Post by The Horror on Nov 8, 2018 13:46:16 GMT
Linyanti has only been a thriving township for the past five years. Players may portay characters of any Essosi ethnicity, but Linyanti's citizenry is predominantly populated by Valyrians of Volantene descent, In addition, there are the several hundred slaves brought over by the Kindly Lady. These slaves hail from different nations and speak various tongues, but are easily identified by their brands. Finally, there are the free Summer Islanders of House Adaxios, who prefer to live in a compound outside the town fortifications. Players may also choose to portray Ironborn characters, but may struggle finding believable backstories for any other Westerosi character concepts. Braavosi characters are allowed, with the understanding that Braavosi characters are deeply distrusted by the Powers That Be.
Finally, players are forbidden from portraying characters who have ever ventured further south than the 'civilized' areas of Linyanti. The mysteries of the jungle, any interactions with the true natives, and any other part of 'the Sothoryosi experience' are reserved for in-game roleplaying.
Name:
Age:
Nationality: (Legally, Linyanti is a Volantene colony, but officially welcomes any occupants willing to accept the local authority.)
Sanity: WIL
Stats: You will have 450 points to distribute among the 7 Stats, with a maximum of 80 per stat. Each stat performs multiple important functions and are described carefully below.
Character History: Since red priests, faceless men, novice dragon riders, and skinchangers are allowed, our only expectation is that you obey the above character restrictions.
Physical Description: A picture somewhere in your profile will also suffice.
Reputation: If Any. This will help us set your standing with NPCs. If you wish to have a reputation elsewhere in the world but remain anonymous in Linyanti, discuss it with the mods. We are pretty flexible.
Perks: Perks are bought with the same character points used for Stats. Some perks are much more valuable than others.
*****
This time around we shall have things a little bit different, in order to accommodate the Sickness and Madness mechanics that we wanted into this game. Below follows a brief explanation of what are these elements that will now be part of your Sheet.
Stats: These are supposed to outline your character's physical and psychological attributes. Instead of choosing skills individually, you will buff character attributes that govern multiple skills as well as other important mechanics. You will have 400 points to distribute among stats, with an 80 point limit.
You will also use the same pool of points to buy your character perks, which are described further down.
The stats are:
Strength (STR): This substitutes the traditional Strength skill and governs many combat skills.
Dexterity (DEX): This substitutes the traditional Agility skill and governs several combat skills.
Constitution (CON): Will be used for resisting poison and illnesses (Check "Sickness" thread). It also provides bonus to combat when defending.
Intelligence (INT): Gives bonus to respective group and will be arbitrarily rolled for certain scenes and encounters.
Will (WILL): This dictates the characters inner strength, will power, chi, the Force, whatever your religion tells you it is. Will give bonuses to Magic rolls. Also defines Sanity.
Charisma (CHA): Governs relevant skills and will be arbitrarily rolled for certain scenes and encounters.
Experience (EXP): This dictates you experience when dealing with unexplored lands. Gives to Skill group, will provide bonuses to Sickness and Sanity Rolls. Remember that whatever strange and marvelous experiences your character may have had on Essos or Westeros, they are still very new to Sothoryos.
Secondary Stat
Sanity: Equal to your Will score (Check "Sanity and Madness")
*****
Below is a more indepth explanation of character statistics.
Strength (STR)
0 Enfeebled: unable to even stand up or lift a cup of tea.
15 Puny, weak.
50 Average human strength.
90 One of the strongest people you’ve ever met.
99 World-class (Olympic weightlifter). Human maximum
Dexterity (DEX)
0 Unable to move without assistance.
15 Slow, clumsy with poor motor skills for fine manipulation.
50 Average human dexterity.
90 Fast, nimble and able to perform feats of fine manipulation (e.g. acrobat, great dancer).
99 World-class athlete (e.g. Olympic standard). Human maximum.
Constitution (CON)
0 Dead.
1 Sickly, prone to prolonged illness and probably unable to operate without assistance.
15 Weak health, prone to bouts of ill health, great propensity for feeling pain.
50 Average healthy human.
90 Shrugs off colds, hardy and hale.
99 Iron constitution, able to withstand great amounts of pain. Human maximum.
Intelligence (INT)
0 No intellect, unable to comprehend the world around them.
15 Slow learner, able to undertake only the most basic math, or read beginner-level books.
50 Average human intellect.
90 Quick-witted, probably able to comprehend multiple languages or theorems.
99 Genius (Einstein, Da Vinci, Tesla, etc.). Human maximum.
Will(WIL)
