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    1. One Who Tames 5 yrs ago

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How strictly must we fit to the cultural background section for things like armor and weaponry?
I am a sucker for a good presentation. If you're willing to have me, I'm willing to give your world an honest go.

You said you needed mercenaries. I can play a mercenary. Please tell me what you are looking for and I may be able to deliver.
I am the One Who Tames.

I enjoy table top games. Finding one worth joining is not easy. So, if anybody needs a character to fill out their group, feel free to look over what I have to offer. Maybe we can help each other out.

You will find that I have years of experience in writing, role playing, world building, playing multiple characters and NPCs and even some time as a Game Master. I can make big posts. I can make small posts. I can help create and refine a world and bring sense to grand actions such as wars, trade, politics, etc.

I feel comfortable playing in fantasy, modern and scifi settings. I prefer low magic, however, I am happy to see what any world is like before turning somebody down.

Below is a small list of characters and their roles that I like to play. Each character has been fleshed out over years of play. In general, I lean toward the combat-utility role. For classic D&D style systems: Fighter, Ranger, Paladin. This is not a complete list of characters that I can play, but a list of ones who I have played to success in the past.

Damion Wolf - Direct combat and minor utility. Two-handed and unarmed. Clever, proud, aggressive and sadistic. Capable of being a team player but most likely to seek his own side quests and conquer the world.

Convel - A sturdy defensive combatant. Sword and shield. Practical, pragmatic and always with the goal in mind.

Mathius - Second-line combatant and survivalist. Bow or rifle and longsword. Versatile, preferring range but also capable of fighting up close. Introverted, distant and quiet. Tends to warm up to a party over time but always gives maximum effort.

Adolph - Tanky direct combatant. Heavy armor, one-handed weapon and shield. Pragmatic and selfless. Always willing to run into danger to save an ally. Typically a Paladin or the closest thing to a Paladin for the world.

Nolan - Duelist. One-handed weapon. Nolan is an ass. He is cocky, arrogant and quick to fight. He is, however, not stupid. Often hilarious.

Conal - Direct Combatant and infiltration/explosives (if applicable) specialist. Two-handed weapon. Ruthless and direct mercenary mindset. Takes pleasure in a job well done. Capable of working with a team for the right price. Not willing to die for the team but perfectly happy to avenge them once they have fallen.

Feel free to ask me any questions you have, or to PM me if you wish for the conversation to be private.
Do you have need for a Fighter, Ranger or Paladin? I have a small but well fleshed out list of characters personalities to offer.
Suppose I should have done this a bit sooner.

roleplayerguild.com/topics/177945-a-f…

Link to information on my idea for an adventure.
@BlenheimI haven't quite gotten used to this site yet so I didn't see your post until just now.

Glad to hear your interest! Truth be told, I had to omit quite a lot about the world for the sake of brevity.

Take your time. Ask any questions you have.
@Moskau SpieluhrInterest received. Good to see we agree on the visual side.

@iVirginNope. Throw an idea at me and I'll tell you if it will work and where in the world it will get you lynched.
The feedback has been positive enough for me to give you the details. This is an open discussion as well as an interest check. Ask away.

The world I am offering is named Terrenum. At its core, it is, essentially, another Medieval fantasy game. I use a custom d6 system for grounding the action during fights and a bare-bones stat sheet. The focus is the role playing. The dice are there for drama and to give weight to player actions.

This will be a narrative driven campaign. As a player, you will be caught in the middle of a battle between two great nations in this fantasy world. While your starting points will be fixed, your course through history is not. However, know that there are always repercussions for one's actions. Player deaths are possible if one tries hard enough to get themselves killed and there are some things/actions that will get you killed fast. I do not like to kill players and I see this as a collaborative story project so you can expect to be warned about the "sudden death" stuff.

While there is magic in this world, do not join expecting to be some great wizard or a mighty spell breathing dragonborn. Character creation will be covered later but the intention is that most of the players are more-or-less mundane characters forced into extraordinary situations.

Conduct is simple. Behave like an adult while you are acting as a member of this role play. If you need to have this explained to you, then it is best that you join another role play.

Pictures are not, nor will they ever be, required for access to this game. Some beautification for posts is fine but consider this as a rule of thumb; if it takes more effort to create your post template than it does to make the post itself, then your template is too complicated.

There is to be no fixed post order in this game. I may only be able to post once a day or less because of real life obligations. I do not expect anybody to marry this game. The story progresses on my posts. You, as the players, have until I progress the story to make your posts. If you wish to work out a system amongst yourselves, then be my guest. However, there should never be a reason where you are forced to wait for anybody else. Moreso, if you feel like you have been skipped then please do not take offense by it. We all have a story to tell and I am flexible. I'll find ways to work with people but the show must go on.

