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Party Creation.

Posted by ChanceFor group archive 1
Chance
GM, 25 posts
Sun 4 Nov 2012
at 01:36
  • msg #1

Party Creation

Ok everyone,

There has been some discussion in the OOC thread about what characters everyone intends to play. I think we have a good group and I'm looking forward to starting, but we have a few decisions to make, and we have to get character sheets together.

First, and perhaps easiest, you all need to decide how you know each other. You could have been travelling together through Averland, met a few days prior as you were hired on, rounded up the night before from patrons in the Coaching Inn, or anything else plausible. A few of the character concepts wouldn't typically be hired on as merchant guards (the Slayer and Warrior Priest).

Second, is more or less a question I'm putting to you. I can work up a NPC to act as the merchant you all will be guarding. He wouldn't really be able bodied enough to help the party in case of attack. Another option is for one of you to take on the merchant role. Finally, this can be a joint venture among some (or all) of you. A trip to the Border Princes is dangerous, but offers a big reward. It would stand to reason that a couple of individuals might pool some resources and try to make their fortune.

Finally, y'all need to decide on character specifics. You will be given 200 points with -50 in max disadvantages, and -5 in quirks. You will be presumed to be illiterate unless you buy it. The Dwarf characters will need to take "Reikspiel" as a language if they want to communicate with the other PCs. However, they will get literacy free at the level of spoken fluency they buy. I will be adding a Teamster Talent that I suggest at least a few of you take. It will be found here along with skills I suggest everyone have. Beyond that, I encourage your party to have capability as a medic, a "face" character, at least one person with a high ranged skill, tracker/survivalist, someone good with animals, and possibly an investigator. Other abilities are surely open to you as you feel appropriate, and some overlap is probably a good thing. As stated elsewhere, I will not be posting allowed and disallowed advantages, disadvantages, and skills. Please use your best judgement (i.e. no electronics skill, no extra arms, etc.)

Some of you I will be helping through private messaging in the creation of your character, but I still want you to participate in this discussion so you have the abilities and fit the niche in the party that you want to fill. I'll also be uploading character sheet templates soon for everyone to fill out.
Player 4
player, 4 posts
Sun 4 Nov 2012
at 02:12
  • msg #2

Re: Party Creation

 As to how the slayer joins a caravan to the border prince's. I could suggest that he has to eat and a good possibility that the border region is lawless and full of challenges for the slayer.

 Not sure how much of a social type he would be but he wont run from a fight unless he has no chance at all of winning.
Player 2
player, 3 posts
Sun 4 Nov 2012
at 02:35
  • msg #3

Re: Party Creation

Isn't the whole purpose of a slayer to die in battle against superior opponents, though? Like, that's the entire reason they become a Slayer -- they have a stain on their honor that can only be erased by a glorious death. Trollslayers that become too good at killing Trolls become Giantslayers, Giantslayers who find that Giants can't kill them become Demonslayers, etc.

Why would you run from an obviously superior opponent if being killed by one is the center of your existence?

On that note, I'll go ahead and play the medic.
Player 4
player, 5 posts
Sun 4 Nov 2012
at 02:55
  • msg #4

Re: Party Creation

 Good question, which i gather is based off the gotrek and felix series of books. He is at least on the demon slayer lvl with the last series.

 But to my understanding of the slayers mindset, to toss ones life away without a slight chance to win goes against winning glory for his name. If he wants a no win battle he can jump off a cliff or charge into a horde of chaos warriors. Still others can disagree. This is how i understand those mental giants and how they work.

 I am thinking that is where they begin to make a difference between them. In Warhammer they start off going against foes which they have a chance or slim chance to win. Then if they get too good at fighting those foes then they shift up to look for bigger prey.
Player 2
player, 4 posts
Sun 4 Nov 2012
at 03:10
  • msg #5

Re: Party Creation

To be honest, everything I know about Slayers comes from the info in the warhammer rpg books:

quote:
Dwarfs who have been disgraced, crossed in love, or otherwise humiliated abandon traditional society and seek the sweet release of death. They hunt the most dangerous of monsters in the hopes of finding a glorious end. Most of them die fairly quickly, but those few who survive become members of the strange cult of Troll Slayers. They exist only to die, and by doing so redeem whatever disgrace they suffered in the past. They seek the fiercest foes, and Trolls are considered ideal because the Dwarfs’ deaths are almost a certainty. Troll Slayers are instantly
recognizable, with their spiky orange hair, outlandish tattoos, and gaudy jewellery. They spend a great deal of time boasting of their exploits and show off their many scars, and often indulge in bouts of overeating, drunkenness, and sleep deprivation.
Note: Only Dwarfs can join this career. Taking the Slayer’s path is a sure route to death. Think carefully before entering this career.


Then there are the Giant Slayers:

quote:
There are many Troll Slayers who wish to find death, but secretly fear it. There are others, however, who are just too ferocious to readily die. These rare few become Giant Slayers: obsessed Dwarfs who have found that not even Trolls could offer a sufficient enough challenge to give them the glorious ending they crave. They continue to seek out combat and a proper death wherever they go, many of them becoming morose drinkers when they aren’t in the midst of battle. Giant Slayers continue to sport the spiky orange Slayer crest, but they tend to be covered with far more tattoos.


And the Demon Slayers:

quote:
In every generation there are one or two Slayers who cannot seem to find the death they crave. At every turn, destiny cheats them or perhaps, drives them forward, and as the long years pass, they grow more and more fierce, determined to find the mighty doom that awaits them. When neither Trolls nor Giants can fell a Slayer, he takes on the mightiest foes of all: the Daemons of Chaos. Daemon Slayers are frightening individuals. They are barely sane at best, the shame of their continuing survival weighing ever on their thoughts, yet they’re also among the greatest warriors that the Old World has ever known.

