Thursday, July 12, 2012

Prologue: In Which Characters Are Introduced

Welcome all! This is an experimental format for a new Lamentations of the Flame Princess campaign I want to run for you guys. The players I believe we have are Nathaniel, Jericho, Shivranjani, Eli, and Samantha (I, of course, am your humble Dungeon Master Jack).

Play will consist of you guys writing comments in the topical posts that I write. Whenever necessary, you can roll dice and write those results out in your comment (or use an online generator, whatever). When I think a certain post has finished its purpose, I'll start a new one and play will continue there.

During combat, I am going to create little map diagrams so you can see where everything is laid out. You tell me where you want your character to move and what they'll do, and it will happen. Generally, there will be a new post for every round so you all can see updates of position, etc.

So, first things first: time to roll up some characters! Before you decide what you'd like to play, a little background: you are all going to be starting out as new crew on board a smuggling ship. Events and decisions will occur from there, but I just want you to have a little flavor. I haven't decided whether to create my own world or just use a modified version of past earth. Any opinions can be voiced, no problem.

The seven classes available to you are Cleric (holy warriors who can heal and have access to miraculous spells), Fighter (exactly what it sounds like), Magic-User (wizards who can cast spells, and other such business), Specialist (skilled adventurers, have the most options for customization), Elf (mix of magic-user and fighter), Dwarf (incredibly tough fighters with a knack for architecture), and Halfling (wee little fellows, very stealthy and good in the outdoors).

You have six main abilities: Charisma (related to leadership), Constitution (related to hit points), Dexterity (related to ranged attacks and how hard you are to hit), Intelligence (related to some resistances to magic effects), Strength (related to melee attacks and feats of strength), and Wisdom (related to resistance to non-magic effects).

To start making your character, roll 3d6 six times. Assign these scores to the abilities above IN ORDER. You can then switch one ability with one other if you want to change what your character is good at.

I want to stress that ability scores are not the be-all-and-end-all of your character. They have limited effect (less than traditional D&D) on your character's prowess, so don't worry about mediocre scores. If they are too bad to be kept, I'll tell you can you can re-roll.

That's about the start of it. Your first post can be your rolls and class decision (feel free to talk with each other about classes to get a good team). That is all! Best of luck.

29 comments:

  1. Hi guys. Nat here.

    I'd like to be an Elf please! My foes will fall by sword and spell. My ability scores are as follows:

    CHA 10
    CON 9
    DEX 8
    INT 13
    STR 12
    WIS 8

    I can re-roll if someone else really wants to be an Elf. :D

    ReplyDelete
  2. Scratch that, my new character is a dwarf with the following abilities:

    CHA 6
    CON 9
    DEX 12
    INT 10
    STR 14
    WIS 13

    ReplyDelete
  3. Hey guys!
    I'm a great weapon wielding fighter :D

    Charisma 11
    Constitution 13
    Dexterity 13
    Intelligence 11
    Strength 14
    Wisdom 5

    ReplyDelete
  4. By the way, I highly suggest one of the remaining folks be a cleric: it highly increases chance of party survival.

    ReplyDelete
  5. Also, I feel like I was a little vague about specialists, so here's a better idea of what they do:

    All characters have a set of skills that they succeed at using when they roll a 1 on a d6. Specialists are given skill points to improve these odds. The list of skills are as follows: Architecture, Bushcraft, Climb, Languages, Open Doors, Search, Sleight of Hand, Sneak Attack, Stealth, Tinker. Each point put into a skill increases the number you need on a d6 (so 2 extra points into Stealth would mean you succeed on a 1, 2, or 3 on a d6). Specialists get 4 points at first level, and 2 every level thereafter.

    ReplyDelete
  6. First off, Jack no one likes you. so this is going to be a resounding failure.
    not really.

    Samantha's character is a specialist!
    Specialist:

    Charisma: 6
    Constitution: 14
    Dexterity: 18 (lol wut?)
    Intelligence: 11
    Strength: 8
    Wisdom: 6


    I am a magic user!

