natre – Ruled by the Wolfhold and Fedton – Ruled by the Merchantile Republic of Portown.

-Bonus- (if Noble) You gain an additional melee weapon proficiency.
-Bonus- (If Serf) +1 strength due to labouring for most of your life.

Allegorian Culture: Western Allegorian (Chivalised)
The Peoples of the great Western Isle of the cities of Mars, Askeria, Fond, Dritt and Tadellos. These people are sophisticated and hardy, their mountainous landscape does not lend well to the massive farmlands of other peoples, but their administrative specialities, particularly under the current Resplendoran Kingdom, has made the average person much better off… If they weren’t being taxed into the ground.

Cities: Tadellos, Askeria, Mars, Dritt and Fond – Ruled by the Kingdom of Resplendor

-Bonus- Not sure if Swindling, or being Sincere. Characters of this culture have +2 to social skill and are better able to know if someone is trying to hoodwink them.

Allegorian Culture: Ethidian (Chivalised)
The people of Ethidian are kept largely ignorant of magically knowledge, enforced by the Mageocracy that dominates them. They are the majority culture of the Cities of Ethidian, Noxi and Miratio., other than that they are not too much different from generic Allegorians. They are however quite adept at traditional healing practices and methods.

Cities: Ethidian, Miratio and Noxi – Ruled by Ethidian

-Bonus- Here, swallow this. Characters of this culture gain an additional skill point in the Medical skill and a discount on purchasing further skillpoints in this line.

Allegorian Culture: Velillenian (Chivalised)
These colonials of the biggest southern island have only been recently referred to as Velillenian as the republic conquered the island, they are renowned merchants and fighters. Quick witted and even quicker on their feet, though to the necessities of life in the republic, their forces proved essential in the southern rebellions from the Old Federation.

Cities: Velille, Sug, Craf and Haffing – Ruled by the Republic of Velille.

-Bonus- Now you see me... Characters of this culture gain a point in Stealth.

---Ethnicity: Wyrdfolk---
The Wyrdfolk of the far north are a strange people, some might even say cursed. Normally avoided for centuries by their Metalfolk and Northmen neighbours, the Wyrdfolk are insular and secretive and this has proven to be botht he bane of their neighbours and the downfall of the Wyrdfolk themselves. They have no independent nation to call their own and their cultures are in massive decline brought about with their flirtations with things beyond mortal ken.

-Bonus- Characters of this ethnicity can be slightly more effective with their magical abilities, if they have any. Human NPCs aware of your ethnicity regard you with superstition

Wyrdfolk Culture: Jani’De (Unchivalised)
People of this culture are reviled. Before the harvest tide revolution were known for their martial tradition and odd customs. However upon losing a war with the Armies of Boulder, the majority of the people, under orders of their ruler, committed ritual suicide in order to spite their enemies and awaken the Lost One, an ungodly creature of unfathomable origins and power that rose from its slumber beneath the capital city and laid waste to the surrounding countryside, decimating armies and raising the dead as Pyrokinetic Revenants. Survivors of this culture are rare as a result and much despised.

Cities: Jahn – Ruled by Bead

-Bonus- You live! You have survived the unthinkable destruction of your entire people. +1 to survival and purchases along that skill line will be cheaper.

Wyrdfolk Culture: Raldezian (Unchivalised)
People of this culture had long been dominated psychically by the K’ddlrz, an ungodly race of eldritch beings from across the dimensional veils who infiltrated their government and forcibly mind controlled vast swathes of the population before being put to the sword by the Knights of Bead. This culture is in massive decline and slowly being absorbed by the Beadians, they don’t mind, at least the Beadians are human and keep out of your soul.

Cities: Space – Ruled by the Kingdom of Bead, Somik – Ruled by the Republic of Praegevium.

-Bonus- I have seen it. Characters of this culture have seen what is not meant to be seen and heard what is not meant to be heard, or at the least, where given very stern warnings in no uncertain terms by their family members who actually lived through the K’ddlrz dominance. +1 to Wisdom.

Wyrdfolk Culture: Colonial Wyrdfolk (Unchivalised)
Wyrdfolk of the southern isles were doomed from the start. If it wasn’t the Obergan daemon worshipping cult and the Rsatan Collective consciousness mask, then it was fighting against the predations of the Durestians, the Velillens and the Ro-Zemarines. People of this culture are rare and despondant, bordering on Nihilistic, often thinking of death.

Cities: Brogan and Oberg – Ruled by Durest and Rsat – Ruled by Ro-Zemar

-Bonus- Affinity: Necromantic. Characters of this culture do not need a high social skill to be tolerated by or to communicate with Necromantic characters such as liches, skeleton lords, vampires and the like.

---Ethnicity: Forefolk---
The direct descendants of the tribes that occupied most of the Hebrides before being displaced by the Metalfolk tribes in centuries past. Their ancestors were also the ancestors of the Allegorians, Northmen and the Jyrminoks, but the Forefolk have the most in common with their ancient ancestors. Known for being nomads and mercenaries, the tribes of the Forefolk were often the dispossessed of the Hebrides under the rule of the Old Federation, but with the Harvest tide Revolution, the tribes were since unified and claimed land for their own.

-Bonus- Characters of this Ethnicity are naturally swift and have an easier time dodging incoming attacks.

Forefolk Culture: Wulfghren (Unchivalised)
The united tribes of the WUlfghren are renowned for the brutality and animal god religion. Their berserkers are rightly feared on the battle field, often losing themselves in battle and becoming living nightmares on the battlefield

Cities: Moldar, recently colonized after necromantic devastation – Ruled by the Wolfhold.

-Bonus- HIT IT WITH AN AXE! Characters of this culture can, under duress, enter a blood frenzy and can ignore life threatening wounds for a time.

---Ethnicity: Rumonian---
The descendants and successor to the ancient Rumonian empire of the east that stretched from Canst, to Kilo, to Uppo and to the Holy city of Undlerka, (called Feraldiun in the ancient tongues) But this is ancient history, through long decline, internal factionalisation and invasion the ancient empire was destroyed and its successors went their own ways, some even ignoring the legacy of the empire altogether while others fight bloody wars to regain ‘The Old Purple’

-Bonus- Cultural Heritage are big parts of being Rumonian, and their works are valued well in the west, when you take points in Craft you get an additional proficiency in some artistic craft (painting, architecture, designing music composition.)

Rumonian culture: Eastern Rumonian (Unchivalised)
The foremost figure of this culture is Emperor Leon XXI Serapion, who as an adventurer fought in the battle against the Lost One, the Canstians are a dedicated and militarized people, who through ten long years of war with their neighbours to try to reunite the empire have given even the most common man a basic understanding of strategy and tactics… Even if it is only to know when and where to move your possessions to avoid incoming armies.

Cities: Canst – Ruled by Canst, Dabello and Iops –Ruled by the Satraps of Dabello

-Bonus- The art of war. Characters of this culture have an innate understanding of strategy and tactics, giving a discount on purchasing points in this skill.

Rumonian Culture: Old Rumonian (Partly Chivalised)
The heart of the old empire, the peoples of Rumo, Stabba and Julia have long since attempted to adapt and move on to counter the many threats to their power and safety. This renown for trying new things have giving them a reputation of being innovative, making the name of ‘Old Rumonian’ Something of a misnomer.

Cities: Rumo, Stabba and Julia – Ruled by Rumo

-Bonus- I’ll try anything! Characters of this culture gain one additional proficiency in any one skill they already have a proficiency in at character creation.