Chance
GM, 27 posts
Sun 4 Nov 2012
at 03:35
  • msg #6

Re: Party Creation

Instead of going off and hunting for Trolls, Skaven, or the like, a slow moving wagon would make a pretty desirable target (bait) for most slayer targets (except, perhaps, demons). All a slayer would have to do is travel with the group and he's almost assured to get the enemy to come to him.

Another option is to moderate the Slayer character some, into a Dwarven Ranger. Surface dwelling Dwarves who are often looking to satisfy a grudge.

I leave the decision up to you all, but I wanted to offer that as input.
Player 4
player, 6 posts
Sun 4 Nov 2012
at 03:46
  • msg #7

Re: Party Creation

 I am easy to work with. Ranger would have a bit more survival life. Maybe not quite the explosive damage potential. We will work it out.
Player 5
player, 2 posts
Sun 4 Nov 2012
at 03:54
  • msg #8

Re: Party Creation

I think you're both kind of right. The intersection, for me, is this line from the slayers section of the rulebook:

7th edition dwarf rule book p.33:
Dwarf's are incapable of deliberately fighting to lose, and so always enter the fray to win.


They want to die, and to die in battle, but I think that between player 2's Giant slayer quote, and this one it's safe to say that they generally exhaust their usual options before escalating to otherwise suicidal deeds.




Anyways, just to give us a baseline to work off of here's a summary of the concepts from the OOC thread

Player 1 Warrior Priest
Player 2 Sailor, Physician
Player 3 Sword&Board, Sword&Pistol
Player 4 Slayer
Player 5 Former Ironbreaker, Dwarf Ranger
Player 6 unspecified Dwarf, Rat Catcher

And to give us a template to start roughing out roles with:
Medic???, ???
Face ???, ???
RangedP5 Ranger, ???
Melee ???, ???
Tracker/Survivalist???, P5 Ranger
Animal Handler???, P5 Ranger
Investigator???, ???


After some discussion with Chance, I'm going to go on and stop pursuing my first concept for now and we can either roll with my Ranger, or I'm willing to whip up a new character to fit any glaring holes in the party.

For some more details, my Ranger is raised on the surface in one of those few dwarf families that farm to provide for their hold. He'd likely have some handle animal skills, some tracking/survivalist stuff, and fights primarily through throwing axes. I'm thinking that will take up the majority of my remaining points, but I'm flexible depending on our coverage - I can always drop one of those roles and pick something else up as a backup if we need to.
This message was last edited by the player at 03:54, Sun 04 Nov 2012.
Player 1
player, 5 posts
Sun 4 Nov 2012
at 04:42
  • msg #9

Re: Party Creation

From what I'm gathering, the Warrior Priest would be primarily a support character, but be able-bodied enough to fill minor rolls in melee combat (perhaps even tank), medic (via spells), face, and maybe even investigator (if I pushed points the right direction.

What do you all think would be best for the group as a whole? Obviously, I can't do all these things at once, but I could be great at one, good at two, or half decent at three.

As far as motivation is concerned, I could be a sort of "Shepherd Book" (for those familiar with Firefly): "Been out of the world for a spell... like to walk it a while. Maybe bring the word to them as need it told." I.e., a personal "Mission," as it were. I needn't much of any personal ties to the other party members so much as a faith driven motivation.
Player 2
player, 5 posts
Sun 4 Nov 2012
at 05:44
  • msg #10

Re: Party Creation

Let me know if you want to go medic; I can go sailor/investigator/face instead of physician/medic.
Player 1
player, 6 posts
Sun 4 Nov 2012
at 06:13
  • msg #11

Re: Party Creation

I honestly don't have much of a preference. I'll probably be a better back-up medic (since I can have only Minor Healing) and focus on other things so you can roll a doctor of sorts. If you'd rather play the investigator/face, I'll put more points in medical skills and less in face/investigator skills.

Ultimately, I leave the decision to you. :)
Player 2
player, 6 posts
Sun 4 Nov 2012
at 06:20
  • msg #12

Re: Party Creation

Put all your points into smiting chaos.

It's what Sigmar would want.
Player 1
player, 7 posts
Sun 4 Nov 2012
at 06:24
  • msg #13

Re: Party Creation

Right, but face, investigator, and medic skills may indirectly benefit that cause as well as melee combat prowess. ;)

Perhaps I'm meta gaming a bit, but I don't want the party to suffer because all I can do is hit things.

If that's what the party needs, though, by all means I shall hit things well.
Player 5
player, 3 posts
Mon 5 Nov 2012
at 00:43
  • msg #14

Re: Party Creation

Chance, could you possibly clarify what you mean by the Investigator role? It seems that the face would likely have at least some ability to interrogate, and a tracker/survivalist would likely have the perception required to pick up on physical clues. Is there an element to that role that I'm not thinking of that would require extra coverage?



I agree, it's generally not the best idea to have just a pure "beat-stick" character, and some face skills would likely be required to be an inspiring speaker/priest. It's ultimately your decision but I think something Combat/face heavy with a tertiary medic capability would be helpful to the party and fit the WP role pretty well.

