Amstaad Release

Amstaad
was
IS an attempt at a site-written and site-run RPG that started back in the early days of the site.
It is currently being resurrected - inquire within if you want to help or play!
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Post Post #10 (isolation #0) » Sun Mar 18, 2012 2:58 am

Post by inspiratieloos »

I see a percentage sign after the gold (in Billy Bob's character sheet), does this mean you've come up with a new system?
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Post Post #29 (isolation #1) » Sun Apr 01, 2012 5:05 am

Post by inspiratieloos »

^and say what the issues are, us players might have some ideas.
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Post Post #37 (isolation #2) » Sun Jun 03, 2012 8:34 am

Post by inspiratieloos »

I'd /in and all, but isn't the magic system a giant construction site atm?
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Post Post #41 (isolation #3) » Sun Jun 03, 2012 8:55 am

Post by inspiratieloos »

/in, better to agree no one uses magic then I think.

GMT+1 I'm usually available on evenings and the entire weekend.
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Post Post #54 (isolation #4) » Fri Jun 08, 2012 5:41 am

Post by inspiratieloos »

Heron
Race: Elf

Aspects:
Tall (racial)
Thin (racial)
Druid's son
Demophobic
Woodsman
Bounty Hunter

Skills:
Elvish (Great) (4 racial)
Language Trade (Good) (2 racial+1)
Longbow (Good)
Knowledge: Survival (Good)
Knowledge: Herb Lore (Fair)
Knife (Fair)
Woodworking (Fair)
Healing (Average)
Bartering (Average)
Negotiation (Average)

Heron was born in a small village, his father was a nature mage and his mother the local (nonmagical) healer. From a young age his parents took him into the forest when gathering ingredients where he learned about both the properties of herbs and the ways of the woods.
Aspect: Druid's son
Skills:
Healing
Knowledge: Herb Lore
Knife
Survival

After multiple bandit raids in the neighbourhood a lot of people moved to the larger city, Heron's family among them. He hated it. His father still took him out to the forest when gathering herbs while his mother attended their practice and shop. Heron relished the times he was allowed out of the the confines of the city wall.
Aspect: Demophobic
Skills:
Knowledge: Herbal Lore
Survival
Bartering
Kowledge: Language: Trade

As soon as Heron saw the opportunity he left the city to live on his own. He found his old village a ghost town. Builing a house on the edge of the forest he lived of what it had to offer.
Aspect: Woodsman
Skills:
Survival
Longbow
Knife
Woodworking

One day he encountered a group of knights in the forest, they were hunting a violent murderer. After helping them track and capture the criminal he happened to lead the group past his dwelling. One of the soldiers remembered this and went to Heron the next time a chase brought them to the forest, offering payment for the help. This is where they started regular contact, Heron would help track and capture/kill the criminals that thought to flee through the forest and they'd pay him, sometimes in gold for hard to acquire supplies, usually in supplies themselves.
Aspect: Bounty Hunter
Skills:
Longbow x2
Woodworking
Negotiation
Last edited by inspiratieloos on Sun Jun 10, 2012 9:30 am, edited 3 times in total.
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Post Post #60 (isolation #5) » Sat Jun 09, 2012 8:38 am

Post by inspiratieloos »

GMT+1 here, that's 8 hours later I think. (Texas is -7 right?)

Basically the same as Yaw.
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Post Post #61 (isolation #6) » Sat Jun 09, 2012 9:36 am

Post by inspiratieloos »

In post 56, DeathNote wrote:This is a good character sheet for this test. Flavor is not really necessary and he has a broad range of skills to help him with whatever the quest might be.

Unless the quest puts them in the city itself.

Ftr the Demophobic Aspect doesn't so much stand for fear of crowds but for me trying to put 'he doesn't like large cities much' in one word.
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Post Post #64 (isolation #7) » Sun Jun 10, 2012 1:47 am

Post by inspiratieloos »

In post 62, AniX wrote:But flavor is essential to understanding, invoking, and applying Aspects, which I would say are critical enough to the operating system of the game as anything else.

You have a point there, but I really don't feel like working out an entire life story for a character I'll use once.

I'll edit something (short) in.
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Post Post #65 (isolation #8) » Sun Jun 10, 2012 2:21 am

Post by inspiratieloos »

In post 55, Yaw wrote:Language -- Passani (Great)
Bow (Good)
Knife (Good)
Language -- Trade (Fair)
Knowledge: Religion (Fair)
Asceticism (Fair)
Strength (Fair)
Knowledge: History (Average)
Cooking (Average)
Investigation (Average)
Knowledge: Old City (Average)

3 is Great, 2 is Good, 1 is Fair, 0 is Average.
Also iirc strength is considered an aspect, not a skill.
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Post Post #69 (isolation #9) » Sun Jun 10, 2012 6:01 am

Post by inspiratieloos »

In post 67, DeathNote wrote:Not sure where it was stated that average was 0.

Fate Mechanics System (Test) wrote:
[1] Our Rules System in a Couple of Nutshells:

Overview of FATE


The system that we are using is based on the FATE rules system. Instead of typical D20 systems where there are limited attributes, and a numerical aspect to them, FATE uses descriptions to explain things. If your character has a 5 in charisma, what does that mean, flavorwise? Numbers detract from the overall RPG experience, and FATE is a wonderful system to eliminate that jarring feeling. Everything in this game has a rating based on this ladder:

The Ladder
6 Legendary
5 Epic
4 Superb
3 Great
2 Good
1 Fair
0 Average
-1 Mediocre
-2 Poor
-3 Terrible
-4 Abysmal

Also page 8 of the FATE pdf.
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Post Post #71 (isolation #10) » Sun Jun 10, 2012 9:28 am

Post by inspiratieloos »

After looking it up further it appears that I was wrong. For checks and Aspects Average is 1, for skills Average is 0. No idea why they did it like that though...

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