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FORUM RP RULES/CHARACTER CREATION THREAD

(With apologies to all the RPs that never lasted, hopefully this one is build to last a bit more.)
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IMPORTANT LINKS

Risus rules. Click the links that says "Risus: The Anything RPG", then open the PDF.

Adventurer's Guild of Endirum. Free-form roleplaying just for fun, post as little or as much as you like.
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RULES

SETTING: the setting for this RP is a fantasy world called Vue. As a character, you may feel free to help "build" the world during your RP. Other than that, what the gamemasters (GMs) say goes. All player characters (PCs) belong to the same guild, and will work on quests together, when applicable. They may still choose to battle each other (spar) in sparring/battle threads.

SYSTEM: this RP will use the free, simple rules-lite system called Risus. Risus is available for free online. Please read it before creating a character.

GM vs. RISUS: in any conflict between a GM and the Risus text, the GM wins. Persistent moaning groaning will be met with banishment and permanent PC death!

SLIGHT MODIFICATION OF RISUS RE: CLICHES:
characters begin with 4 cliches. No more, no less. Characters who choose to create a hook may add 1 cliche and that cliche begins with 1 die. Adding a hook only allows you to make an additional cliche which begins at 1 die, it does NOT allow you to add a die to an existing cliche. Characters who choose to create a tale may add 1 more cliche and that cliche begins with 1 die as well. Adding a tale only allows you to make an additional cliche which begins at 1 die, it does NOT allow you to add a die to an existing cliche. Characters may choose to have both a hook and tale (6 cliches total), only 1 of the 2 (5 cliches total) or neither (4 cliches total). If you did not begin with a tale or hook but want to add one later, you may do so.

LUCKY SHOTS AND PUMPS: both are allowed, as per the Risus rulebook.

MIDGAME LEAPS: are allowed, but GMs are cautioned to use them sparingly. As a general rule of thumb, most quests/adventures should NOT feature a "midgame leap." Reserve these only for the truly spectacular incidents.

SPECIAL ITEMS: GMs may hand out special items as rewards when a character achieves an extraordinary task or quest. GMs are caution to use this reward sparingly. As a general rule of thumb, most quests/adventures should NOT result in a special item pick up. Reserve these only for truly spectacular incidents.

NO TIME COMMITMENT/FREE-FORM: there will be a main "tavern" type thread, where roleplayers are free to join and leave as often as they want, posting as much or as little as they like. There will be no GMing here for the most part, other than an occasional interjection here and there.

QUESTS: in addition to the free-form roleplaying, GMs are free to create "quests" in which one or more or even all eligible adventurers can participate in. Rules for time commitment, etc. are up to the GM.

BATTLES: in addition to the free-form roleplaying and quests, battles can also happen. These are sparring type events between 2 or more characters as the GM sees fit. This is the only time of RP that will not be free-form, characters will have to commit to doing battle and post as required by the GM.

GAMEMASTERS:
Please PM me if you would like to be a gamemaster. All are welcome. If you are a gamemaster, you can still have a character. However, you cannot both GM and control your character in the same quest/battle. Please make sure to read the rules before asking to be a GM.

MORE ABOUT CLICHES: cliches can be a character class (e.g. barbarian, thief, cleric, etc.), a race (e.g. dwarf, elf, gnome, etc.), a quality (e.g. creative, charismatic, brave, etc.), a follower/companion (e.g. squire, money-hungry mercenary, raven familiar, talking parrot, horse, etc.), a great, super powerful item (e.g. bag of holding, flying sword, crystal ball, etc.), an occupation (e.g. farmer, shipwright, diplomat, etc.) or some combination, and may or may not include a temperment, attitude or style.

When rolling for a result, GMs may take into account the specificity of the cliche to set the roll required. For example, if someone with the cliche "mage (4)" desires to cast an illusion spell, the GM might set the roll required to 20, whereas if someone with the cliche "illusionist (4)" might only require a 10 or a 12.

The full text of the cliche being used is always considered when setting a required roll. So, for example, let's say one character decides to punch an enemy. An "enraged barbarian (4)" might require a lower number to knock that enemy out than a "level-headed warrior (4)." On the other hand, a "level-headed warrior (4)" might require a lower number to spot an enemy's weak spot or avoid a deadly trap than an "enraged barbarian (4)."

For some inspiration, consider heading over to: http://www.risusmonkey.com/p/npc-generator.html, changing the genre to "sword and sorcery" or "dungeon fantasy" and hit the "reload" button.

Cliches should be fantasy-ish in nature.

TO GET STARTED: you must first post a character on this thread. Save the link so you can edit it when necessary. Please add the link to the top of your posts when RPing whenever possible, so others can view your character. Adding die that you aren't supposed to will get you shunned. Shunned, I tell you.