Rumonian Culture: Venotian (Chivalised)
The Merchant Republic of Veno has long since discarded trappings of the old empire, identifying more with the west dedicating themselves to trade and naval dominance, people of this city state revel in opportunities to scam and outfox their opponents and gain just that extra bit of coin for their pockets.

Cities: Veno – Ruled by Veno, Milo –Ruled by Milo, Sicila – Ruled by Sicila and Kilo – Ruled by the Order of Malakon

-Bonus- Now where did this come from? In any event where a character of this culture gains some gold, either by finding it, stealing it, or being given it in a fair an equal distribution among party members he will also gain additional gold pieces… From somewhere. (proportional to the gold they get)

Rumonian Culture: Port-Towner (Chivalised)
Initially conquered and colonized by rather unimaginative Venotians, these Rumonians are even farther removed from their brethren to the east, but lose none of their savvy for intrigue and schemes. Porttowners, on average tend to be well-to-do and good at paying attention to loose lips.

Cities: Porttown – Ruled by Porttown

-Bonus- Affinity: Merchant. When bargaining with NPCs characters of this culture are likely to get a better deal.

---Ethnicity: Jyrminok---
People of this ethnicity are known for their strong and tall stature, which makes sense given their ancestry. Their kingdoms were among the first to leave the Old Federation before the Harvest Tide revolution and they have a strong independence streak to them.

-Bonus- Characters of this ethnicity gain +1 strength in character creation

Jyrminok Culture: Kermanic (Chivalised)
While the Viceroyalty of Sonn itself has been historically small, its cultural influence was felt wide and far from its humble origins and is the dominant culture of half of the Ethidian empire. People of this culture are known for their stalwart determination in the face of impossible odds. (Inspired by IRL Germanic cultures)

Cities: Jos, Jox, Ipper – Ruled by Ethidian and Sonn – Ruled by Adoragon

-Bonus- GET. OUT. OF. MY. MIND! Characters of this culture have an increased resistance to mental or magical domination of their mind.

Jyrminok Culture: Fermanic (Chivalised)
Similar to their northern brethren in a lot of ways but much more hearty and merrier. People of this culture live in fertile lands and have rich harvests and celebrat at the slightest occasion to do so.

Cities: Ink, Unt – Ruled by Ink, Atter – Independent, Put – Ruled by Putland, Oftyer – Ruled by Oftyer, Com and Jume – Ruled by Com.

-Bonus- Dance, Dance wherever ye may be! Characters of this culture gain additional point in social should they take it and can increased alcohol tolerance.


---Ethnicity Giliean---
The fierce warriors of these people are famed for their adventurousness and craftsmanship and are found as mercenaries in many of the more reputable companies. Famed for the commonality of shocking red hair among their peoples they are often stereotyped as easily angered. (Inspired by celts)

-Bonus- Affinity: Woodland. Characters of this ethnicity have an intrinsic sense of direction when in complicated woodlands and can often find their way back to camp or to an exit without much investment in the survival skill. NOTE: Not applicable in doom forests.

Giliean Culture: Gefilan (Chivalised)
The Petty Kingdoms of the Gefilan suffered heavily under Undlerkan expansion after the fall of Old Rumonia and have been under their yoke for centuries now. The southern kingdoms Spared the inexorable advance of the Underlakans by good fortune in geography and valour in battle, these southern Gefilans are much more disciplined then their northern counterparts in the Khanate and are renowned for their faith and religiosity.

Cities: Dun, Farth and Arb – Ruled by the High Kingdom of Gefil, Cherim, Undaluca – Ruled by the Undlerka Khanate.

-Bonus- Old Time Religion. Characters of this culture, should they have any points in Faith, gain an additional point.

Giliean Culture: Suttan (Chivalised)
Known for their specialized heavy infantry and kilts, the Suttans are otherwise similar in many ways to their northern cousins.

Cities: Loppa, Sut and Rit – Ruled by the High Kingdom of Sut Junk and Ilike – Both Independent

-Bonus- Warcry. Characters of this culture fight slightly better in melee with allies supporting.


---Ethnicity: Undlerkan (Unchivalised)---
Famed mounted archers and warriors they quickly overwhelmed the Rumonian Empire’s southern territory. Centuries of rule and domination have made them rely less on the speed and efficiency of their mounted warriors but the tradition is still there. They are very homogenous, and thus have no subcultures. (Mongol inspired)

-Ethnic Bonus- Affinity: Harshness. Characters of this Ethnicity are better at survival in harsh enviroments and suffer less penalty when in harsh environs (Steppes, near desert conditions etc.)

-Cultural Bonus- Feather plumes and all. Characters of this culture, should they posess a ranged weapon proficiency, gain an additional proficiency in archery (unless they already picked that).


---Ethnicity: Alsh’iike---
The people of this ethnicity are known for their tannish skin, flowing robes, head covers and their strict morality. Excellent fishermen, plainsmen and herders, their pastoral life does not lend well to the warlike. Instead they often consider the deeper mysteries of the world and their wisemen are revered.

-Bonus- Lore and learning by the fire is common among these people, and even the simplest of youths are thought old words of wisdom. +1 Wisdom.

Alsh’liike Culture: Yeterik (Unchivalised)
People of this culture are the quintessential Alsh’iike. It is not uncommon for these people to walk long distances to get their goods to market, giving them a stubborn reputation.

-Bonus- No, YOU move! Characters of this culture are resistant to seduction and manipulation techniques.

Alsh’liike Culture: Desert Dwellers (Unchivalised)
Tribal nomads who survive in the unforgiving wastes of the great eastern desert. They are primarily employed to work in the Khanate’s desert goldmines because of their resistance to the heat.

-Bonus- Bit chilly, ain’t it? Characters of this culture are better at surviving in deserts and arid conditions.


---Ethnicity: Hifkaansi---
The dark skinned people of the southern continent are a mystery to the cultures of the Hebrides. Easily the most echnologically advanced humans in the known world and with an extremely well developed military tradition, Northerners worry about the day the Hifkaansi empires develop sufficient naval capacity to invade the north. (African inspired peoples, their empires are in the shot and pike era of technology)

-Bonus- Characters of this Ethnicity CAN choose Craft Proficiency: Gunpowder. This is ethnically restricted to Hifkaans and can allow the advancement to craft proficiency: Gunmaking

Hifkaansi Culture: Iberian (Unchivalised)
The dominant culture of the northern empires of the Hifkaansi continent, these people are renowned for their immense skill with guns and use them well in their defense against their southern neighbours.

-Bonus- Blood and thunder. Characters of this Ethnicity gain a bonus to using guns in combat.

Hifkaansi Culture: Aberean (Unchivalised)
The dominant culture of the rest of the Hifkaansi continent. More cerebral then their northern cousins, these people have advanced scholastic traditions and venerate education.

-Bonus- Leave me to my texts. Characters of this culture gain an additional point in linguistics.

---Race/Ethnicity: Half-Humans---
In addition to this, two half breed human ethnicities exist in the Hebrides, Half Elves and Half Dwarves. If you choose either of these ethnicities, your character more then likely started off as an orphan who never knew their non-human parent. Due to the intense stigma of your birth you have often been shunned or forced to hide your ancestry in any way you could during your life. You have no unique culture and may choose any of the human cultures in which you were raised.

-Half Elf Ethnic Bonus- Affinity: Magic. Purchasing skill points in magic is cheaper for your character. It is now one point cheaper up to level fifteen in your magic skill. But it can never cost less then one point.

