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You are here: Home --> Forum Home --> Recent posts by Skari-dono
Topic: National Novel Writing Month
Subject: Signed up...


...I did

Not sure what to write though...

Posted on 2011-09-04 at 13:08:01.

Topic: Settling down... again...
Subject: Settling down... again...


So I have finally moved into the city. Again. I got this lovely room for myself and I am still settling in, but I've now got a connection to the internet so I thought I should let you know.

I'm still missing a desk for my computer and I'll be receiving an actual bed later tonight (no complaints over the lack of it though). I've also got a job and my classes twice every week, so I'm feeling pretty good. At least I have something to do

Anyway, before I start rambling too much, just wanted to let you know that I have finished moving for a while

Posted on 2011-09-02 at 18:05:38.

Topic: Chronicles Role-Playing System
Subject: Thanks!


Thanks man

I'm also thinking of doing a similar remake of Elves. Not sure how, exactly, but it will have something to do with sailing West into the unknown. I've also toyed with the idea of slavery, but we'll see how that turns out.

Posted on 2011-08-25 at 19:12:20.

Topic: Chronicles Role-Playing System
Subject: Dwarves


Just had a revelation regarding Dwarves in this setting that I wanted to share.

First of all, Dwarves in this setting are not like the Dwarves seen in D&D or many other games. They are the creatures of earth, stone and clay. As master craftsmen, I don't think it is too farfetched that Dwarves are able to create life out of stone.

There is no definition made between male and female Dwarves. In the end, there is only a Dwarf. In fact, the Dwarves have only one gender: Dwarf. They create offsprings by molding them in clay and stone, and then giving them life. A Dwarf is "born" fully grown and conscious, and able to go straight to work.

Dwarves are miners and they are constantly working. Only rare few Dwarves do anything other than mine and they become scholars and politicians. The importance of the mines makes the miner caste more important than others, however, and only kings receive more respect than they do.

Dwarves commonly have grey skin, but their beards can have any earthly color. Dwarves are divided into clans based on the color of their beards, and the longer beards get more respect. No Dwarf is allowed to have a longer beard than the ruling king but only criminals are clean shaven. A Dwarf without a beard has no rights in the community at all.

Dwarves believe that they are immortal and absolutely cannot die. Upon "death" they simply fall asleep and turn to stone. It is called the sleep eternal (or the eternal sleep, depends). The sleeping Dwarves are believed to be able to speak telepathicly, giving rise to ancestral worship.

In the center of their religion, Dwarves believe there was the First Maker, aka the Master Craftsman or the Great Maker. At the beginning of time, he created himself and the World. He was the first Dwarf and made many like him. The one they believe to be the First Maker sleeps eternally in a large cave deep in the earth, a location that is a mecca for Dwarves everywhere.

As for society, Dwarves live in a caste system that is divided into clans. Oathbreakers are at the bottom, with criminals just above. Scholars (includes what we might consider politicians), runecasters and other workers (brewers included) are next. Miners and craftsmen are only second to the king himself.

Dwarves eat mushrooms and anything else that grown underground (which is to say, not much), but they can go on for days without eating anything at all. Some develop a taste for raw meat and occasional hunting parties to the surface have become myths and legends of the human race.

Dwarves rarely travel to the surface and when they do they only travel during the night. Dwarves see perfectly in complete or partial darkness, although they see everything in black and white, and shades of grey. Bright light can blind a Dwarf, and daylight has left a Dwarf blind for days. Even faint light is enough to make a Dwarf complain. They are also accustomed to living in the cold Earth, although some do work or live near some source of heat, such as lava. Dwarves make little or no use of fire, except to forge metal.


This is actually much more than I thought I would write. If you've bothered reading all this, tell me what you think.

Posted on 2011-08-25 at 13:25:49.

Topic: Good morning Red Dragon Inn! Or is it Evening? I am never really sure!
Subject: Mornin'


Despite things that are going on, I suppose this is still a very good day

Will be moving again this coming weekend. Yay

Posted on 2011-08-23 at 13:50:41.

Topic: Chronicles Role-Playing System
Subject: Well then


I am going to keep the damage system as it was, for now at least. Here are some further changes I will be making:

Marksmanship and Throwing Skills will be removed and replaced by a single Skill called "Ranged Combat". Ranged will be a Compound Skill and includes such sub-Skills as Bows, Thrown, Crossbows and Firearms.

