Small world of darkness Mortals game, recruiting 3-4 players

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Small world of darkness Mortals game, recruiting 3-4 players

Post by LAYF » Sun Apr 09, 2017 5:39 am

Okay, so Badge talked about World of darkness and wanting to run a game, but i think people got scare away by all the possibilities and new rules.

For this reason, I'd like to run a simple, short game in the world of darkness, where you guys plays as mortals.
To show how simple the game really is. The basic rules, including character creation only takes up 4 pages, and one of those pages are mostly graphics.
I've also added a short description of Advantages (such as health and the like) but mostly all you need should be here.

So... with that in mind, would anyone be up for playing a short mortal scenario?

Google docs will be used for character sheets.
Players would be mortals who have ended up in a strange situation (lite horror/mystery/action) during a trip to a remote vacation island.
The players would know each other beforehand, they don't have to be friends.
But they do come from a position of trust, and have one way or another had multiple interactions over the course of their lives.
Players would not be allowed to start with weapons (because, vacation!) unless they have compelling reason.
These characters could be used as background characters for a later Vampire, Mage or Werewolf game.
The vacation would be on this island:
Image


From the 2004 Edition of the World of Darkness:
RULES: Page 32-33
SPOILERSPOILER_SHOW
This book provides rules for Storytelling in the World
of Darkness. Before you get into the thick of it, hereÔÇÖs a
short summary of the basic rules to get you started as you
create a character.

Dice
Like most roleplaying games played around a table,
Storytelling uses dice to determine the whims of chance.
Anytime a character performs an action under adverse
conditions or when the outcome is unclear, his player rolls
dice to see whether the task succeeds or fails.
Storytelling uses 10-sided dice, usually a handful for
each player. We recommend that each player have about
10 dice on hand. The better your character is at performing
a task, the more dice you will need. We call the handful
of dice rolled to represent a characterÔÇÖs abilities a dice
pool.

Traits
Characters possess a variety of traits, describing their
innate capabilities, trained skills, and even how many
wounds they can suffer before dying. These traits are fully
described in the following chapters. Two types of trait are
especially important: Attributes and Skills.
Each of these traits is rated in dots (ÔÇó), ranging from
1 to 5, much like the ÔÇ£five-starÔÇØ system many critics use to
rate movies. For example, a character might have a Dexterity
Attribute of ÔÇóÔÇóÔÇó (3 dots) and a Firearms Skill of
ÔÇóÔÇó (2 dots).
Whenever your character performs an action that calls
for a dice roll, you most often build your dice pool by adding
the most appropriate Attribute dots to the most appropriate
Skill dots. When your character shoots a gun,
you add his Dexterity ÔÇóÔÇóÔÇó to his Firearms ÔÇóÔÇó for a total
of five dice ÔÇö one die per dot.

Modifiers
Various conditions and circumstances can greatly
improve or hinder your characterÔÇÖs tasks, represented by
bonuses and/or penalties to your dice pool. On one hand,
quality tools might give him a bonus to repair a car, or a
Stradivarius violin might give him a bonus to play a symphony.
On the other hand, a thunderstorm might cause
hazardous driving conditions, levying a penalty on any
driving rolls, and a distant target is hard to hit with a gun,
represented by range penalties. For example, when shooting
a target 30 yards away with his Glock 17 pistol (medium
range for that gun), your character suffers a -2 penalty.
That gives you a modified dice pool of three dice.
The Storyteller determines whether or not any circumstance
imposes dice-roll modifiers and how great those
modifiers are.

Dice Pool
So, we can say that a dice pool is determined like so:
Attribute + Skill + equipment modifier +/- Storyteller-determined
modifiers (if any)
In general, bonuses to your dice pools are always added
before penalties are applied (before dice are taken away).
There are a few other complications, but youÔÇÖll read
about those in detail in the chapters to come.

