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You are here: Home --> Forum Home --> General Forum --> Recruitment Threads --> Interested in Redwall / Mistmantle -esque game with an
Related thread: Alder Vale\'s Heroes (Character Sheets)
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Ayrn RDI Fixture Karma: 122/12 2025 Posts
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CHARACTER CREATION GUIDELINES & POSTING
GUIDELINES FOR CREATING A CHARACTER
Choose a Creature: You can choose from the list of playable Kind creatures.
Choose a Class: You can choose from the list of classes available to your chosen creature.
Distribute Attribute Scores: Use the following dice rolls to put together your six attribute scores (You may only use each roll once): 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2.
Purchase Gear: Use 100 gp to equip your character with some gear, including armor and weapons.
Provide a short description of your character: I’m mostly looking for a line or two describing your character’s physical features (fur color, height weight, etc). You are also welcome to include other details about your character, their likes or dislikes, their general disposition or personality traits... but you are also welcome to explore and discover those things as you roleplay.
If possible, provide a few character hooks or story tie-ins for your character: Here, you might include some background relationships your character has, whether positive or negative, that I, as the Referee, might be able to draw upon in the course of our game. For example, perhaps you are playing a mouse warrior who is part of the Abbey guard, and you envision your character to have a positive relationship with the Abbey’s smithy (you’ve always taken an interest in her work) or a negative relationship with Captain of the Watch (you were always causing mischief when you were a lad). Now, I recognize that you don’t know a lot of the game world, so I imagine that the details will be rather vague here, or that I will have to tweak/rework some of your ideas... but I’d still love to give this a try.
And that’s it! Once I have your creature, class, attributes, and equipment list, I’ll enter them into a Character Sheet and post it up.
Easy as pie!
POSTING EXPECTATIONS
I’m looking to make roughly 2 game posts per week (likely Monday and Thursday nights) and would love for you to commit to doing the same. If you’re having a busy week, or other commitments are going to take you away, please just post a note up on the Q/A board stating how long you expect to be absent from the game. I will look to do the same.
Regardless, I intend to move the game forward, so if you are unable to post, I will likely be determining your character’s actions. I’d prefer it if you post for your character. You might prefer it as well.
I hope to finish the planned adventure by the end of May 2014. Please try to see this game through to the end. If you already know that January, February, March and/or April are going to be ridiculously busy and that you won’t be able to keep up, please don’t sign up for this game.
June, July, August, and September are always quite busy for me, so, if I do start up another adventure, it won’t be until the middle of October any way. We’ll see how this goes.
The content of your posts is up to you. I like to read about what your character is thinking, saying and doing. I like reading about how they are interacting with the unfolding story, with the other characters and the environment around them.
In my games, I prefer it:
- when your character says something aloud, you place their spoken words in quotation “ “ marks.
- when your character is thinking internally, you italicized their internal thoughts.
- when you are quoting either something from my or another player’s post that you only cut/paste the relevant part of the post and bold type the quote.
- when you include an OOC section at the end of your post, containing a summary of any game mechanic actions.
- when you post any questions you might have to the Q/A Game board.
I think that’s it.
Posted on 2013-12-15 at 07:25:28.
Edited on 2013-12-17 at 03:57:40 by Ayrn
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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wow
This idea is awesome. I wish I had time!!
Posted on 2013-12-16 at 20:37:33.
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Ayrn RDI Fixture Karma: 122/12 2025 Posts
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Woodland Warriors RPG
I'm using the Woodland Warriors RPG from Beyond Belief Games, with a few minor changes. I'm playing it with my kids at home, and they are loving it. So many good stories to share. I'm loving the simple game mechanics.
You can pick up the game at RPGnow... they have 4 products in the line: Woodland Warriors (medieval), Greyrock Isle (kind of an expansion/mini campaign setting), Woodland Warriors at Sea (piratey/swashbuckling goodness), and Woodland Warriors Out West (western gunslinging fantasy). Apparently, the author is also working on Woodland Warriors In Space (Star Trek meets Furries... good times).
