Post by Ryilan on Mar 20, 2017 11:53:14 GMT
Welcome, new and old players alike, to the Blackstone Creek Adventuring Company. This thread here serves several purposes. For one, noted below are the rules for becoming a member of the BCAC. Any number of players and Gm’s are allowed here. The only thing you need to do to join is to make a character, post the sheet in the Character sheet thread and make a post here in the OOC and rules thread so we know you are an active player.
Also please use this thread for all your questions concerning the BCAC, rules, etc.
Don’t forget to read all the rules listed below before posting.
In character thread
Character Sheet thread
Available players list
Rules for Players
Rules for Gm’s
Notes
Company Description
In every country, there is a peculiar city. A home to the outcasts. An inn for the untouchables. A hostel for the critters. Cygnar is no different; Moor's Keep is a town built around a fortress of the same name. It was once a valiant bulwark, but when fighting moved to the Thornwood, resources stopped flowing and the fortress became a ruin. Over time, all kinds of deplorable began to gather but the town couldn't spare the resources. Thus, the Adventurer's Guild offered to clean the town up in the Massacre of the Keep. The rest is, as they say, history and since then the guild has made the Firewater tavern their base of operations.
NPCs
The Chief
Chieftain Varsul "Solid" Braht is an Idrian with long raven-black hair, russet, reddish-brown skin, stubbles on his face and an eye-patch covering his left eye. He grew up in Cygnar and faced persecution for it. He served in the Sul-Menite crusades into the Thornwood for a while before losing his left arm and eye to a Satyxis. Afterwards, he fled to Moor's Keep and became a gun for hire, earning enough to afford his advanced prosthetic arm. Now, everyone looks up to him to manage the BCAC; as bullheaded as he is, he's the one you want calling the shots in a fight.
Bartender
Balasar Fireborn, a trollkin is the proud owner of the Firewater Tavern. Born and raised in Moor’s Keep, Balasar build the place himself from the money he earned whilst fighting as a mercenary. Since Varsul came to Moor’s Keep, the two have become close friends. Big, gruff and tough, he can be most often found standing behind the bar, cleaning a glass or the bar with a rag. When addressed he often replies with only a grunt. Rumors have it that Balasar is a fell caller of such skill that just to hear him speak can shatter your mind. Or maybe he simply does not like to talk. Balasar himself is not providing any answers on the matter either way.
Finances
An Ordic born and raised, Maritaña Vertigoa has always known the feel of the wind blowing through her sable hair and the waves on her tanned skin. She comes from a family of sailors and merchants, bringing resources from Cygnar to Khador. However, ever since the capture of Llael, it has been much harder for them to plan voyages without being able to stop in the wartorn country, causing the Vertigoas to fall on hard times and turn to crime to support themselves. Maritaña didn't want that life, and took off on the first ship Southward. Now, she is older, and realizes she can't run from her problems forever. She is hiding out in the BCAC from her now prominent Five Fingers crime family, who are looking for a new heir, willing or not. In the company, she uses her skills as a highborn merchant to secure jobs and manage the finances.
Waitress
Olga is the waitress that serves the customers their drinks in the Firewater tavern. She certainly is a sight to behold. Big curves that show nicely in her dress, copper brown fur, a set of cute tusks that grow out of the front of her snout. Did i mention she’s a Farrow? How Olga came in the employment of Balasar, no one really knows and it really doesn’t matter. All that matters is that Olga is here, serving your drinks with a flirtatious comment, a wink and a sly smile on her snout.
Security
Yin-Yin is a Gatorwoman who serves as the bouncer in the tavern. An friend of Balasar met during his mercenary days, he hired her to be the bouncer for one simple reason. No one is going to cause trouble in his tavern if the bouncer will eat you for it. Happy to have a steady source of income with some added ‘meals’ as a bonus, Yin-Yin spends her day standing at the entrance of the tavern, keeping an eye on those who go in and out of the place. Whilst she may act friendly to the patrons of the tavern, there is always that hungry gleam in her eyes when she looks at you.