Rolling the Dice
Now that you know what to roll, letÔÇÖs see how to read
the results. Each die that rolls a result of 8, 9 or 10 is considered
a success. You might have more than one of these,
in which case you have multiple successes. Storytelling
doesnÔÇÖt just tell you whether your character succeeds or
fails ÔÇö it shows you how well he does.
If none of your dice roll any of these numbers, your
roll fails. This is rarely fatal. ItÔÇÖs most often simply a setback,
and your character can usually try the action again
(or again and again in the case of combat).
Obviously, the more dice you have in your dice pool,
the better your characterÔÇÖs chances of success, and the
greater your odds of gaining multiple successes.
In addition, there is a special rule called ÔÇ£10 Again.ÔÇØ
Whenever you roll a 10 on any die, you may roll that die
again. If that die rolls 8, 9 or 10, youÔÇÖve got another success.
In fact, if it rolls 10 once again, you can keep rolling
as long as you keep getting 10ÔÇÖs, accumulating more and
more successes along the way. So, if you rolled three dice
for a result of 2, 8 and 10, youÔÇÖd have two successes. That
10 is re-rolled, however. If it turns up an 8 or 9, thatÔÇÖs a
third success and the re-rolls stop. In the case of another
10, thatÔÇÖs a third success and the die is rolled again until
no more 10ÔÇÖs result.

Types of Actions
Different tasks demand different times to accomplish
them. It takes longer to rebuild a car engine than it does
to stab someone with a knife. Storytelling has two types
of actions: instant and extended.
An instant action is resolved with a single dice roll.
Only one success is required to complete an instant action,
although extra successes might improve the results.
Instant actions include anything that can be accomplished
in the span of three seconds: throwing a punch, jumping
a fence, sneaking past a security guard.
An extended action is resolved with a series of dice
rolls, and your successes in each roll are tallied, working
to collect the total needed to complete the task. The Storyteller
usually determines the total number of successes
needed (guidelines are provided in the following chapters).
Each roll takes a certain amount of time within the
story, from five minutes to a whole day, depending on the
task. The Storyteller declares how long it takes to complete
one die roll, during which time your character acts
to accomplish the task. For example, fixing a car takes
about 30 minutes per roll. A simple tune-up might require
only four successes, while a transmission rebuild
might require 10 or more.
A third kind of action is called a contested action. It
can happen quickly in the space of time of an instant action,
or over a prolonged period as an extended action. In
a contested action, two or more opposing characters seek
to accomplish a feat first or better than the others. He
who gets the most successes (or the required total first in
the case of an extended task) is the winner. Arm wrestling
is an instant, contested action. Two characters competing
to be first to win a long-distance race is an extended,
contested action.

Combat
Fighting is a series of instant actions, demanding however
long it takes until someone surrenders or is rendered
unable to fight.
Combat involves a single dice pool roll per attack.
The result determines whether or not your character hits
and how much damage he inflicts on his target. The dice
pool is determined as above, but the equipment modifier
depends on the weapon used. A knife is more deadly than
a fist, and a gun is more deadly than all.
Each success gained on your attack roll represents a
point of damage inflicted against the targetÔÇÖs Health trait.
When the target has no more Health left, he is unconscious
or dead (depending on the type of damage done).
There are three types of damage: bashing (caused by
blunt weapons such as fists or clubs; these wounds heal
quickly), lethal (caused by sharp weapons such as knives
and bullets; these wounds heal slowly) and aggravated
(caused by devastating supernatural attacks; these wounds
take a very long time to heal).
There are a number of complications involved in combat,
such as a targetÔÇÖs Defense trait (which is subtracted
from any melee attack dice pools targeted against him),
penalties for armor, for hiding behind cover, and more.
Details are described in the following chapters, but the
basics are simple. Roll to hit and apply successes as damage.
Example
LetÔÇÖs see how it looks in action.
Your character tries to shoot at a thug who just killed
his friend. Your characterÔÇÖs Dexterity is ÔÇóÔÇóÔÇó, his Firearms
ÔÇóÔÇó, and heÔÇÖs using a Glock 9mm pistol, which provides a
dice modifier of +2. Your dice pool is therefore made up of
seven dice.
The thug is about 30 yards away ÔÇö thatÔÇÖs within the
pistolÔÇÖs medium range. A -2 penalty is applied to attacks
at medium range. So, your dice pool to reduced to five
dice.
But thatÔÇÖs not all. ItÔÇÖs raining cats and dogs. The Storyteller
decides that thereÔÇÖs an additional -1 penalty for
poor visibility. That leaves you a dice pool of four.
The roll yields a 3, 5, 8 and 9 ÔÇö two successes. The
thug is hit. He suffers two points of lethal damage to his
Health. It hurts, but itÔÇÖs not enough to stop him and he
staggers away. Your character needs to decide whether to
give chase and close the distance, or try to fire again at a
receding target.

