RTJ & etc.   Posted by The Keeper.Group: 0
The Keeper
 GM, 1 post
 ...of secrets.
 ...of fate.
Sun 6 Dec 2015
at 16:18
RTJ & etc.
First: I do not run PvP games. There are no evil players in my groups. Sometimes there are selfish players, yes. Sometimes the thief will pick the pockets of his comrades. Sometimes there will be a tense debate around a campfire or in a tavern that will lead to a slap, or a punch, or a wrestling match. That's cool. But under no circumstances will one player be allowed to kill another, unless one is charmed by an enemy, corrupted by chaos, or suffering from insanity.

Second: I am looking for a group of between 3 and 6 players who will post not less than twice in each calendar week. This gives people an opportunity to post at the beginning if needed, take a long weekend or week off for personal reasons, and post again the middle of the next week. Obviously, if you're in dialogue or an encounter, we can't wait on your actions, and I'll move things along myself using logic and past actions of your character as a guide.
   - An absence of ten days will be questioned. Four days later you'll become an NPC, and one week after that you'll be written out of the storyline.

Third: Once combat begins, there is a 48-hour posting schedule deadline. It begins when I make my post and ends 48 hours later. Usually I'll wait the full amount, but if everyone involved is able to get their posts/actions written in less time, I'll hop right on it at my earliest convenience and give you guys a new round to work with. If you miss the deadline, I'll control you for one round. If you need to make a saving throw or roll additional dice for crits or stuns or grapples, either do it for yourself in the roller or I'll take care of it myself. Don't send me messages during combat about 'what ifs', just write your post with actions and rolls and I'll take care of everything.
   -In the event that I copy/paste something wrong, or read a spell or ability wrong, please point it out immediately, and I'll work to change it. I hate dealing with Rewind, so let's keep those to a minimum. :)


That being said, here is what I need from everyone in their RTJ.

1. This game is rated Mature, because of the violent content and suggestive use of drugs and alcohol. It is not an Adult game. There will be no sex scenes. Take care with your use of language in all its forms. As with all things RPoL, you must fill out and give back this standard age disclaimer thingie:

I <Username>, born on <Date of Birth> am allowed to view and participate in adult activities in my place of residence.

2. How much experience have you got with WFRP? I don't need to know previous characters or adventures, just a general "I've been playing since I was old enough to read!" or "I've read a bunch of the novels but this is my first time playing the actual game." I won't refuse entry to people who are new to the game, though the core group of players would be best served if they are all at least semi-veterans of the system.
   -which does not translate to Rules Lawyers. I am fond of giving people latitude in their descriptions of actions and choices of character builds, and will sometimes give out bonuses based on situations or good RPing. People should understand that I am interested in building a great story here, not beating people to death with something from page 107 from such-and-such a manual.

3. How large of a group do you want to work with? There is no doubt in my mind, after years of RPoL experience, that I will have over a dozen people asking to join this game. There are, currently, only two guaranteed spots: those would be Andhaira, the OP who requested the game, and Imperator, the person who's corresponded with me about crafting it since day one. If necessary, I *could* run two separate groups, or have one large group that splits to perform different tasks in the world, but I want to know what YOU are comfortable with.

4. Character concept. If you want to wait until you join to actually roll for a starting career, as some have said, that's fine [there will be provisions for those who want to start as a rookie, and for those who want to start with more experienced characters]. What I am looking for is the *type* of person you want to play, in the end. Do you aspire to be a great knight who defends people, rising from some lowly station like town crier or rat catcher? Do you have designs on joining the College of Wizards in Altdorf after you cast off the trappings of farmer or muleskinner and show your true potential? Have you always wanted to run through the forests with the Kithband, but are stuck on a boat with these other fishermen? Give me an idea where you want to direct your career, so I don't end up with five people who say they want archers and one guy who says he's planning on being a master chef. ;)

5. Location. As I mentioned in another thread, I am most comfortable with the Empire as a base of operations, as it is where most of my books and experiences lie. If you would prefer to begin the game in Kislev, or on the border between Bretonnia and the Empire, or in Lustria, or anyplace else, say so here. This will be a topic for discussion during the creation phase, but I want to get a feel for which direction this adventure [possibly series of them] will take.

6. Finally, tell me what you want to see in this game. Are you looking for a one-shot to let you playtest a character concept you've never tried? Do you want to run up the ladder of development with a class you've always liked? Are you looking to go through a specific adventure or setting? Do you hate fighting undead but think skaven are the coolest enemies around? Tell me something about what you're looking forward to seeing or experiencing.
The Keeper
 GM, 2 posts
 ...of secrets.
 ...of fate.
Sun 6 Dec 2015
at 17:45
Character Creation
Step 1: Choose a race. Dwarf, Elf, or Human. This game does not recognize Halflings as a playable race. There are several interesting home-brewed concepts that I will try one day in my tabletop games [half-elves, civilized ogres and lizardmen for example], but this game will stick to the Heroic Vanilla that people have come to expect.
   - Somewhere off to the side, write the number 3. These are Development Points, used later for crafting or personalizing your character.