I highly recommend the game to GMs with some experience who are looking for a low-crunch game with easy to learn rules.
Posted on 2013-12-16 at 20:51:59.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Dice Roll Question
Having just returned from watching 'The Hobbit: Desolation of Smaug' in 3D, somehow my brain is not grasping your dice roll example above ???
What I did do was go to the library earlier today and got a copy of 'Rockwell The Graphic Novel' and the book 'Redwall Winter's Tale' to get my mind focused on this game!
Posted on 2013-12-16 at 23:03:33.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Also
How are Special Skills/Abilities determined and how many are allowed for a character?
Posted on 2013-12-16 at 23:12:19.
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Ayrn RDI Fixture Karma: 122/12 2025 Posts
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Dice Roll / Attributes Example
So, I gave you the following dice rolls to use to make up your attribute rolls:
6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2.
So, using those rolls, you need to generate 6 attribute scores. For instance, you could do this:
STR: 6+6+6 = 18
DEX: 5+4+4 = 13
CON: 6+5+5 = 16
INT: 3+2+2 = 7
WIS: 5+4+4 = 13
CHA: 3+3+3 = 9
Or, you could do this:
STR: 4+3+3 = 10
DEX: 6+4+6 = 16
CON: 4+4+2 = 10
INT: 6+5+5 = 16
WIS: 3+3+2 = 8
CHA: 6+5+5 = 16
Or, you could do this:
STR: 6+4+3 = 13
DEX: 6+4+3 = 13
CON: 6+4+3 = 13
INT: 6+4+3 = 13
WIS: 5+5+2 = 12
CHA: 5+5+2 = 12
Basically, you can use the dice rolls listed in any combination you like, so long as you use each roll only once and you use 3 of the rolls per attribute score.
Is that a little more clear?
Ayrn
Posted on 2013-12-16 at 23:30:37.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Yes
Thank You
Dice Roll explanation is clear!
Posted on 2013-12-16 at 23:34:03.
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Ayrn RDI Fixture Karma: 122/12 2025 Posts
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Break down of Attribute / Creature / Class skills
You do not get to choose any special abilities. Special abilities are determined by your attributes and class mostly, with your creature type possibly added or enchancing a few of them.
ABILITIES DETERMINED BY ATTRIBUTES
Every character has the special abilities below. How skilled they are at a specific ability is affected by the related Attribute score.
Feats of Strength [STR]: When your character wants to break out of bonds, bend iron bars, kick down doors and perform similar physical activities, you need to roll a die to get equal to or higher than the number indicted. Your Referee might apply modifiers for particularly tough tasks. This is mostly determined by your STR score.
Reflex Saves [DEX]: When your character needs to avoid harm from some form of fall, trap, or explosion that requires quick reactions, you need to roll equal or above the number indicated by the Referee. Sometimes a successful roll will only be sufficient to avoid some of the damage. This is mostly determined by your DEX score. Your class might give you a bonus to your roll.
Fortitude Saves [CON]: When your character needs to avoid harm from some form of poison, paralysis, exhaustion or similar, that requires physical toughness, you need to roll equal or above the number indicated by the Referee. Sometimes a successful roll will only be sufficient to avoid some of the harm. This is mostly determined by your CON score. Your race or class might give you a bonus to your roll.
Lore [INT]: When your character wants to recall a bit of information – some piece of ancient history or a local legend or fact that would be known to him, you need to roll equal or above the number indicated by the Referee. Sometimes a successful roll will only be sufficient to recall some of the knowledge. This is mostly determined by your INT score. Your class might give you a bonus to your roll.
Notice [WIS]: When your character might see something that is hidden or sense danger or search for some clue you need to roll equal or above the number indicated by the Referee. Sometimes the Referee will not need you to make a roll to spot something and other times he might apply a modifier to the roll, making the roll harder or easier. This is mostly determined by your WIS score. Your race or class might give you a penalty or bonus to your roll.