The Chance Roll
One final rule: If your dice pool is ever reduced to
zero or fewer dice, you can still make a ÔÇ£chance roll.ÔÇØ Your
character makes a wild or blind attempt to accomplish a
feat where he might normally be outclassed or have little
chance. Roll a single die, but you only succeed on a result
of 10. (You still re-roll 10ÔÇÖs for extra successes, as per the
ÔÇ£10 againÔÇØ rule.) There is, however, a chance of calamity.
If you roll a 1 on your first die, your character suffers a
ÔÇ£dramatic failure,ÔÇØ a disastrous setback. The nature of the
setback is decided by the Storyteller.

Getting Started
Now that you know the basics of the Storytelling
System, you can proceed to create your own characters.
YouÔÇÖll be able to judge what sort of traits youÔÇÖll need based
on their titles (theyÔÇÖre mostly self-explanatory), and know
that the more dots you have in a trait the better your character
will be when accomplishing tasks with it.
Advantages short: (A compile of multiple pages from 92 and onward)
► Show Spoiler
CREATING A CHARACTER: Page 34-35
Digital google doc sheets can be seen HERE, players wil get access.
SPOILERSPOILER_SHOW
Creating characters in Storytelling is a simple seven step
process. Just make a copy of the character sheet, get
a pencil and begin.

1. Choose background. First, create your characterÔÇÖs
concept. To help get a handle on your characterÔÇÖs identity
and motivations, come up with a short, two- or threeword
description of him/her. This usually, but not always,
includes some idea of a career: ÔÇ£nightstalking journalist,ÔÇØ
ÔÇ£stoic mechanic,ÔÇØ ÔÇ£lost waif,ÔÇØ ÔÇ£petulant yuppie,ÔÇØ ÔÇ£angry
young man.ÔÇØ
Second, choose your characterÔÇÖs faction. If youÔÇÖre playing
a mortal, this is relatively unimportant. He could be a
cop, a private investigator or a convenience-store clerk,
but he is not defined by his factional alliances. A supernatural
being, however, is drawn into a world of ancient
legacies in which he is judged by even his involuntary
affiliations. His faction is both his strength and his curse.
For details on supernatural factions, see Vampire: The
Requiem, Werewolf: The Forsaken or Mage: The Awakening.

Option: Preludes. An intense Storytelling method is
to roleplay mortal characters before they become initiated
into the supernatural world. That way, their introduction
to the terrible truths hiding in the shadows has more meaning
and can be especially traumatic, tragic or even triumphant.
If youÔÇÖre creating a prelude character, wait to choose

his faction based on how gameplay events transform him.
2. Select Attributes, your characterÔÇÖs innate capabilities:
Prioritize the three categories (5/4/3). Your character
begins with one dot in each Attribute automatically,
already filled in on the character sheet. Dots spent now
are in addition to these starting ones. The fifth dot in any
Attribute costs two dots to purchase.
Example: Olson wants his character to have a
Dexterity of 5. This costs him five dots. His first dot is free
and his fifth one costs two.
For more information, see Chapter 2: Attributes.

3. Select Skills, your characterÔÇÖs learned capabilities:
Prioritize the three categories (11/7/4). The fifth dot in
any Skill costs two dots to purchase. For more information,
see Chapter 3: Skills.

4. Select Skill Specialties, your characterÔÇÖs focused
areas of expertise: Take three Skill Specialties of your
choice. You can assign each how you like, whether each
to a separate Skill or all three to a single Skill. There is no
limit to how many Specialties can be assigned to a single
Skill. For more information, see Chapter 3: Skills.

5. Add supernatural template, based on the transformation
your character undergoes: The Embrace, the First
Change or the Awakening. See Vampire: The Requiem,
Werewolf: The Forsaken or Mage: The Awakening.
(If
creating a prelude character, wait to choose template based
on how gameplay events transform your character.)