Melee and Brawl will be made into a single Combound Skill called "Close Combat" and it includes weapon types as sub-Skills, i.e. Swords, Brawl, Axes, Spears, etc.

Exotic (Skill) Training will be modified. Compound Skills no longer have exotic uses, but instead have Exotic sub-Skills that are acquired through special training represented with Assets. This includes exotic weapons such as firearms (Ranged Combat) or whips (Close Combat).

Techniques for Compound Skills are the same for all sub-Skills, but must be bought individually for each. Alternatively, once bought a Technique applies to all sub-Skills of that Compound Skill.


Stepping away from Skills now for a sec, I am also planning on including Size in the system as a numerical value. For humans, this number is 5. Each number is twice the size of the previous number, so 6 is twice as big as 5 while 4 is only half the size. Although no human being can become size 6 through normal methods (there are no Assets that give you this much greater size) there are Spells that allows you to grow bigger.

The reason I want to keep the size as numerical values is because this value is used to calculate Health and lifting capacity. When calculating Health, you multiply Vitality with your Size, and that is your Health value. Assuming I use the new Health/Death system, it is also used to calculate the Death Resistance value.

For lifting, I will work under the assumption that a hero can comfortably lift an item that is equal to or less than his own size. Additional data may modify it, such as some things being heavier than others (in fact, mostly that). In that case, Power will be included to calculate lifting capacity.

I don't intend to make a very detailed system of calculating lifting capacity. Each material will have a Durability value that works in much the same way as Vitality to calculate Health, but it calculates Structure. If the sum of the Durability and the item's Size is equal to or less than the sum of the hero's Power and Size, the hero can lift it. Additional system will involve Fatigue (such as the item being larger than the hero, or the total sum being more than the hero can lift).


I will now start working on Techniques. I think I will start with 5 Techniques for each Skill but I hope to have at least 10 for each before the system is ready. I also intend to finish 5 Techniques and Curses for the Sins, but I won't do that just yet. Guilds and other Techniques will come later.

Posted on 2011-08-21 at 16:25:08.

Topic: Chronicles Role-Playing System
Subject: Alrighty


I'll keep Skills as Skills for now at least. I also gave some thought to changing the damage system.

The new system counts Trauma instead of damage (other names for it can also be considered if you have any ideas). You'd have a Trauma limit equal to a number determined by your Vitality (likely Vit x5). Attacks deal Trauma equal to the damage roll as normal and when the Trauma has become more than what you can withstand you start suffering damage equal to the surplus Trauma. So Health 10 with Trauma 13 means you'd suffer -3 on all rolls.

In theory, you could suffer a lot of Trauma without ever dying. In order to kill your target, you'll need to perform a killing blow. If successful, you'll make a roll not unlike the normal damage roll, but the Mark is equal to (((Vitality + Willpower)x2)+10). If the roll is successful, the target dies. If it is unsuccessful, something else happens (I'm not sure what, but dealing normal damage is the simplest outcome).

Killing will appear to be more difficult, but not as much when Trauma gives penalty to resisting Killing Blows. The more damage you've dealt already makes it easier to kill the target.

I suspect this might bog down battles somewhat, so this would only be reserved for notable NPCs and PCs; mooks are much easier to get rid of and would not require a specific action.

Posted on 2011-08-20 at 11:09:32.

Topic: Loaded Dice Filler: She does this Sometimes
Subject: heh


I chuckled

But seriously, a nice filler and I'm looking forward to the story continuing

Posted on 2011-08-12 at 15:09:37.

Topic: Chronicles Role-Playing System
Subject: hmm


I was talking to a friend of mine and a fellow role-player the other day about how I imagined Skills would work and I made a certain point that I didn't really realize until I mentioned it: "They're more like extra effort than actual Skills."

It got me thinking that perhaps I should rethink the descriptive part of Skills in this system, notably the name. Any thoughts on me starting to call them Efforts rather than Skills?

Posted on 2011-08-12 at 15:07:29.

