| Character Creation; Info. for generating Discworld inhabitants | |||||||||||||||||||||||||||||||||||
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| Tweet Topic Started: Jun 29 2016, 12:20 PM (93 Views) | |||||||||||||||||||||||||||||||||||
| Ref. | Jun 29 2016, 12:20 PM Post #1 | ||||||||||||||||||||||||||||||||||
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Hublander
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Discworld uses the currently un-named system created by myself and my friend Allen. It is based on a mix of D&D and RuneQuest, largely as well as the homebrewed Simple System created by another friend Dom (a previous Discworld Monthly member) In this system, you aim to roll low and use talents for bonuses to Stat thresholds or minuses off the roll. Nine Stats (few, thank gods it wasn't eight) The statistics are your most important character element (ruleswise anyway). Without these you cannot interact with the world. Skills are merely gauges of what you know how to do, the stats are how you will do it. Rolled Stats Might - Governs your physical strength, toughness, resistance to such things as disease and poisons and also your willpower. Agility - Governs your physical dexterity, swiftness, reaction times and flexibility. Charisma - Governs your force of personality, how charming or how fearsome you can be and how well your presence can sway others. Intelligence - Governs your raw mental acuity. Specifically your ability to understand, interpret and improvise mentally. Education - Governs not just your actual level of education, but also your ability to retain information and to study. It is all very well to understand complex information but without a good Education you are simply not academic to study and research in a meaningful way. However, not everyone on the Discworld has a formal education or access to tomes of lore. Some peoples education represents their experience in the 'school of hard knocks' as it were. Magic - Even those who have no ability to influence or interpret the magical field of the Disc might try to resist it. For the non-magical, the Magic stat governs your ability to tough it out in the face of arcane influences. Luck - For the non-magical there is always just plain old luck. Everyone has it, bad and good and everyone has it in different amounts. Once per encounter, anyone can do each of the following: Make a luck check to try and gain a -2 bonus to their next action. Luck out and have something useful happen/pop up to help the current situation. Reroll a failed roll, but the new result must be the one you take. Just as luck can be good, it can also be bad. Failed rolls mean stuff goes wrong. Anything from a +2 negative modifier to the worst possible chance event occuring right when it shouldn't. Luck is wild magic. Though sometimes useful no one can actually control it, though some people have more good luck than others. Always choose wisely when rolling for luck. Derived Stats Perception - Derived from agility and intelligence, perception is your quick-witted ability to pick up on changes around you and your shrewdness in understanding those changes. Add AGI and INT together and half it. This is your Perception. Initiative - Derived from your choice of Agility and Education or Might and Education added together, then halved. Initiative is your wherewithal in combat. Some people fight through a combination of fast reactions and discernment to know what to do. Others through sheer gut instinct and discernment. So it is the players choice at character generation whether their character is a fast thinker or a gut feeler. Rolling Stats Roll 4d6, 7 times. Each time, add the dice rolls together, minus the lowest die roll. When you have rolled 7, you can assign them as you choose to the Rolled Stats. If you are unsatisfied with your rolls, you can roll all of the dice again twice (for a total of three times) but eventually you must settle for one of the sets of 7 rolls made and cannot chop and change between them. If you find you are generally happy but there is one stat that bugs you you can EITHER: reroll it once or add 1D6 bonus to it. You can only do this for one stat, once. Now calculate your derived stats from your relevant rolled stats. Starting XP All characters start with 600xp. Starting Money Choose a general background wealth, this will determine your starting money. Poor - You are gutter trash or lost all your money, or watched your town get burned to the ground and have only the coins in your pockets and a bag full of trade goods. You start with 1 dollar. Managing - You live hand to mouth or have a basic job or live independently but meagerly. You start with 2 dollars. Secure - You have a cushy job or find work often enough, or perhaps you're just a decent thief. You live a secure, comfortable life. You start with 5 dollars and