OptimusZed - Sister Constance LastName
Sister Constance - Complicated History
Stats (15d6)
4d6 Accuity
4d6 Body
4d6 Heart
4d6 Will
Traits (4d4, 2d6, 2d10)
I used to ride with the outlaws. 2d4
Nobody gets the drop on me. 1d6
Never was one for (Good) Book learnin’. 1d4
I mean well, but it doesn’t always show. 1d4
Folk sometimes tell me I’m pretty. 1d6
Good with a gun. 1d10
Driven to prove myself. 1d10
Started down the road to redemption. 1d6
Relationships (5d6, 2d8)
God’s Watchdogs. 1d8
Belongings
Fancy, pearl handled peacemaker. 2d6+1d4
Oversized Coat. 2d6
Dog-eared Book 1d6
Wicked Looking Knife 1d8
Dex Dynamo - Brother Jeb Prudence
Brother Jeb Prudence - Strong Community
Statistics - 13d6
Acuity - 4
Body - 3
Heart - 4
Will - 2
Traits - 3d6, 4d8, 3d10
I was first tenor in the church choir - 2d6
All souls deserve one lonesome chance at Forgiveness - 1d6
Learned to ride on the road, with the Dogs - 1d6
Helped my uncles work the field - 1d8
I can boot and scoot with the best of them - 1d8
Taught my brothers to read - 2d8
Mama taught me "show 'em love, but keep your gun ready" - 2d10
Listen, patiently, and let the Word come forth - 1d10
Relationships - 1d4, 1d6, 2d8
Order Set Apart to the Preservation of Faith and the Faithful - 1d6
Father Zeke, back home in Emerald Ridge - 1d6
Brother Jonah - 1d6
Sister Constance - 1d6
Possessions
Jeb's Book of Life is an heirloom piece, dating back three generations. Each generation prior has added to the cover and spine, making for a book positively covered in fine script and ornamentation. In addition, he keeps a hymnbook in the chest pocket of his white dress shirt, small, text a little too tiny, but dense with music. He keeps an unassuming pistol on his hip--unassuming for a pistol at least. His coat is carefully maintained, almost a little too pristine, as is his hat. But his boots are old, the kind of trusty footwear that has seen miles on the road. His horse is a workhorse plucked from a farm towns away.
Book of Life 2d6
Unassuming Pistol 1d6 1d4
Old Boots 1d4
Hymn book 1d6
Tailored Coat 2d6
DaMoonRulz - Brother Jonah Israelite
Brother Jonah Israelite - Complicated History
15d6 in Stat dice 3d6 4d8 2d8 in relationship dice
Acuity 5
Body 3
Heart 3
Will 4
Traits: 4d4 2d6 2d10
I learned how to survive the hard way 2d6
I was taught to shoot by the best of the Dogs 2d4
I've been face to face with the Devil 1d10
I am a Dog 1d10
I'm a Hunter, not a Shepherd 2d4
It wasn't flawless but I proved I'm a capable Dog 1d6
Relationships: 5d6 1d8
The Dog Pack - d8
The Sister Who Found Me: Sister Miriam Kapplinger 2d6
The Brother Who Saved Me: Brother Theodocius Bartholomew Davidson 2d6
Belongings:
Coat 2d6
Book of Life
Jar of Consecrated Earth
Well-Maintained Repeater Rifle 2d6 1d4
Spyglass 1d4
A Silver Tree of Life Pendant 1d6
Horse
Bowie Knife 1d8
Neaden - Brother Noah Simonson
Noah Simonson
Well-Rounded: Your character is straightforward, balanced, and effective, a good choice for men born into the Faith.
Stats 17d6
Acuity 3
Body 6
Heart 5
Will 3
Traits 1d4 4d6 2d8
1d8 People stay down when I hit them
1d8 Everybody’s buddy
1d6 Never missed a day of church
1d6 I’m a Dog
1d6 Rebuke the Faithful
2d6 I’ve always understood horses
1d4 Never met anyone who could whup me
1d6 Follow me down the right path
Relationships 4d6 2d8 in Relationship dice
1d6 Tom James, Steward.