Step 2: Roll your stats. Do NOT click 'reroll 1s'. Make sure you note which stat it is each time you roll, as each race has different base and bonus points for each stat, and it can get confusing.
   - If you find that you are absolutely disappointed with what the RPoL dice roller has given you, then you may spend 1 Development Point to reroll any or all of your stats. You may only do this once, and you must take the second roll(s), even if they are worse then the original one(s).
   - You may, after rolling, swap any two sets of numbers that used the same dice. For example, if you rolled '3' on 2d10 for Strength and '18' on 2d10 for Fellowship, and want to be stronger, you may swap the two results. This is a free swap and does not cost you anything. You may only do this one time with your stats.
   - If you wish to, you may take any one of those stats and replace it with the maximum roll possible for your race, at a cost of 1 Development Point. For example, if you rolled '3' on 2d10 for your toughness, and want to make that result a 20, you may do so. You may only spend 1 Development Point in this manner, though a clever person might use the previous option to take the lowest roll overall, swap it out for their primary statistic [INT for spellcasters, AGL for ranged fighting, etc] and then spend this DvPt to max it out. Just a thought. :)

Step 3: Choose or randomly roll your basic career.
   - If you choose a career, write it down. This is you now.
   - If you randomly roll a career, add +1 to your Development points. You may reroll your random starting career if you wish, but it will cost you 1 Development point each time you reroll.
   - If you would like to choose a career that is not normally open to your race [Elven Tunnel Fighter, for example], PM me, but odds are I'll allow it, for the cost of 1 Development Point.

Step 4: Starting Wounds. Roll a d10 and consult the chart on page 19 to find out how many wounds you begin with.
   - If, after rolling, you would prefer to start with the maximum wounds possible for your race, subtract 1 Development Point and do so.
   - If you are willing to take the minimum wounds for your race, do not randomly roll; add +1 Development Point and do so. You cannot make this choice once you have rolled the d10 for Wounds.

Step 5: Starting Fate. Repeat the d10 roll, as you did for wounds, and consult the chart on the same page for Fate Points.
   - If you roll poorly and would like the maximum allowed for your race, subtract 1 Development point and do so.
   - If you would like to take the minimum for your race, do not randomly roll; add +1 Development Point and do so. You cannot make this choice once you have rolled the d10 for Fate points.

Step 6: Starting Talents. Dwarves and Elves begin with several 'free' skills and talents, as listed on Page 19 of the rulebook.
   - Dwarves can choose to drop Dwarfcraft, Stout-Hearted or Sturdy [only one] and replace it with a talent of their choice, at a cost of 1 Development Point. They cannot drop Grudge-born Fury, Night Vision, or Resistance to Magic, as these are part of who they are.
   - Elves can choose to drop anything but Excellent Vision or Night Vision and replace with a talent of their choice for the same cost of 1 Development Point.
   - Humans can choose to roll randomly for two talents normally on the chart on page 19, OR choose just one talent that they 'really wanted'. This choice can be made after they've rolled randomly, in case they get it anyway.
   - Any character can spend 1 Development point to gain a random roll on the talent chart, using the column for Humans. This can only be done once.

Step 7: Write down your character's career, stats, advancement scheme, trappings, and so forth. I may be able to provide you with a tabled character sheet at some later time, but for now, either write it in a legible manner or use a sheet provided by one of yourselves, or from another site.
   - Give yourself the Free Advance all starting characters begin with. Either add +5% to a basic stat, or +1 to a secondary stat. Remember that you can only choose advances that are available to your current career.

Step 8: Each character can roll 3d6 and add that many gold crowns to their sheet to begin the game with, to reflect that [hopefully] they are not poor beggars looking for a few coins to pay for their next meal.
   - A player who begins the game with the Gamble skill can add an additional 3d6 gold crowns to their starting funds. Perhaps they've been lucky. Perhaps they've been cheating...
   - A player with the Performer or Trade skill can add an additional 2d6 gold crowns to their starting funds. Business is decent but not enough to sustain you long-term.
   - A player with the Sleight of Hand skill can roll as many d6 as they want, up to 10, but for each die that comes up a 6, that's one warrant out for their arrest in a random city, village, or highway crossing. Heh.
   - Any player can spend 1 Development Point and roll 10d10 [click reroll 1s] to provide them with additional starting funds. An inheritance, or a windfall, or they've sold everything their family owned and this is what's left...

Step 9: Gear is already provided in the trappings of your current career. However, it is possible that players may have found, looted, inherited, or been gifted something of value that they carry with them. For the cost of 1 Development Point, you may either choose a weapon of high quality that gives +5% on to hit rolls, or an item of high quality that gives +5% on skill rolls associated with it [quiet boots, sturdy saddle, steel lockpicks, etc]. You may only do this once.

Step 10: If you are a spellcaster, we go through the selection process for giving you spells, based on which school of magic you are choosing, or which divine power you choose to worship. Keep in mind that magic as a general rule is considered dangerous at best and heretical or tainted by most commoners and the unlearned.
   - You may spend 1 Development Point to gain an additional spell in your 'book' of starting spells. I have access to a lot of resources for magic and spellcasters, and not all are...um...approved. Please PM me if you are interested in this and we will discuss it further.