get 1 dollar a week. Well-to-Do - You are not the richest of the rich but you are pretty well off. Maybe you own a big farm or are a retired war-hero. Maybe you're a minor Thief-King or a bet-promoter who pockets the winnings. You start with 20 dollars and earn 3 dollars a week. Wealthy - You are actually rich. You cannot swim in gold but somewhere in life you got lucky or got wise and made a bundle. If you are careful (or stay lucky) you will likely never worry about money. You start with 2000 dollars. Rich As Sin - You make rich people look poor. You are from old, moneyed stock or you have an artifact which creates gold for your entertainment. That or you robbed all the banks you could get to and never got caught. You start with 100, 000 dollars. If you choose this category you start with the disadvantage: Everyone Wants My Money. You are known for miles around to be rich and people constantly beg and bother you for a hand-out, sometimes they even try to rob you blind. Richer Than Sin - You are so rich it is unfair to large cities. You are one of the richest people that ever lived, you have a hoard of incredible wealth enough to drown villages in or you own so many businesses and have so many fingers in so many holes you have had to hire people to look after your money. You get 100, 000 dollars a month. You also start the game with the disadvantage: They Are Coming For My Money. You are famous for your wealth. People know you and how rich you are on other continents and they want it all. You start the game with three enemies that want everything you have, even the shirt off your back and will do anything to get it. What's more, anyone that finds out how rich you are (or more accurately just finds out who you are) makes a Might check to resist trying to mug you blind on the spot. If they get a 20, add them to your list of enemie (or start one) Skills Skills exist in tiers. Each tier reflects a new level of ability you have gained in said skill opening up a new understanding and practice in that area. The higher you go in tiers the more you can do confidently and competently. Starting at 0, each 10 is a tier going up to 100. At 100 you max out and are a master of the skill, a legend in your art. Choose five skills at the start of the game, you now have 20 in those skills. These are day to day skills your character would use but not be excellent in, at Tier 2 your character is competent but nothing special in these five areas. Choose two, you now have 50 in those skills. At Tier 5, your character is half-way to mastery of these two skills, these are skills he has practiced to obsession so far in life and holds a great deal of stock in improving in the future. Choose one skill, you start with -10 in that skill. Everyone is bad at something, sorry. Buying Skills: Once you have your starting skills, you may use your starting XP to buy any skills you wish, though you must have a clearly envisaged reason why your character could have said skill and be able to justify it. Don't worry too much, this justification could be simple logic (well I'm a soldier so I now how to swing a sword) but might beg more solid explanation for something unexpected. (Well I'm a soldier but I come from well-to-do merchant stock. I ran away to join the army because my mother tried to teach me how to barter, that's why I have Persuasion 30. I learned a lot then got sick of it and left). Skills cost 2 xp per rank. It is 20 xp to outright buy one tier. Individual points in a skill do not give extra bonus, they are just the journey to the next tier. Acrobatics Axes Armour Use Athletics Bowmanship Clubs Driving Evaluate First Aid Influence Riding Swordsmanship Thrown Weapons Craft: Perform: Carousing Polearms Philosophy Disguise Engineering Headology Language Larceny Knowledge: Martial Arts Mechanisms Medicine Shiphandling Staves Survival Streetwise Specialisations Specialisations of skills cannot be bought, they must be earned through downtime practice or study of the desired specialisation. E.g. if a swordsman wants to specialise in parrying, the player cannot just buy parrying. They must spend time in character practicing the art of parrying until they unlock the specialisation. However, you do get to start with three specialisations reflecting things you have taken extra time to learn or unusual techniques you have picked up in your life before. Even a 12 year old might specialise in Streetwise: (area) because she is a street urchin and might have Survival: Hide and Knowledge: Law Enforcement because being a street urchin is bloody dangerous. Talents Talents cost 5 points for the 1st rank, 10 for the 2nd, 15 for the 3rd, 20 for the 4th and 25 for the 5th and every single rank must be bought. Yes you can start with a rank 5 talent and all the ranks before it but only if you really fancy spending 70 xp on the bundle. Talents can