1d8 Jacob Fielder "Sarge" TA veteran and ranch hand
1d6 Brother Jeb Prudence
Belongings
Massive shotgun 1d8, 1d4
My horse Clarence 2d6
Book of life 1d6
Coat of many colors, a sunrise between his shoulders and a matching sunset at the bottom of the coat with stripes of blue and green between to remind Noah of his favorite verse "The Earth in its fullness, and all the creatures of the land and sea you shall be stewards of. They shall be in your service and shall be dear to you as a son to his father, and the People to the King of Life." 2d6
My Club 1d6
Reserves: Korror, discrider
- - -
"For to him that is joined to all the living there is hope: for a living dog is better than a dead lion."
- - -
"We went west. We went through massive canyons, dryer than they were deep. We roughed mountains, so high they held the angels. We knew fields so long they must've surely circled the Earth their length over. We saw oceans and sinkpits, we drank from His pools, and we felt their cool refrain on our faces. We walked until our horses gave out, and our feet went ragged, and we knew, yet, we were not but a fraction of the road to be traveled, a bead of sweat towards the work that had to be done."
- - -
"There ain't no backing down from your calling, son. You're meant to marry that woman, ain't no way to work around it. You might think you're in love with that other woman, that Sister, but she ain't right for you. She's got sin and blood and demons on her hand, and I'm not goin' to let you throw your life away by sitting down and being taken in by her evils.
You best put that gun down now, boy.
Don't know what you're dealing with."
- - -
DOGS IN THE VINEYARD
Dogs in the Vineyard is about God’s Watchdogs, young men and women called to preserve the Faithful in a hostile frontier territory. They travel from town to isolated town, carrying mail, news, and doctrine, healing the sick, supporting the weary, and pronouncing judgment upon the wicked. Sharpshooters, Cowboy-Priests, and Holy Horsemen alike - a town welcomes you with celebration and honor, but what you’re there to do is stir up its dirt and lay bare its sins.
The setting is a fantasy inspired by pre-statehood Utah, the Deseret Territory, toward the middle of the 19th century. Picture a landscape of high mountains, icy rivers and cedar woods, falling away westward into scrublands, deserts, buttes and swells. The summer skies are heartbreaking blue, but the winters are long and killing. "Mountain Men", ancestors of those who properly own this land before it was ravaged from them, maintain an uneasy truce with the frontiers in some places, and outright wage war with them in others,
Picture religious pioneers, fleeing persecution and violence in the East. They’re trying to establish a society based on faith and righteousness out in this frontier. They’ve made the long trek westward but they’re still in danger: their towns are small and isolated, vulnerable to attack from without, sin and corruption within. Under pressure, their pride becomes sin, their anger becomes violence, their resentments become hate. Winter and the demons howl...
You are God’s Watchdogs, holding the Faith together.
- - -
"I have trodden the winepress alone; and of the people there was none with me: for I will tread them in mine anger, and trample them in my fury; and their blood shall be sprinkled upon my garments, and I will stain all my raiment."
- - -
Cornelius patrolled, shotgun slung over his shoulder, coat rusting about his ankles but not once touching the dust road. He had but two more days before he was due out, after the marriage he was asked to bless. All the mail had been sorted, and his belongings were packed into the small rucksack he kept tied to Bessie's saddle.
He heard footsteps, then, and from the corner of his eye, he saw it - a tall, dark man, standing idle, under hat and coat, no weapon at his side. None that could be seen, anyway.
The Dog kept walking, wiggling his fingers along the hold of his gun. His eyes locked straight ahead to where he planned to call rest before checking the far end of town. He was steel, full and focused.
From his left came a sound: a sort of low, crackling growl, and a hiss, and the tall man who was there was not upright and imposing, but instead hunched over, wringing his hands together... except his hands were dark red, bruised and scratched, long, broken claws jutting from the tips. His face had become a snout, his eyes dark as the night air around him. The demon's long coat ripped open at the back, revealing a ridged, humped spine full of quills.
