Post by Someguy on Aug 20, 2010 21:56:56 GMT
Interesed in joining the RP? Then make a character by selecting a template and two perks then PM'ing it to me with any customised changes (along with a character name and possibly a backstory proposal).
Roguish Adventurer Fellow: Think Indiana Jones. Think how awesome that would be. If you had no trouble with either of these thinking exercises then you, sir, perhaps have a career as a Roguish Adventurer Fellow ahead of you. What-ho.
Job Aptitude: Action Hero: You’re a rough, tough adventurer where every mortal wound is a flesh wound, and every flesh wound goes by unnoticed. Reduces SM penalties caused by injuries by 1.
Job Sucktitude: My Hat!: Your hat is your greatest weakness, as losing it will mean your complete loss of credibility as a Roguish Adventurer Fellow. Fail any hat-check and you have LOST YOUR HAT, switching your job to something much less flattering...
Special Ability: Just Shoot ‘Em: Roll a dice at the beginning of every fight and choose an enemy. If it's a success then you just shoot 'em, killing them instantly! Has a low SM.
Sneaky Bastard: There’s always one.
Job Aptitude: Blend In: Enemies attack other characters rather than this character. Also comes in handy during certain events.
Job Sucktitude: You Trust Me, Right?: There is a distinct lack of…trust for this character. You suffer a penalty of 3 to speech challenges.
Special Ability: Play Dead: Losing a fight? Then roll a success to pull off the Play Dead technique! Even if everyone else gets killed, and thus removed from the game, you yourself will at least live on to fight another day. If the dice-roll fails then you’ve just thrown yourself to the deck for nothing (and either way, if your colleagues survive the fight then you’ll have some explaining to do… :/ )
Marksman: Fancy shooting the enemy down from five miles away? Yeah, I thought so.
Job Aptitude: Ace Shot: This character enjoys +3 to any actions related to shooting.
Job Sucktitude: Back Rank: This character is no good up close; lose 3 SM when engaging in close combat.
Special Ability: Bank Shot: Let luck decide. If it's a success then an impossible shot comes off. Off the rock, that passing bird, a tree, and Starlong’s face for the win! Bulls-eye! TOP SCORE. Has a low SM.
Monk: A fist-flailing, chakra-harnessing, habit-wearing BADASS.
Job Aptitude: Divine Intervention: This character can never suffer an EPIC FAIL. God loves these little fellows.
Job Sucktitude: Holy Dogma: The Monk cannot use First-Aid Kits or Serums; something about subverting the will of God or whatever.
Special Ability: Foot of Justice: Yup. It’s the big one. Roll a success to eliminate one enemy. A Success of Eternal Laser Awesomeliminates ALL enemies. However, this can only be used on enemies lacking in justice.
Farmer: By the Power of Pitchfork, you're a denizen of the Earth with sunburn and a serious hatred for foxes, moles, and other vermin. Remember the exploits of Farmer Tidus; God of Farmers!
Job Aptitude: Grit: This character can shrug off a lethal blow/damage for a near crippling injury and survive by sheer grit; only works if no other injuries are sustained and doesn't negate an Epic Fail outcome.
Job Sucktitude: I Must Farm: If you pass any farmland or vegetables then this character will stop to do his God-given task of farming the hell out of soil. Player must roll an even number to break away.
Special Ability: Dragoon Leap: Imagine a farmer leaping ten feet into the air and then spearing an enemy with his pitchfork. All farmers can do it you know. Why do you think peasant revolts always work? Can kill one enemy or be used to navigate obstacles/escape danger.
I Am Ironman: No, not really. You're just someone in a suit crafted guilessly from tin cans, bin lids, a bucket, chicken wire, and lots of gaffa tape. Being a massively dedicated cosplayer, you will remain in robot character at all times except meal times (and, presumably, during 'Waste-Disposal' mode). Origato, Mr. Roboto.