Topic: Emerald & Jade
Subject: The end


Before I moved from London, we finished the game I was running. Although I would have liked to continue for some time longer, it was good fun. I had a lot of stuff online which I put into a PDF file which can now be downloaded from my website.

Emerald & Jade Game Log

The file has all the stuff I had online, and more (such as what I had planned for the future). Might be an interesting read for all you GMs out there.

Posted on 2011-08-09 at 22:50:15.

Topic: Chronicles Role-Playing System
Subject: right...


I have now finished moving to my parents' house while I look for a job, and I have set up my computer to do some more work. In case you haven't noticed, I have added some more stuff to my designs. If you notice them, feel free to comment (in fact, comments would be nice).

I think I will start working for real on the Techniques next so that I can start playtesting (at least test the basic system). I aim at 10 Techniques for each Skill (and preferably Sins) before testing begins. Any ideas?

Posted on 2011-08-09 at 22:42:58.

Topic: Chronicles Role-Playing System
Subject: Combat


Combat takes place in rounds. Each character can make a single complex action and a single simple action, or two simple actions, or a single full action. All characters can make as many free actions as they want or as many as the Chronicler allows. Reflexive actions act as free actions but can be performed at any time. Moving counts as a simple action. Attacking counts as a complex action. Special attacks count as full action.


Health
A hero's Health is equal to (5x Vitality)+10. Characters begin suffering penalties when 10 Health is left, and further penalties when only 5 Health is left. When Health has dropped to 0, the character is knocked out. A knocked-out hero has as many attempts to stabilize as he has ranks in Vitality or Willpower. The attempt is a Vitality (Resistance) or Willpower (Resistance) roll against a mark of 15. Other characters can attempt to heal with Agility (Medicine) roll against the same mark. If all attempts fail, the hero dies.
Health never drops below 0, and the hero always gets the attempts to stabilize himself. Only special effects that specifically kill the target if Health drops to 0, or Coup de Grace break this rule.

Coming Back to Life
Currently, there is no plan to allow characters to be brought back from the dead, except as a monster. In those cases, the character will no longer be in the player's care.


Initiative
When rolling for Initiative, the player rolls 2d6 and adds his hero's Perception ranks to the results. On a tie, the one with higher Perception wins. On a further tie, compare Agility. If there is still a tie, the players who tied roll again against each other.


Attack
When attacking, make an Agility (Melee, Brawl, Marksmanship, or Throw) roll and compare the result with the opponent's Defense Mark. The attack must roll higher than the DMark; if it ties or is less than the DMark, the roll fails. Certain masterwork weapons might provide bonus to the attack roll.


Defense Mark
Each character has a Defense Mark equal to 5 + Agility ranks. Additionally, if an item adds a defense bonus, add that bonus to the Defense Mark.

Defensive Action
As a complex action, the hero can take a defensive action. The hero rolls Agility (Defense) and adds 5 to the result. This number replaces the normal Defense Mark until the hero's next action. Additionally, items with a defense bonus, except for those with fixed bonus (such as most magical items), add their bonuses as additional dice rolled.


Damage
When rolling damage, roll Power and add the weapon's damage bonus as dice. The result is the amount of damage dealt in the attack.

Bows
A bow has its own Power rating. When rolling damage, roll either the hero's Power or the bow's Power, whichever is lower, and add the arrow's damage bonus as dice.

Other Ranged Weapons
Certain ranged weapons (notably crossbows and firearms) do not add Power to their damage rolls.

Non-Lethal
Unarmed attacks deal non-lethal damage. Against non-lethal attacks, a hero always has Protection equal to his Vitality in addition to any provided by his armor.


Armor
No armor provides defense bonus. Instead, armor provides a damage reduction, here called Protection. The armor's Protection reduces the damage dealt by its rating. Heavier armor causes fatigue penalties and movement penalties.
Armor will be divided into 4 groups: Light, Medium, Heavy and Super Heavy.

Light: 1-3 Protection, Fatigue 1, Movement -0 (Example: Thick clothing, light leather)
Medium: 4-6 Protection, Fatigue 2, Movement -2 (Example: Chain mail, breast plate)
Heavy: 7-9 Protection, Fatigue 3, Movement -6 (Example: Half-plate)
Super Heavy: 10-12 Protection, Fatigue 4, Movement -10 (Example: Full-plate, Dwarven Siege Armor)

Shield
A shield does not provide Protection, but provides defense bonus instead. Small shields, such as bucklers, provide a +1 bonus. Larger shields provide +2 bonus, and the largest shields, like tower-shields, provide a +3 bonus. When taking a defensive action, this bonus is rolled rather than added directly to the Defense Mark.

