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Author Topic: Char creation and background  (Read 3322 times)

Forge

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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:
« Last Edit: December 10, 2013, 11:00:52 am by Forge »
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Forge

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Re: Char creation and background
« Reply #1 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.
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Daedalus

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Re: Char creation and background
« Reply #2 on: December 11, 2013, 12:08:37 am »

Name: Juan Kitagawa

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. 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.

Attributes:
Physique:2
Charisma:5
Wits:4

Traits and powers:
Major 1: Feruchemi
Major 2: Has a knack for social skills, and people tend to like him without much effort.
Minor: Is streetwise, knows all the local fences, thieves, and even some beggars.
Traits: 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.
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