-Half Dwarf Ethnic Bonus- Affinity: Crafting. Purchasing skill points in magic is cheaper for your character. It is now one point cheaper up to level fifteen in your crafting skill. But it can never cost less then one point.

---Race/Ethnicity: Ponyfolk---
In addition to this, there are three Ponyfolk ethnicities. Ponyfolks being a slave race can choose from one unique slave culture, or any of the human cultures they were raised in.

-Unicorn Ethnic Bonus- Unicorns gain an automatic magic proficiency, telekinesis, in addition to their first magic proficiency.
-Pegasus Ethnic Bonus- You can fly
-Worker Ethnic Bonus- You gain +1 to strength.
-Ponyfolk Culture bonus- Gain a point in social and your character has an extensive knowledge of ponyfolk slave songs.

-Unique Culture: Cosmopolitaine-
This culture is found primarily in the great cities of the world, (gold bordered squares on the map), due to large immigration to these centers characters of this culture are used to living side by side with people who are vastly different from themselves, Characters from these cities may adopt the cosmoplitaine culture
-Culture bonus- +1 additional language

Gods and Religion in the Hebrides
"No, YOU go poke the holy statue."
-An intelligent Adventurer
Shamelessly pilfered and pasted fromt he original GGG thread here.

HOW DOES I GODS?
Gods are interesting characters in themselves and you will not know everything about them. Or know which ones are really gods, which ones do or don’t exist, and wether or not that god you worship is in fact divine or a hedge fairy, or if that mystical toad you have been ignoring is in fact a god but just a weak one.

Nor will you know which gods are truly godlike and which gods require mortal believe and prayer in order to function if not to simply exist.

You will not command the gods

You will not try to corner the gods.

This is a bad idea generally.

Oh and to make matters worse for you? Gods are people too, and have people problems, their bickerings and fueds, their loves and hatreds will affect the world and normally not a time you’d prefer it to happen and, yes, sometimes they will answer your prayers.

Or you know, curse you to grow wool on your body for the rest of your life because that god was having a raging hangover and your prayers are like an alarm clock.

Or hell, maybe the goddess of Mercy feels like curing your wounds… or turn you to silver for fucking up her shrine.

Or fuck I dunno, drop a magic sword out of the sky in the path of one of your soldiers on the smith god's drunken bender.

You know, whatever.

This is not to say gods cannot be reasoned or bargained with, or pleased. Its generally a good idea to celebrate a god’s holy days, especially if that god has a powerful influence over your people in some way shape or form. There are many gods and some of the known ones have different aspects and names by which they are referred to by many different people, sometimes this can do nothing more then appease an angry god, sometimes they may not even notice, other times it will cheer them up after a bad day. You may even get blessed by a god for a long period of time. Keep in mind some gods can take mortal forms or possess some form of avatar, some gods have servants akin to angels in nature and some gods can even be killed. Good luck figuring out which is which.

The many many many, MANY gods vary in strength power and how much they like to fuck with people, but the most powerful ones are generally agreed on to be:
The God of the Sun, authoritarian and patriarchal, usually sits on his ass, we think, we cant be sure if he’s doing something or it’s the god of light, funnily enough they are not the same guy.
The goddess of Air, unsettled and quick tempered
The god of the land, patient and studious, likes to read the works of the story god and other artistic gods
The smith God, almost always drunk and likes being fucking warm
The god of chivalry, patron of civilization and popular in the Hebridean cultures
Goddess of mercy, kind, loving and wrathful.
Goddess of fertility, prayed to for good harvest, known as the harvest goddess, NOT prayed to for what think she would be prayed to for.
God of shoes. The other gods don’t know either and the other gods generally agree he smells bad.

Other then that there are other gods that are at least widely known about in some aspect or another

The god of the dead, austre, lonely and quiet, takes care of the souls of the dead before sheparding them to the realms of whichever gods will have them in their halls, usually the one to punish the souls of the evil with his dread scythe, his ways are unknown and we do not know by what standard he judges, usually kind and often enters peoples dreams when the god of the dreamrealms is not looking to lay prophecies in peoples’ minds. Hates the god of death and usually not worshipped openly
The god of death, angry and volatile, this god cares not for anything more than seeing death and destruction, hates his brother the god of the dead. Goes to god parties, not worshipped openly and appeasing him is futile
The god of currents
The goddess of rivers
The gods of oceans
The god of seas
The god of deep waters
The god of skies
The goddess of clouds and rain
The god of thunder and lightening
The god of the utter deeps, (this motherfucker is not to be trifled with, think of him as the god of the marineas trench)
The goddess of swamps
The god of forests
The god of mountains
The goddess of snow and ice
The god of Stories
And fuck, there’s lots of these bastards, just be careful out there will ya?

You will each receive a download of what resources are in what provinces where when I get around to it, this is just a rules post update.

More gods stuff
hide spoiler

I am basing the god mechanics very closely on the god mechanics of warhammer fantasy
[18:56:50] Galloglasses: and just because there is no centralised church of the gods, there IS organised religions#
[18:57:00] Galloglasses: so a ruler cant just ignore the feelings of the people
[18:57:24] Demonsul: indeed
[18:57:31] Galloglasses: but that may be hard to relate to players, since they think middle ages = roman catholic church and if theres no roman catholic church expy, then they can ignore religious people
[18:57:51] Galloglasses: also I cant wait till someone goes secularist
[18:57:56] Galloglasses: and meets the god of atheists
[18:58:01] Demonsul: XD
[18:58:08] Galloglasses: thats also a warhammer idea
[18:58:14] Galloglasses: and easily one of the most hilarious

Character Application form.
"And just who the hell are you?"
-An old Federation minister when a Dwarf entered the parliament building.

Player:
Name:
Ethnicity:
Culture:
Attributes:
Strength - 8/20
Dexterity - 8/20
Academics - 8/20
Wisdom - 8/20
Skills: (Put it in a list format of the skills you picked, followed by number of points in that skill, and proficiencies such as this:
Craft. 6 MetalWorking: Iron, Leatherworking.)

Biography:
Starting Gold:
Reply
08-05-2013, 07:16 AM
Post: #2
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
I'll probably be applying once I read through everything, but I have a few questions about skills.

You said: "After thirteen in any skill, advancing another skill point will cost the current skill point number plus quarter of its number again in experience points."

Are experience points the 25 points we have to spend at the beginning? So we can't possible get 15 in one skill and 10 in another to start with, but we could get 13 and 12?

The other question I have is about attributes and skills. If we have 15 in some attributes it gives us an "additional free skill". Is that one more skill point or what?
Reply
08-05-2013, 07:25 AM
Post: #3
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Ow..my head.. Hold on, Imma gonna read this thrice over until ill drop a character.
Reply
08-05-2013, 07:32 AM (This post was last modified: 08-05-2013 07:32 AM by Galloglasses.)
Post: #4
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 07:16 AM)WillyDeWulfe Wrote:  I'll probably be applying once I read through everything, but I have a few questions about skills.

You said: "After thirteen in any skill, advancing another skill point will cost the current skill point number plus quarter of its number again in experience points."

Are experience points the 25 points we have to spend at the beginning? So we can't possible get 15 in one skill and 10 in another to start with, but we could get 13 and 12?

The other question I have is about attributes and skills. If we have 15 in some attributes it gives us an "additional free skill". Is that one more skill point or what?