Posted on 2011-08-01 at 19:24:53.
Edited on 2011-08-08 at 21:02:25 by Skari-dono

Topic: Chronicles Role-Playing System
Subject: Well...


Hi guys! Not completely finished moving (currently staying at my fiancée's grandmother's house and I should have my own computer up and running before the weekend.

I just wanted to address the Trait vs trait issue: I have no intention of having it like this in the complete version. I just tend to write traits when I'm not talking about the 8 Prime Traits, so I thought I should do something about it for this design diary. I'm thinking of either renaming Traits into something else or try to refer to traits as stats. But the main point is that when I say traits with lower case 't', I'm referring to everything and not just the 8 Traits.

I'm also looking for ideas for my setting, namely locations and organizations. I think I might do a contest like the one that was done for the Inn a week or two ago.

Anyway, I'm starting to ramble. I have some new ideas and improvements that I will add to this thread soon. I think I have a good idea for the combat system, but it will need further testing.

EDIT: And Chessic, just to address your suspicions about the Church, it is not entirely certain. They have awakened Virtues instead of Sin, but Virtue Techniques are often very similar to the Sin Techniques. Essentially, for now, it can go either way.

Posted on 2011-08-01 at 16:08:01.
Edited on 2011-08-01 at 16:16:23 by Skari-dono

Topic: Chronicles Role-Playing System
Subject: So


Today is the day I take my computer apart before I move back to Iceland. I won't be using my computer for at least two weeks, possibly more.

In the meantime, I would very much like someone to post some thoughts. Anything that might be cool to include? Anything that might be better excluded? Criticism? I would specially like some ideas for Techniques or Assets/Drawbacks.

Anything, really. I hate posting ideas when I'm trying to get feedback and all I get is silence. I would very much like someone to post some input.

Thanks.

Posted on 2011-07-25 at 07:42:08.

Topic: Chronicles Role-Playing System
Subject: Races and Nations


Fantasy Races in the World of Sin

Elf - Pride

Dwarf - Greed

Goblin - Envy

Gnome - Sloth


Monstrous Races in the World of Sin

Satyr - Lust

Trollkin - Gluttony

Orken - Wrath


Foreign Nations

Northern Clans
In the far North, where the air is so cold it will rip off your skin, there live the barbarians. According to legend, they eat the hearts and livers of those they kill, and if you are lucky they will kill you instead of making you their personal plaything.
The Vikings of the North are barbaric, that is true, but how monstrous they are may have been exaggerated. Occasionally, their raiders make their way South, which is why the Civilized World has prepared its defences in the Northern parts.

Eastern Empires

Southern Tribes

Posted on 2011-07-23 at 13:02:19.
Edited on 2011-07-24 at 10:42:19 by Skari-dono

Topic: Chronicles Role-Playing System
Subject: Beasts and Monsters


Here are some beasts and monsters I plan on including in the setting.

Troll
Male: troll-wer; Female: troll-wif.
Trolls are very slow creatures that lurk in the night, but are extremely tough and strong. They are immortal, unless killed, and are often called incarnations of Sloth. Trollskin is very tough and rare, and frequently made into leather armor. Troll-wives are often known to practise sorcery, but troll-weres are known for ferocity and hunting. During the day, trolls turn to stone and sleep. As soon as the sun sets, they awaken again.

Valravn
A Valravn is a raven who has gain sentience by eating human flesh. Their eyes glow red and they can speak almost any human language. They are devious and manipulative, and what they want the most is to eat the heart of a human child. By doing so they gain even greater power, becoming wolves with the head of raven and wings.

