Title: The Brass Orb Recruitment Thread
Description: A short format RPG adventure
Brom Thorbinsson - January 18, 2007 03:45 AM (GMT)
Introduction
I would like to see if there is any interest in a short format (no more than 100 posts) narrative style RPG, involving a short story line with clear objectives taking place solely in the old world. Based how the story unfolds the players and myself can decide collectively if we are interested in extending the story past the rough but complete story-arc I have written into what amounts to a sequel.
For those that are interested please either post here or pm me in the next three days. I will keep a diligent watch on this post to answer any questions you might have.
A quick FAQ:
What races are allowed?
Men (from any nation), High Elves (those found in the empire), Dwarves
What about Chaos or Undead?
Please refrain from sending me undead and chaos characters.
What professions are allowed?
Below is not a definitive list but I think it will get the idea of what position in society your characters should find themselves.
Militia/Guard/Templar Neophyte
Apprentice Priest/Apprentice Mage/Apprentice Engineer
Woodsmen/Hunter
Farmer/Herder
Thief/Thug
Healer/Herbalist/Doctor
Trader/Merchant
Religious Zealot
Any other questions can be posted here or sent to me directly.
Thanks everyone!
@ztech - January 18, 2007 02:47 PM (GMT)
Okay, count me in, I love RPG's.
What sounds the coolest for me is a High Elf Apprentice Mage, but I might change my mind. I'll start imagining my character right away.
Edit: More info about the kind of adventure would be nice, though.
.
Brom Thorbinsson - January 19, 2007 01:33 AM (GMT)
Well like I said this adventure will take place in the old world only and will be a short adventure. This is really to see if the community likes my RPG style. Besides that the adventure starts in the Empire and is what could be a simple smash and grab mission that could get much more complex and/or lead to greater adventures beyond.
@ztech - January 19, 2007 03:56 AM (GMT)
Okay, here's my first draft.
Name: Cal'Adaith (nicknamed Cal).
Profession: Mage apprentice.
Race: High Elf.
Age: 128 (seems about 18).
Physical appearance: Not so tall for an Elf (about 5'11), Cal is slender, even lean. He is neither strong nor tough, but he is quick and agile, like most of his race. He has shining platinum-blonde hair that reach his shoulders. Like all Elves, he also has pale skin and sharp, handsome and slightly effeminate features. His startlingly sky-blue eyes are known to darken the very rare times he gets angry.
Psychological profile: Calm, dreamy and absent-minded, Cal is introverted and solitary, preferring to spend most of his time alone in quiet and isolated places. He is a bit shy and does not like to deal with other people, except his masters of magic. He has a lot of self-control and almost never displays his emotions (except fear: he is a bit of a coward and does not really manage to hide it). The young Elf is a cultured, brilliant and curious student, always seeking enlightenment, and he can easily spend ten hours in a row reading with a great interest his dusty books of magic in some dark vault. He has a burning passion for history and geography and he has become quite fluent in five different languages. He has an artistic mind: whenever he is not studying or daydreaming, he spends his waking hours playing lute, painting or writing poetry — which he does very well.
Skills: Speaking different languages (mainly Eltharin and the Imperial tongue) and casting spells. He also has an extended knowledge of history and geography, and he knows many things about countries and races that people of the Empire have never heard of. He has received a basic training with the use of a shortsword, but his skill is still pretty limited.
Loves: Learning new things, practicing artistry and using his magical skills.
Hates: Violence, Dark Elves and tiresome people who always feel a need for conversation.
History: Born on Ulthuan, Cal'Adaith remembers virtually nothing of his parents: his father, a mage, was slain during a Druchii raid while he was still a child and his mother was probably captured that same day. Having survived the massacre by sheer luck, he was put under the charge of Archmage Aethal, an ancient Elf who had been his father's master some three hundred years ago. Under Aethal, he was taught the basics of the use of High Magic, as well as the Lore of Light and the Lore of Heavens.