Willpower Saves [WIS]: When your character needs to resist harm from some form of mind control, fear or some other effect that challenges his strength of mind or determination, you need to roll equal or above the number indicated by the Referee. Sometimes a successful roll will only be sufficient to avoid some of the effects. This is mostly determined by your WIS score. Your class might give you a bonus to your roll.
Persuade [CHA]: When your character wants to persuade somebody to do something, extract some information, haggle the price of an item or some other similar activity, you need to roll equal or above the number indicated by the Referee. Sometimes the Referee will not need you to make a roll to ask questions and other times he might apply a modifier to the roll; if the animal is particularly surly for example, making the roll harder or easier. This is mostly determined by your CHA score. Your race or class might give you a bonus to your roll.
Loyalty [CHA]: When leading others (like followers or hirelings) into dangerous situations, like combat, you need to roll equal or above the number indicated by the Referee in order to bolster or rally those you lead. This is mostly determined by your CHA score. Your class level may give you a bonus to your roll.
ABILITIES DETERMINED BY CLASS
The abilities listed below are granted by specific classes. If you have chosen the class, you have the skill.
Climb / Jump [Rogue/Scout]: Leaping from tree to tree or climbing walls and balancing on branches requires you to roll equal or above the number indicated by the Referee. Sometimes the Referee will not require a roll or a bonus will apply, if the task is deemed straightforward. Other times, the task might be trickier – for example during a storm and so you’ll get a penalty to your roll. This skill is mostly determined by your class level (Rogue or Scout), but your race may provide a bonus.
Disguise [Rogue/Talespinner]: With a bit of fur, a few tweaks here and there, a touch of dye, a change of posture and loose cloaks or clothing, Rogues or Talespinners can make themselves appear to be an animal of a different type. Roll equal or above the number indicated by the Referee to fool other beasts. They may receive a notice roll to spot you even if you are cleverly disguised, if you do anything unusual and they are reasonably close. The Referee will determine what constitutes unusual. This skill is mostly determined by class level.
Picking Locks/ Disarming Traps [Rogues]: Rogues are good picking locks and removing small mechanical traps. If the Rogue is attempting to open a locked door or chest without a key or disarm a trap, roll equal or above the number indicated by the Referee for success. This skill is determined mostly by class level, and is slightly different than the Scout’s Traps ability (see below).
Sleight of Hand [Rogues/Talespinners]: Rogues and Talespinners can perform sleight of hand trickery (the pea under the beaker, or cheating at dice or cards) by deft hand movements and misdirection. He can pick pockets or cut purses from belts. Talespinners also use this skill to perform juggling feats. Make a roll equal or above the number indicated by the Referee to succeed.
Stealth [Rogues/Scouts]: Rogues, Scouts and some creatures are skilled at camouflage and silent movement – roll equal or above the number indicated by the Referee to bypass guards or to avoid being spotted. This skill is mostly determined by class level. Your race might give you a bonus to your roll.
Track [Scouts]: The ability of the Scout to recognize and follow a trail left by another creature. Modifiers could apply, from things like the size or number of creatures leaving the trail, weather conditions or the type of ground. You need to roll equal or above the number indicated by the Referee in order to succeed. This skill is determined mostly by class level.
Traps [Scouts]: Scouts are good at setting and removing traps, snares and pits. If they are attempting to set or disarm a trap, roll equal or above the number indicated by the Referee is a success. This skill is mostly determined by class level, with modifiers for the difficulty of the task.
Warrior Stunts [Warrior/ Rogue]: If you want your Warrior character to attempt a special maneuver in combat that isn’t a direct attack, like disarming her opponent, shooting an arrow at a rope to break it or some other similar trick, you need to make a roll equal or above the number indicated by the Referee. The roll may modified by the HD of your opponent over your own; so a 1st level warrior attempting to disarm a stoat (2HD) receives -1 to his roll. Other modifiers are at the GMs discretion. This skill is mostly determined by class level.
ABILITIES GRANTED OR ENHANCED BY CREATURE TYPE
Some creatures grant or enhance certain abilities. If you have chosen the creature, you gain the ability. If you have the ability granted from your class as well, you gain a +1 bonus when using the ability.