Dragon
There are two kinds of dragons. The more common ones are simply called dragons, but scholars who wish to distinguish them from their much bigger cousins often call them Minor Dragons. They are the size of a horse, have the ability to breath fire and they can fly. They collect gold to make their bed, and often find a dark place to make into their nests. This is ofter a bearcave or someone's basement.
The Ancient Dragons are far bigger and more dangerous. They can bring legions to their ruins, and the smallest burn from their breath will bring the strongest warrior to his grave. Like their smaller cousins, they collect gold to make their beds, but they require bigger nests so they are rarely found near human settlements (the basements are just too small). Some are even rumoured to sleep at the bottom of lake.

Vampire

Werewolf

Ogre

Dire Animals and Primordial Animals
Dire Animals are bigger and more vicious variety of the more common animals. They can grow up to twice the size of their normal kind, which makes dangerous animals even worse.
Primordial Animals are even bigger than that, but are luckily much rarer. They grow up to being ten times as big as their mundane counterparts, and some develop great intellect.

Cynocephal
The Cynocephali are monstrous tribes, originally from the South but there are also tribes in the North. The Cynocepali have human bodies and the head of dogs. Some of them also have fur, but it is rare in the South. They seem civilized most of the time, are successful hunters and skilled in the use of bow and javelins. They often know how to read and write, and although they can understand human language they can only speak in the form of barks and growls.
The Northern tribes are far more vicious, but they rarely travel South to the Civilized World. They have more wolf-like heads, red eyes and nearly all of them have some fur. They are often thought to be werewolves, but they do not shapeshift and although they are vicious they are not nearly as destructive. Rare few know how to write and use Northern runic letters. They spell their race's name as kynokefal when writing in runes.

(More to come)

Posted on 2011-07-23 at 11:13:18.
Edited on 2011-07-24 at 10:41:29 by Skari-dono

Topic: Loaded Dice #75 - RTFM
Subject: heh


Very impressive, and so true. I had a gaming log online about everything the characters had done so far, but I suppose the players didn't read that as regularly as they could have since they kept on forgetting NPCs.

(To be fair though, I had a lot of NPCs and they all had Japanese names.)

Posted on 2011-07-23 at 08:53:26.

Topic: Chronicles Role-Playing System
Subject: Setting


So here are some thoughts about the Setting I'm working on for the system. It is not nearly completed, so there will be some gaps.

I am currently calling the world Galatea, but it is open to discussion and I would appreciate any ideas. It is likely to change.

Galatea is mostly ruled by the human race. Most important part of the setting is an area called "the Civil World". The Civil World would remind you of medieval architecture and such, mostly European, but further North you might find building in more of a Scandinavian and Northern European style.

North of the Civil World lies the Frozen Waste, land of the vikings and berserkers. To the East, the Barbaric Empire, home to samurai and odd shamans. To the South are the Savage Tribes, ruled by Sultans. To the West is the Endless Sea, stretching as far as the eye can see. No one has ever crossed the Endless Sea, not to the Civil World's knowledge anyway.

The Civil World is the starting point of the setting. Other parts of the world won't be explored just yet.

In the Civil World, the Sinful have awakened. They haven't been around for too many years, perhaps half a century, perhaps less. The important bit is, you don't consciously awaken your dark energy and there is no way of telling how it awakens. There are theories, including that powerful emotions awaken it, but they are only theories. Even priest can become one of the Sinful.

The Sinful always has what the Church calls the Mark of Guilt. This little mark is difficult to find, and most Witch Hunters make them up to hold onto their credibility. It is usually very easy to conceal, simply by putting some clothes over it, so many Sinful escape notice.

The Curch was founded around the same time as the Sinful began showing their faces, and has grown considerably in that short time. Every major city in the Civil World has a church or even cathedral dedicated to it.

The Church worships the Holy Light, and was founded by the seven saints which the Church is named after. The Church believes that when there are too many Sinful in the Civil World, the Holy Light will turn to darkness (in short). Or much rather, that the Sinful are a sign that the Holy Light is already turning dark. For that reason, the Church specializes in hunting down the Sinful and other dark creatures. To many of the common folk, the Church is the hero, but many Witch Hunters don't mind killing bystanders to get some respect. If there is no Sinful in town, make one up.

This is a fantasy setting, so there are fantasy creatures. There were Elves in those woods once, and Dwarves in those mountains, but neither Elves nor Dwarves have been seen in over a century. Their existance is starting to fade into legend and mystery, but dwarven craft still exists in the Civil World, and elven songs can still sometimes be heard sung by the bards.