Experience points are awarding at leveling up. You will spend experience points to purchase points in attributes or skills. Right now, you can spend your freebie character creation skill points (the initial 25) up to level 16, which is the most anyone can start off with a skill at gamestart (unless their culture/ethnicities give them a bonus point to add to it. I'll add this to the OP.

Do not worry about EXP until you level up.

To the attributes question it is indeed an additional free skill point, but one you can spend in any skill that is reasonably related to that attribute. (For example, if you purchase fifteen in strength, you may add an additional point to melee weapon use.)
Reply
08-05-2013, 07:52 AM
Post: #5
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
I dunno guys, I think the Opening post is too short, don't you?

Maybe I should write another 11,000 words or so.
Reply
08-05-2013, 07:54 AM
Post: #6
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
So are the ponyfolk actual horses or more like minotaurs?
Reply
08-05-2013, 08:04 AM
Post: #7
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
I suspect Ponykin is the joke race..

Also Gallo. no. I can finally make sense of it
Reply
08-05-2013, 08:37 AM
Post: #8
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 08:04 AM)Bramzter Wrote:  I suspect Ponykin is the joke race..

Also Gallo. no. I can finally make sense of it

But but.

SPOILER TAGS!
Reply
08-05-2013, 08:43 AM
Post: #9
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Well I was actually thinking of a slave character halfway through reading the plot so this joke race serves to be very convenient. Does this mean I have to select something else?
Reply
08-05-2013, 08:45 AM
Post: #10
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
The ponyfolk are not a joke race.

They were a joke in the original GGG states game that through shenanigans, became canon. They are basically My Little Pony only slaves.
Reply
08-05-2013, 09:08 AM
Post: #11
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
So no minotaurs then... that might proove problematic to doing anything requiring hands.

I'll need to think about this...
Reply
08-05-2013, 09:18 AM (This post was last modified: 04-28-2014 11:38 AM by MQuinny1234.)
Post: #12
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Locked in
Player:MQuinny1234
Name: Justin Reah
Ethnicity: Jyrminok
Culture: Kermanic
Attributes:
Strength - 12/20
Dexterity - 3/20
Academics - 1/20
Wisdom - 16/20
Skills:
Melee weapon. 15 Heavy double handed claymore, Light mortuary sword, Unarmed attacks, and, at a penalty, Shield attacks.
Armour and shield. 5 light armour, Sun shield
Faith 15
Medical knowledge 5 (+1 when praying to Solaire)
Strategy and tactics 1
Linguistics 1 (Jyrminok, allegorian(oral only))

Biography: Born as a serf and spent a lot of his childhood toiling the land with the rest of his rather large family, 6 days a week, like clockwork they'd get up at dawn, work with each other, come back for dinner, set up for the next day and then sleep. Cept of course for the seventh day, where they'd all go to the village parish to hear the Word. Justin grew up like a tree, stout of size, possessed by a quiet strength and the tendency, to silently think over questions of the world. To take things seriously, to look around him and see, not just how things were, but how they could be, although he could also, more importantly, decide how things should be. Raised with a strong family bond in a close knit community, and fed with the words of the God of the Sun, he was practically certain to seek a position where he could help out his fellow man in a just, righteous and loving manner, in a way that could help them spiritually as well as physically.

On his 17th birthday, with his familys and the local father's blessing, he set off to become one of the noble paladins of the Sun God. 11 years later, after travelling and training through the cities of Jos, Jox and Ipper, Justin has decided to travel out into the world. To blaze his own trail through the passage of time and do what he can to benifit all of the world.

Appearance: 6 foot 3 with sandy coloured hair, tanned rough skin and brown-amber eyes and a great big smile. Fully garbed in dented, but shining, mail emblazoned with a bright and radiant sun on his shoulders and back. Armed with a great claymore on his back and a shield with the same symbol of the Sun god on it as his armour. A mortuary sword on one side and a book of psalms attached to the other of his hip and the symbol of a golden sun hanging from his neck.

If you need some more help picturing him, I based this character on Solaire of Astora.

Starting Gold: 22

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
Reply
08-05-2013, 09:27 AM
Post: #13
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
I think you're missing a few points in your attributes, if I add them up it equals 29, when original altogether you had 8 in each stat to mess with, adding to a total of 32.
Reply
08-05-2013, 09:31 AM
Post: #14
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
strength took 10 points
dexterity took 4 points
academics took 2 points
wisdom took 16 points

Where am I missing?

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
Reply
08-05-2013, 09:32 AM (This post was last modified: 08-05-2013 09:32 AM by Galloglasses.)
Post: #15
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 09:31 AM)MQuinny1234 Wrote:  strength took 10 points
dexterity took 4 points
academics took 2 points
wisdom took 16 points

Where am I missing?
Check your post again, this is what it looked like:

Strength - 10 (+1 due to ethnicity)/20
Dexterity - 4/20
Academics - 2/20
Wisdom - 13/20

You missed 3 in wisdom.
Reply
08-05-2013, 09:36 AM
Post: #16
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Oh, I though points 11, 12, and 13 cost 2 attribute points each.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
Reply
08-05-2013, 09:37 AM
Post: #17
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 09:36 AM)MQuinny1234 Wrote:  Oh, I though points 11, 12, and 13 cost 2 attribute points each.

Oh no forgive me, you were right, my mistake.

Herp derp, GM forgot his own rules. Yeah your app is fine so far.
Reply
08-05-2013, 09:40 AM
Post: #18
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Hey, you want to let me throw 3 more points into wisdom, I'm fine with that.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
Reply
08-05-2013, 09:43 AM
Post: #19
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 09:40 AM)MQuinny1234 Wrote:  Hey, you want to let me throw 3 more points into wisdom, I'm fine with that.

No no, we're good... we're good.
Reply
08-05-2013, 09:47 AM (This post was last modified: 08-05-2013 10:48 AM by Cidellus.)
Post: #20
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
OUTDATED CHARACTER SHEET
Reply
08-05-2013, 09:49 AM
Post: #21
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Awh.

Right, I'll just write up my holy knight then.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
Reply
08-05-2013, 09:52 AM
Post: #22
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Cid your app is fine, but just like after what I went through with MQuinly, every attribute point after 10 costs two attribute points to buy, did you account for this?
Reply
08-05-2013, 09:54 AM (This post was last modified: 08-05-2013 09:55 AM by Cidellus.)
Post: #23
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Oh, thought you told me that the two-point thing only went into effect after character-creation? You told me that it was one-point during the process. O_o

I just remember you saying nobody could go above sixteen.
Reply
08-05-2013, 09:57 AM
Post: #24
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 09:54 AM)Cidellus Wrote:  Oh, thought you told me that the two-point thing only went into effect after character-creation? You told me that it was one-point during the process. O_o

I just remember you saying nobody could go above sixteen.

My mistake then, I thought it was a questin to do with skills. No the two point cost rule for attributes is in effect for character creation, my bad man.
Reply
08-05-2013, 10:16 AM (This post was last modified: 05-03-2014 04:35 AM by Cidellus.)
Post: #25
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
[LOCKED IN]

Player: Cidellus
Name: Torinar
Ethnicity: Half-Elf
Culture: Durestian

Attributes:
Strength - 7/20 (+1 due to bracelet)
Dexterity - 6/20
Academics - 20/20 (12+1)(+3 from first level up +4 from second level up)
Wisdom - 6/20

Skills:
Linguistics. 10. Northman, Allegorian, Steel.
Riding. 1
Social. 1
Magic. 15. Fire Magic, Telekinesis, Divination, Healing. (+1 from first level up)
Crafting. 10. Alchemy. Alchemical Sorcery. Smithin'. (+3 from first level up +7 from second level up)

Biography: Torinar was born the bastard son of a mid-ranking Durestian nobleman and an unknown elven woman. When he was five, his father sent him off to the famous archmage Arkoron Greenfire for education to avoid a very very uncomfortable conversation with his wife-to-be. Torinar proved to be a skillful and prodigal student, taking a liking to fire magic and telekinesis before being taught divination and healing magic in his later years as an apprentice. At twenty-four, his master sent him out into the world to make a name for himself. That's when he landed in Feddton.