It ran straight for Cornelius, yet he did not blink - he hadn't the time to, his body whipping around to face thing, firing before he had even come to a stop. The evil beast went flying against the wall of the saloon, ragged holes ripped out of him from the blast.
Yet still it rose back, growling and drooling, and behind Cornelius, he heard the scampering of many a like beast, cackling and whispering. He didn't know how many rounds he had left on him.
- - -
Each session is a single town, where the Dogs arrive to deliver mail, perform ceremony, preach wisdom, and, most importantly, deal with any problems that may arise. The Watchdogs have unspoken authority to drag sinners out into the street and shoot them, convert them to the Faith, or try to ease them of their hardships (even if their authority is sometimes challenged by non-believers, or the local Law who doesn't want any trouble in his town).
The Dogs must deal with the sin, they must lay Judgement, but how they do that is up to them: do they preach and speak wisdom? Are they diplomatic? Are they fair? Or will all sins meet the same fate at the end of a gun?
The ethics and moral problems of how to deal with each case are what makes Dogs in the Vineyard so fun to watch. One Dog is out for blood, the other seeks to find a more peaceful solution: how will things resolve?
- - -
"Whatsoever thou takest in hand, remember the end, and thou shalt never do amiss."
- - -
THE FAITH
The whole name of the Faith is the Faith of All Things in the King of Life, Reborn.
The whole name of the Dogs is the Order Set Apart to the Preservation of Faith and the Faithful. Casually, the King’s Dogs or Life’s Watchdogs. Dogs are always called Brother or Sister by their first name: Brother Jeremiah, Sister Patience.
The Faith is the only true religion in the world. All other religions are a) actively demonic, cults created by Faithful leaders fallen into sin; b) corrupt and decadent, like the majority religions of the East; or c) idle nonsense, like most of the religions in the wider world.
TERRITORIAL AUTHORITY
Representatives of the Territorial Authority will generally be either a claims officer or other bureaucrat, or a circuit rider not unlike you Dogs. Only larger towns will have any sort of Territorial law enforcement — a sheriff — but he’s most likely to be Faithful, elected to the job by his congregation. The Territorial Authority’s real concern is that taxes are paid and nobody interferes with the mail — it worries about “keeping the peace” only insofar as lawlessness interferes with taxes and mail.
It’s worth pointing out that the Dogs are authorized by the Faith to do some things — like shoot sinners in the street — that are against the law. Exercise your authority cautiously.
But all this fluff is useless unless we have some players! You don't need the rulebook: The requisite rules for character creation are below. A good group of Dogs has three members, so that's what we're shooting for -
three players. Depending on interest level, I'll extend signups for a while, but they'll most likely close within a week. May the best characters win?
A few points about this game:
- The game itself will be played in PbP format.
- If you want to run your initiation conflict with me on Discord, that's great! I'm typically around after 8 CDT or so.
- If you want to see how the game will look, in play, I suggest you take a look at simonwolf's lovely game of Dogs in the Vineyard on these forums,
The Sins of Memphisto.
This OP was shamelessly stolen from robotsunshine's Dogs in the Vineyard OOC thread!
Posts
You play one of God's Watchdogs, called to service in the Faith. You travel between isolated congregations called "Branches" and hold the Faith together. You have a long coat - colorful, beautiful, hand-pieced and quilted by your friends and family back home. It is your badge, a powerful symbol of your authority. You represent Judgment and Mercy on behalf of God, whom we call The King of Life.
Starting characters can be male or female, but are between 18-23. They've had two months or so in training, education, and ceremony to prepare, and they know one another. They are unmarried virgins, trusted to travel in mixed company.
When your character arrives at a Branch and finds a problem, he or she can take whatever steps are necessary, and no one can justly complain. Your character acts on behalf of the King of Life - if anyone has a problem, they can take it up with Him.
Does this mean you can't sin? No. But you're the only one allowed to judge your character's actions. Your conscience is in your own hands - are you a remorseless monster, or a destroying angel? The game can't tell the difference.
