EDIT: as for lore if you want some serious detail, read here: http://starcraft.wikia.com/wiki/Terran_history , all the way up to the "First Contact" section about half way down the page, as that hasn't happened yet.
PnP Organisation - Page 26
Blogs > Simberto |
CrazyF1r3f0x
United States2120 Posts
EDIT: as for lore if you want some serious detail, read here: http://starcraft.wikia.com/wiki/Terran_history , all the way up to the "First Contact" section about half way down the page, as that hasn't happened yet. | ||
CrazyF1r3f0x
United States2120 Posts
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CrazyF1r3f0x
United States2120 Posts
Some Moves… …Use the phrase “deal damage.” Dealing damage means you roll the damage dice for your class; sometimes your weapon will add or subtract damage too. You use your damage dice any time you make an attack that could reasonably hurt your target. Usually that means you’re wielding a weapon, but your fists can be weapons with the right training or an interesting situation …Say “take +1 forward.” That means to take +1 to your next move roll (not damage). The bonus can be greater than +1, or even a penalty, like -1. There also might be a condition, such as “take +1 forward to Rock and Roll!,” in which case the bonus applies only to the next time you roll Rock and Roll!, not any other move. …Say “take +1 ongoing.” That means to take +1 to all move rolls (not damage). The bonus can be larger than +1, or it can be a penalty, like -1. There also might be a condition, such as “take +1 ongoing to Recall.” An ongoing bonus also says what causes it to end, like “until you uncloak” or “until you resolve your issues with the authorities of that town.” …Give you “hold.” Hold is currency that allows you to make some choices later on by spending the hold as the move describes. Hold is always saved up for the move that generated it; you can’t spend your hold gained from one move on another. …Present a choice. The choice you make, like all move effects, dictates things that happen in the fiction in addition to any more mechanical effects. The choice you make on the 10+ result of Rock and Roll! to deal more damage at the cost of opening yourself up is exactly what’s happening to your character: they have enough advantage that they can stay safe or push their luck. …Give you a chance to say something about your character and their history. When you Recall you may get asked how you know the information that the GM reveals. Take that opportunity to contribute to the game and show who your character really is. Just keep in mind the established facts and don’t contradict anything that’s already been described. …Say “mark XP.” That means you add one to your current XP total. | ||
CrazyF1r3f0x
United States2120 Posts
EDT: and when you do get them, hold off on actually filling them in we'll do that in the meeting, as it is how the game is played. | ||
CrazyF1r3f0x
United States2120 Posts
Ah! That's the stuff! When you use a stimpack to enhance your combat abilities roll +PHY. ✴On a 10+ you take +2d4 forward on your next damage roll. ✴On a 7-9 you still get +2d4 damage, but you take 1d6 damage as well. These inbuilt chemical delivery systems dose marines with a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer. Marines on stims benefit from greatly increased speed and reflexes, but are subject to long-term side effects including and not limited to insomnia, weight loss, mania/hypomania, seizures, paranoiac hallucinations, internal hemorrhaging, and cerebral deterioration. Nonetheless, both commanders and the marines themselves stand by the use of stims as essential to their continued survival and effectiveness on the battlefield. | ||
CrazyF1r3f0x
United States2120 Posts
The Marine's Character Codex The Firebat's Character Codex The Medic's Character Codex The Ghost's Character Codex EDIT: and the bonds are done! | ||
Murgel
Sweden175 Posts
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Murgel
Sweden175 Posts
I think the basic concepts for characters we want to play are as follows, but everyone can fill in more details if needed. Murgel = Rogue/thief, sneaky elf. Bow and sneaky weapons. Not evil, but will still steal things. Simberto = self important priest/cleric . CrazyF1r3f0x = fighter/hunter. Not a ranger, but bow focused and with INT as a dump stat I believe. HystericaLaughter = Paladin Xoronius = Doesn't mind playing wizard/mage? If you're making the characters for us, Dismiss, feel free to ask a lot of questions of us if you need to. Or not. I guess we're all fine with going with anything you make for us too. | ||
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United Kingdom3341 Posts
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CrazyF1r3f0x
United States2120 Posts
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dismiss
United Kingdom3341 Posts
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CrazyF1r3f0x
United States2120 Posts
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Murgel
Sweden175 Posts
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Simberto
Germany11249 Posts
My thoughts for my character so far are that i am the son of some big general who was a hero in the guild wars, won lots of battles etc... (he might have died in the war or not) I grew up on Tarsonis, and of course, being a good son i then joined the marines myself, and due to my father's name became a sergeant rather quickly. I myself haven't fought in the guild wars, and thus haven't really seen a lot of action so far. I have a wife and a daughter back on Tarsonis. I am theoretically a competent soldier, but it is still to be seen how i react under pressure. I am a patriot. Name crossing my mind is Ishmael Cassandros. | ||
CrazyF1r3f0x
United States2120 Posts
On December 23 2013 19:01 Simberto wrote: Just to be i'm sure, we don't fill in anything into those sheets once you are done with them, that is done on the 29th? Correct, don't worry about filling in any sheets, for now you can just do as simberto has done and think about your general character concepts. | ||
HystericaLaughter
Australia720 Posts
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CrazyF1r3f0x
United States2120 Posts
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Simberto
Germany11249 Posts
Merry Christmas everyone else. Well, and i guess you too, just later. | ||
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United Kingdom3341 Posts
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CrazyF1r3f0x
United States2120 Posts
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