One day an important diplomatic treaty was signed between the High Elves and the Empire. It was agreed that, as a guarantee for the respect of this treaty, an Elven mage-apprentice would trade places with a student of the Imperial colleges of magic, with the hope of helping the two races to understand each other. Cal'Adaith, who knew many things about the Old World thanks to his studies, volunteered to go to the Empire: he was young and he felt a need for adventure and discovery. He sailed from Lothern to Marienburg, travelled to a college of magic and found new masters to teach him.
He has now served for two decades in the Empire. Although his powers are not fully developped yet, his general culture extends far beyond the knowledge of the college's most ancient savants. The young Elf is regarded by his masters as one of their most promising apprentices.
Equipment: Just a shortsword, a few books and his lute. He wears a simple and unadorned dark-blue robe with a hood. The only valuable item he carries is an enchanted ithilmar chain that he wears as a belt; it contains a spell of protection against magic and ranged attacks.
.
Brom Thorbinsson - January 19, 2007 04:46 AM (GMT)
I really like that character I hope I get a few more volunteers that make characters of similar quality. You say your character can speak five languages I am going to limit you ability to speak only these five: Eltharin, Imperial, Estilian, Tilean, and Brettonian.
I will generate a spell list for you to use in the coming adventure I'll let you know when I am finished.
I'll take this opportunity to explain to you all how magic will function in this game. Sticking with the tradition of warhammer, the full strength combat spells are a dangerous prospect to use on a regular basis, but will be the most powerful attacks any Player will be able to generate. However minor spells can be used with essentially zero risk. Best get better with sword or bow otherwise I expect your brain to be fried by a miscast by the end of this adventure! Rune casting on the other hand will have no ill effects on the rune caster should he fail.
Kael Anduar - January 20, 2007 06:30 AM (GMT)
I might be interested. If I have an idea, I'll bounce it off you.
LordKjarl - January 20, 2007 11:49 AM (GMT)
LordKjarl - January 20, 2007 12:40 PM (GMT)
This is yust a sketch of what he is.
Name: Bjorn
Profession: Apprentice Priest of Sigmar
Race: Human
Age: 20
Physical appearance: Bjorn isn't a attractive man. He's tall and muscular with the broad shoulders and huge arms of a smith. Bjorn's hair is as white as snow and he has blue eyes. His nose hase been broken three times and a scar that starts at his left cheek to middle of his chin.
Psychological profile: Bjorn is a master of his own emotions, even in battle when everything turns into madness he can controll his fury so that he wouldn't make stupid mistakes.
Eventho Bjorn looks like he is barbaric brute he is the opposite of that. He is nice man he never curses or takes part in gossip, he doen't drink or gamble.
The only thing people 'hate' about him is that he always keeps to the law. "When you steal something don't tell Bjorn or he'll make you give it back." they'll say.
Loves: Sigmar, reading about history
Hates: Chaos, drinking, gambling, sins
Equipment: Bjorn wears the traditionall armour of a warrior priest and a two handed warhammer and a one handed.
@ztech - January 20, 2007 03:12 PM (GMT)
I added some stuff to Cal's equipment.
@ Brom: I'm aware that gaming-scale magic is too powerful for the kind of RPG you have in mind. It would be nice if there existed low-level spells, similar in might to Mordheim magic or the prayers of the Warrior-Priests of Sigmar.
But my character has been trained to wield his shortsword. He's no match for anything serious, but he won't get killed by a Goblin. His main problem is his reluctance to use violence. After all, in 128 years of life, he has never killed anyone or anything.
Brom Thorbinsson - January 21, 2007 03:33 AM (GMT)
LordKjarl: Another Great Character! I'll work up some prayers for our Apprentice Priest.
@ztech: I am considering allowing one table top level spell (which specific lore of magic out of the three you listed is your character most experienced?) and a few lower level spells as well as the most basic cantrip type spells.
Kael: Looking forward to seeing your submission.
@ztech - January 21, 2007 03:37 AM (GMT)
| QUOTE |
| which specific lore of magic out of the three you listed is your character most experienced? |
Let's say High Magic. That's what High Elves are famous for. Do you have their army book?
Will the spell be selected randomly?
Brom Thorbinsson - January 21, 2007 03:45 AM (GMT)
I have access to every 6th edition army book Ill look through the fluff and eliminate those spells I feel would be above your current level and then proceed to pick one of the remaining spells randomly.