Job Aptitude: Tin Knight: This character is in such denial of his organic origins that he suffers no injury penalties (though they are still 'inflicted'); he senses injuries, the data might be caled 'pain'.
Job Sucktitude: Heavy Feet: In swamps, water, sand, or any other soft surface the character runs the risk of sinking. Prompted rolls of a dice will be required to traverse tricky terrain, if your 'allies' decide to head through places you're not 'built' for.
Special Ability: Reboot: Killed? Of course not! Robots dont die, they get repaired! Activate and roll for a revival check. If it's a success, then you rise again. If not, you're going to the scrapheap.
Biologist: When nefarious beasties and mutated monstrosities are bearing down on you then the man or gal you call better be one of these; a goddamn SCIENTIST.
Job Aptitude: I Have APokedex Bestiary: You enjoy an SM boost of 3 when dealing with animals and other monstrosities. You can also identify flora and fauna (activate) for weaknesses or traits.
Job Sucktitude: Crisis of Conscience: Yeah, it happens to the best of them. One minute they're making steam engines that run on live horses, the next they're jabbering about ethics and other inconvenient things before 'redeeming' themselves by taking a taste of their own medicine. When specially prompted, roll a 20-die. If it's an Epic Fail then it's bye-bye Biologist, hello Martyrdom. This usually occurs when something questionable has been done using the power of Science.
Special Move: Bio-Bomb; A success wipes out all enemies; failure wipes out you and your comrades (who can roll to avoid it, but you can't). Whoops. Didn’t factor in that backwind, there. Ah, well. It’s okay because you are a SCIENTIST.
Carpenter: Sadly, you're not that certain carpenter with the Miracle-Gro supply of applied Phlebotonium at his finger-tips but you'd be useful all the same. Carpenters have an eye for woodwork and can build or repair wooden contraptions and structures. Got wood? Get Carpenter.
Job Aptitude: I Build Shit: The character can repair or create wooden contraptions at certain points. It'll certainly come in handy. Honest.
Job Sucktitude: Metal Allergy: The Carpenter has a strong allergic reaction to metal and will suffer reduced SM (3) whenever he is somewhere with a strong metal presence.
Special Ability: Hammer-Time: A success freezes all opponents motionless for a few crucial seconds. A fail, however, makes you and your allies 'stop'.
Hobo: You may not have shoes, but that has just made you stronger. A life of hardship and bad hygiene has turned this character into a flea-ridden powerhouse of immunities and stoic toughness.
Job Aptitude: I Eat Rats: No poison or malady will ever, EVER affect this character. Ever.
Job Sucktitude: Spare Change?: Expect your money to go mysteriously missing over the course of this adventure...any events or decisions requiring money will be automatically failed or made inaccesible.
Special Ability: Bum's Rush: This'll kill one enemy when activated. Has no roll check to stop it!
Aromatherapist: Is there a doctor in the house? A medic? A white-mage even!? No! But there is an aromatherapist! Bask in the many varied scents made available by this nasal practitioner of saintly smells.
Job Aptitude: Calming Fragrance: Enemies may be placated by the aromas being spread by the aromatherapist and not attack!
Job Sucktitude: Follow the Smell: Enemies can smell you a mile away when you have an aromatherapist in tow. Prepare for max battles.
Special Ability: Essence of Chillax: Can be used once per scenario; all injuries are temporarily nullified for one action.
Pro Wrestler: Yup. You heard. At one point this character was an active wrestler and can still pull off those stunningly technical moves. A requisite of this job is that you trash-talk the dice every time before you roll it. "I'm gonna give YOU a rollin', that you ain't NEVER gonna forget!"
Job Aptitude: Intimidating Presence: All enemies always attack you. Suck it up!
Job Sucktitude: See Above. It's a bit of a double-edged sword, that Intimidating Presence.