do one of the following: Give a +2 increase to a single Stat for certain actions. Give a -2 bonus modifier to the use of a single skill for certain actions. Allow the use of a different Stat or Skill than that normally used in certain circumstances. Give permission for an unusual ability or character element (this largely relies on ref. discretion and discussion prior to buying) Each rank increase, you can either pick a new type of use for the talent. E.g. your talent that increases your Might when using bone clubs might at rank 2 also give you a -2 bonus to the skill required to swing said bone club. or you can increase the bonus or add another swap out Stat/Skill for doing a certain action. e.g. Instead of adding a skill bonus to your talent for bone clubbing, you could increase it to give you +4 Might, or maybe before you could use Agility instead of Might to club with and you want to also be able to use Luck. So you upgrade a rank and call the new rank 'Lucky Strike'. Talents can have enhanced bonuses or extra special ability permissions if you are willing to limit it or attach a disadvantage. So E.g. Crag Toeragg the Troll thug might want to start the game with the talent: Bone Crusher: +4 Might when using a club to break bones. Normally this is not allowed but Crag's player is willing to impose the limit that he can only do this once per encounter. This now becomes an acceptable rank 1 Talent because it is limited. Next rank, Crag could either increase the bonus his once per encounter talent gives or buy off the limit so that he can +4 smash peoples bones all day long. Talents are unique to each character and there is no list. Try to think of things that give your character simple bonuses or that explain a unique way in which she approaches certain activities and then buy a talent for that. The name should be something fun and inventive or suiting your characters style, if you have trouble naming it ask someone for help. Equipment Equipment can be bought with in game money, something all players start with and can convert from XP but it can also be bought in bulk with pure xp. For 2 xp you can buy a whole bag full of small items or a single larger item. This item is mundane and of little consequence but useful nonetheless. E.g. a bag of camping gear containing all the essentials for a weeks camping or a cart are 2 cost items. For 4 xp you can buy an upgraded version of a 2xp item. E.g. a bag of camping gear worth a months stay in the wilderness or a cart with extra storage space or one converted into a traveller's wagon. For 6xp you can buy a unique item that awards an in-game bonus or upgrade an item further. E.g. a hand-tailored, monikered silk gown that gives -2 bonus to Persuasion attempts 'cause it looks sooo good or buying a bitching stove and fast horses for that travellers wagon. For 8xp you can upgrade a unique item or make an upgrade to your already upgraded item so it becomes unbelievably good. E.g. the silk gown now gives -4 bonus or the travellers wagon now has luxury interiors and cavity-wall insulation or the fastest horses in the Realm. For 10xp you can buy a unique item that must be replaced for something of equal value if lost or destroyed through shenanigans. E.g. that silk gown of persuasion, but when it gets pinched and thrown into a cattle pen you will find a new swag-gown conveniently available to you at the earliest ref. convenience. A 10xp item is like having insurance, from the universe. Dependents/Side-kicks/Pets Although the Discworld game is all about the party, some people are not satisfied just with rolling around with a bunch of misfit scruffs. Some players would like to define their character further through their relation to an NPC. For some it could be a child you must care for and worse: protect from harm. For others it could be a loyal friend or underling who has your back or caters to your every whim. For yet others it might just be that faithful, furry companion who brings you joy for the small price of being fed and watching you clean up its messes. NPC companions cost nothing but you must set aside 100xp for their creation. Their stats will be rolled by the ref and they will be allowed to have skills, talents and equipment of their own (but obviously much less of each than you). They even gain experience, though they will never overtake PC's. NPC companions cannot have NPC companions of their own, but you can buy more than one and task them with caring for the other. E.g. a servant who cares for your pet or a loyal friend who looks after your kid while you are knee-deep in monster guts. NPC companions are automatically loyal to you and will do whatever they are capable of to aid you, but they have feelings too and are if anything more vulnerable than you so treat them well. (Unless you're a bastard, obviously). Edited by Ref., Jun 29 2016, 04:04 PM.