Climb / Jump [Squirrels (both) / Hares (only jump)]: Leaping from tree to tree or climbing walls and balancing on branches requires you to roll equal or above the number indicated by the Referee. Sometimes the Referee will not require a roll or a bonus will apply, if the task is deemed straightforward. Other times, the task might be trickier – for example during a storm and so you’ll get a penalty to your roll.
Stealth [Mice]: Mice are skilled at camouflage and silent movement – roll equal or above the number indicated by the Referee to bypass guards or to avoid being spotted. If you have this ability from your class, you gain a +1 bonus to checks.
Hope that makes it a bit more clear.
Thanks!
Ayrn
Posted on 2013-12-17 at 00:01:25.
Edited on 2013-12-17 at 00:02:27 by Ayrn
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Grugg Gregg RDI Staff Karma: 357/190 6192 Posts
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sdf
Im not going to lie, I stared at the same section hammer was confused about for a good 10 minutes before I scrolled down to perfectly eloquent explanation.
I regret nothing.
Posted on 2013-12-17 at 01:51:07.
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Ayrn RDI Fixture Karma: 122/12 2025 Posts
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Any other takers?
Still looking for 2 - 3 more players for this light-hearted, furry romp.
Interested? The Character Creation guideline are at the top of this page with game mechanics information on the first page.
Sign up today!
Ayrn
Posted on 2013-12-17 at 04:51:20.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Age Spans of Creatures
Maybe I overlooked the info, but what are the Age Spans of the Creatures we choose from?
I specifically want to know about Otters, but need to know the others for any Back Story info please!
Thank You
Posted on 2013-12-18 at 00:58:05.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Puzzled
As to where either Pine Cones or Stones are carried for a Sling since a Backpack, Satchel or Pouch does not carry weapons ?????
Posted on 2013-12-18 at 02:46:09.
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Ayrn RDI Fixture Karma: 122/12 2025 Posts
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Age Spans of Creatures
Woodland Warriors doesn't actually list this information in the book... so I'm rifting off C&C's Harvesters RPG. In that book, they measure a creatures age by seasons (spring, summer, fall, winter).
I've just winged this then and gave the creates some max ages and age categories.
So, "C" = child, "T" = teen, "YA" = young adult, "M" = middle aged, "O" = old, "V" = venerable.
Badger / Otter: 0-14 (C); 15-21 (T); 22-34 (YA); 35-62 (M); 63-76 (O); 77-90 (V)
Squirrel: 0-12 (C); 13-18 (T); 19-30 (YA); 30-54 (M); 55-66 (O); 67-78 (V)
Hare / Hedgehog: 0-10 (C); 11-15 (T); 16-25 (YA); 26-45 (M); 46-55 (O); 56-75 (V)
Mole / Mouse: 0-8 (C); 9-12 (T); 13-20 (YA); 21-36 (M); 37-44 (O); 44-52 (V)
So, roughly, at the start of this game, a mouse/mole would be 13-20 seasons old, a hare/hedgehog would be 16-25 seasons old, a squirrel would be 19-30 seasons old, and an otter/badger would be 22-34 seasons old.
Posted on 2013-12-18 at 04:06:17.
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Ayrn RDI Fixture Karma: 122/12 2025 Posts
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Slings and bullets and mounts
I've editted the equipment section to include the cost of a sling (5 sp).
Sling stones and pinecones come in their own pouch in packs of 20.
Similarly, arrows come in quivers and bolts come in cases.
The rule regarding no armor/weapons in packs or pouches is really there just because I don't want you hauling around ridiculous amounts of weapons.
Also, I should note that creatures in the world typically use common lizards as mounts (like we would horses), except that lizards are intelligent enough that you can't purchase one, you hire and employ one. Common lizards typically require 2 gp per day, 5 gp per day if you are looking for a lizard training for war.
Posted on 2013-12-18 at 04:23:27.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Weight of Creatures ???
Okay, so how much do each of the Creatures weigh in proximity to small, medium and large; or light, medium and heavy weight Creatures ?????
Posted on 2013-12-18 at 06:05:17.
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