Appearance: He is tall, though rather weak and clumsy due to lack of exercise. He has a huge black beard and long black hair to cover both his angular jaw and pointed elf-ears. He appears to be an average northman due to these. He wears the dark blue hooded robes of an adventuring mage (clean due to lack of experience), as well as sturdy leather travel boots. For focuses, he carries an oak wooden staff and an alder-wood wand. He also owns a rather simple paint horse for transportation, and a variety of books given to him by his master. Finally, he also has a small mirror to help with scrying.

Current Gold: 292.5
Reply
08-05-2013, 10:32 AM
Post: #26
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Is there a culture that has war elephants?

This is important to my character creation. Possibly.

Space is warped and time is bendable.
Reply
08-05-2013, 10:34 AM
Post: #27
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
The Hifkaansi cultures use war elephants.
Reply
08-05-2013, 10:37 AM
Post: #28
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
0_o Sounds neat.

Anyway, finished my character, added in the bio, appearance and gold.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
Reply
08-05-2013, 11:06 AM
Post: #29
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
How do we determine starting gold? Just want to make sure everything is right.
Reply
08-05-2013, 11:18 AM (This post was last modified: 05-12-2014 06:39 AM by WillyDeWulfe.)
Post: #30
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
[Locked in]

Player: WillyDeWulfe
Name: Tibbs
Ethnicity: Wyrdfolk (Stronger Magic)
Culture: Northman Culture: Durestian (Chivalized) (+1 Academics, +1 Linguistics)
Attributes:
Strength - 2/20
Dexterity - 5/20
Academics - 15(14)/20
Wisdom - 8/20
Skills:
Linguistics. 19(17) Northman(base language), Wyrdfolk, Rumonian, Allegorian, Jyrminok, Hifkaansi
Magic. 15.5(11) Frost, Beast Communion, Illusion, ~Inscribements
Riding. 1 2
Social. 10(8) (Amulet Bonus)

Previous Stats
Attributes:
Strength - 2/20
Dexterity - 5/20
Academics - 15(14)/20
Wisdom - 8/20
Skills:
Linguistics. 16(14) Northman(base language), Wyrdfolk, Rumonian, Allegorian, Jyrminok, Hifkaansi
Magic. 13(10) Frost, Beast Communion, ~illusion
Riding. 1 2
Social. 10(8) (Amulet Bonus)

Frost Magic
When Tibbs was just learning magic, he conjured a few sparks and lit one of his favorite books on fire. Since that day he's been wary of fire and has attempted to learn the school of magic that opposes it, Frost.

Frost allows Tibbs to cool things in an area, shoot a bolt of ice, and encase enemies in ice. There may be other uses...

Beast Communion Magic
Most people are suspicious of the Wyrdfolk, but animals don't judge. Some of Tibbs's best friends have been technically non-sentient and he is currently getting along quite well with Piddles.

Beast Communion Magic allows Tibbs to talk with willing animals, affect the emotions of an animal (calm, fear, etc.), and call animals to him. This also includes some slight mind control as Tibbs can order the animals to help him in some way provided it does not go against their instinct. ("Bring me food" works, but not "kill yourself"). The "talking" is telepathic and over a short distance, but calling animals has a much larger range like "summon animal" in DnD. Animals are considered any non-sentient creature unless the GM says otherwise.

Illusion Magic
Facing the stigma many have against the Wyrdfolk, Tibbs decided it might be nice if he could hide his true nature. He's still learning though.

Illusion magic allows one to affect how something is represented to the world by altering its sight, sound, texture, taste, or smell. It can also be used to make full blown illusions out of thin air that react based on simple commands.

Because Tibbs is not very skilled in illusion magic, he mainly uses it to alter his skin color and appear as a Northman.

Transcribements
Tibbs can write spells he knows on paper. Other characters, even those without magic, can use the paper to cast the spell once before the magic is used up.

Perhaps when he gets better with this magic, he will be able to work with other mages to make inscribements of their spells.

Biography:
One night several years ago the queen of Durest was told that a baby Wyrdfolk had been abandoned at the castle gates. The Wyrdfolk were generally looked down upon and no one would mind if this one died from exposure, but instead the queen ordered that the child be brought in and cared for. This was in part due to her kindness, but even more so it was motivated by the fact that such an odd occurrence seemed like the opening to a grand story and she wanted to be a part of it.

The infant had been malnourished and left in the cold for a long time, and as such it was doing poorly. By some miracle, the child was later told it was because the god of Stories wanted to see what would happen, the baby survived the night. The queen, wanting to influence the child, but also not wanting to have to deal with it, placed the infant Wyrdfolk with the family of one of her dukes.

The duke named the child Tibbs and raised it to be his best scribe. Tibbs was never treated as a member of the noble family, but he was educated and treated well. In his free time, Tibbs took to reading every book he could get his hands on instead of playing outside like most children. Due to this he became an accomplished writer, wise beyond his years, and pathetically weak.

Luckily, he was also a Wyrdfolk.

When Tibbs hit puberty his magical powers began to manifest themselves. There were some minor incidents in the early years, but Tibbs learned from them and began to develop his skills through rigorous book study. His abilities were quite useful in making up for his shortcomings and in time he became self sufficient and no longer needed to rely solely on his benefactors to survive. He still did scribe work for the duke as a way to pay for his room, but through magic he was able to provide his own food and necessities.

Book study can only get one so far, and Tibbs began to crave a chance to actually put all his theory into practice. Tibbs crafted a beautiful letter to the queen asking for funds to go out into the world and research a book he wanted to write. It was to be the tale of a group of brave adventurers led by a well learned and intelligent Wyrdfolk who travel across the land on a magnificent adventure. The book would of course heavily favor the Queendom of Durest as one of the nicest places to be.

Having appealed to both the Queen's love of stories and political aspirations for propaganda, she agreed to fund his journey and sent him the requested gold. Tibbs bought a horse, which he named Piddles, in order to carry his supplies and boarded a ship to Feddton, eager to start his adventure.

Tibbs wears comfortable clothes underneath a simple hooded robe. He is of average height and quite skinny. His skin tone has been altered with illusion magic to match that of an average Northman. Piddles the horse follows him obediently.

Starting Gold: A horse named Piddles with saddlebags filled with 20 books(non-skilling) and writing supplies and 30 gold.
Let me just say that I have no idea what the actual value of gold it so I sort of guessed.

The books are stories that Tibbs copied during his years as a scribe. They're not the kind that could give anyone skill points, but he may be able to trade them to someone fond of stories. I'm willing to get rid of this part if necessary.

He also has writing supplies and some blank journals for writing the story he promised the queen.

