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2301
MistBorn / Re: GAMEPLAY THREAD
« on: February 21, 2014, 04:29:59 pm »
Everyone is still in position, Karl, Squirrel, Lan and Tan are on the EASTERN edges of the trees with Tan smoking the area with Karl preparing his minds for action.

Aviur moved deeper into the forest and has set the 1st fire, which she EASILY suceeded in, getting a good, mostly smokeless, blaze built up to the size of a campfire in under a minute. Juan Has joined her meaning the two of them are the last members of the crew on the west of the walls.

The guards listen to Lial speaking VERY carefully before looking at each other. There is a LOOONNNGGG pause.

The guard who looks a little more in charge then finally turns back to Lial and smiles "You'll forgive our heightened security but we must be careful as a Noble like yourself will understand. If you just give us a moment we will have the gates open then you can proceed inside the compound. Just to warn you, you'll be greated by one of our administrators who will want to speak to you first."

The guard taps a rythem on the gates which open shortly afterwards. The guards stand to the side allowing Lial to ride inside and even give him a smile and a nod as he passes.

The gates are immediatly shut and barred behind him, Lial finds himself now flanked by 4 guards in armour with spears and swords, they make no move to bar him and he can see what looks like an obligator heading his way from the house flanked by two well dressed men (Think evening dinner suits.)

4 minutes until dusk begins.

There has been no change in patrol patterns visible since Squirrel has reported in.

OOC: I will NOT be leaving your powers on, They'll be used for what you ask then immediatly turned off unles you state that you want them left on.

2302
MistBorn / Re: GAMEPLAY THREAD
« on: February 20, 2014, 03:00:24 pm »
OOC: The main reason i didnt reply is actually i dont know what im supposed to be doing, i think i stated my character would be going with aviur but appearently not.

OOC: LOL thats why you were all supposed to plan more ;) you can really do whatever you think your char would do so if you'd rather join aviur your free to do so and the crap hasn't started yet.

2303
MistBorn / GAMEPLAY THREAD
« on: February 20, 2014, 02:48:42 pm »
OOC: Jumping this here due to the lack of activity on the CYS thread, I'll give it a few days here then if it stays inactive I'll drop it.

Everyone is still in position, Karl, Squirrel, Lan, Juan and Tan are on the edges of the trees with Tan smoking the area with Karl preparing his minds for action.

Aviur moved deeper into the forest and has begun setting the first fire, which she EASILY suceeds in, getting a good, mostly smokeless, blaze built up to the size of a campfire in under a minute.

Lial has continued riding and is now approaching the gate. The guards move carefully forward after one taps out a quick few knots with his spear butt on the gate. Lial he sees that they have armour on and each have a halberd trained on his horse, ready to spear it or him if he does anything funny.

"Halt and state your name and business here." It is very clear from their expressions that not doing so will lead to them attacking.

The guards are still waiting for a responce.

6 minutes until dusk begins.

There has been no change in patrol patterns visible since Squirrel has reported in.

2304
MistBorn / Re: Char list and updates.
« on: January 10, 2014, 11:09:04 am »
NAME: Lial Thorin  (Drak)
 
DESCRIPTION:
 
Looks to be in his early 30’s, the man is, while handsome, also rather distinctive, his face standing out in a way that really makes you remember him. He has a perfect smile, and an inviting presence, his very light eyes have a sort of faraway look to them, as if he is seeing far beyond what the normal person sees. It is a look he has spent decades practicing.
 
He wears his long hair at medium length. It is styled like a lion’s mane, the hair being laid back and slightly spread out, making a luxurious, flowing length of hair that goes hallway down his neck.
 
He is rather big, and is, in fact, significantly bigger than you’d think a person with just pushing on average strength would have. At 6’1’’, with a rather thick and well defined body (Read: Muscle definition, not strength), it’s surprising to find that he is in almost no way physically remarkable. A good deal of his physique is apparently natural, as he rarely exercises (and should he be a bigger eater than he is, he would likely be quite fat).
 
His voice is rich and deep, a low bass that is easy to hear through his articulate speech.
 