I'll give it a couple days to see, but it doesn't seem like there are too many enthusiastic applicants for the tracking/survivalist role right now. So barring any objections or related discussion, I'll go ahead and start sheeting (is that a word?) my ranger this week as ranged combat and tracking/survivalist focused with extra points thrown towards animals.
Player 2
player, 7 posts
Mon 5 Nov 2012
at 01:13
  • msg #15

Re: Party Creation

I'm going with a medic. I'll also have investigative abilities.
Player 1
player, 8 posts
Mon 5 Nov 2012
at 01:15
  • msg #16

Re: Party Creation

It's a bit difficult to be combat/face heavy (having different, expensive controlling attributes), but I'll see what I can come up with along those lines. Deception (an integral part of being a Face is typically Acting and Fast-talk) doesn't seem to fit a righteous man. I'll have things like Diplomacy, Public Speaking, Interrogation, Intimidation, etc.
Player 2
player, 8 posts
Mon 5 Nov 2012
at 01:25
  • msg #17

Re: Party Creation

That's why faces are usually just faces.

You'll need: Detect Lies, Psychology (it's very useful for predicting how someone will react), Body Language, Diplomacy, Carousing, Fast-Talk, Acting.

Reaction bonuses are mandatory, as there are many social interactions that do not rely on skills.

Empathy might also be useful.

With 200 points you can either be good at two complimentary things or terrible at three disparate ones.

edit: If we need a face I would be fine playing the merchant.
This message was last edited by the player at 01:26, Mon 05 Nov 2012.
Chance
GM, 28 posts
Mon 5 Nov 2012
at 02:42
  • msg #18

Re: Party Creation

The game will only have occasional social interactions. As long as the party has someone to act as spokesman when the need arises, you all should be fine. The Warrior Priest will already have Public Speaking, Enthrallment, Captivate, and Intimidation. One or two more social skills (Fast Talk, Diplomacy, Carousing, Detect Lies, Body Language, interrogate) and he should do fine. Not to say he has to fill this role, but you all certainly don't need a dedicated face.

Investigator is not necessary, and between a spokesman and a survivalist, the party should be able to cover any investigative challenges that come up.
Player 5
player, 4 posts
Mon 5 Nov 2012
at 03:11
  • msg #19

Re: Party Creation

Can you tell I've never built a face? I forget how expensive things get sometimes...
Player 1
player, 9 posts
Mon 5 Nov 2012
at 04:29
  • msg #20

Re: Party Creation

Chance:
The game will only have occasional social interactions. As long as the party has someone to act as spokesman when the need arises, you all should be fine. The Warrior Priest will already have Public Speaking, Enthrallment, Captivate, and Intimidation. One or two more social skills (Fast Talk, Diplomacy, Carousing, Detect Lies, Body Language, interrogate) and he should do fine. Not to say he has to fill this role, but you all certainly don't need a dedicated face.

Investigator is not necessary, and between a spokesman and a survivalist, the party should be able to cover any investigative challenges that come up.

Ah, yes: "spokesman"—that sounds much more like what I was getting at. I can do that. :o)
Player 2
player, 9 posts
Mon 5 Nov 2012
at 05:10
  • msg #21

Re: Party Creation

In light of that I'm going back to my "grouchy sailor" idea.
Player 6
player, 2 posts
Mon 5 Nov 2012
at 14:19
  • msg #22

Re: Party Creation

Hi everyone, sorry I was absent from the early talks about roles - I won't be able to post much on weekends, but can post regularly during weekdays.

As for my concept, I think my rat catcher could cover some of the investigator and tracker skills. I hope to build him so that he's a bit like a typical fantasy thief or rogue, with a decent helping of stealth and shadowing.

That said, I like the look of the Teamster talent (it seems worth it just for hold out and smuggling, for my character) and will probably take a level or two in it which will help with animal handling, etc.

Does that work with what everyone else is doing?
Player 4
player, 7 posts
Mon 5 Nov 2012
at 14:35
  • msg #23

Re: Party Creation

 So, no one is leaning towards the arcane side in the group?.
Player 3
player, 2 posts
Mon 5 Nov 2012
at 16:17
  • msg #24

Re: Party Creation

Hi guys. Looks like Player 6 and I have something in common; I also rarely get a chance to post on the weekends, but I'm pretty active during the week. So, sorry I missed out on the earlier discussion.

Between my two ideas, I'm more inclined to go with the "sword and board" type (I forget who put it that way, but I like the sound of it); his history includes a failing noble family, so that might recommend me for the "Spokesman" role (alongside the Sigmarite), and could put me as a financier for the caravan itself (sinking a little cash on a shipment to try and turn a profit).

As far as investigation and magic goes, I've got nothing. My character has some military background though, so I could add some survivalism/tracking type stuff if we still need it.

Again, sorry to have missed the earlier discussions.
Player 6
player, 3 posts
Tue 6 Nov 2012
at 16:20
  • msg #25

Re: Party Creation

Hi all,

I took a first pass at my character, and thought I should post it so I could have time to make any changes for feedback/GM notes, etc.

It's located here:

https://docs.google.com/open?i...QseLNbWd6YWpaTlBraW8

I took a dog as my ally, and I based it on the Hound from DF 5.

Please let me know if you have any suggestions or whatever.
Player 3
player, 4 posts
Tue 6 Nov 2012
at 16:27
  • msg #26

Re: Party Creation

Wow, cool!

Without having actually read the character (yet), I have two quick questions: what program did you use for the character sheet, and how did you post on Google? That looks like a really handy way to bounce pages around.
Chance
GM, 31 posts
Tue 6 Nov 2012
at 16:36
  • msg #27

Re: Party Creation

Don't know about the character sheet (I think it is pretty great also) but you can "share" anything you upload to Google Drive (top right of the screen for me). Change the privacy setting so anyone with the link can view, and then just paste the link here.

I will take a closer look at the character sheet this evening (as I watch the election results roll in), but at quick glance it looks alright.

Something that may be useful to note as you build and finalize your character sheets. The Wagon you are travelling with will have enough room to carry any gear you don't want on your person (within reason) and enough food for the 10 day journey through the pass.