STEP ONE: What's your background?
17d6 in Stat dice, 1d4 4d6 2d8 in Trait dice, 4d6 2d8 in Relationship dice
- Strong History: Your character has a good education, lots of experience, or specialized training.
13d6 in Stat dice, 3d6 4d8 3d10 in Trait dice, 1d4 3d6 2d8 in Relationship dice
- Complicated History: Your character had a troubled, dangerous, or challenging upbringing. It's a good choice for those converted into the Faith.
15d6 in Stat dice, 4d4 2d6 2d10 in Trait dice, 5d6 2d8 in Relationship dice
- Strong Community: Your character is socially adept, and from a strong, caring family. It's a good choice for women born into the Faith.
13d6 in Stat dice, 1d4 3d6 2d8 in Trait dice, 4d4 4d8 3d10 in Relationship dice
- Complicated Community: Your character is socially vulnerable, or from a broken or destructive family.
15d6 in Stat dice, 6d6 2d8 in Trait dice, 4d4 2d6 2d8 2d10 in Relationship dice
STEP TWO: Place your stats
The minimum for each stat is 2d6, with no maximum.
ACUITY - You are perceptive, alert, educated, clever, savvy, or well-read.
BODY - You are big, healthy, strong, wiry, muscular, tall, graceful, quick, or steady.
HEART - You are compassionate, attractive, charming, gentle, courageous, enduring, faithful, or likable.
WILL - You are tenacious, aggressive, confident, unflinching, strong-willed, or unshakable.
STEP THREE - Traits!
Either way, give yourself some and assign your Trait dice to them. You can double up dice as much as you want, but only one type of die per Trait (you can have Horsemansip 1d6 or 7d6, but you can't have Horsemanship 1d6 1d10 or anything like that). If you need some Trait inspiration, write "I'm a good shot" as your first Trait, and then use that to branch out - where did you learn to shoot? From whom? Why did you learn to shoot? etc.
When assigning dice, don't match die size to Traits by competence (higher die sizes are better), but by how important or interesting that Trait is to your character. "I can shoot a can from a mile away 1d4" versus "I'm not sure about my line of work, and I doubt myself 3d10" means that the latter is a lot more important to you, and factors in prominently to how things will unfold.
d4 - such Traits make it more likely you'll suffer consequences in conflicts. Take them as disadvantages, but also as complications: "I'm a good shot 1d4" means that you can shoot, but when the guns come out, your life gets more complicated.
THE RULE - You HAVE to either take "I'm a Dog" as a Trait, or in the next step, take a Relationship with the Dogs. Your choice.
STEP FOUR - Relationships
Blood - when you meet kin, you get then as a Relationship for free at 1d6. You can spend dice if you want to change the dice size.
STEP FIVE - Belongings
Dogs might carry books, stationary and pens, a water flask, or other things. They definitely carry their coat, a gun, the Book of Life, a horse, and a jar of consecrated earth, although if your person is super against having a gun or horse with them, those can be withheld. No exception on their coat, the Book, and the consecrated earth.
Giving them dice - give them the appropriate dice if normal.
Normal thing - 1d6
Excellent things - 2d6
Big things - 1d8
Excellent and big - 2d8
Crap things - 1d4
A excellent, big knife 2d8
Old boots 1d6
An old, bad revolver 2d4 (1d4 for being crap, +1d4 for being a gun)
Massive shotgun 1d8 1d4
If the thing is a gun, it gets an additional 1d4 no mater what it is.
Your coat - give this dice, and write down what patterns and colors it has. Most coats start at 2d6, being excellent. Feel free to change that though.
SIXTH AND FINAL STEP - Your accomplishment
Next, you and the GM (hey, me!) will have a mini-conflict, which will perfectly explain the dice rolling rules of the game to you (if you can tell if one number is higher than another, you can do this). At the end of it, we'll discover how your accomplishment went, and you'll get a new d6 Trait for it, even if it went bad.