A short, light scar runs across his right upper forehead, eyelid, and down to his right cheekbone (though the eye itself is not damaged).
 
BACKGROUND AND HISTORY: (IT CAN BE BRIEF BUT NEEDS TO BE THERE, MUST SAY WHY YOU JOINED THE THIEF GROUP.)
 
Lial was born a young street rat, in the slums of Elendel. As a little in the old gangs that pretended they ruled the streets, Lial was constantly being berated, talked down on, bullied about, his childhood was unfortunate, like many childhoods are. He had to sneak around the other guild members, and try to keep himself unnocticed while he was young, before he developed his feruchemical and alomancy abilities.
 
As he grew up however, it became apparent that whoever his father was, he was a large man. The child achieved many a growth spurt, becoming rather large, though not any stronger. Once he grew old enough to become a gang “big”, he began to slowly take over, gathering allies within the gang. The night of his big “coup” was also then night where he received his scar, as he foolishly decided to mess around with the gang head, giving him a knife and the choice to try and attack him or to simply kill himself. The soon-to-be-dead head decided that trying to cut out Lial’s eye was the better course of action, and while he was quickly killed thereafter, the scar still stays there, forever a reminder that to show mercy to those that would kill you at a whim is to give them yet one more chance to end you.
 
It was around this time that he also developed his mistborn abilities, allowing him to
 
As one might be able to tell, relations had not been great between Lial and the gang head before then, likely due to the fact that the head had been his primary abuser in his time as a “little”.
 
After taking over the young gang, Lial began re-structuring it, making it into something that could actually be recognizable as a criminal organization, it was something to be proud of for someone who started out with so little. It expanded under his leadership, and even took over neighboring gangs, becoming respectably influential.
 
He grew to learn how to better manipulate his underlings, and others as well, he became a rather handsome man.
 
He, however, began to grow bored with the gang, it was too small, to weak, too… unambitious.
 
He began looking for better prospects, he wanted to be something other than a petty crimeboss.
So he joined a group of expert thieves, electing his second to keep control of the group while he was gone.
 
While he is not as skilled (Or really, skilled in any way, at all) in the habitual methods of infiltration, his magical abilities and natural charm have proven to be just as effective in getting past guards and convincing owners to let him into their homes, and the contacts he can provide can at times be invaluable.
 
ATTRIBUTES:
 
Physical:2
Charm: 6
Wits:3
 
TRAITS AND POWERS: (2 MAJOR AND 1 MINOR POWER/ABILITY THEN JUST LIST OR NAME YOUR OTHER QUIRKS, JOBS, RELATIONSHIPS ETC.)
MAJOR 1: Duralumin feruchemical power
MAJOR 2: Brass Allomancy power
MINOR 1: Stealthy
MISC ADDITIONAL: Can target specific groups people with his feruchemical and allomancy abilities.
 
Job: He works as the contact man for the thieves group, as well as the group's grifter.
 
Quirks: He whistles. A lot.
When he is using his feruchemical ability to store his charm, he can be quite loopy, as he feels as if he is losing what defines him as a person, making him meaningless. (Maybe other's i'll add over time).
 
Relationships: Many, many "relationships" with women around the city, and a few rather close friends back at the old gang (Though he holds them in disdain, he still cares for them, especially his second).
 
Health: Bloodied
Charges D: 2 (4 mins)
Charges B: 2 (4 mins)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++



NAME: Aviur Shields (Fireplay)

DESCRIPTION:

image
With less fire magic though. :p

Keeps herself covered with (somewhat) fire proof clothing and enjoys causing problems with her heat/fire-abilities.
She does always wear a burnt hood that she made herself as a child but beyond that her clothing changes to often to have a permanent description. She has short red hair, considerable burn marks across her body and is average height.

BACKGROUND AND HISTORY: Aviur Shields was found as a child on the door of a crew hideout. The crew eventually decided to take the child under their care despite suspicions. They soon discovered she was a brass ferring because she never seemed bothered by the heat of the day or being to close to a fires warmth. Soon afterwards she discovered during a cooking accident she was not burned heavily despite being covered in fire for a moment, this also revealed her pewter burning abilities.