LIST OF APPROVED GMs:
StoicSentry, (PM me to be added to this list.)
Post edited March 21, 2014 by stoicsentry
CHARACTER CREATION:

Copy and paste the character sheet below into a new post on THIS THREAD. Remove the "< >" description sections.

<BEGIN COPY HERE, THEN REMOVE THIS LINE AND EVERYTHING ABOVE IT>


CHARACTER SHEET

Name: <Name your character>

Description:
<Describe your character's race, place of residence or birth, appearance, personality, etc.>

Cliches: <Choose 4 cliches. Assign 10 die, divided as you choose among the cliches you have chosen. You may not begin with more than 4 die in any one cliche. For more about cliches, read the Risus book or the section on cliches in the rules on this thread.>

Other Notes: <Optional. Describe your character's relationships (friends, enemies, followers, loyalties, etc.), likes, dislikes, personal history, etc.

Tools of the Trade: <Optional. Describe any items, equipment or materials you carry. Generally, you are presumed to have all items that make sense for your cliche, e.g., a thief carries lockpicks. However, you may wish to specify.>

Special Items:
<Leave blank at first. At some point, a GM may reward you with special items that increase or otherwise affect die rolls.>

Hook: <Optional. Leave blank at first. Later, you may add a hook if you want to do so. See the rules for more information.>

Tale: <Optional. Leave blank at first. Later, you may add a tale if you want to do so. See the rules for more information.>

<END COPY HERE, THEN REMOVE THIS LINE AND EVERYTHING BENEATH IT>


When you have finished creating a character, post it to this thread in an individual post. Copy the link and save it so that you have it readily available. Please put the link at the beginning of a post when possible, so that other players can view your character.
Post edited March 19, 2014 by stoicsentry
Will be adding my character here tomorrow when I get the chance to read the rules.
Just read the Risus rules. I'm willing to give this a go. I'll see if I can put up a character tonight or tomorrow night.
I guess I'll get it started with my own character, just to push things along a bit! :)
Name: Motix the Sublander

Description: Motix has charred skin, a stout nose and rich emerald colored eyes. Very short, incredibly thin and fleet of foot with heightened senses and a knack for all things mechanical, he was raised in the sublands---the world beneath the world, where he naturally fell into work as a scout and a spy: picking locks, detecting the presence of hostiles, setting, detecting and/or disarming traps, climbing, swimming, sprinting and leaping across the sublands.

Cliches:

Clever Spy (4)
Explosive Pebble Tosser (3)
Friend to a Giant Squirrel (2)
Trickster and Trapper (1)
Keen Appraiser of Value (1)
Skilled Explorer (1)

Other Notes: Freelance spy. Often hired by the Cull, a mining consortium in search of hidden treasure. Rides a Giant Squirrel (1.5 feet in height) named Nibbler. He can communicate with Nibbler, albeit in a limited form.

Tools of the Trade: Wears a brown robe with a belt. There is a pouch on this belt that contains unique pebbles that Motix has discovered in the sublands. When crushed in the hand, they can be thrown at a target and they will detonate on contact. Carries a small dagger, sheathed on his hip.

Wears a light-weight backpack that contains the following: rope and twine, a tiny jug of water and food rations, a map of the sublands, ink, a quill and blank scrolls, tools (lockpicks, screwdriver, hammer, pins, etc.) and a re-useable spiked plate trap. When stepped upon, spikes emerge from the plate and lodge themselves in the foot of the victim.

Special Items: <None>

Hook: Standing just a little over 4 feet tall and with a weight light even for that diminutive height, Motix may be quick and agile, but he's also very vulnerable at times to, well... everything. A strong gust of wind has been known to knock him down.

Tale: when Motix hit the age of maturity for his people, he was disowned by his parents and family without so much as a word as to why. He is aware that they are alive, but has not been permitted to contact them. Former friends still speak to him, but they either do not know or refuse to admit the reason that he was disowned. This has left a hole in his heart that adventuring barely begins to make up for.
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Rohan15: Will be adding my character here tomorrow when I get the chance to read the rules.
Bumping for possible character submissions :)

Also, I made a free-form roleplay thread HERE.
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lowyhong: Just read the Risus rules. I'm willing to give this a go. I'll see if I can put up a character tonight or tomorrow night.
Post edited March 22, 2014 by stoicsentry
Name: Rohan Murrolet

Description: The young man of 23 years is of average height with a lean build and olive skin. His eyes are of an unnatural color; purple, which sadly makes him easy to identify. He is very calm and observant and also enjoys learning about the history of the lands. Living with nomads has taught him new ways of survival and allowed him to hone his hunting and marksmanship skills to an almost unparalleled level.

Cliches:

Expert Hunter(4)
Historian (3)
Keen Eyes(2)
Blasé (1)
Swift of hand and legs(1)
Flirtatious nature (1)

Other Notes: Does not like to be reminded of his mother's profession and prefers to not be the one talking unless he can control a situation. Displays a pansexual nature despite a strict heterosexual sexuality.