    Magic User,

    Charisma: 17
    Constitution: 9
    Dexterity: 7
    Intelligence: 17
    Strength: 6
    Wisdom: 9

    ReplyDelete
  7. Alright, I'm going to go character by character and tell you each the specifics of your character:

    Natty, your ability score modifiers are
    CHA 6 (-1)
    CON 9 (+0)
    DEX 12 (+0)
    INT 10 (+0)
    STR 14 (+1)
    WIS 13 (+1)

    Your saving throws are:
    paralyze 10; poison 8; breath weapon 13; magical device 9; magic 12

    roll a d10 for hit points. If the result is less than 6, you have 6 hit points instead.

    roll 3d6x10 for starting silver pieces. I think that's it until we start purchasing equipment.

    ReplyDelete
    Replies
    1. Oops, Natty, as a dwarf your constitution modifier is 1 higher than it otherwise would be, so your modifier is (+1), and you add 1 to your hit points.

      Delete
    2. Also, you have the Architecture skill at 3 in 6 instead of 1 in 6.

      Delete
    3. Aaannndd, you are 115 years old.

      Delete
  8. Sam, your ability modifiers are:
    Charisma: 6 (-1)
    Constitution: 14 (+1)
    Dexterity: 18 (+3)
    Intelligence: 11 (+0)
    Strength: 8 (-1)
    Wisdom: 6 (-1)

    your saving throws are: paralyze 14; poison 16; breath weapon 15; magical device 14; magic 14

    roll 1d6+1 for hit points. If the result is less than 4, you have 4 hit points (don't add the one after this).

    determine your starting skills (see above about specialists). Sneak Attack works differently from the others: every point in it increases the multiplier of damage dealt with a sneaky blow (2 points is x2, four points x4, etc).

    roll 3d6x10 for starting silver.

    ReplyDelete
  9. Eli, your ability score modifiers are:
    Charisma: 17 (+2)
    Constitution: 9 (+0)
    Dexterity: 7 (-1)
    Intelligence: 17 (+2)
    Strength: 6 (-1)
    Wisdom: 9 (+0)

    your saving throws are:
    paralyze 13; poison 13; breath weapon 16; magical device 13; magic 14

    roll 1d6 for hit points. If this is lower than 3, you have 3 hit points instead.

    your spells are: unseen servant, sleep, and identify. you may prepare and cast 1 spell per day.

    roll 3d6x10 for starting silver.

    ReplyDelete
    Replies
    1. Also, a question that is relevant to the setting for you, Eli. How open are you about the fact that you are a magic-user? Magic is exceedingly rare in this world, and those that decide to use it are generally labelled as some combination of insane, dangerous, possessed, or idiotic. Revealing that you are a sorcerer will therefore color the ways that people tend to interact with you.

      Delete
  10. And shivi, I've already done your character with you, but let me know about questions! If you guys want to get started on buying equipment, you can download the entire game (equipment lists included) here:
    http://www.lotfp.com/RPG/products/lotfp-weird-fantasy-role-playing
    on the right hand side of the page (grindhouse edition). In the equipment lists, wherever you see two prices, pick the lower one.

    Also, as a reminder, you are currently on a smuggler's ship, so equipment relevant to that would be a good idea.

    ReplyDelete
  11. Shivi, here are your secondary stats:
    Charisma 11  +0
    Constitution 13    +1
    Dexterity 13    +1
    Intelligence 11    +0        
    Strength 14    +1        
    Wisdom 5    -2    

    HP 9

    Paralyze 14
    Poison 12
    Breath weapon 15
    Magical device 13
    Magic 16

    Silver 170

    Additionally, you are 21 years old (coincidence!).

    ReplyDelete
  12. Shivi wishes it to be known that she has bought the following items:
    - one (1) great sword (1d10 damage)
    - one (1) chain armor (16 AC)
    - one (1) fifty foot (50') rope
    - several (?) torches
    - some (sum) alcohol
    - and tobacco and bandages and a flask
    There is some clear character development going on already.