Current Inventory: 18 Storybooks, 7 books from the cave (including some on dead religions and a merchant's journal), Shoddily Mended Rsat Book, Wagon Making Book, Ghouls and Goblins Book, 1 copy of "Ode to Justin Reah", and a farmer's almanac in Piddles's saddlebags. He's wearing a +2 Social Amulet and Enchanted Durable Outdoor Wear. He has 131 gold in his gold pouch, writing supplies, and 8 Transcribements(Revenant Illusion, Spider Swarm Illusion, 2xIce Wall, 2xDoppelganger, Call of the Wild, Beast Communion).
Reply
08-05-2013, 11:18 AM
Post: #31
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 11:06 AM)MasterBlade Wrote:  How do we determine starting gold? Just want to make sure everything is right.

You're free to start with whatever gold you feel is appropriate for your character to start out with.
Reply
08-05-2013, 11:25 AM
Post: #32
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
2 strength and 2 dexterity? Wow, that character seems to be made of ice on top of casting it! He'll melt or shatter at the slightest provocation, so you'd better be careful.

Slave soldier character still in the works.
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08-05-2013, 11:27 AM
Post: #33
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Willy: Application is fine and the books, being written by yourself are also fine and worth quite a bit because books. Even if they are only your own stories. Ten gold is not very much but we could say he spent most of his allowance getting to where he is now.
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08-05-2013, 11:31 AM
Post: #34
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
That's true for a lot of castors, but with frost magic to slow them down, beast magic to get support and illusion magic to trick and confuse them, it'll be trick for enemies to get him in a straight fight. Plus, it'll be my job and the other non-castors to cover him anyway. Standard protocol.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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08-05-2013, 12:02 PM
Post: #35
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Considering it will probably take one good punch to break every bone in his body (or just tripping over your own feet due to your incredibly low dexterity), I hope you're right.
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08-05-2013, 12:24 PM
Post: #36
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
That would be funny.

"MAGE WHERE'RE THOSE ICE SPELLS.

MAGE!

MAGE?"

*Looks back to see the mage has tripped over his own cloak and cracked his head open*

"...Well damn."

*Get's eaten by fire demons.*

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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08-05-2013, 12:27 PM (This post was last modified: 08-05-2013 12:27 PM by WillyDeWulfe.)
Post: #37
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Yeah, I'm gonna stay way in the back as much as possible. He's obviously not built for combat, more for utility.

My original character was going to be a commander type guy with tons of minions and a penchant for forgery. He was going to sabotage enemy commanders with the forgery and steamroll their armies.

Then I realized that Academics works better with Magic than Tactics and I had to have Academics to Linguistics so... The idea of a frail scholar began to take shape.

I'll up his dex a bit, I don't really need all that Wis.
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08-05-2013, 12:56 PM (This post was last modified: 08-05-2013 01:51 PM by MQuinny1234.)
Post: #38
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Question about skills. If I'm at 13, does that mean the next upgrade costs will be 4, 4, 4, 5, 5, 5, 5, or what?

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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08-05-2013, 01:27 PM (This post was last modified: 03-31-2014 09:40 AM by Demonsul.)
Post: #39
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Player: Demonsul
Name: Sunbeam Canter (former battlemage, 5th Ponyfolk mamluk regiment, commonly Sunbeam, Corporal Canter or Sun)
Ethnicity: Ponyfolk/Unicorn
Culture: Kermanic

Attributes:
Strength - 9/20
Dexterity - 7/20
Academics - 12/20
Wisdom - 6/20

Skills:
Magic - 13 - (Telekinesis [racial], Beam attacks, Warding, Teleportation [penalty proficiency])
Armor use - 5 - (Medium barding)
Linguistics - 5 - (Kermanic Jyrminok, Black Tongue/Jobsworthian)
Survival - 3
Medical - 2

Biography:
Born to slave parents in a stable near Jox, Sunbeam received the usual treatment of newborn ponyfolk slaves and was separated from her family to grow up amongst gruff ponyfolk teachers and their masters. The purpose of this poor education was to determine the ponyfolk's individual talents before selling them off into slavery in order to increase their value. From an early age, Sunbeam was confident in her own particular talent; she excelled in the direction of energy into beams. She proved an apt learner, and her academic skill advanced her magical learning. After she accidentally injured a fellow student with an energy beam, she was whipped raw and transferred to a martial education.

Pony mamluks are slave soldiers, trained from a young age to excel on the battlefield. They are often far more prestigious than other pony slaves due to their right to be armed and armored. Companies and regiments of them fetch high prices throughout the Hebrides, as much due to their sheer rarity as their skill - although natural mages and flying cavalry are always useful on the battlefield. Sunbeam took to the education with aplomb, learning much in the way of using magic for defense as well as offense during her years in training.

Her experience in magic opened her up to the potential of her talent - she has learned to master the manipulation of beams of energy with various purposes. She learned how to complicate the beam frequencies to better break through warding, and when to pour magical strength into overpowering enemy magical defenses. She also learned the traditional unicorn art of telekinesis, and how to use it to shield herself as well as to attack. She was taught about defensive wards and how to protect herself with them, from a simple ward against biting insects to blocking foes from scrying her to full-blown battlefield wards against hostile magic attacks. She even learned a little of teleportation, though she never dared travel further than line-of-sight.

Eventually, Sunbeam was put into active service with the 5th Ponyfolk mamluk Regiment, a group roughly 2000 strong primarily made up of mixed air lancers and battlemages. The group was one of the indigenous mercenary regiments, which the slave masters would contract out to lords who only needed an army for a while and didn't want to purchase whole companies of slaves. Sunbeam saw battle in service to the Fermanic city-states, rising to the rank of Corporal during various wars.

The newly-minted Corporal Canter felt at home in the military. Fighting alongside her trusted comrades in arms, she survived several battlefields. Although ineligible for a commissioned post, she was considered more than once for promotion to sergeant, although her lack of experience with tactics prevented her actually making the jump. However, fate had other ideas; she suffered a severe battlefield injury and was removed from the front lines. No longer an able soldier, she returned to the individual slave market, where her mamluk background raised both interest and price and she was sold off to one Ulysses Bloom as a personal servant.

Her wound healed surprisingly completely, and she was soon almost as able as she had been before. The scar left her left front leg clumsy, but sturdy enough to run on. Having learned the black tongue of Jobsworth to communicate with her new master, she now accompanies him on his journeys throughout the world.

Starting Gold: 0 (is a slave of Ulysses Bloom)
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08-05-2013, 01:42 PM (This post was last modified: 05-15-2014 10:27 PM by ICan'tGiveCredit.)
Post: #40
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Player: ICan'tGiveCredit
Name: Sanik
Ethnicity: Blackfolk
Culture: Anochian

LEVEL 1 STATS
Attributes:
Strength - 6/20
Dexterity - 15/20
Academics - 3/20
Wisdom - 3/20

Skills:
Survival. 15
Riding. 0 - Proficiency: Giant Spiders (from culture) (no penalties)
Stealth. 5
Tactics. 1 (from having 15 in dex)
Melee. 4 (Daggers)
Ranged. 4 (from having 15 in Dex) (Proficiency: Blowgun)
Linguistics. 1 (Blacktongue)

LEVEL 2


8 points were awarded.

Attributes:
Strength - 8/20 (+2 from Enchanted rings)
Dexterity - 16/20 (+1)
Academics - 3/20
Wisdom - 3/20

Skills:
Survival. 15
Riding. 0 - Proficiency: Giant Spiders (from culture) (no penalties)
Stealth. 6 (+1 from reading Sneakthievery book)
Tactics. 1
Melee. 5 (+1) (Proficiency: Twin Daggers, unarmed combat)
Ranged. 5 (from having 16 in Dex) (Proficiency: Blowgun, Daggers)
Linguistics. 5 (+4) (Blacktongue, Allegorian)
Faith. 1 (+1) (you don't want to know)

LEVEL 3


15 points were awarded.