@ztech - January 21, 2007 03:51 AM (GMT)
I just realized that some spells of High Magic would be virtually useless in a small-scale game... One of them would serve only against enemy spellcasters and another is useful only if we have ranged weapons. Finally I'm not sure I want High Magic.
I don't have the 7th Ed Warhammer book, so I don't know what spells there are in the Lore of Light and the Lore of Heavens. Do you have a recommendation for a lore?
Brom Thorbinsson - January 21, 2007 04:20 AM (GMT)
I'll allow you to have a choice of one of the following (Easy, Medium, Hard Refer to the Difficulty in casting):
Lore of Light:
Easy:
Burning Gaze (Flaming Magic Missile with additional damage vs. Undead and Deamons)
Pha's Illumination (Makes you or another friendly into a combat beast)
Healing Energy (Heals Wounds yours or friendly's)
Medium:
Dazzling Brightness (reduces combat ability of single enemy significantly)
Lore of Heavens:
Easy:
Portent of Far (Increases group combat ability)
Medium/Hard:
Celestial Shield (ward save for you or friendly)
EDIT:
Prayers of Sigmar for our priest will be the following. Only one may be attempted per combat phase.
Please pick 2:
Prayer of Vanquishing (You reroll all missed attacks for one combat phase)
Prayer of Inner Strength (You get +1 T for one combat phase)
Prayer of Healing (Heal wounds on yourself or friendly)
Prayer of Smiting (Double Str vs Undead and/or Daemons)
Prayer of Purging (Clear One Curse or Spell Effect from yourself or friendly)
Prayer of Rightous Fury (double attacks but halve T this round)
Prayer of Soulfire (All enemies nearby take hits; undead and deamons take double)
LordKjarl - January 21, 2007 08:22 AM (GMT)
I'll be hese 2:
Prayer of Healing (Heal wounds on yourself or friendly)
Prayer of Soulfire (All enemies nearby take hits; undead and deamons take double)
Burro Boskov - January 21, 2007 09:09 AM (GMT)
I would be intrested in joining, although it may take me some time to get a chracter up and at em. Its the 3rd day that you said on that first post, so if the deadline is today, i dont think i could participate.
Otherwise, i would very much like to join.
Burro Boskov
@ztech - January 21, 2007 03:04 PM (GMT)
I'll take the Lore of Light. It seems like a good balance between offensive spells and assistance magic. And it also fits my character very well.
Thanks, Brom. ;)
Barbarossa - January 21, 2007 03:11 PM (GMT)
I'm thinking about joining as well, although a first draft might take a day or two.
Brom Thorbinsson - January 21, 2007 05:37 PM (GMT)
Alrighty I'll extend the deadline to this Tuesday or until I have a full party.
@ztech: What spell are you going to use from the lore of light (you may only choose one in the beginning)?
@ztech - January 21, 2007 09:02 PM (GMT)
| QUOTE (Brom Thorbinsson @ Jan 21 2007, 12:37 PM) |
| @ztech: What spell are you going to use from the lore of light (you may only choose one in the beginning)? |
I'll start with Burning Gaze. My sword won't do much damage, so I need something else to make up for that weakness.
Plus, I like the idea of a young mage who destroys evil creatures with blasts of divine light.
Brom Thorbinsson - January 21, 2007 09:47 PM (GMT)
Just to let you know that the strength of your weapon is of no concern when Pha's Illumination is used. You can't use a weapon with it anyway you burning hands would melt it.
But I would have chosen the burning gaze myself.
Kael Anduar - January 22, 2007 04:19 AM (GMT)
Quick question: are you using the WHFRP ruleset or rules of your own making a la Chili? Just curious.