Also, I think I have most names that people would like to use for their characters. Please double check that I have the right one, and I will update everyone's screen name.
Player 6
player, 5 posts
Tue 6 Nov 2012
at 16:38
  • msg #28

Re: Party Creation

I used the free GURPS Character sheet program - it takes a little getting used to, but I find it really speeds things up. Basically you open a character sheet, and a library, then drag and drop the things you want from the library to the sheet. Then just print to pdf so it's readable by everyone. Find it here:

http://gurpscharactersheet.com/wiki/

If you have a google account you should be able to open google Drive. I uploaded the pdf character sheet and set the share settings to anyone with the link.

EDIT: ninja'd. GM, should we be looking at equipment already? How much should we spend on 'adventuring' gear?
This message was last edited by the player at 16:39, Tue 06 Nov 2012.
Player 3
player, 5 posts
Tue 6 Nov 2012
at 16:49
  • msg #29

Re: Party Creation

Awesome, thanks guys. I'm not really computer savvy, but I try to learn (especially since being on RPoL).

@GM: I'm not sure this is the right place to ask, but you mentioned you liked the idea of my being the financier for the wagon. I'm totally into that... but I have no idea what it involves as far as character points and such. Any thoughts?
Player 2
player, 13 posts
Tue 6 Nov 2012
at 16:51
  • msg #30

Re: Party Creation

Here are my skills:

Area Knowledge (Middenheim) 12
Polearm			    14
Brawling		    13
Climbing		    14
Crewman (Seamanship)	    12
Escape			    13
Riding (Horse)		    11
First Aid		    13
Gesture			    13
Throwing (Axe/Mace)	    13
Forced Entry		    13
Housekeeping		    12
Hiking			    13
Intimidation		    13
Judo			    14
Running			    11
Scrounging		    13
Stealth			    13
Streetwise		    13
Survival (Island/Beach)	    13
Swimming		    13
Throwing		    13
Player 2
player, 14 posts
Tue 6 Nov 2012
at 16:55
  • msg #31

Re: Party Creation

What's starting wealth? $1000? Or are we TL 4?
Chance
GM, 32 posts
Tue 6 Nov 2012
at 18:02
  • msg #32

Re: Party Creation

Equipment will come after we finish sheets, so y'all don't have to worry about it quite yet, I just wanted to bring it up.

Max wealth is "Average" for TL 4, so $2,000. If Player 3 is going to be the Financier, I will make an exception for him. No Wealth level above "Very Wealthy" and most of those funds should be spent in to the value of your trade goods.

Here is how I am planning on this wagon to work. We can discuss more after sheets are cut, but as this might affect some points, I'm going to go over it briefly here. The financier should decide on the value of goods he would like to buy i.e. if he puts $10,000 of his wealth into the wagon, you all would be transporting $10,000 worth of goods, mostly cloth (I'm giving you the wagon, supplies for the first leg of the journey, and two mules). When you get to Akendorf on the other side of the pass, you may sell all or part of your cargo at a profit (profit margin will be determined by a successful "Merchant" and/or other role as appropriate). Then choose whether or not to reinvest that profit in goods to take from Akendorf on to the next leg, or divide up profits and go off on some different type of adventure (or both).

For reference, $1 at TL4 is equal to about $12.50-$13 in real world money.
Player 2
player, 15 posts
Tue 6 Nov 2012
at 18:31
  • msg #33

Re: Party Creation

Suggestion: This is a bit of a twist on things but might make people more invested. What if we were, instead of mercenaries, all businessmen who'd financed and invested in this trip? We'd each put down a sum of money into the caravan, and each get a share when we get to where we're going.

That way we're personally invested -- beyond it being a "job".

Everyone could either be in for an equal share, or for a different % (and thus get a different % of the profits). I'd probably need to tweak my character a bit to make him someone more likely to invest than just be a guard.
Player 1
player, 11 posts
Tue 6 Nov 2012
at 22:02
  • msg #34

Re: Party Creation

Here's what I have so far:

Warrior Priest

Basic Attributes [140]
ST 12 [20]; HP 12 [0]
DX 12 [40]; Will 13 [0]
IQ 13 [60]; Per 13 [0]
HT 12 [20]; FP 12 [0]

Basic Lift: 20 lb.
Damage: Thr 1d-1;  Sw 1d+2
Basic Speed 6 [0]
Basic Move 6 [0]

Advantages [55]
Clerical Investment [5]
Power Investiture 4 [40]
Charisma 1 [5]
Higher Purpose (Slay Chaos) [5]

Perks [5]
Dual Ready (Shield and Mace) [1]
Psychic Guidance (Lightning) [1]
Shield Wall Training [1]
Signature Gear (Warhammer) [1]
Weapon Bond (Warhammer) [1]

Languages: Common (Native) [0]
TL: 4 [0]
Cultural Familiarity: Human [0]

Disadvantages [-50]
Duty (Cult of Sigmar, 12 or less) [-10]
Disciplines of Faith (Ritualism) [-5]
Fanaticism (Cult of Sigmar) [-10]
Callous [-5]
Pacifism (Cannot Harm Innocents) [-10]
Major Vow (Use no edged weapons) [-10]

Quirks [-5]
Careful [-1]
Congenial [-1]
Humble [-1]
Responsive [-1]
Staid [-1]

Skills [41]
Axe/Mace (A) DX+4 [16] - 16
Shield (Buckler) (E) DX+2 [4] - 14
Brawling (E) DX+2 [4] - 14
Captivate (H) Will-1 [2] - 12
Hiking (A) HT [2] - 12
Intimidation (A) Will [2] - 13
Leadership (A) IQ [1] - 13*
Occultism (A) IQ-1 [1] - 12
Public Speaking (A) IQ [1] - 13*
Religious Ritual (Cult of Sigmar) IQ-2 [1] - 11
Theology (Cult of Sigmar) IQ-2 [1] - 11
Exorcism (H) Will-1 [2] - 12
Diplomacy (H) IQ-1 [2] - 12
First Aid (E) IQ+1 [2] - 14