Also please use this thread for all your questions concerning the BCAC, rules, etc.
Don’t forget to read all the rules listed below before posting.
In character thread
Character Sheet thread
Available players list
Rules for Players
- Start at 0xp.
- All races and careers are allowed (inc. Full Metal Fridays and No Quarter).
- Both Full Metal Fantasy and Unleashed characters are allowed.
- Callout on the IKRPG core rules pg. 119 and Unleashed core rules pg. 114 is allowed for customization.
- No active military characters.
- All starting warbeasts are assumed to be fully trained.
- In order to be considered ‘available’ you must post at least once a week.
- If selected for an adventure, you must post at minimum once per day for the duration of the adventure. These should be short adventures just taking a couple weeks or so, so it’s not too much of a commitment.
- Only one character per player. If you would like to replace an old character with a new one, inform Cryptix or Ryilan so we can remove your previous character from the list.
- No homebrew unless permitted by Cryptix and Ryilan .
- All characters receive the abilities Language (Cygnar) and Language (Molgur-Bog) as a benefit for joining the guild (so we can all communicate). If your character already has this language, go ahead and add a different one so long as it fits your character’s background.
- Post your completed character sheet and background in the BCAC Character Sheet thread. Please use a text format and not a picture or pdf, even if it's of the cool, fillable character sheet. A link to a google doc or similar is good too. Below is a link to a blank sheet for this purpose.
Blank Character Sheet
Rules for Gm’s
- Adventures should be short. Think the length of Fools Rush In or shorter. Longer adventures are an option but you must let everyone know beforehand.
- Any homebrew done must not carry over into the general thread unless permitted.(i.e. if you give them a homebrewed magical weapon, have them lose it or replace it with something canon at the end of the adventure).
- Experience gains should be 1 xp per two weeks of active adventure time.
- Pay is 25 gold per week of adventure length.
- For crafting, you gain 1 week for every month of adventure length. Partial months give 2 days crafting time for each week.
- Crafting time can be used for training warbeasts at a rate of 2 weeks of training time per week of crafting time burned. This crafting time, however, CAN be 'banked.'
- At the start of your crafting time your feat points are restored to 3/3. You may use those fps to boost or reroll throughout your time. Crits generate fps normally.
- You must use all of your crafting time before joining another adventure or it will be lost. Up to 1 week of crafting time can be banked to be used for your next crafting time. This is intended so that non crafting characters never lose downtime for side adventures purely based on having an odd number of weeks. (See next bullet.)
- You may trade in 2 weeks of crafting time for +1 XP and 50gp. This is to signify a small job your character took part in during their down time. Feel free to describe this in the OOC thread for others to enjoy and to give more insight into your character.
- To begin an adventure, put the title of the adventure in bold at the top of a post in the in character thread and a brief introduction that an NPC would give to the general population of the room (just create an NPC officer in the guild for such an introduction), and include a link to a post in the OOC thread that contains the full description. The post in this thread should include details such as the setting, how many players you want and any extra restrictions you have for your adventure (i.e. no thamarites, Khadorans or Satyxis). Keep the in character thread in character as much as possible.
- Once you have chosen your players, start a new thread for your adventure.
- Once your adventure finishes, announce your return in the in character thread so we can get those players back into the available list.
- If a character fails to post regularly during your adventure, please alert Cryptix or Ryilan so we can contact them and perhaps remove them from the active character list.
- GMs will earn 1xp per month of active adventure time towards one of their characters.
Notes
- Use a color scheme for dialogue based on the language your character is speaking:
Khadoran (FF0000)
Cygnar/Sulese (0000FF)
Molgur-Trul (00FFFF)
Molgur-Og (FFA500)
Ordic (8B4513)
Five-Cant (DAA520)
Llaelese (800080)
Shyr (008080)
Aeric (000080)
Gobberish (l00FF00)
Rhulic (006400)
Satyxi (DDA0DD)
Quor-og - Bog Trog/Gatorspeak (2F4F4F)
Farrow (800000)
Molgur-Tharn (B22222)
Scharde - Cryxspeak (008000) - If you post in character and don’t see your name appear in the available players section at the beginning of the in character thread within a few days, PM Cryptix or Ryilan and we will put it there. We’ll try to stay on top of this, but we may miss someone.