Attributes:
Strength - 10/20 (+4 from Enchanted rings)
Dexterity - 21/20 (+5)
Academics - 3/20
Wisdom - 3/20

Skills:
Survival. 15
Riding. 0 - Proficiency: Giant Spiders (from culture) (no penalties)
Stealth. 6
Tactics. 1
Melee. 5 (Proficiency: Twin Daggers, unarmed combat)
Ranged. 10 (from having 21 in Dex) (Proficiency: Blowgun, Daggers, Miscellaneous Objects)
Linguistics. 5 (Blacktongue, Allegorian)
Magic. 5 (Proficiency: Artificery)
Faith. 1

Artificery
This is a passive magical skill. Over time, Sanik has gained experience with using magical items and this manifests in the form of deriving greater bonuses and utility from such objects. At the height of this mastery (which he is at now) he may unlock hidden powers contained in magical items. If they have such. Or, if the power is too great, he will simply have an easier time unlocking the item's hidden powers.

Why he gains better benefits from such things as rings is unknown. It could be that he is a good vessel for magic and thus has better synergy with magical enchantments. Or it could be your fault, for throwing around so much magic.. More importantly, your fault for throwing around so much magic around a Jobsworthian who has been hiding in inert, non-magical sewers for so long that most of his magical encounters are scant (a mage assassinated here and there, no big deal) and/or you have stimulated long-dormant energies within him.

Magical items that can and can't be evoked are affected in, for the most part, unpredictable ways, as they are better utilized in the way that is most beneficial to Sanik (and only Sanik).

Such items range in scope from strength rings to transcribement scrolls to mystical weaponry. So pretty well everything imbued with magic.

-Bonus- Intimidation. Blackfolk characters will find it easier to intimidate or bully weaker willed NPCs who are causing trouble, and taunt sapient foes in battle.

-Bonus- Scuttling horrors! Characters of this culture gain an automatic additional riding proficiency for riding Giant Spiders.

Biography:
Sanik was born to diplomats of Jobsworth. They weren't really diplomats though, and they wouldn't tell Sanik until later. It explained a lot of things though, when they did. Like the fact that their home has an absurd amount of gold and jewels scattered around the house and hidden in caches like... the pantry?? Sanik swore he never got to eat anything without simply grabbing some gold from around the house and then dining extravagantly. His fellow Blackfolk thought this was perfectly normal because of his parents' profession. Though that was only because his parents were more discreet in their spending. It gave the vibe that they were "spoiling him".

It was the perfect guise. And Sanik's parents were proud of Sanik for enforcing it. They looked like a rich family. And the king never noticed whenever they snuck in to steal some jewels from the treasury on account of their exceptional stealth and underhandedness. Which they ofcourse passed down to their child. He didn't like learning unless he absolutely had to though, so he didn't pay too much attention when he was being taught tactics and stealth. Sanik would come to regret this, when his parents were eventually found out and the king realized that people don't fear him enough to not dare steal from the Vault (which was only slightly concealed in his bed chambers, the fool!). So he posted guards. Needless to say, Sanik's parents didn't know how to handle this, so they just decided to kill the guards and assassinate the king. They were going to flee the kingdom anyway. The investigators were going irate until they were tipped off about them. Sanik's mother and father were getting tired of keeping these guys' mouths shut. They killed them too.

It would only be a matter of time before the ENTIRE CAVALRY found out.

However, they were found out a little too early. They sent Sanik ahead while they held off the cavalry. Unfortunately, Sanik COULDN'T READ THE FUCKING MAP. That's what he gets for not paying attention in school.

He wandered until he ended up in the Great Sewers of Underlaka. Good thing he had Maroh the Giant Spider with him. All those years of going out for fun to the dead woods of his town had finally paid off as he faced the harshest conditions possible. Barely any food or clean water. He had to take on mercenary jobs seldom, though, because Sanik just had to threaten people with death or simply steal it from sewer vagrants.

It didn't take long for him to grow fond of weaponry, even of blowguns, as people hired him to kill competitors every time he decided to go up to the Surface. He rarely went out to the surface, though. Fortunately, this is what still made him nigh-untrackable to anyone trying to investigate him.

And now Sanik is the mob boss of the underground. No one would want to face him on or off his GIANT SPIDER who has remained faithful to him all these years despite the deplorable conditions.

Appearance: He's fairly tall. 5 feet 8 inches. Slightly thin, medium build. Likes to show a crazed smile when he's not out stealing/killing/doing a "job". Wears a dark-grey cloak coupled with a black hood. Sandals with small little cushions in the sole so he doesn't make too much sound.

Current Gold:250 worth in jewels and the likes (starting gold) + 50.5 remaining from the dead bookmerchant

Inventory:
Currently 60 darts.

A blowgun

1 and 1 half Jars of Concentrated hallucinogens.

2 pouches of snake poison.

A Giant Spider mount named Maroh (two copper rings on its legs)(NOW ENCHANTED; +2 strength to ye spider!)

His Twin Daggers (enchanted with Ownership, Durability and Armour Piercing.) (Better utility due to Artificery)

A black cloak which he is wearing right now, along with his cushy sandals. (enchanted entire ensemble with General Resistance, now being a Light Armor except not as heavy)(Sanik has better skill with it due to Artificery, enabling its use by Sanik as if it was enchanted with Medium Armor instead)

-two bottles of POISON, one of which is with Torinar

-two copper rings (Each enchanted with strength)(+2 Stength to ye maniac!)(+2 Yet Again due to Artificery)

- 8 transcribement scrolls. The fire spells listed are 'Fireball', 'Ignite object', 'Firewall' and 'Flame Shower'. The earth spells listed are 'Shield of earth', 'Pillar of wrath', 'Earth Wall', 'Lifted earth' and 'Swallow'. (More effective due to Artificery)

- transcribement scroll: Spider Swarm Illusion: Thousands of tiny spiders appear to run out of the caster's clothes and all over the floor, making crunching sounds whenever stepped on. The illusion only lasts for a short time, but just before it does the spiders crawl back into the caster's clothes. (rendered more effective (somehow) due to artificery)

-a book called "Villainy and You: How to Not Suck at Sneakthievery" (awards a point of stealth unless char is level 8) (with Somin.)

-a crossbow + 3 bolts

-VERY TEMPORARY SLEEP POTION (drank)

-Spiderman mask a terrible mask that turns people (probably only Sanik) into Black Widow Spiders while they sleep. (Easier use due to Artificery)

Inquiries and Answers:

(08-09-2013 11:20 AM)Raptarion Wrote:  I also have some more problems with your app (and I'm sorry if I'm seeming picky with all of these flaws I've been pointing out).

I doubt that your character would be able to speak more than one language with only 1 point in Linguistics. This "Sewerspeak" is likely just whatever language is spoken in the city of Underlaka, or a variation of that language. It is a legitimate language that you would need 5 points in Linguistics to speak.

The given level of survival skill points needed to live in those sewers is 15. You only have 12.

I don't see the motivation for his parents sending him out to slow down the Cavalry. How is a one person supposed to hold off mounted combatants?

Given your culture, you would be living in Anoch'Itlan, but the King would probably be living in Jobsworth, so the story and culture don't seem to match up (given how close the cultures are, this isn't really much of a problem, but it still seems worth mentioning).