6. Determine advantages, traits derived from your
characterÔÇÖs Attributes: Defense (the lowest of Dexterity
or Wits), Health (Stamina + Size), Initiative (Dexterity
+ Composure), Morality (7 for starting characters), Size
(5 for most humans), Speed (Strength + Dexterity +5),
Willpower (Resolve + Composure), and Virtue/Vice
(choose one of each; see sidebar). For more information,
see Chapter 4: Advantages.
Note: Most advantages cannot be raised directly
through experience points. You must instead raise the traits
from which they are derived. (Morality is the exception.)

Virtues and Vices
Choose one of each. For more information,
see p 100.
Virtues: Charity, Faith, Fortitude, Hope,
Justice, Prudence, Temperance
Vices: Envy, Gluttony, Greed, Lust, Pride,
Sloth, Wrath
7. Select Merits, representing character enhancements
and background elements: Spend 7 dots on Merits.
The fifth dot in any Merit costs two dots to purchase.
Note that many Merits have prerequisites. For more information,
see the sidebar and Chapter 5: Merits.

Merits
Mental Merits: Common Sense (ÔÇóÔÇóÔÇóÔÇó), Danger
Sense (ÔÇóÔÇó), Eidetic Memory (ÔÇóÔÇó), Encyclopedic Knowledge
(ÔÇóÔÇóÔÇóÔÇó), Holistic Awareness (ÔÇóÔÇóÔÇó), Language (ÔÇó to
ÔÇóÔÇóÔÇó), Meditative Mind (ÔÇó), Unseen Sense (ÔÇóÔÇóÔÇó)
Physical Merits: Ambidextrous (ÔÇóÔÇóÔÇó), Brawling
Dodge (ÔÇó), Direction Sense (ÔÇó), Disarm (ÔÇóÔÇó),
Fast Reflexes (ÔÇó or ÔÇóÔÇó), Fighting Finesse (ÔÇóÔÇó), Fighting
Style: Boxing (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Fighting Style: Kung
Fu (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Fighting Style: Two Weapons (ÔÇó to
ÔÇóÔÇóÔÇóÔÇó), Fleet of Foot (ÔÇó to ÔÇóÔÇóÔÇó), Fresh Start (ÔÇó), Giant
(ÔÇóÔÇóÔÇóÔÇó), Gunslinger (ÔÇóÔÇóÔÇó), Iron Stamina (ÔÇó to ÔÇóÔÇóÔÇó), Iron
Stomach (ÔÇóÔÇó), Natural Immunity (ÔÇó), Quick Draw
(ÔÇó), Quick Healer (ÔÇóÔÇóÔÇóÔÇó), Strong Back (ÔÇó), Strong
Lungs (ÔÇóÔÇóÔÇó), Stunt Driver (ÔÇóÔÇóÔÇó), Toxin Resistance
(ÔÇóÔÇó), Weaponry Dodge (ÔÇó)
Social Merits: Allies (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Barfly (ÔÇó),
Contacts (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Fame (ÔÇó to ÔÇóÔÇóÔÇó), Inspiring (ÔÇóÔÇóÔÇóÔÇó),
Mentor (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Resources (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Retainer
(ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Status (ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó), Striking Looks (ÔÇóÔÇó or
ÔÇóÔÇóÔÇóÔÇó)

Final Touches
To round out details on your character sheet, fill in
the name of the chronicle in which your character will
participate (provided by the Storyteller), and the name of
his group of companions (if any). Finally, list any equipment
he carries. He is now ready to confront whatever
fate awaits him in the World of Darkness.

Advanced Characters (Option)
For more experienced characters, the Storyteller
might choose to award experience points that may be spent
before play begins.
Seasoned characters: 35 points
Expert characters: 75 points
Heroic characters: 100 experience points

Note that when you spend experience points and want
to go up more than one dot in a trait, you need to pay for all
the intervening levels. That is, if you go from ÔÇóÔÇóÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó
in an Attribute, it costs you 45 experience points (20 to go
from 3 to 4, plus 25 to go from 4 to 5).
Experience Point Costs
Trait Experience Point Cost
Attribute New dots x 5
Skill New dots x 3
Skill Specialty 3 points
Merit New dots x 2
Morality New dots x 3

Image

MERITS Described:
SPOILERSPOILER_SHOW
Please note, these are short descriptions of the merits, they have deeper descriptions in the books.
Mental merits