The truth? Elves, Dwarves and Humans once populated the Civil World in harmony. At a certain time in history, paranoia and suspicion started growing among the races. Trust became a rare commodity. The Elves hid themselves in enchanted forests while the Dwarves mined deeper into the ground where they remain. Despite that, Dwarven crafted weapons have been found in the Frozen Waste, as well as dwarven runes. Scholars who bother with such things sometimes ponder whether the barbarians to the North have ever had any contact with the Dwarves, or if they perhaps still do.

Fantasy races will also be discussed later, much like foreign cultures.

Aside from the Church, there are other religions. One such church worships the immortal Elves. There are pagan worships, spirit worships, ancestral worship, and most other kinds. Some don't worship gods but rather hold on to philosophical belief. Religion does not give you any mechanical bonuses, unless they give access to new Techniques like a Guild.

No matter the size and pull of the various small religions, the Church is the most wide spread faith in the Civil World and is likely to sabotage other, minor churches, especially if they get in the way. After all, if they don't worship the Holy Light, could that not be the reason for the Light to turn to darkness?


Anvil: City State
Anvil is the most notable city state in all of Galatea, rebuilt upon the ruins of an older city. Many of the streets are narrow and crooked, and crime is high but so is commerce.

Districts
The city itself is full of various districts. These districts have their own themes and some are referred to by theme since they don't have proper names yet.

Dragonloft: The sorcery district is also referred to as District of Towers or the Tower District. It has multiple high towers that can be seen from almost all over the city, and many sorcerers operate from their during their research into the arcane or teaching it.

Elvenhome: One of the oldest districts in the city is the center of foreign diplomacy. It is the home to many foreigners and diplomats.

Brighthallow: The Church of the Seven Saints has complete control over one of the districts. It has multiple churches dedicated to their belief, and all other buildings belong the Church and their followers.

"Banking": Often called the Thorshammer district for the Thorshammer family that operates primarily in banking. The district is full of riches and the rich, but it is most notable for its banks.

Winterhome: This is where the poor live. It is at the edge of the city, so much in fact that most of the city official do not count it among its concern. Those living there do think otherwise, however.

"Red-light": Perhaps it was an attempt at annoyance for the Church that one of the neighboring district to Brighthallow turned itself into a red-light district. It is full of brothels and other less decent activities, but is also home to some of the city's finest restaurants and theaters.

"Harbor": The city needs a harbor, and it has one. There are many activities there which are less than legal, but the city officials somehow don't mind too much as long as they get their shares.

"Shopping": The market district of Anvil is perhaps one of the most populated ones, specially during business hours. If there is a market for it, you are likely to find it here. Many immigrants also live in this district, which often causes people to believe the worst about it.

Bloodwinter: The military district, as it is sometimes called, is named after the Bloodwinter House. It houses the city's barracks and armory, and is home to the magnitude of the city's militia.

"Industrial": The industrial city of Anvil is perhaps the most dangerous. Not only is it crawling with criminals, but natural hazards are also in abundance. Hiding in the industrial district is easy, but finding your way out is often difficult.

"High Class": The high-class district is home to most of the city officials and politicians. Hotels, restaurants, massage parlors and everything you need to forget the troubles of the poor can be found here.

"Middle-Class": The middle-class district is further away from the city center. It does not have all the same niceties, but it is home to most craftsmen and scholars.

"Lower-class": The lower-class district is close to the rim of the city, but not as far away as Winterhome. It is home to most of the farmers that have land just outside the city, as well as those with badly paid jobs.


The 16 Noble Houses
Galatea has several Noble Houses. These are family houses that have great influence over the land for one reason or another. One is a notable banking family while another is a powerful sorcery family. Seven of the Noble Houses are descendants from the Seven Saints and all of them have notable pull in the Church (which makes them influential in Galatea).

Bloodwinter: One of the most powerful House when it comes to military might. Bloodwinter has its keep in the north of the Civilized World, and focuses on defending the land from any attack from the Northern Clans.

Wavecrest: The Wavecrest House is the most notable for its fleet on the sea. Its home is in the islands to the north-west, and like Bloodwinter they protect the Civilized World from any attack the Northern barbarians might attempt by sea.