0 Enfeebled mind, no willpower or drive, no magical potential.
15 Weak-willed, easily dominated by those with a greater intellect or willpower.
50 Average human.
90 Strong willed, driven, a high potential to connect with the unseen and magical.
100 Iron will, strong connection to the spiritual "realm" or unseen world.
Charisma (CHA)
0 Bland Person, no one even noticed he's there. Zack.
15. That guy who sits in the corner and lacks social skills.
50 Average person.
90 Outgoing, well spoken.
100. Master orator.Could sell a lame horse to a Dothraki Khal.
Experience (EXP)
0 Agoraphobic. Never left the safety of his home.
15 Antisocial. Goes out on occasion, when he does has doesn't know much what he is doing.
50 Average person. Keeps himself mostly within hometown or region.
70 Has traveled to other urban centers, used to the wilderness during travels.
90 Has seen the world and spent time in the wilderness, visited unexplored lands and different continentes.
*****
The following describes which stats govern which traditional skills.
STR
Fighting
One Handed Weapons
-Axes
-Maces
-Swords
-Spears
Two Handed Weapons
-Maces/Hammers
-Swords
-Axes
-Polearms
Special
-Lance
-Siege Weapons
-Unarmed combat
DEX
Fighting
-Small Blades
Ranged
-Bows
-Crossbows
Intrigue
-Forgery
-Stealth
-Sleight of Hand
Art
-Painting
-Dancing
-Music (instrument)
-Music (Composition)
-Poetry
-Writing
-Sculpture
INT
Knowledge:
-Medical
-Animal Training and Domestication
-Dragon Handling
-Fortifications
-Civil Engineering
-Agriculture
-Finance
Magic
-Alchemy
-Espionage
-Observation
CHA
Social
--Seduction
--Persuasion
--Charm
--Intimidation
--Taunt/Incite
Arts
-Acting
-Singing
WILL
Magic
-Skinchanging
-Red Magic
-Facechanging
-Alchemy
EXP
Knowledge
-Survival
-Horsemanship
-Blacksmithing
-Fletching/Bowyering
*****
Perk List
Blood of Old Valyria (10): You can trace your ancestry directly to the powerful Dragonlords of the Freehold. Your standing with the people of Volantis and other Free Cities is outstanding, however people from Ghiscari and other exploited lands might not feel the same. You have been granted a beautiful house in the Valyrian quarter by the governor.
Elephant (20): Must be Volantene. You hold influence at court in Volantis that spills over to Linyanti. You may consult the governor directly.
Tiger (10): Must be Volantene. You have a hereditary title, but unfortunately your house is not currently held in high regard at court. The law respects your title, but you are not a friend of the governor.
Prior Insanity (10): A player decides a prior trauma or mental defect for the character. This character begins gameplay with their personal reality already being blurred and challenged by the game world. However, the character and player are granted an unknown advantage later in the game.
Leader of Men (30): More than blood or title, it is cool charisma and the ability to inspire others that wins a battle. Your character, whether via experience, training, or fate, has the ability to lead warriors into battle. With this perk, you can roll your Charisma or Intelligence as a bonus to your men's fighting prowess during battle.
The Walls Have Ears(30): You command a web of spies that keep an eye on friend and for alike. You are able to install Spies in different city zones, 1 per 10 INT points.
Underground Connections(10): You have a netwrok of colleagues who operate in the fringes of society. You can use them to get hold of falsified docs, access to the black market and so on.
Magic (You must still skill points to buy this perk and to level it)
Skinchanging (30): Only for Westerosi characters. Must be newly arrived.
Red magic (30): Any ethnicity. However, while the range of magical effects is quite vast, they are at the discretion of R'hllor, i.e. the admins.
Facechanging (30): Only for Essosi characters. Must be newly arrived. This ability has physical limitations and the player should consider the logical physique of their new identity. Only the character's HEAD will be affected.
Alchemy (20): No restrictions on ethnicity or timing of arrival.
Items and Retainers
Glass Candle (20): Used for communication and scrying.
Valyrian Steel Weapon (20): +10 bonus to combat rolls. These are not nearly as rare as in Westeros. Do not be surprised to find them in the game world.
Valyrian Steel Shield (20): +10 bonus to Combat rolls for Defense. Does not have weight penalty.
Dragon egg or newly hatched dragon (40): This dragon is still small but already emotionally bonded to its future rider. (Think season 2.) Over time, it will grow into its colossal adult form, but for now, its primary value is political and financial, not military. Be aware that dragons are not as rare as in the official timeline, but they still are, so you might received undesired attention.
Slaves (10): You have a retinue of healthy slaves. Their Valyrian is pretty terrible, but they are (usually) ready to serve. This feature does not distinguish between the various roles a slave might perform.
Business (20): You are a successful entrepreneur. You control property and have the ear of the other local businesses. More importantly, you have access to a steady flow of currency.