BACKGROUND
Your teachers' goal isn't to make you a Dog - that's your job. They are there to:
- prove or cull you
- train you
- educate you
- initiate you
- inspire you,
and what you do with that is up to you.
Meanwhile, at home, your family and town are busy making your coat. Everyone comes to ceremoniously give a stitch. The condition and beauty of your coat reflects those back home. Afterwards, it is blessed with consecrated earth and a laying-on of hands. Towards the end of your training regimen, you receive mail from home, and it's your coat, along with letters and notes.
You serve as a Dog for about three or four years. Your coat gets damaged, and the communities you serve will repair it or replace it out of respect. This is a typical case, and your Dog's mileage may vary.
Next, you get a route and companions. You return to the Temple about twice annually.
Your duties:
- deliver mail and news
- participate in local ceremony or office
- deliver doctrine or interpretation to the Branch and its Steward
- preach
- participate in (but hold yourself away from) social functions and celebrations
- help out with physical work
It goes without saying that Dogs don't drink (booze, coffee, or black tea - instead, they go for herbal tea or soft drinks), and only old people smoke anyways.
So now you have all that done, what's your character sheet going to look like? Here's an example I whipped up:
Statistics - 17d6
Acuity - 5
Body - 5
Heart - 3
Will - 4
Traits - 1d4, 4d6, 2d8
I spent a year in the Territorial Armies - 1d4
I had discipline beaten into me - 1d6
I'm loyal to a fault - 1d6
I'm know how to shoot - 2d6
I was born in the saddle - 1d8
I've got a big iron on my hip - 1d8
Relationships - 4d6, 2d8
The Order Set Apart to the Preservation of Faith and the Faithful - 2d6
Territorial Army - 1d6
Possessions
Eli's coat is a brightly-decorated object, covered with patterns put down by his extended family. Although a diverse range of colours are used, a bright, peaceful blue was chosen as the primary motif, reflecting his old cavalry uniform. His old insignia was also incorporated into the design, with the stripes of his rank snaking their way up his arm from the cuff. 2d6
Colt Dragoon revolver- 2d8 1d4
A dulled cavalry saber - 1d6
Archippus (his horse) - 1d6
My Accomplishment
"I hope I learned to move beyond my army days."
See how easy that was? As you can see, my character has a strong sense of what he can do, as well as where he wants to go in the game, but also leaves a lot of options open for development.
Now you know what a character will look like, here's a blank sheet that you can use:
Statistics - [whatever your history says]
Acuity -
Body -
Heart -
Will -
Traits -
Relationships -
Possessions
My Accomplishment
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Say yes (I agree, that is acceptable, it makes sense) or roll the dice (oh-no-you-fucking-don't, I don't want the scene to go this way, it would be better if someone intervened)
You constantly want to move towards the next conflict (conflict, here, means when we roll dice to see what happens). See, here, you don't roll the way you do in say, D&D or White Wolf. If you want to do something, then you do it. Do you see the ambush before it happens? Depends - is it dramatically appropriate? Does the rest of the group care? Say yes or roll the dice. You have the option to interrupt anything, even what the GM says, and force it into a fight. So look for the next possible conflict. Be aggressive! You don't have to roll to see if you can pick a lock, or things like that. It's on a grander scale. Let's look at how to do a conflict, first, and this will make more sense.
There's a problem. Someone didn't say Yes. The GM decided to pick on you. Something's wrong.
- What's at stake is, does your brother shoot the woman?
- Dust swirls around our feet, only to spiral down the road behind me. I've got my finger on the trigger and I'm shaking my head. It's unbearably hot, everyone's sweating. By now, school's out, and the kids nearby are wise that something's up - they're crowding around. The woman's crying, and my brother's pointing his gun straight at her.
- We're just talking (Acuity + Heart)
- Things are getting physical, but we're not fighting (Body + Heart)
- Fist-fights (Body + Will)
- We pulled out the guns (Acuity + Will)
You can roll your Relationship dice if the Relation is what's at stake or is your opponent.
To Raise, say what your character does and put two dice forward. Do something your opponent can't ignore.