Special Ability: Wrestler Arts: Announce a genuine wrestling move. If you can roll a success then it is executed (with the effect pre-determined by the GM). If a success is made then a CHAIN begins in which another wrestling move can be used on another/the same enemy (requiring another Success). This chain goes indefinitely until a 'Fail' is rolled. Different moves do different things so go crazy!
Citizen Suck: The GM hates you. Epically. Every damn fibre of my being will be bent to seeing you end up in a spike-laden pit having fallen fifty feet and broken every damn bone in your skewered body and now have poisonous cockroaches nibbling on your neurotoxin-filled eyes. Pass that physical check, if you can.
You, sir, will be fucked from start to finish. This one's for a challenge.
Job Aptitude: There isn't one.
Job Sucktitude: Why Me?: The character cannot enjoy SUCCESS or SUCCESS OF ETERNAL LASER-AWESOME outcomes. Also, subtract three from SM for every dice-roll. No SM boosts for you, either.
Special Ability: Plead: At any time you can choose to appeal to the GM's good side and be exempted from the ass-kickery that befalls you. To do this, you must roll a Success of Eternal Laser Awesome on a 4-sided dice. SM is 0, of course, so you'll need to get it bang-on; failure will result in a very grisly event happening to you.
Perks
-) Fists of Dan McGraw: +2 SM whenever fisticuffs are employed.
-) GSC (Gold Swimming Certificate): Character is a strong swimmer. +3 to SM when swimming.
-) Survivalist: You have a knack for survival.
-) Grey Finger: Character is good with engines, locks, machinery, etc. +3 to SM in technology-related challenges.
-) Tip-Toe Genius: Character is good at sneaking and blending into a crowd. +3 to SM when sneaking. Also provides some unique options.
-) Politician: Character can talk his/her way out of trouble and makes allies easily. +3 to speech challenges.
-) Freelancer: Wings every challenge that comes their way, gaining a +1 to SM for every roll.
-) Freeloader: Can palm off a dangerous personal event roll to another character if they so wish. Must roll a success to do this (low SM) so think of it as a anti-team safety net.
-) Paranoid: Gain +3 to SM during hostile actions made by fellow PC's. Could be useless. Could be…life-saving. Not paranoid before? You sure as hell are now.
-) Dr. Dolittle: You are very good with animals. Lethally so. All animal-related rolls are boosted by 3SM; also allows for unique options.
-) Pragmatist: You can hold one more item than other characters.
-) Leave It To Frank: You have a mysterious Guardian Angel called Frank. If you roll for a FAIL or an EPIC FAIL in events, then roll for a Frank Check. If it’s a success, then Frank will bail you out and you’ll get the unique LEAVE IT TO FRANK outcome to an event.
-) Ninja-Dog: Don’t ask me how, but you have yourself a Ninja Dog. I think they’re called Caninjas. Anyway, if you roll a 15 at any point in the game, the Caninja will bring you a random item. Just let me know when you roll a 15.
-) I Am Atheist: Any event relating to God or his distant half-cousin Hod will not affect you, through sheer dint of disbelief.
-) Dammit, Jim: You may not be many things, Jim, but you ARE a goddamn Doctor and can thus heal grievous injuries. Any character suffering from some malady like concussion, pneumonia, dismemberment, radiation sickness, gene poisoning, incineration, electrocution, Kieron, back-stabbing, regular stabbing, gunshot wounds, harpoon wounds, predation, fractures, time-dislodgement, Kieron, hanging, paper-cuts, or Kieron can be healed by the practitioner (boost to SM +3)!
-) Spinach Eater: You enjoy +3 to SM when lifting/pushing heavy things. Super crazy strength is yours!
-) Junkie’s BFF: With a knowledge of pharmaceuticals, you can improve the power of chemicals and gain a bonus when using serums or First-Aid kits (boosts their SM by 3).