    ReplyDelete
  13. I have 8HP and 120 silver.

    I would like to purchase the following:

    -one (1) leather armor (25sp)
    -one (1) rapier (15sp)
    -one (1) whip (10sp)
    -one (1) bandana
    -one (1) backpack (1sp)
    -ten (10) iron rations (1sp * 10 = 10sp)
    -one (1) block and tackle + fishing gear (2sp + 1sp = 3sp)
    -one (1) cooking pot (5cp)
    -ten (10) units lard (1cp * 10 = 10cp)
    -one (1) whistle (1sp)
    -ten (10) units tobacco (5cp * 10 = 50cp)
    -one (1) pipe (5cp)
    -ten (10) units garlic (1cp * 10 = 10cp)

    the total of my purchases comes out to 65sp, 80cp, giving me 54sp, 420cp left (I think).

    Also, my name is Baladas (pronounced like "ballad" + "DOS" (like Microsoft DOS, the operating system))

    ReplyDelete
    Replies
    1. A copper piece is 1/10 of a silver piece, so you actually lost 73sp, leaving you with 47sp (the rules are a little confusing, but 1gp=50sp, 1gp=500cp, so 1sp=10cp).

      Delete
    2. ohhh...I read those and then reversed them when I tried to do my calculations. :(

      Delete
  14. Ok, so these are my books:

    1 great sword 50 SP
    1 chain armor 100 SP
    2 bottles of liquor (decent) 2 SP
    10 tobacco (rolls?) 50 CP = 5 SP
    1 rope 3 SP

    I started with 170 SP, so I'm now left with 10 SP

    ReplyDelete
  15. Is there a magic-user already? It sounded cool, but I'd be happy to change if it's better for the team...

    But for now:

    Charisma: 14
    Constitution: 10
    Dexterity: 12
    Intelligence: 14
    Strength: 10
    Wisdom: 14

    ReplyDelete
  16. Those are some rad stats, chloe. And we had a magic-user, but Eli and Sam turned out not to be able to play, so your character will be a welcome eldritch sight!

    Your ability score modifiers are as follows:

    Charisma: 14 (+1)
    Constitution: 10 (+0)
    Dexterity: 12 (+0)
    Intelligence: 14 (+1)
    Strength: 10 (+0)
    Wisdom: 14 (+1)

    If you could, roll a d20 three times to determine your starting spells, and roll 3d6x10 for your starting silver.

    Your saves are:
    paralyze 13; poison 13; breath weapon 16; magical device 13; magic 14

    You are 20 years old.

    ReplyDelete
  17. Replies
    1. Your spells are Unseen Servant (makes an invisible, nonviolent entity to do your bidding), Sleep (puts a bunch of dudes to sleep), and Feather Fall (makes a target fall at the speed of a feather).

      IF you download the game pdf from the url on facebook, you can buy your equipment. After that, pick a name and you can play!

      Delete
    2. 1 Leather Armor 25sp
      1 Medium sword 20sp
      1 Short bow 25sp
      1 Quiver 5sp
      20 Arrows 2sp
      1 Backpack 3sp
      2 Bottles cheap wine 1sp
      1 Bottle decent wine 1sp
      10 Standard rations 10sp
      1 Bedroll 2sp
      1 Lantern 3sp
      1 Flask of lamp oil 5cp

      leaving 22sp and 5cp I believe...

      Woo!

      Delete
    3. You are unbelievably efficient, girl. Pick a name and you are good to go! Assume you start on the ship, which means you can immediately interact with Baladas the dwarf. You are allowed to prepare and use one of your spells per day. Declare which one before you start playing. Way to go, Chlo.

      Delete
    4. Thanks Jack!

      I really like the idea of Unseen Servant, so I think I'm going to try that one out first.

      As for a name...in honor of my going to see Symphony of the Goddesses tonight, I would like to take the name Nabooru. Unfortunately, this means I won't get to update until at least tomorrow, but I'm excited to finally be ready to join in!

      Delete