How did he get from Anoch’Itlan/ Jobsworth to Underlaka? If you look at the ethnic map, there is an enormous distance between the starting city (in the black section to the west) and the destination city (the white box in the orange section to the east). Why would a kid walk all the way there? Wouldn't he have stopped at one of the other dozen or so cities on the way there?

What led a rather clueless kid to become an assassin and mugger?

When, and how, did he start gathering people to work for him?

There are likely other problems, but these are the things that stood out to me the most.

(08-09-2013 11:52 AM)ICantGiveCredit Wrote:  1. I didn't think "Sewerspeak" would be much of real language. I'll change it. He won't actually need it anyway.
--------------
2. Well he steals from people, either by doing it with sleight of hand or simply by killing them. Food isn't that hard to find in this case.

Plus blowdarts. He may not even need to kill them, maybe knock them out with some hallucinogenic mead (approved by Gallo).

he could also just go to a dark alley in the Surface and kill/steal from people there if he's too desperate.
----------------
3. No no, They sent him out ahead so that he would have a chance of escaping. They stayed behind to hold back the cavalry. And mind, this is the Jobsworthian cavalry. They're riding giant spiders but so are Sanik's parents. Oh yeah, and it's a given that they're dead because of this (why else would you give the kid the map?).
-------------
4. They would make the commute there. On Giant Spiders they're diplomats, so they lived in the king's castle (ideally) or in some other form of lodging the king would make for them. The place where Sanik lived was actually just a place to store the gold. Maybe his friends and the neighbourhood would know that he eats extravagantly, but luckily, the king wouldn't know, because what business would the king have going to some house in Anoch'Itlan? He has better things to do.

I don't think they'd want to let the king know that they have a kid, if only because then the kid would live with them and would get in the way of their heists.
--------------
5. GIANT SPIDERS MAN, THERE IS A REASON THEY ARE IN ALL-CAPS IN THE BIO mspa
and yes, he might stop at some cities but the goal here is to not get noticed having a few bags of gold. So maybe keeping his giant spider someplace safe while he pays for the Giant Spider hay (OR WHATEVER THE HELL THEY EAT) and food. And then ventures out some more. Having to sleep in the forests would explain his survival stat (stat was probably 10 by time he got to the sewers)

He had to get as far away as possible and hidden
------------------
6. his parents are criminals. They can't pass down their skills without telling him what they would be used for. "Oh hey so I'm just going to know how to pickpocket without ever using it, thanks mom."
-----------------
7. ---Ethnicity: Blackfolk---
-Bonus- Intimidation.. :P

[Locked In]
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08-05-2013, 01:52 PM (This post was last modified: 08-05-2013 01:53 PM by Demonsul.)
Post: #41
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
You've spent too many skill points (you get 25 to spend, looks like you spent 30), you've overspecialized your stats a bit and you don't actually have any combat skills. Only one of those is a mechanical problem though, and the others might be escapable as long as you know what you're doing.
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08-05-2013, 01:53 PM (This post was last modified: 08-05-2013 01:55 PM by MQuinny1234.)
Post: #42
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
I think you have another 2 points in attribute to spend.

Plus, I think you've got the riding spider thing for free anyway.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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08-05-2013, 02:06 PM (This post was last modified: 10-21-2013 08:21 AM by ICan'tGiveCredit.)
Post: #43
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 01:52 PM)Demonsul Wrote:  You've spent too many skill points (you get 25 to spend, looks like you spent 30), you've overspecialized your stats a bit and you don't actually have any combat skills. Only one of those is a mechanical problem though, and the others might be escapable as long as you know what you're doing.

(08-05-2013 01:53 PM)MQuinny1234 Wrote:  I think you have another 2 points in attribute to spend.

Plus, I think you've got the riding spider thing for free anyway.

Well 2 people seem to be saying 2 different things. What do?

But I only get 1 point in riding spiders. So I have to raise it to 10 so it takes effect or else I'll only know how to ride spiderhorses.

Concerning the combat skills, I'm not looking to fight, I'm looking to steal. I won't have to fight if I can sneak around them and push them into a steaming pit of lava. Or ride my Giant Spider without them knowing if it has a rider.
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08-05-2013, 02:35 PM
Post: #44
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Player: Raptarion
Name: Nolan
Ethnicity:
Culture:
Attributes:
Strength - 15/20
Dexterity - 8/20
Academics - 2/20
Wisdom - 2/20
Skills:
Linguistics- 1
Strategy and tactics- 10
Melee weapon use- 1 Proficiencies: Pike (Free skill from 15 points in Melee)
Shield and armor- 5 Proficiencies: Heavy Armor
Riding: 4
Social: 5
Biography:
Starting Gold:

This is a very bare bones app so far. I'm just making sure that I spent my points correctly and didn't spend too many or too few before I write out my bio or anything like that.

Space is warped and time is bendable.
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08-05-2013, 02:39 PM (This post was last modified: 08-05-2013 02:40 PM by Demonsul.)
Post: #45
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 02:06 PM)ICantGiveCredit Wrote:  
(08-05-2013 01:52 PM)Demonsul Wrote:  You've spent too many skill points (you get 25 to spend, looks like you spent 30), you've overspecialized your stats a bit and you don't actually have any combat skills. Only one of those is a mechanical problem though, and the others might be escapable as long as you know what you're doing.

(08-05-2013 01:53 PM)MQuinny1234 Wrote:  I think you have another 2 points in attribute to spend.

Plus, I think you've got the riding spider thing for free anyway.

Well 2 people seem to be saying 2 different things. What do?

But I only get 1 point in riding spiders. So I have to raise it to 10 so it takes effect or else I'll only know how to ride spiderhorses.

Concerning the combat skills, I'm not looking to fight, I'm looking to steal. I won't have to fight if I can sneak around them and push them into a steaming pit of lava. Or ride my Giant Spider without them knowing if it has a rider.

Plus, I'll need Survival where I'll be (note: it's not where a Blackfolk is supposed to be)

You have unspent attributes (eg strength) but too many skills (eg riding). Also I think the spider riding proficiency happens at level 1 because of your culture - only other cultures need to get to level 10 to ride spiders.

Still, you might want a little melee combat in shivs or something, to get your thief out of a tight spot or two.
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08-05-2013, 02:58 PM (This post was last modified: 08-06-2013 03:10 AM by ICan'tGiveCredit.)
Post: #46
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Okay that makes sense, edited.

Skill points have now also been edited
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08-05-2013, 05:14 PM
Post: #47
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Man, we're all going to have a HELL of a language barrier, aren't we? O_o

Good thing we'll have Tibbs to translate!
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08-05-2013, 11:05 PM
Post: #48
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Application is coming. I sure as hell wouldn't pass up an opportunity to join a game I had a hand (in a way) in shaping.

Be prepared for a zealous Malakonian trying to convert you... sometime soon!

The one, the only, Vancho!
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08-05-2013, 11:08 PM
Post: #49
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
Yay, another faith buddy.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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08-06-2013, 12:56 AM (This post was last modified: 08-06-2013 12:56 AM by Demonsul.)
Post: #50
RE: Gods, Guts and Glory the RPG "What could possibly go wrong?"
(08-05-2013 02:58 PM)ICantGiveCredit Wrote:  Okay that makes sense, edited.

You've still spent too many skill points. You have 32 including the two you got from bonus sources. Including those two, you should have 27 (the base is 25).
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