* Includes +1 for Charisma

Spells [14]
Bless (H) IQ+2 [1] - 15*
Curse (H) IQ+2 [1] - 15*
Share Vitality (H) IQ+2 [1] - 15*
Minor Healing (H) IQ+2 [1] - 15*
Banish (VH) IQ+3 [2] -15*
Turn Spirit (H) IQ+2 [1] - 15*
Turn Zombie (H) IQ+2 [1] - 15*
Light (H) IQ+2 [1] - 15*
Lightning (H) IQ+2 [1] - 15*
Flaming Weapon (H) IQ+2 [1] - 15*
Burning Touch (H) IQ+2 [1] - 15*
Burning Death (VH) IQ+3 [2] -15*

* Includes +4 for Power Investiture

Points Summary
Attributes/Secondary Characteristics [140]
Advantages/Perks/TL/Languages/Cultural Familiarity [60]
Disadvantages/Quirks [-55]
Skills/Spells [55]
Total [200]
This message was last edited by the player at 22:05, Tue 06 Nov 2012.
Chance
GM, 33 posts
Wed 7 Nov 2012
at 00:54
  • msg #35

Re: Party Creation

Player 6:
I took a first pass at my character, and thought I should post it so I could have time to make any changes for feedback/GM notes, etc.

It's located here:

https://docs.google.com/open?i...QseLNbWd6YWpaTlBraW8

I took a dog as my ally, and I based it on the Hound from DF 5.

Fine by me. Only thing I'd say is that the dog really shouldn't get "dead broke" as an animal, but I don't think that makes a difference for your point total. Question for you, would you like a screen name to post as Rufus in addition to your PC? (as in, would you like to give Rufus his own posts, or just act for him under your player screen name)

Player 2:
Suggestion: This is a bit of a twist on things but might make people more invested. What if we were, instead of mercenaries, all businessmen who'd financed and invested in this trip? We'd each put down a sum of money into the caravan, and each get a share when we get to where we're going.

That way we're personally invested -- beyond it being a "job".

Everyone could either be in for an equal share, or for a different % (and thus get a different % of the profits). I'd probably need to tweak my character a bit to make him someone more likely to invest than just be a guard.


Decision is up to you all as the players, but I am totally fine with this option.

Player 1:
Here's what I have so far:...

Looks fine to me as well.
Player 2
player, 16 posts
Wed 7 Nov 2012
at 00:59
  • msg #36

Re: Party Creation

Chance:
Decision is up to you all as the players, but I am totally fine with this option.


What do you guys think? Instead of hired guards, we all play investors in the venture, with personal financial stakes in the shipment?

This might require a little fiddling with concepts -- just to make sure we can all afford to contribute to the costs -- but even the ratcatcher concept could have saved up enough coin to invest in such a venture.
Player 4
player, 11 posts
Wed 7 Nov 2012
at 01:08
  • msg #37

Re: Party Creation

 Hmmm, your going to convince the slayer to give up his bottle of bugmans to invest in a caravan deal?.
Player 2
player, 17 posts
Wed 7 Nov 2012
at 01:24
  • msg #38

Re: Party Creation

Gotta do something with the loot he earns. Not like he can spend it on armor, right?
Player 5
player, 5 posts
Wed 7 Nov 2012
at 03:37
  • msg #39

Re: Party Creation

I like the idea of being able to invest in the caravan (and I'd probably throw some spare crowns towards it), but personally I'd rather it be an option rather than mandatory. I think framing it like an open merchant venture looking for muscle and money would work just fine and let people stick to whatever fits their character concepts. Granted, if people are unanimous in wanting to invest, the flexibility is obviously superfluous.

I'm dead tired right now so I'll look over the other sheets/points, and hopefully post the first full draft of my character, tomorrow night.
Player 1
player, 12 posts
Wed 7 Nov 2012
at 05:35
  • msg #40

Re: Party Creation

What's the benefit of being an investor rather than a mercenary? What would motivate our characters to invest?

At this point I'm not seeing the viability nor the reason behind it.
Player 2
player, 18 posts
Wed 7 Nov 2012
at 05:58
  • msg #41

Re: Party Creation

Money.

You get a share of the profit instead of being paid a set wage.

Story-wise you're more invested if it's your money.
This message was last edited by the player at 05:59, Wed 07 Nov 2012.
Player 1
player, 14 posts
Wed 7 Nov 2012
at 06:56
  • msg #42

Re: Party Creation

That's my point exactly: why would our characters care about the money so much so as to invest in it? I'm not totally familiar with the setting, but a Warrior Priest doesn't seem like he would care so much about money. I'm not sure that the other characters would want to take the risk of an investment, either. Sure, you might make more money, but you might lose it all. Investments are big time gambling. It's like working on commission. Most people prefer a steady job. It just doesn't fit in my mind, but like I said, I'm not familiar with Warhammer, so correct me if I'm missing something.
Player 2
player, 19 posts
Wed 7 Nov 2012
at 07:08
  • msg #43

Re: Party Creation

Some investments are risky, but others aren't. They're the chief (only) means of social mobility until the industrial revolution.

(That's the origin of the term "fortune". Not money you have, but money you have invested that earns a regular income for you. "Fortune" = "Investment Capital".)

Anyway, that's the point of my question.