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| Ref. | Jun 29 2016, 12:27 PM Post #2 | ||||||||||||||||||||||||||||||||||
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Hublander
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Racial Attributes Dwarven Edu +1 Int +1 Might + 1 Agi - 2 Cha - 1 Cultural Skills & Talents Uberwaldian Dwarf - Mining 40 Repair 40 Navigate 20 Knowledge: Uberwald Craft: Smithing 20 Ankh-Morpork Dwarf - Mining 40 Repair 40 Streetwise 20 Understreetwise 20 Craft: Smithing OR Carpentry OR Battle-Baking 20 Cultural Equipment: Dwarven Battle-axe, chainmail or studded leather, helm Troll Might +3 Int - 3 (negated by cold) Racial Skills & Talents Melee Combat 20 Silicone Brain Trolls are stupid. In any sort of heat trolls suffer -3 intellect and a -2 Initiative ranking, thoughts like glaciers do not make for fast acting characters. However, in cold the -3 is negated. At 0 degrees C, the -3 is gone, for every -5 degrees past that trolls receive a further +3 Intellect. Silicone Gut Trolls can withstand enormous amounts of gastroenterital punishment. Trolls are immune to all poisons, diseases and toxins not designed for use specifically against trolls, this includes alcohol and other non-troll drugs. Rockhard Made of stone, trolls are not susceptible to pain, they can be damaged but only by something that would logically be capable of damaging stone. Trolls still possess brains and internal organs (of a sort) and can be knocked out but receive a -4 pos mod to Might to resist it. They're injury track is Ouch, Many, Lots, Dead. There is never anything after Lots. Cultural Equipment: Troll Club Human Cultural Skills & Talents Ankh-Morporkian - Streetwise 20 Barter 20 Natural Crowd Ankh-Morporkians can passively perceive street entertainment and the presence of crowds. Any time there is a crowd, the Ref. Should roll a perception for Ankh-Morporkian players to sense said crowd. Hublander - Survival 40 Tracking 20 Melee Combat 20 Starting Equipment: Winter furs, skinning knives, ice-breaker, horn-flask. Agatean - Knowledge: Empire 20 Craft: Calligraphy OR Flower-arranging 20 Starting Equipment: Camera OR Dis-organiser OR luggage. Money: Ten-rhinu plus starting coinage. Sto Plainsman - Knowledge: Farming 40 Starting Equipment: 10 Cabbages Llamedosian - Knowledge: Llamedos 2- Perform: (choose) 20 Mining: 20 Lancrastian - Knowledge: Lancre 20 Knowledge: Witches 20 Uberwaldian - Knowledge: Uberwald 20 Climb: 20 Sense of Creeping Dread: Growing up in a dangerous, lightning-clashing area of supernatural horror, Uberwaldians can naturally sense danger which comes from the supernatural. They get a passive perception check for such dangers. Klatchian Knowledhge: Klatch 20 Medicine 20 Survival 20 Starting equipment: Klatchian coffee Ephebian Philosophy 20 Knowledge: Maths 20 Knowledge: Religion 20 Knowledge: History 20 Knowledge: Natural Philosophy 20 Feegle Might +1 Agi +1 Luck +1 Edu -3 Racial Skills & Talents Intruder: Feegles are natural born gate crashers. They receive a -4 pos. Mod to breaking & entering (larceny) and can apply this skill to other dimensions of existence. Already Dead: Feegles have no fear. They are immune to fear effects of any kind (except the Foldin' o the Arms and Tappin' o the Feets). When Dying they do not test to fall unconscious or automatically reach Dead after two rounds. The Drinkin, The Stealin' and the Fightin': Feegles get 10 free ranks in carousing, larceny and melee combat The Knowin' o the Fairy Hiddlins: Feegles get 20 free ranks in Knowledge: Elven Realm Vampire Might +1 Agi +1 Cha +1 Int +1 Edu +1 Drawbacks The Call of Blood: Vampires must make a Might check each week at a permanent +4 negative to resist the lure of living blood. This offsets their range of heightened stats and abilities as one mistake leads to mobs and deep trouble. Distrusted: Vampires receive a +2 negative to charm those who already know they are vampires, trust is hard to earn no matter what, the second someone knows what they are. Racial Skills & Talents Heightened Senses Talent +2 to perception checks. Choose one: Mist Form, Bat Flock Form, Rat Swarm Form: The Vampire can transform into an alternate form once per encounter. Mist Form - the vampire can turn into mist, she is no longer affected by non-magical attacks but cannot interact with objects or attack either. She can pass through any non air-tight space. In addition, with an intelligence roll she can disperse in such a way as to obscure sight in a 30ft radius, causing a +2 negative mod. To all perception within the mist. Bat Flock Form - the vampire can turn into a flock of bats. There is 1 bat for each point of Might the vampire possesses and the bats have the same stats as the vampire in their collective flock, except for the might being dispersed amongst each. In this way a vampire as a flock of bats is very weak when dispersing but gains the obvious advantages of flight and echo-location. They gain -2 positive mod