The crew was successful for several years before a massive “accident” burned down the hideout the crew was inside and killed everybody inside. Aviur wandered for a time before joining up with a new crew which has accepted her unique talents.
Despite being questioned about it Aviur only revealed that she was the cause of the fire but not the deaths of her crew. It is still unknown if she caused the fire intentionally or not…

ATTRIBUTES:
Strength=5, Charisma=2, Wits=4.

TRAITS AND POWERS: (2 MAJOR AND 1 MINOR POWER/ABILITY THEN JUST LIST OR NAME YOUR OTHER QUIRKS, JOBS, RELATIONSHIPS ETC.)
MAJOR 1: Pewter Misting
MAJOR 2: Brass Ferring
MINOR 1: First Aid knowledge (Mostly because of the burns and wounds she caused on herself.)
MISC ADDITIONAL:
Obviously enjoys watching things burn. A bit crazy and prideful likely due to her 'unnatural' ability to 'control' fire unlike other twinborn with similar abilities.

Some general thief skills from her first crew and knows how to manipulate the stored heat in her metal-mind to a certain part of her body eg, limb or head.

Loves spices. Dislikes the cold.

(Note on this char from GM, she cant cause fireballs or flames spontaneously, she can create extreme heat in a section of her body which is hot enough to cause fires to start (This is done by the ferru equivalent of flaring), especially around gunpowder and other flammable sources. Or to horribly burn who/what she touches. This is in part due to her increased durability and slight healing boost from burning pewter, she does run risks using this ability though and has to roll for self wounding saves.)

Health: hurt

Charges P: 3 (26 mins)
Charges B: 3 (28 mins)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



Name: Squirrel (real name: Lizabet Devineux - abandoned bastard child of a minor noble woman & one of her manservants) (Played by Gidget)

Description: Squirrel's isolated childhood has made her an untrusting and anti-social adult. She trusts noone outside her Terris 'family' and generally comes across as abrupt and unfriendly. Her malnourishment & various untreated aliments as a child have give her a small, sallow appearance although she is considerably stronger than she looks. She still prefers the monk-like tunic favoured by the cult that raised her and always wears soft, flexible boots ideal for climbing & silent movement. She also 'squirrels' away an almost unreasonable stash of coins, snacks, and steel vials on her person. She will not use weapons, outside of wooden defensive items like a staff.

Background/History: Lizabet's small frame makes her seem more like a child than her actual age of 25. As as baby she was rejected at birth by her mother. Although her father had no desire to raise the child, he felt obliged to at least moderately provide for her. He fostered her to a mining family, hoping a life outside the city might be better than one in the city. Unfortunately, the family cared more for his coin than for the child. Beaten and starved, Lizabet was forced down into the smallest cracks & tunnels in search of metal veins. She lived isolated and perpetually hungry in near total darkness until she was 8. It was during this time that her allomantic abilities as a 'Coinshot' emerged. She quickly learned to use her abilities to make herself more valuable to the family - procuring more food, if not better treatment. Eventually, it was also these abilities that helped her to escape.

Unfortunately, she was ill-equiped for the outside world and would have died on the road to city if not for the mercy of small band of Terris cultists. The cultists took pity on the waif and took her in as an acolyte, teaching her the way and beliefs of the pre-ascention religion they embraced including their form of non-violent self-defence (martial arts/aikido). Lizabet tried to embrace their pacifistic beliefs but struggled to reconcile the ugliness and pain of her early life with their faith. Her nickname, Squirrel, came from her natural dexterity and her tendency to eat in a hurried, nervous manner (a throwback to the memory of her years of starvation). Eventually at 17, she left the group, whom she now considered her family, to explore the world before deciding if she would embrace their way of life or not.

At 25, she has still not decided. Her choice to join the thieving crew was motivated by a desire to learn more about her birth parents and to understand her past. She felt the crew would give her the funds for her hunt and potential access to covert information.