Henchmen (20): A dozen professional warriors are at your service. They may be mercenaries, sworn swords, or even family members. They cannot, however, be members of the Ivory Band.
Master and Commander (20): You command your own, rather small but fully crewed vessel.
Brother in Arms (10): You have a single companion that would die for you. He is much more loyal than a band of Henchmen and cannot be bought out.
Water Dancer (20): All close combat rolls are rolled with the Dexterity perk.
Finally, players are forbidden from portraying characters who have ever ventured further south than the 'civilized' areas of Linyanti. The mysteries of the jungle, any interactions with the true natives, and any other part of 'the Sothoryosi experience' are reserved for in-game roleplaying.
Name:
Age:
Nationality: (Legally, Linyanti is a Volantene colony, but officially welcomes any occupants willing to accept the local authority.)
Sanity: WIL
Stats: You will have 450 points to distribute among the 7 Stats, with a maximum of 80 per stat. Each stat performs multiple important functions and are described carefully below.
Character History: Since red priests, faceless men, novice dragon riders, and skinchangers are allowed, our only expectation is that you obey the above character restrictions.
Physical Description: A picture somewhere in your profile will also suffice.
Reputation: If Any. This will help us set your standing with NPCs. If you wish to have a reputation elsewhere in the world but remain anonymous in Linyanti, discuss it with the mods. We are pretty flexible.
Perks: Perks are bought with the same character points used for Stats. Some perks are much more valuable than others.
*****
This time around we shall have things a little bit different, in order to accommodate the Sickness and Madness mechanics that we wanted into this game. Below follows a brief explanation of what are these elements that will now be part of your Sheet.
Stats: These are supposed to outline your character's physical and psychological attributes. Instead of choosing skills individually, you will buff character attributes that govern multiple skills as well as other important mechanics. You will have 400 points to distribute among stats, with an 80 point limit.
You will also use the same pool of points to buy your character perks, which are described further down.
The stats are:
Strength (STR): This substitutes the traditional Strength skill and governs many combat skills.
Dexterity (DEX): This substitutes the traditional Agility skill and governs several combat skills.
Constitution (CON): Will be used for resisting poison and illnesses (Check "Sickness" thread). It also provides bonus to combat when defending.
Intelligence (INT): Gives bonus to respective group and will be arbitrarily rolled for certain scenes and encounters.
Will (WILL): This dictates the characters inner strength, will power, chi, the Force, whatever your religion tells you it is. Will give bonuses to Magic rolls. Also defines Sanity.
Charisma (CHA): Governs relevant skills and will be arbitrarily rolled for certain scenes and encounters.
Experience (EXP): This dictates you experience when dealing with unexplored lands. Gives to Skill group, will provide bonuses to Sickness and Sanity Rolls. Remember that whatever strange and marvelous experiences your character may have had on Essos or Westeros, they are still very new to Sothoryos.
Secondary Stat
Sanity: Equal to your Will score (Check "Sanity and Madness")
*****
Below is a more indepth explanation of character statistics.
Strength (STR)
0 Enfeebled: unable to even stand up or lift a cup of tea.
15 Puny, weak.
50 Average human strength.
90 One of the strongest people you’ve ever met.
99 World-class (Olympic weightlifter). Human maximum
Dexterity (DEX)
0 Unable to move without assistance.
15 Slow, clumsy with poor motor skills for fine manipulation.
50 Average human dexterity.
90 Fast, nimble and able to perform feats of fine manipulation (e.g. acrobat, great dancer).
99 World-class athlete (e.g. Olympic standard). Human maximum.
Constitution (CON)
0 Dead.
1 Sickly, prone to prolonged illness and probably unable to operate without assistance.
15 Weak health, prone to bouts of ill health, great propensity for feeling pain.
50 Average healthy human.
90 Shrugs off colds, hardy and hale.
99 Iron constitution, able to withstand great amounts of pain. Human maximum.
Intelligence (INT)
0 No intellect, unable to comprehend the world around them.
15 Slow learner, able to undertake only the most basic math, or read beginner-level books.
50 Average human intellect.
90 Quick-witted, probably able to comprehend multiple languages or theorems.
99 Genius (Einstein, Da Vinci, Tesla, etc.). Human maximum.
Will(WIL)
0 Enfeebled mind, no willpower or drive, no magical potential.
15 Weak-willed, easily dominated by those with a greater intellect or willpower.
50 Average human.
90 Strong willed, driven, a high potential to connect with the unseen and magical.
100 Iron will, strong connection to the spiritual "realm" or unseen world.
Charisma (CHA)
0 Bland Person, no one even noticed he's there. Zack.
15. That guy who sits in the corner and lacks social skills.
50 Average person.
90 Outgoing, well spoken.
100. Master orator.Could sell a lame horse to a Dothraki Khal.
Experience (EXP)
0 Agoraphobic. Never left the safety of his home.
15 Antisocial. Goes out on occasion, when he does has doesn't know much what he is doing.
50 Average person. Keeps himself mostly within hometown or region.
70 Has traveled to other urban centers, used to the wilderness during travels.
90 Has seen the world and spent time in the wilderness, visited unexplored lands and different continentes.
*****
The following describes which stats govern which traditional skills.