Tools of the Trade:
-Curved, jagged dagger with a bone handle.
-Composite bow with barbed arrows.
-Loose fitting tunic and leather pants with a earthy robe for comfort with a hood.
-Pocket watch with a crude picture of his family.
-Leather bound journal full of historical notes.
-Knapsack with hunting gear and survival equipment.


Special Items: <None>

Hook: Despite his calm and relaxed posture, Rohan houses intense hatred for other people. His misanthropy can get the best of him and he has been known to go into a furious wrath few walk back from.

Tale: Rohan was born the fifth son in a peasant family of 9. His mother, a courtesan, died while Rohan was a child which would later become something bullies would use against him. At the age of 13 his father, a local huntsman, was murdered for heresy in the streets near the capital. Fearful for his life, Rohan ran from the city and sought refuge in the arms of a nomadic hunting tribe outside the city walls. Years would pass and Rohan would become a great hunter, skilled in the art of marksmanship and limber with his movement.
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stoicsentry: dribble drabble
Was waiting on you to post an example character, the creation thing was weird to me. :P
CHARACTER SHEET

Name: Bronan the Barbarian

Description: Bronan is a barbarian from the North, a land of mountainous ice and rock called Ysmmeria. Bronan is smart but strong, cunning but impulsive. Massively and solidly built, even as a youth, he could easily trump his peers, be the challenge in brawl or drink. Bronan stole away from his village eventually to seek better prospects in plunder and pillaging. Oft seen alongside him is his pet chicken - a tough little fighter by the name of Raghar.

Cliches:

Pantherish Reflexes and Massive, Springy Sinews (4)
Instinctive Mind of a Hungry Timber Wolf (4)
Will Be King Someday (3)
Bwaaark (1)

Other Notes: Loves drink, money and women. The only goal Bronan has is when fate presents an opportunity for a more exciting, more brutal, more savage and more indulgent life. Bronan also has no friends but his chicken, whom he claims is actually a better drinker than he is.

Tools of the Trade: Massive greatsword, massive loin cloth, Raghar's leash

Special Items: None

Hook: To be added later

Tale: To be added later
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Rohan15: Was waiting on you to post an example character, the creation thing was weird to me. :P
Ahhh, OK, your character looks good.

If either of you want to hop on over to the freeform RP in the Guild Hall, it would be much appreciated. I think we'll get more people to join us soon enough.
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lowyhong: <>
Great! :)
Post edited March 24, 2014 by stoicsentry
Name: Exile

Description: Exile is an Elven Male of the High Elf Race, born in the Great Forests of the East. At a mere 50 years of age(Still a young adult in Elven Years), Exile is an adept Sorcerer and Warrior. Very calm, and collected, Exile will often think about a situation before getting involved.

Cliches:

Combat Mage(4)
Swordmaster(2)
Summoning(3)
Logic(1)

Other Notes: A Wandering Mage, often seen alone, or in the companion of his summoned pet Wolf and Familiar, Seeker.

Tools of the Trade: Wearing Brown Elven Tooled Leather, with his components for his spells hanging at his belt in pouches, as well as a pouch of scrolls in his backpack, the Elf also wears a Sword at his hip. Carries with him also, a small ring that gives off a soft light in dark places.

Special Items: None

Hook: Due to his Elven Mind, Exile Often thinks only of his Magic now, seeking to further improve his spell casting, or combining sword and sorcery, to the point that it has become an obsession to him(Almost setting himself on fire multiple times)

Tale: Once the Leader of Team Wanderers, Exile took to Magic after the Guild disbanded his team, and has been hunting for his companions ever since, his magic and swordplay taking to where he needs to go. He learned Magic upon the loss of his Mage friend, and its aid to his fighting.
Post edited March 28, 2014 by Landeril
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Landeril: <>
Good to have another character on board. :)

LMK if you're interested in being included in the GM list.

And help us out by getting the main RP thread moving a little bit if you would be so kind: http://www.gog.com/forum/general/risus_adventurers_guild_of_endirum
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Landeril: <>
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stoicsentry: Good to have another character on board. :)

LMK if you're interested in being included in the GM list.

And help us out by getting the main RP thread moving a little bit if you would be so kind: http://www.gog.com/forum/general/risus_adventurers_guild_of_endirum
After all We've been through Stoic. The Shadow Knights, the rats, the arena battles.....The Ringmaster. You think Exile wouldn't continue along? :P
I could choke Stoic but where would that get us. So I'ma try to revive this forum game.
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Landeril: I could choke Stoic but where would that get us. So I'ma try to revive this forum game.
Funny, I just came here because I was thinking of this stuff. I don't know why we're never able to make it work for any period of time, but this time I take the full blame cause I went MIA. Damn, life gets in the way.