Do we want to play "feckless mercenaries" or "guys with a trade caravan"?
This message was last edited by the player at 07:11, Wed 07 Nov 2012.
Player 1
player, 15 posts
Wed 7 Nov 2012
at 07:18
  • msg #44

Re: Party Creation

As you can probably tell, the idea isn't very interesting to me, personally. I'm not convinced it meshes well enough with our characters. If you can convince me why, as a Warrior Priest, I should want to invest, I'm pretty open minded, but I don't really care about making a fortune; I care about smiting chaos. ;)
Player 2
player, 20 posts
Wed 7 Nov 2012
at 12:33
  • msg #45

Re: Party Creation

Priests in this game are NOT Benedictines. They do not take vows of poverty and chastity. You are encouraged to own property, amass wealth, and invest.

There is no reason a warrior priest is less likely to engage in business ventures than anyone else. Even if they're two-dimensional cardboard effigies with no interests or hobbies beyond "the job", smiting chaos isn't cheap, and neither is maintaining a set of arms.

Especially if you have aspirations towards a warhorse. But even if you don't.
This message was last edited by the player at 12:44, Wed 07 Nov 2012.
Player 6
player, 6 posts
Former Rat-catcher
and his large vicious dog
Wed 7 Nov 2012
at 13:59
  • msg #46

Re: Party Creation

I like the optional investment route. Right now I can't see my character investing either, but if we come across some kind of treasure he might do it in the future.
Player 2
player, 21 posts
Wed 7 Nov 2012
at 14:37
  • msg #47

Re: Party Creation

You could change his backstory to say that he did.
Player 6
player, 7 posts
Former Rat-catcher
and his large vicious dog
Wed 7 Nov 2012
at 14:46
  • msg #48

Re: Party Creation

Very true. I guess what I meant was that I'm less interested in playing an investor, and hadn't originally considered it when I came up with my concept because the original pitch for the game was for caravan guards. If we're changing the concept of the game, I don't mind, it will just take a bit of adjustment on my part.
This message was last edited by the player at 14:48, Wed 07 Nov 2012.
Player 2
player, 22 posts
Wed 7 Nov 2012
at 14:58
  • msg #49

Re: Party Creation

Yeah, that's what I'm saying. Do we want to change the theme of the game (and thus, our characters) from "caravan guards" to "(ad)venture capitalists"?

The GM said it's up to us. I think it might be a neat idea, but I'm happy with keeping things as they are if that's what the rest of you are interested in.

That's the key thing -- making sure we're all playing the same game, right?
Player 6
player, 8 posts
Former Rat-catcher
and his large vicious dog
Wed 7 Nov 2012
at 15:07
  • msg #50

Re: Party Creation

Ah, gotcha, and thanks for the clarification. Maybe we should have a vote before everyone finalizes their character sheets?

I vote to keep us as just guards, but am willing to play in an investor game if more people prefer that.
Player 2
player, 23 posts
Wed 7 Nov 2012
at 15:14
  • msg #51

Re: Party Creation

I vote the opposite: Prefer investors, but willing to play a guard. The reason: Agency. If we're partners we get an equal say. Otherwise the merchant's the boss, better listen up.

Also it'll take a minor tweak to make myself an investor. "Uh, my sailor saved up his back pay for the last few years and is investing it."

Done. (Well, I'd have to spend some points on Wealth, but it's a minor tweak.)
Chance
GM, 35 posts
Wed 7 Nov 2012
at 15:22
  • msg #52

Re: Party Creation

I would like to hear from Player 3, if possible, before we make a decision. Two things to consider, though.

1. I can make a NPC merchant, financier of the cargo/first leg. That would remove any burden we may be inadvertently sidling Player 3 with.

2. and/or you may reinvest your compensation/possible loot monies after the first leg of the trip, into the next leg. This is essentially what Player 5 suggested, pushed out a little while. It keeps with the original game concept, with the option of a deeper stake as time goes on.
Player 3
player, 6 posts
Wed 7 Nov 2012
at 15:23
  • msg #53

Re: Party Creation

I agree that we all signed onto the game expecting "caravan guards", and as long as that's what everyone wants to play then I'm totally in favour of the group decision; if you have a character concept that you like, you probably shouldn't twist it into an unrecognizable shape.

That said, my concept totally works as an investor. Not much of one granted (I'm playing an impoverished noble), but it fits his background: having otherwise lost all access to capital and desperate to see his family maintain it's place, he'd be desperate enough to do whatever it took - including dumping the last of whatever funds he had on some venture capital deal which he would then serve as a guard for to protect said investment.

Of course, assuming he lacked the investment to begin with, he might just be reduced to being a regular guard.

Basically what I'm saying is that my character works either way, but being an investor just works better for me as far as character motivation goes. If anyone has a problem with me dumping some funds into the wagon, say so and I won't do it. But if you're fine with me doing so, I intend to.

I'll let the group decide, but as far as the called-for vote goes, I vote for independent agency. Let them invest that want to invest, and them that don't don't have to.

As far as the merchant being the boss... well, yeah, I guess technically he would be. Of course, there's nothing saying he'll be with us; maybe he consigned a shipment to us, payment upon delivery to his agency in Wherever-heim?
Player 4
player, 12 posts
Wed 7 Nov 2012
at 15:28
  • msg #54

Re: Party Creation

 If you are thinking that an investor would be better for your char, then this char has no problem with that pathway but for himself he would not spend any loose cash for such waste. No, he will spend it on the proper stuff like booze and food.
Player 2
player, 24 posts
Wed 7 Nov 2012
at 15:28
  • msg #55

Re: Party Creation

Well honestly I can't think of why the slayer would want to be an investor, and I doubt his player is up to change things, so let's just go with what we have. Characters who want to invest can, but we're primarily people who take coin to act as guards.
Player 4
player, 13 posts
Wed 7 Nov 2012
at 15:39
  • msg #56

Re: Party Creation

 Ok. On a slightly different tack. Need a group decision on the slayers profile. In the War hammer PHB, it states that a troll slayer begins with a Jack(thats 1 point of protection to the chest) but when you read over the lore of slayers it says little or nothing about wearing armor. So i will place it out there for a group decision.
Player 3
player, 7 posts
Wed 7 Nov 2012
at 15:45
  • msg #57

Re: Party Creation

To my mind, a "jack" isn't armour-y enough to actually be considered armour. For example, a Slayer might well wear thick leather boots, gloves and a jacket which would provide some measure of protection, but it's really more just sturdy clothes. Chain, scale, plate, etc. - proper "armour" would be against his code, but not clothing.