STR
Fighting
One Handed Weapons
-Axes
-Maces
-Swords
-Spears
Two Handed Weapons
-Maces/Hammers
-Swords
-Axes
-Polearms
Special
-Lance
-Siege Weapons
-Unarmed combat
DEX
Fighting
-Small Blades
Ranged
-Bows
-Crossbows
Intrigue
-Forgery
-Stealth
-Sleight of Hand
Art
-Painting
-Dancing
-Music (instrument)
-Music (Composition)
-Poetry
-Writing
-Sculpture
INT
Knowledge:
-Medical
-Animal Training and Domestication
-Dragon Handling
-Fortifications
-Civil Engineering
-Agriculture
-Finance
Magic
-Alchemy
-Espionage
-Observation
CHA
Social
--Seduction
--Persuasion
--Charm
--Intimidation
--Taunt/Incite
Arts
-Acting
-Singing
WILL
Magic
-Skinchanging
-Red Magic
-Facechanging
-Alchemy
EXP
Knowledge
-Survival
-Horsemanship
-Blacksmithing
-Fletching/Bowyering
*****
Perk List
Blood of Old Valyria (10): You can trace your ancestry directly to the powerful Dragonlords of the Freehold. Your standing with the people of Volantis and other Free Cities is outstanding, however people from Ghiscari and other exploited lands might not feel the same. You have been granted a beautiful house in the Valyrian quarter by the governor.
Elephant (20): Must be Volantene. You hold influence at court in Volantis that spills over to Linyanti. You may consult the governor directly.
Tiger (10): Must be Volantene. You have a hereditary title, but unfortunately your house is not currently held in high regard at court. The law respects your title, but you are not a friend of the governor.
Prior Insanity (10): A player decides a prior trauma or mental defect for the character. This character begins gameplay with their personal reality already being blurred and challenged by the game world. However, the character and player are granted an unknown advantage later in the game.
Leader of Men (30): More than blood or title, it is cool charisma and the ability to inspire others that wins a battle. Your character, whether via experience, training, or fate, has the ability to lead warriors into battle. With this perk, you can roll your Charisma or Intelligence as a bonus to your men's fighting prowess during battle.
The Walls Have Ears(30): You command a web of spies that keep an eye on friend and for alike. You are able to install Spies in different city zones, 1 per 10 INT points.
Underground Connections(10): You have a netwrok of colleagues who operate in the fringes of society. You can use them to get hold of falsified docs, access to the black market and so on.
Magic (You must still skill points to buy this perk and to level it)
Skinchanging (30): Only for Westerosi characters. Must be newly arrived.
Red magic (30): Any ethnicity. However, while the range of magical effects is quite vast, they are at the discretion of R'hllor, i.e. the admins.
Facechanging (30): Only for Essosi characters. Must be newly arrived. This ability has physical limitations and the player should consider the logical physique of their new identity. Only the character's HEAD will be affected.
Alchemy (20): No restrictions on ethnicity or timing of arrival.
Items and Retainers
Glass Candle (20): Used for communication and scrying.
Valyrian Steel Weapon (20): +10 bonus to combat rolls. These are not nearly as rare as in Westeros. Do not be surprised to find them in the game world.
Valyrian Steel Shield (20): +10 bonus to Combat rolls for Defense. Does not have weight penalty.
Dragon egg or newly hatched dragon (40): This dragon is still small but already emotionally bonded to its future rider. (Think season 2.) Over time, it will grow into its colossal adult form, but for now, its primary value is political and financial, not military. Be aware that dragons are not as rare as in the official timeline, but they still are, so you might received undesired attention.
Slaves (10): You have a retinue of healthy slaves. Their Valyrian is pretty terrible, but they are (usually) ready to serve. This feature does not distinguish between the various roles a slave might perform.
Business (20): You are a successful entrepreneur. You control property and have the ear of the other local businesses. More importantly, you have access to a steady flow of currency.
Henchmen (20): A dozen professional warriors are at your service. They may be mercenaries, sworn swords, or even family members. They cannot, however, be members of the Ivory Band.
Master and Commander (20): You command your own, rather small but fully crewed vessel.
Brother in Arms (10): You have a single companion that would die for you. He is much more loyal than a band of Henchmen and cannot be bought out.
Water Dancer (20): All close combat rolls are rolled with the Dexterity perk.