There will be no minimum word count. Post as much as you feel is needed to get your point across. Not every post needs be a masterpiece.

Posts must be in a font style and size that are easy to read. No exotic font styles will be permitted. No front sizes that reduce the letters to smaller than the standard size will be permitted. No changing the colors to something obnoxious or difficult to focus on. Our eyes are important.

Now for the meat of the post...

The continent of Terrenum is vast and varied. The world is heavily influenced by my study of history and my preferences in world building. From here, I will be using excerpts from my previous attempts at bringing this game to life. If enough people want me to host this, then I will rebuild it properly for you. I just have to figure out which subforum to put it in.

You are a member of the Shield Brethren, one of the many adventuring guilds in the Lowlands of Terrenum Major. While you have yet to gain prestige for your heroic deeds, you are trained and ready to take on contracts for your guild. Your reasons for joining are your own but the goal is always the same; make the customer happy and look good while doing it.

These guilds vary in status and capability. Yours happens to be of decent size and reputation. Your guild hall resides in a bustling walled port city nestled at the mouth of an estuary almost in the center of the Lowlands. The city was renamed before you were born in honor of some heroic figure. Most people forget the actual name and shorten it to Gallant. Locals still call the city by its founding name; River City.

Nature was kind to the city, giving the estuary a natural breakwater for ships to dock safely. This, along with a slow, wide river inland, made it perfect as an area of trade.

As with many cities in the land, times of growth are marked by an ever-expanding ring of fortifications. The last of these high walls were eventually built to encompass many thousands of acres of rich farmland along both sides of the river.

Monsters are not nearly as much of a problem for Gallant anymore but the walls remain as a reminder of what has, and still could, happen if the residences lower their guard.

Your adventure guild services the city proper as well as the vast fields and homesteads around the city. Occasionally parties will be sent on missions hundreds of miles from the city, however, these jobs are rare.




Below are some hidden descriptions of places you can find in the world.

























For those of you interested in the races one may find in Terrenum, this section is for you.



Here is an example of what a character sheet may look like as well as a brief description of the numbers. A physical description is also desired but I am happy to leave the format of it up to the players.

Each category is represented by capability. A character can be:

1 Helpless: Just as it sounds.
2 Inept: Quite bad in this area.
3 Compitent: Trained, practiced or otherwise experienced.
4 Elite: Formally trained, extremely well practiced and/or simply better. At this level, you are known in your community as an expert in this area.
5 Master: You are known regionally for your immense skill and/or capability in this area. You are a master of technique, form and/or fitness and are capable of training others.
6 Legendary: You are known throughout the land at this point. Your skill and knowledge eclipse all but the greatest heroes of legend. Masters come to you for guidance in these fields and you will be recognized in the streets.

Character Name "Character Handle"
Racial/Ethnic Background: (Highlander, Lowlander, Caerbean, Outsider, etc.)
Grapple: (A character's ability to grapple with a foe in extremely close quarters.)
Unarmed: (A character's ability to fight without a weapon. Does not count natural weapons.)
Melee Skill: (A character's ability to fight with melee weapons.)
Ranged Skill: (A character's ability to hit at arget at range with projectile weapons.)
Strength: (A character's raw strength and ability to inflict a wound on an enemy.)
Toughness: (How difficult a character is to wound.)
Wounds: (How many life-threatening wounds a character can sustain before being rendered helpless.)
Initiative: (A character's quickness or reflexes and coordination. By default, all characters have two actions in a turn. At Initiative 4 and every two points after that a character gains an extra action.)
Will Power: (The measure of a character's mental and emotional fortitude.)
Morale: (Determined by Will Power. A character's reserve of true grit before they succumb to external stress.)
Combat Sense: (May be improved up to three times. Represents a character's training, raw natural talent and experience. This is a final save for a character to avoid taking a wound or to overcome or sense an ambush.)
Attacks: (Increases the odds of hitting on an attack by adding dice to attack actions.)
Weapons: (Personal notes to show what a character has on-hand.)
Armor: (Personal notes to show what a character has on-hand. Includes shields.)

Special Rules:
Tell me about your character. We will extrapolate special traits that are noteworthy from your tale together.


Please keep in mind that nothing is set in stone just yet. Once I build the actual role play, expect things to be streamlined. The content may not change dramatically but it will be in a somewhat better presentation. Any and all questions are welcome.
@Ephemeral

You are correct. We can be soul mates.
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