I could be wrong, of course, but that's how it seems to me.
Player 1
player, 16 posts
Wed 7 Nov 2012
at 16:10
  • msg #58

Re: Party Creation

Technically speaking, a "jack" refers either to a jacket of segmented plates or simply an outer garment. I don't know what Warhammer considers "armor," but the difference between clothing and armor in GURPS is DR: armor has it; clothing does not.
Player 4
player, 14 posts
Wed 7 Nov 2012
at 16:15
  • msg #59

Re: Party Creation

 Ok. Reading the PHB on armor, gives the description that is a leather jacket with buckles in the front, then it also gives it a AP of 1.
Player 2
player, 26 posts
Wed 7 Nov 2012
at 17:22
  • msg #60

Re: Party Creation

Here's what it says in the WFRP Career Compendium:

quote:
When slayers form regiments in dwarf armies, they are famed for
fighting bare-chested, showing their brethren that they will meet their
doom with gusto. So it can strike some people as remarkable that
Slayers are found wearing leather jerkins. Surely they wouldn’t seek to
protect themselves?

The fact is that leather jerkins are considered a practical comfort, rather
than serious protection (dwarfs consider nothing less than a heavy mail
coat to be serious protection). Only hard-wearing gear will survive the
wilderness wandering a slayer undertakes. The famous bared chest is
something of an affectation of the battlefield.

So it is not uncommon to see a troll slayer wearing a leather jerkin, and
no hypocrisy or cowardice should be inferred by the fact. Many slayers
arrive to fight, shed their travelling gear (jerkin and all) and charge in to
face their doom with torso bared.

Chance
GM, 36 posts
Thu 8 Nov 2012
at 15:00
  • msg #61

Re: Party Creation

Hey there everyone,

I'm aiming to get this adventure actually "on the road" some time next week. I'd like to get in some progress before the Thanksgiving Holiday (assuming you're American). To that end, a few players I know are still working on their character sheets. This is totally fine, but please try and have them to me by early next week. I am happy with Player 3 financing the cargo, did we decide if it was ok to let the Slayer have at least leather torso armor? the source material goes both ways here, so I wanted to get everyone else's opinion. I'm fine with having a leather clad dwarf, and frankly it might keep him alive a bit longer in a fight.

Those that have finished their sheets, I think most of you have begun looking to equipment. Please avoid pulling anything from the Low Tech books as I haven't gotten to look at them yet. If you do pull something from low tech for your equipment, include a full stat line for me.

I'm updating everyone's names now, please let me know if your character sheet Doesn't transfer over correctly or anything like that.

EDIT: I forgot to add that I have thought better of my "no hit locations" house rule. You (and enemies) may now specify hit locations in combat if you'd like.
This message was last edited by the GM at 15:24, Thu 08 Nov 2012.
Korgen Granitebeard
player, 7 posts
Sat 10 Nov 2012
at 20:39
  • msg #62

Re: Party Creation

So today is still Wednesday, right? Things were a bit busier than I anticipated this week, here's the working draft of my Dwarf Ranger sheet though. Input is welcome, if something seems a bit... off

https://docs.google.com/file/d...MTJhenhIWEpMd1U/edit
Klaus
player, 31 posts
Sat 10 Nov 2012
at 20:46
  • msg #63

Re: Party Creation

I'd drop your HT a point and possibly your Hiking. You don't need a Hiking of 16, do you?
Bjorn Jorgensen
player, 19 posts
Human
Warrior Priest of Sigmar
Sat 10 Nov 2012
at 20:55
  • msg #64

Re: Party Creation

In reply to Korgen Granitebeard (msg # 62):

Why don't you put at least 1 point in each of your talented skills? It's not very useful to have a talent if all the underlying skills are around 8.
Klaus
player, 32 posts
Sat 10 Nov 2012
at 20:56
  • msg #65

Re: Party Creation

Or just drop Animal Friend.
Chance
GM, 40 posts
Mon 12 Nov 2012
at 14:54
  • msg #66

Re: Party Creation

Ok, looks like character sheets are just about finalized for everyone. For those of you that haven't already, please also work out your equipment buys soon.