Brom Thorbinsson - January 22, 2007 04:44 AM (GMT)
Actually my primary source is Mordheim's Campaign and General Rule Set with some of the characteristics modified by using a D6 per skill point using the following formulae:
M: Same as the army book
WS, BS, I, Ld: Take the Characteristic # found in the Army Book and roll that many D6 the sum is the modified Characteristic (max for players is 60 at any point)
W, S, T: Take the Characteristic # found in the Army Book and roll that many D6 the sum is the modified Characteristic (max for players is 30 at any point)
A: Take the A # found in the Army Book and roll that many D3 the sum is the modified basic A (max for players is 15 at any point)
For example here are the two players characters submitted so far:
Cal'Adaith
M: 5
WS: 13
BS: 18
S: 12
T: 9
W: 4
I: 16
A: 3
LD: 26
Bjorn
M: 4
WS: 20
BS: 16
S: 17
T: 14
W: 3
I: 16
A: 2
LD: 32
Each time a player gains a certain amount of experience I will pm him/her about any changes to these stats.
Burro Boskov - January 22, 2007 12:10 PM (GMT)
How many characters are you going to take?
and will it be a problem for me not to have those rules?
Burro Boskov
Barbarossa - January 22, 2007 04:40 PM (GMT)
Here's my first draft:
Name: Urthan Urthanson
Profession: Templar Neophyte of the order of the White Wolf
Race: Human
Age: 21
Physical appearance: As you would expect from any upcoming knight of the White Wolf, Urthan is a big and intimidating man. His long brown hair is kept neatly back in a pony tail, yet his large, unkempt beard is the thing that draws most people's eyes. With his 6'1'', wide shoulders, striking eyes so dark as to be nearly black, and an oft broken nose, Urthan's is a face easily remembered.
He dresses in the traditional White Wolf style; full armour, but bare headed. A wolf pelt adornes his armour. He wears a hunting knife on his belt, but only uses it to carve meat. He prefers to fight with his huge double handed warhammer.
Psychological profile: In short; Urthan is a man glad to be alive. He enjoys it to the fullest, and can find happiness in the smallest of things. During the winter, while most men are huddled in front of the fire, sometimes he can be found outside, running through the snow half naked, just enjoying the cold and the sensation to be truly alive. Life up in the cold north definitely does has it's influence on Urthan. During the long dark nights, he is prone to drink too much and is quick to anger. Come spring, his mood usually changes for the better. Cheery and chatty, he nearly becomes a different person.
Urthan is very loyal to his order, and devout in his belief. He is, on the other hand, also very practical. Spending a large part of his young life fighting fot his order, assured a practical look on humanity. He is quite tolerant of other religions. Even Sigmar is viewed only with mild amusement. He doesn't need to call Sigmar's followers names, to know that Ulric is the greater god. After all, they are only human, and people make mistakes.
One thing remains the same though: Urthan is no coward. On his fourteenth, there was an especially harsh winter. The lack of food drove a single wolf down from the hills in to his parents barn, threatening to kill one of the sheep. Ulthan, even then larger and stronger than soem of the adults in the village, vowed to kill it. With a death defying scream, Urthan lanched him self at the wolf, managing to throttle it to death with his bare hands. He still wears the scars of that battle (and the accompanying wolf pelt) with a fierce pride.
Skills: Urthan is a true son of the north. He has spend a good deal of time in the wild and feels totally at ease in the forests. Although the order has taught him to read and write, they mainly have taught him to fight. Not the nancy stuff with lances or bows, but with great warhammers. Massive things of hardened wood and iron, easily capable of breaking skulls and bones. His father has taught him how to throw an axe.
Loves: Physical experiences, drinking with friends, the wild adrenalin of a charge against terrified goblins.
Hates: Boredom, guard duty in cities (see: boredom), long sermons about the virtue of Ulric (or other deities), has mild claustrophobia
History: Born in a small village in the north of the Drakwald, near the border with nordland, Urthan had an pretty uneventfull childhood. He grew up on his parents farm, learning to toil the land, like his father, and his father's father had before him. As many small villages in Middenland, Urthan's was devoutly Ulrican. Only the reasoning voice of his mother prevented him from becoming blind to the other gods. Although he had no interest in saying prayers to Shallya, as she did.
The villagers devoutness was going to be the thing that changed his life. When he killed the wolf in his parents barn, the villagers saw it as a sign that he was blessed by the winter god. Even the local Ulrican priest, a barely literate man in his late seventies, assumed that this had a deeper meaning. The villagers pooled together their meagre resources to buy Urthan a passage to the great temple in Middenheim.