Common Sense ÔÇóÔÇóÔÇóÔÇó Gives significant cautions or ideas
Danger Sense ÔÇóÔÇó +2 to detect ambush
Eidetic Memory ÔÇóÔÇó Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data
Encyclopedic Knowledge ÔÇóÔÇóÔÇóÔÇó Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time
Holistic Awareness ÔÇóÔÇóÔÇó Help others heal faster
Meditative Mind ÔÇó No penalties to meditate
Language ÔÇó Speak another language


PHYSICAL
Ambidextrous ÔÇóÔÇóÔÇó Remove off-hand penalty to attack
Brawling Dodge ÔÇó Strength ÔÇóÔÇó, Brawl ÔÇó Add Brawl rather than doubling Defense on Dodge
Disarm ÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó, Weaponry ÔÇó Can disarm if damage exceeds Dexterity
Direction Sense ÔÇó Unfailing orientation
Fast Reflexes ÔÇó or ÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó +1/dot to Initiative
Fighting Finesse ÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó, Weaponry ÔÇóÔÇó Substitute Dexterity for Strength
Fleet of Foot ÔÇó to ÔÇóÔÇóÔÇó Strength ÔÇóÔÇó +1/dot to Speed
Fresh Start ÔÇó Fast Reflexes ÔÇóÔÇó Delay action into next round
Giant ÔÇóÔÇóÔÇóÔÇó +1 Size
Gunslinger ÔÇóÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó, Firearms ÔÇóÔÇóÔÇó Two gun attacks per round
Iron Stamina ÔÇó to ÔÇóÔÇóÔÇó Stamina ÔÇóÔÇóÔÇó or Resolve ÔÇóÔÇóÔÇó Negate fatigue/injury penalties
Iron Stomach ÔÇóÔÇó Stamina ÔÇóÔÇó Eat even unpalatable cuisine
Natural Immunity ÔÇó Stamina ÔÇóÔÇó +2 on Stamina rolls to resist illness
Quick Draw ÔÇó Dexterity ÔÇóÔÇóÔÇó Draw weapon reflexively
Quick Healer ÔÇóÔÇóÔÇóÔÇó Stamina ÔÇóÔÇóÔÇóÔÇó Heal twice as fast
Strong Back ÔÇó Strength ÔÇóÔÇó +1 to lift or carry
Strong Lungs ÔÇóÔÇóÔÇó Athletics ÔÇóÔÇóÔÇó +2 on Stamina rolls to hold breath
Stunt Driver ÔÇóÔÇóÔÇó Dexterity ÔÇóÔÇóÔÇó Drive and carry out another action
Toxin Resistance ÔÇóÔÇó Stamina ÔÇóÔÇóÔÇó +2 on Stamina rolls to resist toxins
Weaponry Dodge ÔÇó Strength ÔÇóÔÇó, Weaponry ÔÇó Add Weaponry rather than doubling Defense on Dodge

SOCIAL
Allies ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit
Barfly ÔÇó Find ways into bars and clubs
Contacts ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit
Fame ÔÇó to ÔÇóÔÇóÔÇó Mortal acclaim, +1/dot to Socialize
Inspiring ÔÇóÔÇóÔÇóÔÇó Presence ÔÇóÔÇóÔÇóÔÇó Help others regain Willpower
Mentor ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit
Resources ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Disposable monthly income ranging from $500 USD at ÔÇó to $50,000 USD at ÔÇóÔÇóÔÇóÔÇóÔÇó, with total assets ranging from several hundred GBP at ÔÇó to millions of GBP at ÔÇóÔÇóÔÇóÔÇóÔÇó.
Retainer ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit
Status ÔÇó to ÔÇóÔÇóÔÇóÔÇóÔÇó Authority and sway with a group or organization, to a depth proportional to dots in this Merit
Striking Looks ÔÇóÔÇó or ÔÇóÔÇóÔÇóÔÇó Appearance adds +1/+2 to relevant Social rolls
EQUIPMENT (weapons and armor)
SPOILERSPOILER_SHOW
Image
-Best regards LAYF

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Arch Lich Burns
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Arch Lich Burns » Mon Apr 10, 2017 4:55 am

I'd be interested in a forum game.