- (dice: 5, 6) I stare him down, not even flinching when he shifts the gun to me. I act like I hadn't even noticed. "Jed. Stop this. You ain't got it in ya, and there ain't no reason for all this. Put it away. I don't wanna have to put my hands on you, but I will if I gotta."
To See, put forward any amount of dice that equals or exceeds the standing Raise (less dice is better). So, the current Raise is 5 and 6 (above), with is 5 + 6 = 11. So you need to put forward some of your dice that equals or betters 11.
- (4, 3, 3, 2) I see he's not kidding. And, honestly? I don't have it in me. I can't shoot my brother. I couldn't shoot this woman... I won't say it out loud, but I'm afraid. My gun lowers to my side, and I take a few steps back, not wanting to get tackled right off. "Alright, Samuel. Alright. We gotta talk, though, okay...?" I'm almost in tears. "She done me wrong, brother..."
Follow-up conflicts and Giving are important parts, and we will all be pushing towards them. Fight with all your heart, but don't be afraid if you need to Give.
That's the structure:
- Stakes?
- Stage?
- Who's involved?
- Roll dice
- I Raise, you See.
- You Raise, I See,
- etc., until someone doesn't have the dice to See
Also, if more than people need to See a given Raise, that's acceptable. Their Sees are different and exclusive, though - they don't add their dice to beat yours. They beat you separately. And yes, you will sometimes be Raising and Seeing against each other as players!
ESCALATING
That's all well and good. Let's say we're Just Talking, and I'm about to run out of dice. What I can do is Escalate, and move out of Just Talking into, let's say, Fist-Fighting (the arenas are Just Talking, Physical but not fighting, Fist-Fighting, and Guns). I get to roll my Stats for Fist-Fighting and add those dice to my already standing dice, and of course, the conflict's taken a turn, where we're not just talking, we're actually fighting.
You can only roll a Stat once per conflict, so if an escalation calls for you to roll Acuity + Heart, and you've already rolled Heart, just roll Acuity.
TRAITS AND THINGS
When you use one of your Traits as a Raise or See, you get to to roll its dice. Same for a Belonging. You can only roll a Trait / Belonging once per conflict. You can keep using in the conflict as much as you want, you just don't get the dice for it.
You roll their dice before putting them forward, and you don't have to use them if you don't like them. You can even use them for a separate See or Raise.
CEREMONY
You can do neat spiritual things, like Call someone by their True Name (said to summon demon's attention and obedience), Sing Praise, Recite from the Book of Life, or Make the Sign of the Tree (right hand, palm out, shoulder level, fingers wide spread) as part of a Raise or See, especially against demons. It looks badass.
FALLOUT
Nasty stuff! But also how your character advances!
- Roll all your Fallout dice after conflict. Add the two highest together.
- You'll be presented with a list of Fallout Consequences according to the sum, and you get to pick something to add to your character. Less than 8 is pretty safe, with only short-term damage. More than 8 is lasting harm, bad stuff, and more than 12 is injured. 20 or higher, and your character is dead.
- However, if any of the dice you roll is a 1, you get to also pick something from the Experience Fallout list!
- Fallout will be dealt with as it happens, since it's not immediately relevant.
Short-term Fallout:
- Take a new trait rated 1d4 for your next conflict.
- Change the dice of one of your character's Relationships to d4s for your next conflict.
- Have your character leave the scene and spend some time alone. Only choose this one if nobody else launches a follow-up conflict.
Long-term Fallout:
- Take a new trait at 1d4.
- Take a new relationship at 1d4.
- Add 1d to an existing d4 trait or relationship.
- Subtract 1d from an existing d6+ trait or relationship.
- Change the die size of an existing trait or relationship to d4.
- Erase a Belonging from your character's sheet.
- Change the description of your coat to include bad damage. Reduce your coat's dice as appropriate.
Experience Fallout:
- Create a new Trait at 1d6.
- Add or subtract 1 die from an existing Trait.
- Change the d-size of an existing Trait.
- Create a new Relationship at 1d6.
- Add or subtract 1 die from an existing Relationship.