Thorshammer: The House of Banking is known for greed and gold. Nearly everyone in the Thorshammer family has studied the fine art of banking and mathematics. They often claim that they are descendants of Dwarves, but their family history does not reach far enough to suggest such a thing.

Magnus: The most prominent family in the arts of sorcery. The Magnus House is a specialist in the arts of the Wizardry School of Magic and most of Wizardry academies belong to House Magnus.

Stag: Their notable source of money and prestige is cartography. The House Stag is known for its travels and explorations to far away places. Secretly, their less known source of gold is tomb-raiding.

Ignis

Parslin

Starhome

Dimena

Gawain: The descendants of Gawain, the Saint of Fortitude. The Gawain House has great pull in, and is the prominent military power of, the Church.

Faustus: The descendants of Faustus, the Saint of Temperance. The House of Faustus is known as the source of sorcery within the Church and the only place to learn divine magic.

Daedalus: The descendants of Daedalus, the Saint of Prudence. Daedalus was a renowned builder and inventor, and his House has followed in his footsteps.

Posted on 2011-07-22 at 10:25:04.

Topic: Chronicles Role-Playing System
Subject: Right


I think I have now included everything I can remember for my RP system and setting (or actually, there is more to the setting than what I have written).

If you have any thoughts or ideas, I'd like to hear them so feel free to post.

Posted on 2011-07-22 at 00:12:48.

Topic: Would you like to write for the Inn?
Subject: maps


I think I can make some maps, although since I'm preparing my computer for moving this weekend I might not get much done for two or three weeks.

I have ProFantasy's Campaign Cartography. I might actually post some maps here now that I think of it.

Posted on 2011-07-21 at 22:57:27.

Topic: Would you like to write for the Inn?
Subject: hmme


Would a review of gaming system be appropriate? I have tried a few I think I could review.

Posted on 2011-07-21 at 14:38:22.

Topic: Totally Random Thoughts
Subject: Milkshake


Should have finished reading the rules, can't think of what I should do next.

But yeah, I'd like a milkshake please.

Posted on 2011-07-21 at 14:28:33.

Topic: Would you like to write for the Inn?
Subject: Trying to get this back to topic


I am willing to write an article or a short story. Unfortunately, my mind is blank at the moment, plus I'm getting ready to move next week, so don't expect anything soon.

I'm leaning towards GM-related article, but I don't know.

Posted on 2011-07-21 at 14:27:26.

Topic: Would you like to write for the Inn?
Subject: hmm


And yet you mis-characterize the TOS so much yourself. And if you like to read so much, has it not occured to you that if we were as paranoid as you are about our posts you probably weren't here to bug the Inn about such a trivial matter to begin with. We wouldn't be posting anything to you to read, so you wouldn't have stuck around.

And you don't need to post even if you like to read, and you therefore don't need an account. So that tells me that you wanted to get involved.

Also, consider this: Despite having the right to edit or delete your posts, your comments still remain. If Olan is as untrustworthy as you seem to think he is, why do you think he hasn't edited or deleted your negative posts? He has every right to, much like you say yourself.

This only proves to me that Olan is as trustworthy as they get, and I don't see a problem with posting my ideas and my characters on the Inn.

Posted on 2011-07-21 at 14:07:24.

Topic: Chronicles Role-Playing System
Subject: Terminology


Terms I will use for this system (in case you haven't figured them out yet):

Chronicler: The GM

Player: Still the same

Hero/Anti-Hero: The PC

Non-hero: NPC

Villain: Major NPCs that are working against the Heroes

Church, the: The Church of the Seven Saints

Caster: Sorcerer/spell caster

Traits (upper case T): The 8 primary Traits of the system.

traits (lower case T): Everything else.


Not exactly terminology, but when I refer to a specific roll, I refer to it as [Trait] ([suggested Skill]) roll. For example, if I refer to a Charisma roll that can be improved with the Politics Skill, I label it as Charisma (Politics). Also, since Skills can overlap, all Skills in the brackets, even if seperated with 'or', can be used for the roll (such as Charisma (Politics or Socialize)).

Posted on 2011-07-21 at 13:50:48.
Edited on 2011-07-21 at 14:23:05 by Skari-dono

 


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