Suitably subdued by the sights of the huge city, he reported himself at the gates of the temple, only carrying a letter of recommendation (written by the elderly priest), 3 shillings and his father's throwing axes with him. The axes who only recently were used to scare off three footpads who thought that had an easy target; not quite calculating on the fact that the country bumpkin turned in to an axe wielding maniac when accosted.
After a harsh and rigorous selection procedure, Urthan was accepted in to the knightly order as a templar neophyte. His tutors were amazed at the ease with wich he picked up his battle skills, and were equally amazed at how long it took him to learn to read. The battle training consisted of many trips in to the field, to hone his skills on bandits, orcs, and even marauders, were moments that Urthan felt truly alive.
Finally done with his basic training, Urthan stands ready to take on any mission on his own.
Equipment: Knight of the White Wolf armor and insignia, Symbol of Ulric, wolf pelt, 2 throwing axes, clothing (common), warhammer
Since we don't have a background where our characters are starting (or why they are there) I left his current whereabouts a bit vague. It would make sense to have him running an errant/ be on a mission. This could be different if this was after the storm of chaos though.
I'm not sure on the level of experience either. Are our characters experienced, or are we true first level starters?
Brom Thorbinsson - January 22, 2007 05:28 PM (GMT)
Burro Boskov: I plan on taking 2 more, but it would be somewhat of a problem not using the rules I set out for the RPG on a single character. What don't you like about Mordheim I have felt in the past that they are specific enough in certain places (weapons, stats, experience, skills) yet not too restrictive to limit gameplay.
Barbarossa: Shiny! A new character! I like the history and background it gives me quite a lot to work with. Your character is about the level of experience I would like. Not yet truely battle hardened but has enough experience to know what end of a hammer to hold and how to kill a goblin or a man. I would prefer if characters are about militia or new state trooper level and as I said your character has about that much experience maybe a bit more considering the climate he came from.
Your stats are as follows:
M: 4
WS: 15
BS: 7
S: 15
T: 12
W: 6
I: 15
A: 3
Ld: 23
Brom Thorbinsson - January 22, 2007 06:06 PM (GMT)
UPDATE:
I just wanted to let the players who have already joined the game know what skills they have:
Cal:
Arcane Lore: So well read is this character that he has the amazing ability to learn the basics of spellcraft from a book! This character can read about a new spell in an arcane tome and attempt to cast it. If successful the character has a permanent knowledge of this spell
Spellweaver: +1 to all to cast rolls
Languages: This character learns languages with ease any attempts to speak or read a new language are rerolled if failed.
Bjorn:
Inspiring Presence: If Bjorn's Leadership is higher than another nearby friendly Bjorn adds +1 to their leadership.
Religious: If faced against an undead or deamon this Character adds +1 to hit
Urthan:
Two-Handed Hammer proficiency: When using two-handed hammers this character does not strike last
Mighty Blows: If this character hits on a roll of 6 this character adds d6 to his strength for the to wound roll
Outdoor Survival: This character is adept at outdoor tasks such as hunting, fishing, making campfires, tracking, etc. any rolls for such tests are rerolled if failed.
Burro Boskov - January 22, 2007 07:38 PM (GMT)
Name: Graedar Huglaekinson
Profession: Dwarf Healer
Race: Dwarf
Age: 67
Physical Appearance: Standard Dwarf height and weight, although he does have a difference to most dwarves, and that being his face. Instead of having the grim and dour set expressions of all dwarves, Graedar sports an inquisitive nature about him. His head is in the final stages of balding, and his dark yellow beard barely reaches his waist, where it meets his belt that is usually laden with small bags and flasks, holding various ingredients. He has no noticeable battle scars, most of them being too small to see.
Psychological Profile: Graedar is only in the empire to explore it, before settling back down in Karak Norn. He is interested in exploring as many different things as he can, and will always volunteer for new experiences. That said, he will not choose to run into an obvious trap just to experience it, and upholds most of the dwarves standards such as stubbornness and honor.