to perception even in pitch black darkness and can view things form the eyes of any bat, in addition there is a -2 pos. Mod for dodging as the vampire can simply fly around attacks, dispersing. (hopefully) Rat Swarm Form - very much like the bat flock form (though non flying) except that the vampires base land speed is tripled and the -2 positive mod to perception is scent based, not echo-location. Ash to Ash, Dust to Dust: Vampires can never truly die (as far as anyone knows) but revert to an ash form. They will remain in this form until swept up and imbued with blood. Until such time they are for all intents and purposes temporarily dead. Werewolf Might +3 Agi +3 Luck - 1 Cha - 2 Drawbacks: Feared: werewolves are universally feared (don't lie, they can smell the fear). Whenever someone finds out you're a werewolf or sees you in werewolf form, they must make a Might check +2 neg. Mod not to be afraid. If they fail they will actively avoid you or even flee. Colour Scent: werewolves have a uniquely amazing ability to smell in colours, they can pick up weeks old scents and distinguish memories and people via scent. In addition to a -4 pos mod to any tracking, search and gather information in werewolf form, werewolves can smell auras and discern a persons mood, profession, habits and most recently visited locations. On a good perception roll they can even determine who they have recently spent time with. Wolf Speed: in wolf form the characters base land speed is quadrupled. Igor Choose three stats to assign a +1 Variable Anatomy: Igor's may choose to re-assign their +1 stat bonuses during downtimes as they wish. It requires a surgery check, failed checks result in not being able to re-assign the stat point or 24 hours. Thurgeons: Igor's get Surgery, Medicine and Knowledge: Anatomy as starting skills, all at rank 60. Starting equipment: field surgery kit, 3 jars of organs, medicine kit. Golem Might +4 Agi - 2 Cha -2 Chem: Golem are impossible to sway through Headology and the like, only the words in their head can change what they think. They are still able to listen to the opinions of others and indeed enjoy philosophy, but they cannot be made to change their mind without physically altering their chem. Any attempts at headology fail automatically. Clay of My Clay: Golem have a natural need to visit with other golem and stay together, betrayal amongst golem is not an allowable possibility. Golem must make a might check DC 1 to commit any act that would betray their own kind. Terracotta: made of incredible material, Golem can only be destroyed by rapid heating and cooling. The Golem injury track is different to other races. Instead of Injured, Wounded, Dying, Dead they have Knicked, Chipped, Cracked, Broken. Members of other races who reach their fourth point on the track are more than likely gone for good, golems simply need to be repaired or rebuilt as long as their chem is intact. If the chem is also completely destroyed the golem is truly dead. Gorgon As Human Ephebian but Gorgon's Gaze: A Gorgon's Gaze power is both an advantage and a disadvantage. With a look, Gorgon's can turn people into stone. Roll a succesful perception check to catch the person's eye and they are instantly turned into stone. However, the ref. may roll passive perception for anyone who accidentally looks into the Gorgon's eyes. Turning people to stone is not done lightly due to consequences. Beware the Stare. Gorgon Hair: All Gorgon hair longer than a couple of inches is snakes. They have hair anywhere conceivably a human would and it manifests as snakes which can perform melee combat bite attacks at a skill of 20. However, they are not fully contolled by the Gorgon and can lash out when the Gorgon is unaware or stressed. It takes a Might check DC 10 to get them in order. Starting Equipment: Smoked-glasses/shades. Head-scarf and concealing robe. Small God Pow stat. For Small God's, Luck is replaced by Pow (power). The Pow of Gods numbers in the hundreds, for small gods it is much less but represents an ability to hold sway amongst their worshippers, it can be increased by further worship. It works as Luck but the player has an active choice in how the result works out and may describe it themselves in a way inkeeping with their character. God Power: The Small God starts with a power that reflects their domain. This may either represent the start of their journey for a Small God on the rise, or the end for one who is waning in power, the vestiges of their puissance. The power works like a talent but is both a permission ability AND grants a +2 to a stat or -2 to a roll per rank. It should be discussed heavily with the ref. and is essentially a form of magic. Worshipper: The Small God starts the game with one worshipper, an adherent that still believes or has come to believe. They are a companion and will aid and embugger the Small God as appropriate. The companion does not have to be humanoid. Edited by Ref., Jul 11 2016, 12:25 AM.