Attributes:
Physique: 5 - this trait has mostly developed in the form of dexterity and agility
Charm: 2 - this trait is particularly low because of Squirrels lack of contact with the outside world
Wits: 4 - while not unintelligent, she's had almost no formal education beyond the basic ability to read, write, and do figures

Traits & Powers:
Major 1: Coinshot
Major 2: Martial Arts expert (aikido)
Minor 1: manual dexterity (pickpocketing, sleight of hand)
Misc Additional: steelrunning* (moving at speed & highly controlled jumps), moves well in the dark, religious knowledge

Quirk: strong aversion to any type of murder/prefers non-fatal solutions & loses respect for people who do not value life, not a team player but is extremely loyal to those she respects. Gets super pissed-off is anyone touches her food.

*Steel running is basically the ability to use a series of highly precise pushes to move cross the battlefield or city at high speed or to make extremely accurate and controlled 'Jumps' when pushing off metal objects. During battle this means she has a chance to roll for extra movement distance each turn.

Health: Hurt

Charges S: 3 (9 mins)

2305
MistBorn / Char list and updates.
« on: January 10, 2014, 11:07:06 am »
Name: E'lindale Namaru  (Aeon)

Description: An aging man in his 40's, Though he appears much much older, and seems to age quite fast compared to most others. He wears a simple brown robe that has a hood attached, but rarely drawn. Some mistake him as being homeless, though he has a small fortune sealed away. He has silver (shiny silver) hair that stops at his midback, usually has it in a long loosely drawn ponytail. He can usually be seen at the back of a tavern "talking" to his hands. Often called "The ancient one" by people who don't know him. (because of his appearance.)

Background and history: E'Lindale was born to an allomancy mother. Most would consider this a great thing, except, His mother Meilan was a Cerrobend allomancer. The effect of speeding up time constantly had on E'lindale was terrible. he was born prematurely and would have died if not for his cells, being so affected by the time bending, aging rapidly. He grew up quickly, the time race left unchecked. His mother died at a young age, and his father considered him a freak and abandoned him. Left alone, E'lindale sought a way to cure his defect, or at least slow it. That's when he heard of Cadmium. He spent years in search of the rare metal, and studied the ways of allomancy. By the time he was in his 20's he had mastered how to effectively slow his aging and had bought, or stolen, a decent supply of the life saving metal. But now a couple of decades later. his supply has dwindled, and he has let himself go through aging spurts to try and make his supplies last. Knowing of several thieves guilds and orginizations in the poorer parts of town, he has signed up with one hoping to snag a decent supply again to keep himself alive. In a race against death he has no plans of finishing last...

Attributes: Physique: 2; Charm: 3; Wits: 6

Traits:
MJ1. Cadmium Allomancy
MJ2. Expertise with gunpowder and explosives
Minor. Wise beyond years (well read.)
Misc. Slow burning. He is very intelligent having spent years studying and learning everything he could about the world around him, including advanced chemistry and explosives. He also knows several shady connections in the "underground" areas where he tends to travel, looking to keep a low profile.

Health: Full

Charges: 3 (58 mins)

++++++++++++++++++++++++++++++++++++++++++

Name: Juan Kitagawa (Daedalus)

Description:
A man in his mid-twenties, generally wears rogue-isch clothes, except when hes at a tavern. Then he always wear fancy-clothing, he is also seen alot picking up some of the wealthier women of the town, noone knows what he does for a living, and he works hard to keep it that way. Other than that hes your standard thief, relying on his wits and his charisma more than brute force.

Background and History:
Juan grew up on the country side. One day his small village was attacked brutally by bandits, his family was slaughtered trying to escape, Juan only made it thanks to falling down into a small cave, which he manages to stay hidden in and heal his wounds. He traveled to the nearest city, thanks to natural charisma and a little help from his talents in Feruchemy he managed to beg to stay alive.
One day however, the leader of a nearby thieves gang confronted Juan, saying that he had to join them or die. Juan grudgingly joined them. This was however, a long time ago and Juan has since accepted the thieves gang as his new family, especially the secretive leader who has become a form of surrogate father figure to him.

Attributes:
Physique:2
Charisma:5
Wits:4

Traits and powers:
Major 1: Feruchemi Gold (fast healing)
Major 2: Social adaption (easily fits into social situations and gets on well with new people)
Minor: Has a reasonable skill with a pistol, heck Juan found them so cool he just had to have one and know how to use it.
Traits: Is street wise, knows all the local fences, thieves, and even some beggars.