-) Jackie-Chan Skeleton: You have a physiology akin to the man himself. Gain +2 to SM on improvised actions
-) Everything isTom’s Starlong’s Fault: Anytime you roll an EPIC FAIL on a personal event, present to me an argument on why the circumstances leading up to the roll are Tom’s fault. If convinced, I shall spare your character the fatal consequences of the roll. If Tom picks this skill, he must make an argument of why it is NOT his fault he ended up in the situation that he has. Does not work with group events.
-) Gamer Thumbs:
-) Loner: Gain a massive boost of 5 to SM when this character is on their own.
Roguish Adventurer Fellow: Think Indiana Jones. Think how awesome that would be. If you had no trouble with either of these thinking exercises then you, sir, perhaps have a career as a Roguish Adventurer Fellow ahead of you. What-ho.
Job Aptitude: Action Hero: You’re a rough, tough adventurer where every mortal wound is a flesh wound, and every flesh wound goes by unnoticed. Reduces SM penalties caused by injuries by 1.
Job Sucktitude: My Hat!: Your hat is your greatest weakness, as losing it will mean your complete loss of credibility as a Roguish Adventurer Fellow. Fail any hat-check and you have LOST YOUR HAT, switching your job to something much less flattering...
Special Ability: Just Shoot ‘Em: Roll a dice at the beginning of every fight and choose an enemy. If it's a success then you just shoot 'em, killing them instantly! Has a low SM.
Sneaky Bastard: There’s always one.
Job Aptitude: Blend In: Enemies attack other characters rather than this character. Also comes in handy during certain events.
Job Sucktitude: You Trust Me, Right?: There is a distinct lack of…trust for this character. You suffer a penalty of 3 to speech challenges.
Special Ability: Play Dead: Losing a fight? Then roll a success to pull off the Play Dead technique! Even if everyone else gets killed, and thus removed from the game, you yourself will at least live on to fight another day. If the dice-roll fails then you’ve just thrown yourself to the deck for nothing (and either way, if your colleagues survive the fight then you’ll have some explaining to do… :/ )
Marksman: Fancy shooting the enemy down from five miles away? Yeah, I thought so.
Job Aptitude: Ace Shot: This character enjoys +3 to any actions related to shooting.
Job Sucktitude: Back Rank: This character is no good up close; lose 3 SM when engaging in close combat.
Special Ability: Bank Shot: Let luck decide. If it's a success then an impossible shot comes off. Off the rock, that passing bird, a tree, and Starlong’s face for the win! Bulls-eye! TOP SCORE. Has a low SM.
Monk: A fist-flailing, chakra-harnessing, habit-wearing BADASS.
Job Aptitude: Divine Intervention: This character can never suffer an EPIC FAIL. God loves these little fellows.
Job Sucktitude: Holy Dogma: The Monk cannot use First-Aid Kits or Serums; something about subverting the will of God or whatever.
Special Ability: Foot of Justice: Yup. It’s the big one. Roll a success to eliminate one enemy. A Success of Eternal Laser Awesomeliminates ALL enemies. However, this can only be used on enemies lacking in justice.
Farmer: By the Power of Pitchfork, you're a denizen of the Earth with sunburn and a serious hatred for foxes, moles, and other vermin. Remember the exploits of Farmer Tidus; God of Farmers!
Job Aptitude: Grit: This character can shrug off a lethal blow/damage for a near crippling injury and survive by sheer grit; only works if no other injuries are sustained and doesn't negate an Epic Fail outcome.
Job Sucktitude: I Must Farm: If you pass any farmland or vegetables then this character will stop to do his God-given task of farming the hell out of soil. Player must roll an even number to break away.
Special Ability: Dragoon Leap: Imagine a farmer leaping ten feet into the air and then spearing an enemy with his pitchfork. All farmers can do it you know. Why do you think peasant revolts always work? Can kill one enemy or be used to navigate obstacles/escape danger.
I Am Ironman: No, not really. You're just someone in a suit crafted guilessly from tin cans, bin lids, a bucket, chicken wire, and lots of gaffa tape. Being a massively dedicated cosplayer, you will remain in robot character at all times except meal times (and, presumably, during 'Waste-Disposal' mode). Origato, Mr. Roboto.