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| mellobuck | Jul 3 2016, 03:09 PM Post #3 | ||||||||||||||||||||||||||||||||||
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So Far: ARZT Rolled Modified Might 10 11 Agility 16 14 Charisma 9 8 Intelligence 15 16 Education 15 15 Magic 10 10 Luck 5 5 Perception 15 Initiative 14.5 Mining 40 Repair 40 Navigate 20 Knowledge Uberwald Craft: Smithing 20 Acrobatics 0 Axes -10 Armour Use 0 Athletics 0 Bowmanship 0 Clubs 0 Driving 0 Evaluate 20 First Aid 0 Influence 20 Riding 0 Swordsmanship 0 Thrown Weapons 0 Craft: 0 Perform: 0 Carousing 0 Polearms 0 Philosophy 0 Disguise 0 Engineering 0 Headology 0 Language 20 Larceny 0 Knowledge: 0 Martial Arts 20 Mechanisms 0 Medicine 20 Shiphandling 0 Staves 0 Survival 0 Streetwise 0 Edited by mellobuck, Jul 3 2016, 03:11 PM.
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| Ref. | Jul 10 2016, 10:34 PM Post #4 | ||||||||||||||||||||||||||||||||||
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Hublander
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I cannot seem to give you guy permissions to edit your character sheets, so if you all just post characters here I will edit the info in and delete the entries here afterward. | ||||||||||||||||||||||||||||||||||
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| Ref. | Jul 11 2016, 12:09 AM Post #5 | ||||||||||||||||||||||||||||||||||
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Hublander
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Affiliations Faiths, Professions, Guilds Societies A player can belong to any number of faiths, professions, guilds, clubs etc. These affiliations provide various character benefits from skills, equipment, contacts and services to specialist knowledge and abilities. However, they also require some sort of commitment, e.g. a fee, oath of fealty, signing of a contract and will then expect you to carry out duties and participate in events. Many of these affiliates give some sort of reward for good service yet on the other hand, poor service may have consequences. For example, a player could have his character be a member of the Assassins Guild. He will gain access to various assassin skills, equipment and specialist abilities but he is also required to sign a contract with the guild and perform assassinations for them. Successful missions would give remuneration, failed missions would count as a breach of contract and result in . . . termination. Faiths In addition to the cult benefits listed below, any member of a cult can pray for divine favour. This is a very difficult roll as usually the gods are playing the game of the Disc, changing their tactics for you is unlikely but not impossible thanks to the laws of Narrativium. When you wish upon a star and pray really really hard, your gods might not turn you into smoking boots. Aren't they nice? To take a chance on Divine Favour roll a d100, the following are possible effects:
The Cult of the Potato "I'm alright as long as I have my potato" A fledgling religion founded recently by Joris Hobbletop. Joris says the cult is about veneration of potatoes and the belief that as long as you keep hold of your holy amulet that you will be safe. (The holy amulet being a potato) Deity: None (path) Religious Status: Growing Cult Symbol: Potato Smiley Gathering Place: The Carb (Mrs. Abernan's house, 25 Baker Street, upstairs) Benefits: Knowledge: Potatoes 40 Craft: Gardening 40 Contact: Greengrocer Potato (-2 bonus to Luck rolls whenever you have your potato, -2 to Might rolls to resist Fear when you have your potato) Joining Fee: You must find a place to grow a potato. The seeds cost 50 pence Obligations: Boring fortnightly meetings to discuss the present and how