Health: Full

Charges: 3 (27 mins)

++++++++++++++++++++++++++++++++++++++++++++



Name: Karl Eldan (Aman)


Appearance: A man of the age of 30ish, though his this age doesn't seem to really define who he is. A tall, striking man, Karl always seemed to stand out. He appears as someone who should not be dressed as a working man, but does so, since such expensive clothes are not available to him.

Background: Being a twin born mattered to the Eldan family, where such things rarely occurred. The Eldan family was a lesser house, so whatever form of power they could get mattered Immensely to them. Thus, when Karl turned 13, and his father did the last attempt of breaking on him, and they found his abilities, it was a day of great celebration. Of course, this was not a great day for Karl. His body in pain from the beating, Karl swore that once he could, he would escape from this family.

On his 17th birthday, his family went off to a remote village, to "get away" from it all. Unfortunately for them, the house was targeted by a rival lesser house, who attempted to kill all of them. Eldan, with his enhanced senses and stored strength, used this as a chance to run away.

The house of Eldan destroyed, and assumed to be killed, Karl didn't really have much to rely on, and ended up in several thief crews. First one was destroyed by a member betraying them, so was the second. The third started on a good note, but, just like the others, fell apart due to dissension. This has caused Karl to be more on the strict side, forcing himself to take measures into his own hands from time to time, and make sure no one betrays the team.

Attributes:
Physique: 4
Charm: 4
Wits: 3

Traits:
Major: Tineye
Major: Store Strength
Minor: Gambler (reads people)

Misc: Has a knowledge of court Politics from his old days as a noble.
Doesn't mention his last name, since, well, calling himself someone of the dead noble family is either going to get him killed, or laughed at.

Health: bloodied

Charges T: 3 (26 mins)

Charges P: 3 (26 mins)


2306
MistBorn / Re: Char creation and background
« on: December 10, 2013, 11:03:38 am »
Here is an example of a char sheet fully filled in. If you want to you could even steal this one and use it in the game. As you see from the stats his main abilities are in his wits. He thinks and reacts faster than the average person but is average in the constitution and charisma areas of things, relying on his zink abilities backed up by his ability to read people to get what he wants from people or to avoid fights.

NAME: Jarl Methrain

DESCRIPTION:
A man in his 30s, generally wears a working mans garb and could easily fit into any croud of common labourors with his heavy brown coat and workmans boots however no-one on in the taverns has ever actually seen him working. a generally non-descript face with short brown hair he is one of those people you would glance over in a tavern before forgetting you ever saw him, and he works hard to maintain this image. He rarely stands out in a croud and if approached is generally amicable, talking with a light city workers accent thats hard to place.

BACKGROUND AND HISTORY:
When he was young Jarl was on a barge with his family which was attacked by bandits far from the city, he almost drowned but his family died. He was fished out of the canal and revived but seemed very Ill for several days. Following this he discovered he was a mistling due to trace amounts of zinc he ingested off cheap plates and cutlery. With his family dead and only a small inheritance he moved in with an elderly relative in a poorer area of the city and worked on developping his talents, while his relative pushed him to learn a trade or follow him in being a healer he found he could make more money quickly using his zinc ability to 'Riot' other players during cards or dice, forcing them to make mistakes. He started making alot of money this way untill his early twenties when he took it too far and used his abilities in the wrong gmbling ring. He was found out and beaten to within an inch of his life, his savings stolen and kicked out of his relatives house. With the little money he had left he moved across the city into a new area and set himself up again, using his talents but always carefully and only for small wins to avoid attention. He carefully dresses and acts in a manner designed specifically to be forgetful and never has any interesting features showing to aid in this. His reputation however meant that the leader of the thief group tracked him down and offered him work and protection. That was some years ago and now he is a loyal menber of the crew.

