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04:30, 3rd May 2024 (GMT+0)

Beyond the veil.

Posted by The GMFor group 0
The GM
GM, 145 posts
Sun 21 Aug 2022
at 01:50
  • msg #1

Beyond the veil

BEYOND THE VEIL

You start with stats: 1, 1, 2, 2.

Stats
Determination: not giving up
Visualization: moving around
Perception: changing things
Communication: articulating things. speaking to others requires a comm roll.

Comm:
4: 10 words just like you want.
3: 5 words
2: 3 words
1: No comm


Every successful roll gets you 2 Spirit Points
Every Damage taken steals a Spirit Point
Every FAILED roll gets you 1 Spirit point

Get 6 Spirit Points and a stat is increased (and you lose the 6 Spirit Points)

Get 3 in all four stats and after that the stat is lowered to 1 but you get one Life Token

Life Tokens are for boosting your character

If the GM asks you to describe something you can roll 1 extra die next time (up to 4)

Your name is your color: Red, Blue, Green, Purple, Brown

Your portrait must be from "inanimate"




BACKGROUND... Loneliness monster, happy childhood beast, Craft land... awl, scissors, needle, brushes, chisel... scythe, sickle... Book Birds... ennui monster of the fields... exhaustion beast... drill sergeant monster...

--An Artisan, making things with your hands. (ARTIFICER)
--An Ascetic, sequestered in study of lore. (LOREMASTER)
--A Drifter, spending life on the move. (RANGER)
--A Farm Hand, working on growing crops. (DRUID)
--A Gladiator, performing showy (but partly real) fights for money. (GLADIATOR)
--A Guttersnipe, growing up on the streets. (ROGUE)
--A Mariner, sailing lakes and/or seas. (SWASHBUCKLER)
--A Noble, living an easy life of wealth. (WARLOCK)
--A Soldier, trained since youth to battle as part of a fighting force. (WARDEN)
--A Frontiersperson, growing up out in the wilderness. (RANGER/WARDEN/DRUID)


PERSONALITY:

--AGENT: you adventure not for yourself but for an organization or society
 Traits: Ambitious.
(BLOOD HUNTER)


--CHALLENGER: You adventure for personal growth. You try to reach the pinnacle of achievement in your chosen path, whether that path is defined by combat, magic, stealth, or some other skill set.  You do this by throwing yourself at (progressively greater) challenges, reveling in those just on the edge of your ability to overcome.

A challenger does not shrink under duress and often allows other party members to take the best treasure. Indeed, some challengers see magic items as crutches, and they seek to attain perfection without them.
(MONK, ARCANE DUELIST)


--COMPANION
 A companion is the best ally anyone could ever hope for. He is loyal and dedicated, and he often shares a special kinship with a particular individual. A companion supports his
allies in all they do and never abandons or betrays them. He doesn’t lead, but he does offer cogent advice and support.
(SWASHBUCKER, WARDEN)


--DAREDEVIL
“You guys stay here. I’m going to scale the wall, sneak past the guards,
swim the moat, have a look around, and come back.”
 A daredevil gets a rush from dangerous stunts. He is a risktaker and a gambler, willing to put his money, his reputation, and his life at stake purely for exhilaration. He’s the one who opens the door even though it’s probably trapped, who enters the cave even though there’s probably a dragon inside, and who puts on the necklace even though it’s probably cursed.
He’s a valuable addition to a party, since he’s always willing to take on the tasks no one else wants to do (and he often has the skills to succeed and even excel at them), but his
recklessness can be his downfall—and that of his party.
 Traits: energetic.
(SWASHBUCKLER)

--EXPLORER
 An explorer is driven to find new places, interesting cultures, and fascinating objects. When she reads a map, she looks to the edges and wonders what’s beyond. Her eyes fall first on the unknown areas: What’s in the middle of that forest? On top of those mountains? Beneath that ocean? She is happiest when she discovers something new. She is driven to be the first person to look at a new land, battle a new creature, or discover a new item. An explorer keeps her party moving, and she guarantees constant adventure as she points her companions toward uncharted territory.
 Traits: Driven
(LOREMASTER)

--REBEL
 A rebel has a grudge against established authority. He might dislike all authority, or his feelings might be more focused on a single government (such as
a kingdom), a small group (such as his family), or
an individual (such as a baron, merchant prince,
former employer, or parent). Highly individualistic,
a rebel engages in activities in defi ance of authority, and he might
actively fi ght against that authority and all its manifestations.
Whether bitter or idealistic, all rebels value their freedom highly.
A rebel helps an adventuring party fi nd adventure when he fl ees
from his latest escapade or puts his next plan into motion.
 Traits: Driven
(SWASHBUCKLER, MONK, ARCANE DUELIST)


--SIMPLE SOUL
“Ha ha! I like you, my friend!”
 A simple soul enjoys the basic amenities of life: good food, good company, and good
times. She also enjoys doing whatever she excels at, whether that’s slaying monsters,
casting spells, converting the faithless, or picking pockets. A simple soul sees adventuring
as a job—an exciting and dangerous one, but a job. After a hard day in the dungeons, she
takes pleasure in sitting by the fire, roasting mutton, and exchanging stories and gossip with her companions. A simple soul doesn’t drive the party toward adventure, but she is a reliable and steadfast ally.
(SWASHBUCKLER)


--TRICKSTER
“You go in fi rst, and cover your eyes. I have a surprise for you.”
 A trickster has a mind for pranks, bluffs, lies, and surprises.
He likes to cause trouble and excels at misleading and fooling
others. Sometimes he tricks others purely for enjoyment; other
times his skills serve a useful purpose. He prefers subtlety
and persuasion over combat. With his quick wits, a trickster
often speaks for his party, especially when the conversation
is diffi cult or dangerous.
(SWASHBUCKLER)



Heritage



Class



Gender


Abilities

Equipment

Age

Wealth

Network (thieves' guild, etc...)

Jungian archetype...
Sage, Innocent, Explorer, Ruler, Creator, Caregiver, Magician, Hero, Outlaw, Lover, Jester, and Regular Person

Sign

Stats (living)

Deity or none

Quest... what is it you will want?

Name







PERSONALITY TRAITS:

--AMBITIOUS
--DRIVEN
--ENERGETIC
--REFORMED
--VENGEFUL



Dots are 1 dimension beingsPaintings are 2Stick figures are 2
The godlinessThe memory lands
There is no ground really but you can't handle that, at least not yet
Stat land... grace elementals... beauty elementals... thought..elementals... power..elementals...

Different worlds... different living dimensions?
Planets?
Oh sure, deities. They're a pain
Beast beasts... hippocampi..hippocampus... lion dogs... cockatrices... combo animal spirits...
This message was last edited by the GM at 15:14, Sun 21 Aug 2022.
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