Skills: knowledge of healing options for various injuries, which cover battle wounds to minor poisoning. His training was not yet complete when he left Karak Norn, so although he knows much more then the next adventurer; he does not know all there is to healing. He knows Khazalid, and can understand Imperial spoken, but cannot read Imperial script. Being a dwarf, he can fight well but doesn’t have the great skill that comes with a century of Battles.
Loves: exploring, finding new ideas and mushrooms, experimenting with his medicines, and drinking.
Hates: Injuries to himself, smoking of any kind (bad for the health), being forced to do things be elders.
History: Graedar is a son of the Huglaek family, known throughout Karak Norn for their healing knowledge. Whenever an ailment befell any of the Dwarves in their clan, Graedar’s family would help to bring them back to health. Using a mixture of homemade ale, and underground mushrooms, the Huglaek family could heal most any sickness, including treatments for wounds. Even when an evil Skaven attempted to poison some of the Holds miners, they were brought to the Huglaek’s, and were soon saved. Graedar was taught the secrets in turn, like all the Huglaeks. Although he understood the importance of their role in the clan and hold, Graedar wanted more. He wanted to explore the old world before being stuck in the hold.
After several weeks of planning, when Graedar was 65, he decided to leave Karak Norn, and reach the Empire. He left with a human caravan that was heading back to Nuln, and they were glad to have an extra Dwarf with them. Ever since arriving at Karak Norn, Graedar has traveled around the Empire, fulfilling his dream.
Equipment: His various satchels and bag of healing items, some charcoal and paper for notes, and his sturdy mace. He wields it in battle along with a small shield with Karak Norn’s colors on it. He wears chain mail, with a shirt under and over it. This along with his boots leave him quite well protected, even if he only wears a small fur hat on his head.
The name comes from Icelandic for Healer, incase anyone wanted to know.
As for the rules, its not that i dont like them, its just that i dont own the rule book or any of the paraphernalia of it.
I hope that will not hinder the game at all.
Burro Boskov
LordKjarl - January 22, 2007 07:41 PM (GMT)
Nice, an other Ulric worshipper ^_^ .
Brom Thorbinsson - January 22, 2007 08:45 PM (GMT)
Fellow Dwarf if that's your only problem then by all means have a free copy of the rules for free from none other than games workshop themselves.
http://www.specialist-games.com/mordheim/rulebook.aspHas all the rules used for Mordheim keep in mind I use these merely as a guide.
I'd like to say that I like the atypical profession choice for a dwarf. Thanks I'll work your skill set later.
Kael Anduar - January 23, 2007 12:48 AM (GMT)
Save that last spot for me. I'll be posting my character tonight.
Brom Thorbinsson - January 23, 2007 01:21 AM (GMT)
Terrific hopefully I can get this adventure underway tonight then!
Kael Anduar - January 23, 2007 04:21 AM (GMT)
PM sent. Once I get a reply, then I'll be able to post my character,
Burro Boskov - January 23, 2007 05:31 AM (GMT)
Great, now i know where to get the rules, but which rules should i download? main section? or campagin or what?
Burro Boskov
Brom Thorbinsson - January 23, 2007 02:47 PM (GMT)
I use a bit of both and adjust it to the fact I'm running and RPG. They don't have have dwarf made goods for instance! We all know dwarf goods are the best! Anyhow if I were you I'd give em a quick read over and then put em away you don't need to worry about them as much as this is a narrative campaign.
Burro Boskov - January 23, 2007 04:15 PM (GMT)
sounds like a perfectly good solution for me.
Burro Boskov
LordKjarl - January 24, 2007 02:10 PM (GMT)
I've yust realized the elf has more wounds then me :(. Is that because I had bad luck with the dice?
Brom Thorbinsson - January 24, 2007 05:00 PM (GMT)
On that one stat but everything else you rolled extremely well T, S, Ld are all near max for a starting character.
LordKjarl - January 24, 2007 05:16 PM (GMT)
^_^
Do i get all of the equipments i wrote down? the full-plate armour (with helm) and the hammers?
Brom Thorbinsson - January 24, 2007 08:11 PM (GMT)
Warrior Priests don't typically wear helms and you said in your submission "traditional armor for Warrior Priests" I didn't include a Helm. Everything else you have.