- It is recommended that each player have an avatar or picture in their signature so we can easily distinguish who is speaking in the thread. It is also appreciated if you link your character sheet in your signature for easy access.
- GMs may want to give players 'insurance' in their contract. If they wish to do so, any items lost, broken or stolen will be replaced at the end of the adventure. This is entirely optional and can be adjusted as the GM wishes.
Company Description
In every country, there is a peculiar city. A home to the outcasts. An inn for the untouchables. A hostel for the critters. Cygnar is no different; Moor's Keep is a town built around a fortress of the same name. It was once a valiant bulwark, but when fighting moved to the Thornwood, resources stopped flowing and the fortress became a ruin. Over time, all kinds of deplorable began to gather but the town couldn't spare the resources. Thus, the Adventurer's Guild offered to clean the town up in the Massacre of the Keep. The rest is, as they say, history and since then the guild has made the Firewater tavern their base of operations.
NPCs
The Chief
Chieftain Varsul "Solid" Braht is an Idrian with long raven-black hair, russet, reddish-brown skin, stubbles on his face and an eye-patch covering his left eye. He grew up in Cygnar and faced persecution for it. He served in the Sul-Menite crusades into the Thornwood for a while before losing his left arm and eye to a Satyxis. Afterwards, he fled to Moor's Keep and became a gun for hire, earning enough to afford his advanced prosthetic arm. Now, everyone looks up to him to manage the BCAC; as bullheaded as he is, he's the one you want calling the shots in a fight.
Bartender
Balasar Fireborn, a trollkin is the proud owner of the Firewater Tavern. Born and raised in Moor’s Keep, Balasar build the place himself from the money he earned whilst fighting as a mercenary. Since Varsul came to Moor’s Keep, the two have become close friends. Big, gruff and tough, he can be most often found standing behind the bar, cleaning a glass or the bar with a rag. When addressed he often replies with only a grunt. Rumors have it that Balasar is a fell caller of such skill that just to hear him speak can shatter your mind. Or maybe he simply does not like to talk. Balasar himself is not providing any answers on the matter either way.
Finances
An Ordic born and raised, Maritaña Vertigoa has always known the feel of the wind blowing through her sable hair and the waves on her tanned skin. She comes from a family of sailors and merchants, bringing resources from Cygnar to Khador. However, ever since the capture of Llael, it has been much harder for them to plan voyages without being able to stop in the wartorn country, causing the Vertigoas to fall on hard times and turn to crime to support themselves. Maritaña didn't want that life, and took off on the first ship Southward. Now, she is older, and realizes she can't run from her problems forever. She is hiding out in the BCAC from her now prominent Five Fingers crime family, who are looking for a new heir, willing or not. In the company, she uses her skills as a highborn merchant to secure jobs and manage the finances.
Waitress
Olga is the waitress that serves the customers their drinks in the Firewater tavern. She certainly is a sight to behold. Big curves that show nicely in her dress, copper brown fur, a set of cute tusks that grow out of the front of her snout. Did i mention she’s a Farrow? How Olga came in the employment of Balasar, no one really knows and it really doesn’t matter. All that matters is that Olga is here, serving your drinks with a flirtatious comment, a wink and a sly smile on her snout.
Security
Yin-Yin is a Gatorwoman who serves as the bouncer in the tavern. An friend of Balasar met during his mercenary days, he hired her to be the bouncer for one simple reason. No one is going to cause trouble in his tavern if the bouncer will eat you for it. Happy to have a steady source of income with some added ‘meals’ as a bonus, Yin-Yin spends her day standing at the entrance of the tavern, keeping an eye on those who go in and out of the place. Whilst she may act friendly to the patrons of the tavern, there is always that hungry gleam in her eyes when she looks at you.