ATTRIBUTES: (SEE ABOVE)
Physique: 3
charm: 3
Wits: 5

TRAITS AND POWERS: (2 MAJOR AND 1 MINOR POWER/ABILITY THEN JUST LIST OR NAME YOUR OTHER QUIRKS, JOBS, RELATIONSHIPS ETC.)
MAJOR 1: Zinc Allomany 'Rioter'
MAJOR 2: Gambling expert (Both in the games and reading people)
MINOR 1: First aid (Learned from his relative, basic patch-ups, bandaging and stiches jobs but dont expect heat surgery.)
MISC ADDITIONAL: A reasonable grasp of disguise but limited to his only every playing 1 role 'Forgettable' and a good working knowledge or the poorer areas of the city along with gambling dens and related underworld contacts.

2307
MistBorn / Powers
« on: December 02, 2013, 05:07:40 pm »
The powers allowed in this game will be allomancy and Feruchemy. Below are some links to tables and pictures explaining these and their abilities. In this game the god metals are not allowed. Compunding is also not allowed. I might rule out some other metals or combos later, I dont need to give a reason other than if I dont want it in my game cos I think its unbalance then I wont let it in my game, end of story. Not everyone can have both an allo and feru ability, most of you will have to have just 1 if any and will need to have other normal human abilities instead. The other main thing to note is when using allo abilities then you can only target a single individual thing or an entire area, the ability to deflect multiple metal objects whislt leaving others around them unaffected requires a special trait most mistlings dont have, similarly you could toy with the emotions of a single person or large group at the same time however picking 4 people out of a croud of 20 and only affecting them would also require a special trait most mistlings dont have. You'll only be allowed 1 special trait if any, dont try and have more. You need to ask me about these, they will go on your char sheets in brackets beside your powers.

Again using steel as an example, 'steel deflection' (a reaction chance to auto deflect small metal attacks), 'long range', 'increased velocity', 'steel running' (pushing off metal to increase your moement each turn whenever burning steel) are all special abilities that not all mistlings will have the compitancy to use. 'Slow Buring' is a special trait that will make your vials of metal last twice as long and could be used for any metals.

Standardly 1 Vial of metal will last 10 minutes, if you 'Flare' your metals you burn them at a massively increased rate to increase the effect- you'll be stronger for 1 action but will drastically use up your remaining reserves.

http://mistborn.wikia.com/wiki/Allomantic_Table_of_Metals
http://mistborn.wikia.com/wiki/Feruchemy

2308
MistBorn / Re: General setting and info.
« on: December 02, 2013, 04:28:06 pm »
The first mission however will be different. Your group must now set the ground work for the main job, the task will be to aquire information and devise your plan of attack for the main job. This will require getting hold of all the necessary information required to pull off the job without letting the targets know you are after them. If they find out they are being targeted, or if you die, then the main job can never happen.

2309
MistBorn / Char creation and background
« on: December 02, 2013, 04:15:37 pm »
Charicters in Mistborn and their actions.

Ok so I have adapted the tabletop game A LOT to try and make it work on here as well as to make it easier for myself to GM and keep track of. For your chars there are 3 main things you need to define and these are listed below.


ATTRIBUTES (11 points shared between them, Scored from 2-6)
Physique: Physical fitness and speed, including strength, agility, and endurance
Charm: Natural charisma and social skills, including appearance and ability to lead
Wits: Intelligence and insight, from wisdom to raw knowledge to resourcefulness (wits also plays a part in the order your actions happen during the turn)

TRAITS
These are player-defined characteristics like Drive, Profession, Specialty, Feature, and
Personality. They can also cover skills, knacks, quirks, relationships, and more.

POWERS
A few Heroes also have superhuman or metaphysical abilities, which can include:
Allomancy: Mistborn and Mistings can consume and burn metals for various effects.
Feruchemy: Feruchemists can store physical, mental, and emotional aspects of their
being within “metalminds,” and then tap them for dramatic boosts to the same aspects.

All actions will be resolved by Dice roll. Basically the harder the action, the higher the random generated die will have to roll for you to succeed, and yes as GM I will be doing all the of rolling and decided on difficulty according to your base attributes and the enemies actions (if there is an enemy) basically if one of your main traits is that you burn pewter and your action is to hit a weak wooden wall with a sledge-hammer then the difficulty will be very low and you’ll almost always succeed. If you instead try to throw the hammer across the room and out a tiny window while aiming to knock a gun out of the hand of someone who is leaning out of the window of a car driving past at speed… then its near impossible to do your exact objective and you’ll probably fail.