Job Aptitude: Tin Knight: This character is in such denial of his organic origins that he suffers no injury penalties (though they are still 'inflicted'); he senses injuries, the data might be caled 'pain'.
Job Sucktitude: Heavy Feet: In swamps, water, sand, or any other soft surface the character runs the risk of sinking. Prompted rolls of a dice will be required to traverse tricky terrain, if your 'allies' decide to head through places you're not 'built' for.
Special Ability: Reboot: Killed? Of course not! Robots dont die, they get repaired! Activate and roll for a revival check. If it's a success, then you rise again. If not, you're going to the scrapheap.
Biologist: When nefarious beasties and mutated monstrosities are bearing down on you then the man or gal you call better be one of these; a goddamn SCIENTIST.
Job Aptitude: I Have A
Job Sucktitude: Crisis of Conscience: Yeah, it happens to the best of them. One minute they're making steam engines that run on live horses, the next they're jabbering about ethics and other inconvenient things before 'redeeming' themselves by taking a taste of their own medicine. When specially prompted, roll a 20-die. If it's an Epic Fail then it's bye-bye Biologist, hello Martyrdom. This usually occurs when something questionable has been done using the power of Science.
Special Move: Bio-Bomb; A success wipes out all enemies; failure wipes out you and your comrades (who can roll to avoid it, but you can't). Whoops. Didn’t factor in that backwind, there. Ah, well. It’s okay because you are a SCIENTIST.
Carpenter: Sadly, you're not that certain carpenter with the Miracle-Gro supply of applied Phlebotonium at his finger-tips but you'd be useful all the same. Carpenters have an eye for woodwork and can build or repair wooden contraptions and structures. Got wood? Get Carpenter.
Job Aptitude: I Build Shit: The character can repair or create wooden contraptions at certain points. It'll certainly come in handy. Honest.
Job Sucktitude: Metal Allergy: The Carpenter has a strong allergic reaction to metal and will suffer reduced SM (3) whenever he is somewhere with a strong metal presence.
Special Ability: Hammer-Time: A success freezes all opponents motionless for a few crucial seconds. A fail, however, makes you and your allies 'stop'.
Hobo: You may not have shoes, but that has just made you stronger. A life of hardship and bad hygiene has turned this character into a flea-ridden powerhouse of immunities and stoic toughness.
Job Aptitude: I Eat Rats: No poison or malady will ever, EVER affect this character. Ever.
Job Sucktitude: Spare Change?: Expect your money to go mysteriously missing over the course of this adventure...any events or decisions requiring money will be automatically failed or made inaccesible.
Special Ability: Bum's Rush: This'll kill one enemy when activated. Has no roll check to stop it!
Aromatherapist: Is there a doctor in the house? A medic? A white-mage even!? No! But there is an aromatherapist! Bask in the many varied scents made available by this nasal practitioner of saintly smells.
Job Aptitude: Calming Fragrance: Enemies may be placated by the aromas being spread by the aromatherapist and not attack!
Job Sucktitude: Follow the Smell: Enemies can smell you a mile away when you have an aromatherapist in tow. Prepare for max battles.
Special Ability: Essence of Chillax: Can be used once per scenario; all injuries are temporarily nullified for one action.
Pro Wrestler: Yup. You heard. At one point this character was an active wrestler and can still pull off those stunningly technical moves. A requisite of this job is that you trash-talk the dice every time before you roll it. "I'm gonna give YOU a rollin', that you ain't NEVER gonna forget!"
Job Aptitude: Intimidating Presence: All enemies always attack you. Suck it up!
Job Sucktitude: See Above. It's a bit of a double-edged sword, that Intimidating Presence.
Special Ability: Wrestler Arts: Announce a genuine wrestling move. If you can roll a success then it is executed (with the effect pre-determined by the GM). If a success is made then a CHAIN begins in which another wrestling move can be used on another/the same enemy (requiring another Success). This chain goes indefinitely until a 'Fail' is rolled. Different moves do different things so go crazy!