Later in the day, I will open up an IC thread so everyone can work out their introductions.
Klaus
player, 34 posts
Mon 12 Nov 2012
at 15:06
  • msg #67

Re: Party Creation

Man, I thought I had transferred everything over to my sheet but now it's back to blank. Guess I'll have to do equipment again.
Grigory
player, 12 posts
Former Rat-catcher
BS: 6.5 HP: 12/12
Mon 12 Nov 2012
at 15:23
  • msg #68

Re: Party Creation

Just finishing up my equipment now. I seem to recall you saying that we could store non-pertinent personal equipment in the caravan, and that they would cover our food for the duration of the trip, but I can't find the post. Did I just make that up?
Klaus
player, 35 posts
Mon 12 Nov 2012
at 15:31
  • msg #69

Re: Party Creation

Since the merchant is a PC it's up to him whether to cover our food, but typically that's covered.
Chance
GM, 42 posts
Mon 12 Nov 2012
at 15:40
  • msg #70

Re: Party Creation

In this case, I am giving you all enough food for a 10 day journey (the length of the first leg of this trip assuming all goes well). You may also store anything you don't want to carry on your person in the wagon, within reason.
Grigory
player, 13 posts
Former Rat-catcher
BS: 6.5 HP: 12/12 Ddg 9+2
Mon 12 Nov 2012
at 16:52
  • msg #71

Re: Party Creation

I think Grigory is now up and ready to go. Let me know if there's anything I've missed, or if anything seems off.
Nigel Plaskitt
Player, 4 posts
Sun 23 Dec 2012
at 08:18
  • msg #72

Re: Party Creation

Name: Nigel Plaskitt
Height: 6' Weight: 180lbs Age: 29 SM: 0
Appearance: A tall roguish looking chap with brown hair who favors his bow.

ST: 12 [20] HP: 12 [0]
DX: 14 [80] WILL: 11 [0]
IQ: 11 [20] PER: 13 [10]
HT: 12 [20] FP: 12 [0]

Basic Lift: 29
Damage: Thr 1d-1;  Sw 1d+2
Basic Speed: 6.5 [0]
Basic Move: 6 [0]
Encumbrance: Light when traveling (49.2lbs), None in Combat (28.7lbs)

Dodge: 9
Parry: 10

Languages: Common (native/native) [0]
TL: 4 [0]
Cultural Familiarity: Brettonian [0]

Advantages:
Heroic Archer [20]
Weapon Master (Bow) [20]
Signature Gear (Balanced Longbow) [2]
Weapon Bond (Balanced Longbow) [1]


Disadvantages:
Bloodlust (12) [-10]
Callous [-5]
Overconfidence [-5]
Loner (12) [-5]
Paranoia [-10]
Code of Honor (Soldier's) [-10]
Stubbornness [-5]

Quirks:
Attentive [-1]
Careful [-1]
Chauvinistic [-1]
Dull [-1]
Staid [-1]

Skills:
Bow (A) DX+4 [12] - 18†
Fast Draw (Arrow) (E) DX+2 [4] - 16
-Targeted Attack (Bow-Vitals) (H) Bow-1 [3] - 17
-Targeted Attack (Bow-Eye) (H) Bow-4 [6] - 14
Shortsword (A) DX [2] - 14
Fast Draw (Shortsword) (E) DX - 14
Brawling (E) DX [1] - 14
Wrestling (A) [2] - 14
Climbing (A) DX-1 [1] - 13
Stealth (A) DX [2] - 14
Camouflage (E) IQ+1 [2] - 12
Observation (A) PER-1 [1] - 12
Tracking (A) PER-1 [1] - 12
Gesture (E) IQ+1 [2] - 12
Search (A) PER-1 [1] - 12
Navigation (Land) (A) IQ+1 [4] - 12
Survival (Woodlands) (A) PER-1 [1] - 12
Urban Survival (A) PER-1 [1] - 12
Knot-Tying (E) DX [1] - 14
Hiking (A) HT [2] - 12
Swimming (E) HT [1] - 12
Interrogation (A) IQ+1 [4] - 12
Streetwise (A) IQ+1 [4] - 12
Scrounging (E) PER [1] - 13
First Aid (E) IQ+1 [2] - 12

† +1 from Weapon Bond

POINTS SUMMARY:
Attributes/Secondary Characteristics [150], Advantages/Perks/TL/Languages/Cultural Familitarity [43], Disadvantages/Quirks [-55], Skills/Techniques [62] – Total [200]
Unspent Points [0]


Possessions:
Weapons -

Balanced Longbow; damage: 1d+1 imp, acc: 4, range: x15/x20, st: 11; $1000(covered by signature gear), 3lbs
Hip Quiver, Large, $30, 2lbs
-Fine Arrows x50, $300, 5lbs
Shoulder Quiver, $10, .5lbs
-Fine Bodkin Arrows x12, $72, 1.2lbs
Shortsword; damage: 1d+2 cut, 1d-1 imp, parry: 0 st: 8; $400, 2lbs

Apparel -
Ordinary Clothing $0, 2lbs
Leather Jacket DR 1 Torso, Arms, $50, 4lbs
Leather Pants DR 1 Legs, $40, 3lbs
Leather Boots DR 2 Feet, $80, 3lbs

Other-
Small Backpack $60, 3lbs
-Personal Basics $5, 1lb
-Blanket $20, 4lbs
-Canteen $10, 3lbs
-(12) Rations $24, 6lbs
-Rope, 3/8” (10 yards) $5, 1.5lbs
-Grapnel $80, 2lbs
-$814

Total Cost: $1186
This message was last edited by the player at 07:22, Wed 26 Dec 2012.
Nigel Plaskitt
Player, 5 posts
Sun 23 Dec 2012
at 08:20
  • msg #73

Re: Party Creation

So yeah, that's my character sheet. Let me know what you guys think, give suggestions, or catch mistakes. I'm looking forward to getting in the game!
Bjorn Jorgensen
player, 120 posts
Human
Warrior Priest of Sigmar
Sun 23 Dec 2012
at 11:31
  • msg #74

Re: Party Creation

Since we are guarding a caravan, we have the luxury of stowing gear on the cart. The Quick-Release Backpack may not be necessary. Other than that, it looks good.
Chance
GM, 110 posts
Sun 23 Dec 2012
at 22:06
  • msg #75

Re: Party Creation

Indeed. If you'd like to hold onto the quick release backpack, that is fine, but you will be able to store your gear on the wagon for the duration of this campaign.
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