Failed actions will also have repercussions dependant on how badly you failed them and the situation. Lets say you tried to make the hammer throw above and only failed by 1 or 2 on the dice roll, most likely I’d describe the hammer hitting the vehicle causing the enemy to duck back in for a turn, you didn’t make them loose the gun but you made them skip a turn. Fail by 3 or 4 then you might hit the window frame and simply have wasted your turn. Fail by 20 or more and you might just accidently hit your friend who was standing too close to the window because you slipped as you threw the hammer.

Ok onto making your char. I won’t accept a half assed char sheet cos your bio matters here as you can see from above. If you are a lessor noble playing at thief to let off steam then you will have family ties and resources that you could very carefully employ that a street thug couldn’t dream of, but that street thug will have a reputation in the local taverns and bars that will get him into places and get people talking where a lesser noble could never approach without the best possible disguise. Think your char through. I will also not accept char ability or attribute changes mid game.

You will be allowed 2 Major and 1 minor power/ability in this game. Major means something you excel at and they are your two strongest abilities in life, the minor is something your good at but not as much as the major so will have a lower basic success rate. This could be an allomatic ability, a feruchemic ability or a normal ability that your char is great at like sword fighting, gun mastery, card shark, lock pick etc. allomatic and feruchemic must be one of the major ones if you have it and I wont allow everyone to have both Power type abilities cos that would ruin the game. These are going to be you main traits that along with the dice rolls define what your character can do and how successful they are at it. The additional misc info will be taken into account in tie breaks or if you do an action where none of your main traits would have a direct effect.

NAME:

DESCRIPTION: (PICTURES CAN HELP IF YOU WANT BUT THEY MUST FIT THE WORLD)

BACKGROUND AND HISTORY: (IT CAN BE BRIEF BUT NEEDS TO BE THERE, MUST SAY WHY YOU JOINED THE THIEF GROUP.)

ATTRIBUTES: (SEE ABOVE)

TRAITS AND POWERS: (2 MAJOR AND 1 MINOR POWER/ABILITY THEN JUST LIST OR NAME YOUR OTHER QUIRKS, JOBS, RELATIONSHIPS ETC.)
MAJOR 1:
MAJOR 2:
MINOR 1:
MISC ADDITIONAL:

2310
MistBorn / General setting and info.
« on: October 16, 2013, 12:17:23 pm »
Welcome one and all to the great city of Elendel. Here you are one of the masses, the people from all backgrounds living in the poorer areas of the city under the showdows cast by the towers belonging to the great houses. The relatively recent discovery of electric lighting and rail travel have made transport for the commoners easier and it isn't unusual to even see a form of car moving through the busy streets.

Where the world was held locked in time for 1000 years by the Lord Ruler, the past 300 or so have made a surge in technology with guns now being used along with the more traditional weapons, why then do more 'traditional weapons still get used?' is a question often asked. It is due to the powers in the world, alchemical and feruchemical abilitys which are explained elsewhere but involve the burning of metals to produce superhuman abilities or the storing of abilities for use at will later on. Both powers have great strengths but often also have weaknesses.

You are all members of a small but fast rising new thieves group operating in the city. some of you have abilities, and others special talents developed over your lifetimes but each is crucial and its your different skills being used together that will get the job done.

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Your Group has recently been contacted by a very wealthy client. He has taken great lenths to remain unknown but his various agents have passed you the necessary information. Your task at first seemed simple; Break into a house and rob the safe there, take the contents to the drop-off point and walk away with the cash. However your boss has done some digging and it seems its not just a house you are goingto be raiding its a great houses tower and this makes all the difference because the great houses regularly employ allomancers in defence and there are still mistborns in the world although most of them still keep their identities secret.

It will be a very dangerous job, however, if you suceed the pay is extreamly high and your reputation with rise to amoungst the top of the underworld thieves, at least for a time.

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