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Mon Apr 10, 2017 12:33 pm

Cool, then I think we should just agree to make it a forum game right away.
That way people know what they sign up for.

I will make an intro post later. It will be character neutral, so anyone can see what it is about.

Edit: done http://www.goblinsforum.com/viewtopic.php?f=4&t=1717
-Best regards LAYF

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Quarg » Mon Apr 10, 2017 2:36 pm

A position of trust?
How about a position of distrust?

I'm thinking about a character who is notorious...
Really...why are you reading this?

Eileen Ap'Fyretorr

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by thinkslogically » Mon Apr 10, 2017 2:55 pm

I think I'll pass on this since I'm about to disappear for a couple of weeks this month, but I'll follow along if I can :)

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Mon Apr 10, 2017 3:38 pm

Quarg wrote:A position of trust?
How about a position of distrust?

I'm thinking about a character who is notorious...
Well, I'd of course like to hear the character pitch.
There is nothing that hinders your character from being notorious in general, but unless there is a compelling story reason, I'd like players to start with trust among each other.
But don't worry, the island is full of npc's.
thinkslogically wrote:I think I'll pass on this since I'm about to disappear for a couple of weeks this month, but I'll follow along if I can :)
Sad to hear it... But seems fair :)
-Best regards LAYF

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Quarg » Mon Apr 10, 2017 4:33 pm

Walther McRoy,
Former Texas Ranger, who on a joint operation with the L.A. Police Department killed two L.A.P.D officers who he claimed were 'dirty as the Rio Grande' but was convicted of murder by the State of California.
However, on appeal the case was overturned due to Internal Affairs information on the two dead officers being suppressed during his initial trial. He also received a nice bit of settlement for the wrongful imprisonment. Unfortunately, since the Rangers are limited to 150, his slot was filled when he went to prison so now he's at a bit of a loose end.
Really...why are you reading this?

Eileen Ap'Fyretorr

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Tue Apr 11, 2017 1:45 am

Well, I can see the compelling part of that.
I'll allow it if another player will be your "trusted contact"
That is, while most people only know you as notorious, at least one of the other players must have a background reason to trust you.
This reason must be between the two of you, not him and Texas Rangers in general.
Of course, you could be allowed to have more people trusting you. But must have at least one among the players.
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Quarg » Tue Apr 11, 2017 4:04 am

Looks around and whistles...
Really...why are you reading this?

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Arch Lich Burns » Tue Apr 11, 2017 6:18 am

Keith Cloud
I've had some run ins with the law when I was young. I always like the thrill of sneakng about and getting things that were not mine. But that is in the past, now I make sure that I don't get caught. Imagine my surprise when the man that caught me in my younger years enlisted my help to find out what the department was hiding. That was probably the greatest thrill in my life. I had to make copies of the files so that none will be the wiser. You know what? McRoy was a scapegoat. It's some big conspricy and I don't want to be anywhere near it when it rears it's ugly head, so I've been saving up some 'allowance' to skip town, go on vacation and tell my friend sh-stuff is going down.

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Tue Apr 11, 2017 6:39 am

That looks like a good combination.
If Quarg is happy with that I'll accept it.
If you guys have a Gmail or other Google account, you can pm me and I'll give you access to the Google doc.
Or you can make the character here and I'll type it in the doc.
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Quarg » Tue Apr 11, 2017 9:53 am

Works, quite well...only suggestion is just to go on 'vacation' to avoid being implicated in a crime you want no part of, because a former Texas Ranger is a great alibi
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Tue Apr 11, 2017 11:02 am

I'll let the details be up to you guys.
I've given access to the character sheets to the both of you. If you need help. Please just say so.
Quarg,I've just used the email I have from the old writing game we had once.
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by BadgeAddict » Tue Apr 11, 2017 12:34 pm

Am I to blame for this?

I'd be interested in playing, if nothing more than getting a good refresher on the ropes.

Though, tbh, I don't know if I should stretch myself thin enough to try. My creativity storage has drained majorly within the last few weeks and what I once found fun is now...blah. To the point that Zephyr may as well have committed Seppuku.

So, as interested as I am, I will withdraw because I don't like quitting things halfway through.
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Tue Apr 11, 2017 12:40 pm

BadgeAddict wrote:Am I to blame for this?