Citizen Suck: The GM hates you. Epically. Every damn fibre of my being will be bent to seeing you end up in a spike-laden pit having fallen fifty feet and broken every damn bone in your skewered body and now have poisonous cockroaches nibbling on your neurotoxin-filled eyes. Pass that physical check, if you can.
You, sir, will be fucked from start to finish. This one's for a challenge.
Job Aptitude: There isn't one.
Job Sucktitude: Why Me?: The character cannot enjoy SUCCESS or SUCCESS OF ETERNAL LASER-AWESOME outcomes. Also, subtract three from SM for every dice-roll. No SM boosts for you, either.
Special Ability: Plead: At any time you can choose to appeal to the GM's good side and be exempted from the ass-kickery that befalls you. To do this, you must roll a Success of Eternal Laser Awesome on a 4-sided dice. SM is 0, of course, so you'll need to get it bang-on; failure will result in a very grisly event happening to you.
Perks
-) Fists of Dan McGraw: +2 SM whenever fisticuffs are employed.
-) GSC (Gold Swimming Certificate): Character is a strong swimmer. +3 to SM when swimming.
-) Survivalist: You have a knack for survival.
-) Grey Finger: Character is good with engines, locks, machinery, etc. +3 to SM in technology-related challenges.
-) Tip-Toe Genius: Character is good at sneaking and blending into a crowd. +3 to SM when sneaking. Also provides some unique options.
-) Politician: Character can talk his/her way out of trouble and makes allies easily. +3 to speech challenges.
-) Freelancer: Wings every challenge that comes their way, gaining a +1 to SM for every roll.
-) Freeloader: Can palm off a dangerous personal event roll to another character if they so wish. Must roll a success to do this (low SM) so think of it as a anti-team safety net.
-) Paranoid: Gain +3 to SM during hostile actions made by fellow PC's. Could be useless. Could be…life-saving. Not paranoid before? You sure as hell are now.
-) Dr. Dolittle: You are very good with animals. Lethally so. All animal-related rolls are boosted by 3SM; also allows for unique options.
-) Pragmatist: You can hold one more item than other characters.
-) Leave It To Frank: You have a mysterious Guardian Angel called Frank. If you roll for a FAIL or an EPIC FAIL in events, then roll for a Frank Check. If it’s a success, then Frank will bail you out and you’ll get the unique LEAVE IT TO FRANK outcome to an event.
-) Ninja-Dog: Don’t ask me how, but you have yourself a Ninja Dog. I think they’re called Caninjas. Anyway, if you roll a 15 at any point in the game, the Caninja will bring you a random item. Just let me know when you roll a 15.
-) I Am Atheist: Any event relating to God or his distant half-cousin Hod will not affect you, through sheer dint of disbelief.
-) Dammit, Jim: You may not be many things, Jim, but you ARE a goddamn Doctor and can thus heal grievous injuries. Any character suffering from some malady like concussion, pneumonia, dismemberment, radiation sickness, gene poisoning, incineration, electrocution, Kieron, back-stabbing, regular stabbing, gunshot wounds, harpoon wounds, predation, fractures, time-dislodgement, Kieron, hanging, paper-cuts, or Kieron can be healed by the practitioner (boost to SM +3)!
-) Spinach Eater: You enjoy +3 to SM when lifting/pushing heavy things. Super crazy strength is yours!
-) Junkie’s BFF: With a knowledge of pharmaceuticals, you can improve the power of chemicals and gain a bonus when using serums or First-Aid kits (boosts their SM by 3).
-) Jackie-Chan Skeleton: You have a physiology akin to the man himself. Gain +2 to SM on improvised actions
-) Everything is
-) Gamer Thumbs:
-) Loner: Gain a massive boost of 5 to SM when this character is on their own.