okay it is and appreciate the potato. Non-attendance causes you to be ex-corriated from the faith immediately and your potato to be seized. Forbidden to eat potatoes ever again. Must hold disdain for sweet potatoes, a dark cousin of the True Tattie. Special Equipment (Available with permission of the cult): Divining Root (allows Perception to be used to search for potatoes) The Cult of Thunder "Eye see all" The cult of the great thunderer, Io is worshipped across the Disc in various forms and under various pseudonyms with funny glasses and moustaches. As the only god allowed to use thunder, Io has used his monopoly to become chief of the Disc gods and as such members of his cult enjoy a higher social status over believers of other religions. Deity: Blind Io Religious Status: Disc-wide Cult Symbol: Double-headed Axe Gathering Place: Temple of Blind Io Benefits: Knowledge: Weather 20 Knowledge: General 20 Clubs 20 Specialisation: Hammers Contact: Priest of Io Ionised Hammer (+2 Might when wielding, -2 bonus to club attacks, -2 for opponent to resist damage) Joining Fee: 50 Dollars (for the hammer) Oath of Life-long Worship Obligations: Dilligent observation of other cults (Keeping an Eye Out), co-operation in cult concerns throughout Ankh-Morpork Special Equipment (Available with permission of the cult): Thundershaker (basically a rainstick full of marbles, inexplicably causes actual thunder but only if no one is watching you use it) Auspices of The Lady "The million to one chance" No one can wittingly be a member of The Lady's cult. She has millions of believers but no worshippers (at least not after the first loss at Cripple Mr. Onion). Choosing to be under the Auspices of The Lady is a purely out of character choice, your character will have no idea they are favoured. Deity: Lady Lu- The Lady Religious Status: Disc-wide Cult Symbol: Lucky Sevens, Four-Leaf Clover, Rabbit's Foot etc Gathering Place: None Benefits: Fortune's Favour Passive Talent (you gain a permanent -2 bonus to rolling for good luck. Your bad luck is mitigated slightly and occurs less frequently. Facing a near death challenge, you gain a free extra reroll of a failed roll per encounter) Joining Fee: None. Chosen by the Lady. Obligations: Whatever fortune wills you to unwittingly carry out. (Carte blanche for the ref. to use any story hooks he wishes) Special Equipment (appears when The Lady wills it): lucky charm (+2 permanent Luck when worn) or an appropriate tool for the occasion if the lady wishes. Professions Guilds Guilds are a bolt on to profession. It's all very well being a cutpurse, an assassin or a habadasher but without guild representation you live life on the edge. Without contacts, protection and permission many professionals without guild membership run afoul of the guilds assertions of dominance. Besides which, many guild activities would be illegal without the proper documentation and membership. Guild membership provides you with special contacts and equipment but also requires a fee, the fee is essentially extortion. However, not all professions require guild membership. E.g. watchmen, fireman, banker, postman. Civil service professions are of their own breed. Assassins "NIL MORTIFII SINE LVCRE" Headed by: Lord Downey Fools and Joculators "DICO, DICO, DICO" Headed By: Doctor Whiteface Beggars "MONETA SVPERVACANEA, MAGISTER" Headed By: Queen Molly Alchemists Thieves "ACVTVS ID VERBERAT" Headed By: J. H. Boggis Council of Churches, Temples, Sacred Groves and Big Ominous Rocks Cunning Artificers Seamstresses Merchants Musicians Cobblers Habadashers Smugglers Gamblers Plumbers Exotic Dancers Society/Club [/u] Edited by Ref., Jul 12 2016, 04:19 PM.
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8:52 AM Jul 11