I'd be interested in playing, if nothing more than getting a good refresher on the ropes.
For me setting up a game? yep...
For the other one not starting?... nope... I just think it was to much choice and to much new to learn... So I hope a mortal game will let people get into stuff :)

That said.. You are welcome :)
Got a character concept?
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by BadgeAddict » Tue Apr 11, 2017 12:51 pm

I was imagining a constantly drunk off his ass homeless man who wanders the streets of "vacation island". He would be "known" by the other players because "he would be hard to miss".
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Tue Apr 11, 2017 1:00 pm

Hmm.. that would not work. There are some reasons for that.
1) The players don't know the island before hand.
2) The island has so few inhabitants, a homeless would have been send to the main land.
3) Players are not supposed to be inhabitants but vacationers.
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Wed Apr 12, 2017 6:08 am

Okay. I've looked at the two characters, and everything seems fine.
Regarding gear, feel free to chose a bit of gear/items to have with you, but remember it's a vacation, so it must fit that description.

Burns, your weapon choice if fine, as I think it fits your character to be at least somewhat armed at all times, even on vacation.
Your Sab has the knockout ability, it works as follows:
► Show Spoiler
We still need at least a third character. Badge, you are still welcome, but as said above, any inhabitant will not be allowed... It simply would not work in this small story.
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Arch Lich Burns » Wed Apr 12, 2017 6:57 am

I may need to change resources so I can have a little bit more stuff, but the equipment you put up only shows weapons and armour, I'd like a selection of non combat items please.

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Wed Apr 12, 2017 7:09 am

For non combat items I'll just let you think of normal stuff and let you invest 3000$, at 1 recourse.
One itme at max 2000. Then max 1200, then 800, then as much as you'd like for less than 500. As long as the total is below 3000.
Any special items we will talk about...
How does that sound?
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Arch Lich Burns » Wed Apr 12, 2017 7:31 am

I wanna see the normal stuff. I need some lockpick sets (or a few bobby pins), gloves, burn phones, a cheap laptop, clothes, baby powder, clear tape, duct tape, rope, probably stuff I have not thought of...

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Wed Apr 12, 2017 7:50 am

Sadly world of darkness don't really have a list of equipment aside from weapons, armor and transportation... The best thing I can find online is
https://docs.google.com/document/d/1vny ... sp=sharing

It is suggested in the book that people simply just take prices as seem fair/suggested online or even in their local store...

Another suggestion is; if it makes sense, you have it.
Eg. Anything you ware, such as pants, jacket t-shirt a wallet, shoes.. Unless you choose not to have it. You are considered to have it...

A lockpick set and other common thieves tools could also be okay due to your background...
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Quarg » Wed Apr 12, 2017 10:29 am

What is the local clothing like? Especially the hats...

I doubt my guy is going to go full Texian on vacation...
Really...why are you reading this?

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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by LAYF » Wed Apr 12, 2017 10:38 am

Depends.
Clothing is mostly traditional early 1990 style.
Hats are not the norm. But if you go for full out turist. Half the population runs around with 1700 hats. And they also sell those here of course...

Edit:
think something between Sams bar and Friends when people are not working.
Think
https://en.m.wikipedia.org/wiki/1650Ôà ... an_fashion

when people are working with anything turist related...

Edit 2: apparently it won't make a link out of that? Weird..
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Re: Small world of darkness Mortals game, recruiting 3-4 pla

Post by Quarg » Wed Apr 12, 2017 7:35 pm

Alright, Walter's equipment load out on his person besides general wallet, passport, cash...

1. Duckbill Cap, actually it looks just like Jovik's...they could be brothers from other mothers!
2. Safari Jacket worn, grey
3. Jeans, worn blue
3. Canonet QL17 an old but good camera...
4. PST II Leatherman
5. European Cell Phone
6. Pack of Marlborough Cigarettes
7. Pocket Japanese binoculars (2.5X)
8. Small compass
9. Lighter
10. Riding Boots
11. About 20 feet or so wrapped around a flat card.
12. Heavy rim black glasses (U.S. Army Birth Control) with tinted glass...

Note he has a Maglight in his bags along with a full suit, shirts, ties, and sneakers.
Really...why are you reading this?

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