Step 11: Any remaining Development Points can be spent to gain XP, which will translate directly into advancements on your current career, giving you a slight bump towards the next career path. Each DvPt so spent gives you 200 XP. It is possible that someone will save as many of their DvPts as possible through the entire creation process and may then have enough XP to finish their starting career and move immediately into an advanced career. We will have to discuss this, should that happen.

This message was last edited by the GM at 12:05, Mon 07 Dec 2015.

The Keeper
 GM, 30 posts
 ...of secrets.
 ...of fate.
Sun 13 Dec 2015
at 19:59
Dice rolling and Rewinds
Let's start with the second topic first: Rewinds.

They don't exist here. There are some games where a mistake is made, a skill or ability or effect is forgotten, misread, or used improperly. Accidents happen. However, due to the very nature of pbp games, it is easier to edit-in [or out] an action or effect properly, rather than go through an entire 'do over'.
   - So, if the GM makes a mistake that is in the party's favor, and does not lead to the death of a named NPC, the mistake will remain in the favor of the player characters.
   - If the GM makes a mistake that is in the favor of the enemy, but it does not result in the death/maiming of a PC, the loss of a unique piece of equipment, or the loss of potential XP, then the mistake will remain in place, with apologies from the GM. Any recurrence of the same mistake by the GM will result in additional XP being awarded to the players.
   - If the players make a mistake...and it must be an honest one, not repeated occurrences of failing to click something, or add a bonus listed on the character sheet, or something obvious that they've been told about before...then on a case-by-case basis, the GM can offer to let the person reroll a die to replace the error, but in no instance can a person retake an action, with the exception of changing their combat stance from offense to a defensive one - and again, only when a clear error has been made in rolling dice or computing effects - not simply because they didn't want to get hit or didn't know they could be attacked by a certain enemy.
   - If the die roller screws up, as it has on me several times in the last decade, the GM will be the final arbiter of which rolls to redo, and which ones to keep. Generally they will fall in the favor of the player characters. Usually.


As far as dice rolling goes, you are the masters of all things relating to your characters. If something in the categories of skills or talents is not listed on your character sheet, you do not have it. Period. The same goes for equipment.

You are responsible for all of your own dice rolling in all skill tests you wish to make. Please do not delay the game by asking me in the OOC Thread or in PM 'Can I try this or that?'
   - If you are spontaneously using a skill, make the roll and write in your post that you are attempting something. I will either edit-in your results or write my own post following yours to tell you if you are successful or not.
   - If you are rolling a skill test in response to my prompt, you will know what the results are; write the post yourself, describing the effects of either your success or failure.
   - In combat, roll everything you think you [or I] will need to use. Roll your attack(s), your dodge(s), parry(ies), spellcasting rolls, etc. You don't NEED to copy/paste them into the bottom of your post, but if that makes it easier for you to write your post or reference the results in one tab, go right ahead.
   - For the simple purpose of maintaining a smooth-running combat, any rolls you do not make on your own, such as Tzeench's Curse, opposed stat or skill checks, saving throws, stun % or crit results, I will make for you. This does not fall under the 'error' clause above; what I roll for your character is the result we will use. If you do not want me to roll anything for you, then it's best that you make all necessary and possible rolls for yourself.

In combat rounds, there is no need to 'wait for your turn' in order to roll your dice for actions. I have heard the argument before from GMs that letting characters go out of order ruins the game because then someone going later in the round can plan accordingly, knowing what someone faster than them is doing, or succeeding at. I counter that by simply stating that if this were a tabletop game, everyone would SEE what each other player is doing, and it WOULD go in initiative order, and so there is nothing ruined at all.
   - Please keep OOC comments dealing with tactics and personal abilities not yet revealed to a minimum. There is no timer on our rounds other than the 48 hour posting deadline. It *is* a free action to speak, but there should be no speeches or rallies or long-winded discussions about the nature of life. One sentence is fine. Two is tolerable. More than a dozen words is pushing it. If I think you are abusing the spirit of the combat round by directing traffic or making a long-winded attempt at intimidation, I will simply charge you a half-action for the extra talking you're doing.

Fate and Fortune Points: You choose when to use your Fortune points at the time you roll the dice. Immediately. Not after you've rolled the rest of your round and discovered you failed your dodge, or missed the AGL check and want a second shot at your opponent. Whatever roll you wish to reroll, it must come next in the dice roller, or it will not count and the Fortune point will be lost until it recharges the following day.

Fate points are usable at *almost* any time, and as they are specifically designed to create heroes from martyrs and legends from novices, we will discuss them on a case-by-case basis, when the need arises. Generally speaking, people tend to use them to negate a critical hit upon themselves, or auto-pass a saving throw they've failed.

You can only use one Fortune point for any given die roll, but you can choose to use a Fate point on that die roll or event even after you have rerolled using a Fortune point. Such is the hand of Ranald; sometimes it guides you and sometimes it slaps you.