- Change the d-size of an existing Relationship.
- Write a new Belonging on your character sheet and give it its usual dice.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Statistics - 13d6
Acuity - 4
Body - 3
Heart - 4
Will - 2
Traits - 3d6, 4d8, 3d10
I was first tenor in the church choir - 2d6
All souls deserve one lonesome chance at Forgiveness - 1d6
Learned to ride on the road, with the Dogs - 1d6
Helped my uncles work the field - 1d8
I can boot and scoot with the best of them - 1d8
Taught my brothers to read - 2d8
Mama taught me "show 'em love, but keep your gun ready" - 2d10
Listen, patiently, and let the Word come forth - 1d10
Relationships - 1d4, 3d6, 2d8
Order Set Apart to the Preservation of Faith and the Faithful - 1d6
Father Zeke, back home in Emerald Ridge - 1d6
Open Arms offered to Brother Judah - 1d6
I shall lead Sister Constance to Redemption - 1d8
Possessions
Jeb's Book of Life is an heirloom piece, dating back three generations. Each generation prior has added to the cover and spine, making for a book positively covered in fine script and ornamentation. In addition, he keeps a hymnbook in the chest pocket of his white dress shirt, small, text a little too tiny, but dense with music. He keeps an unassuming pistol on his hip--unassuming for a pistol at least. His coat is carefully maintained, almost a little too pristine, as is his hat. But his boots are old, the kind of trusty footwear that has seen miles on the road. His horse is a workhorse plucked from a farm towns away.
Book of Life 2d6
Unassuming Pistol 1d6 1d4
Old Boots 1d4
Hymn book 1d6
Tailored Coat 2d6
My Accomplishment
"I hope I walked the line between God's Mercy and God's Judgment."
Thinking Complicated History at the moment. Ran away from a family of Non-believers as a young child before they could do him harm in a ritual. After a week or two wandering the wilderness, he was tired, hungry, thirsty, and all out hope. He laid down and waited for death's embrace, but instead was lifted up metaphorically by the Light and literally by three of its Servants traveling between towns.
@Dex Dynamo you will need to assign dice to your possessions based on their value, the chart is in the character building post. Also your accomplishment could be reworded I think, as it is a bit overbroad - maybe something along the line of "I hope I walked the fine line between delivering God's judgement and God's mercy?"
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
That's perfect, I really like that wording. And my items have been assigned dice!
Well, except for the Brother part
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
I like it
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Also also relationship dice are for people, so if there's anyone in particular in Emerald Ridge, it's best to make a relationship with them.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Cool, that makes sense. Question though--my idea is that Jeb's coat is fancier and more ornamental than your average Dog coat. Folks back home spent more time on it, to make their chosen son look like the Chosen Son. The kind of Coat that might make someone question if he's capable of getting in the shit when the shit gets bad. Would you say that still falls under 2d6, would that bump up to 2d8, or would the sort of showiness of it bump it down to 1d6? I could see it going in any direction.
It probably all balances out to 2d6, I imagine.
Also please see the edit to my earlier post, think I made it after yours.
Chicago Megagame group
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Every character either needs a trait called "I'm a Dog", or a relationship with the Dogs. Currently you have a relationship with the Church.
Aside from that, you may wish to leave the majority of your relationship dice open, as you can assign them as you go. If we never make it back to Emerald Ridge, most of those dice are just sitting useless. Plus any blood relatives we meet, you get to add as a free 1d6 relationship. To keep it simple, I might keep 1d6 for Zeke, and 1 for the order of Dogs if you didn't want to take it as a trait.
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15d6 in Stat dice 3d6 4d8 2d8 in relationship dice
Acuity 5
Body 3
Heart 3
Will 4
Traits: 4d4 2d6 2d10
I learned how to survive the hard way 2d6
I was taught to shoot by the best of the Dogs 2d4
I've been face to face with the Devil 1d10
I am a Dog 1d10
I'm a Hunter, not a Shepherd 2d4
It wasn't flawless but I proved I'm a capable Dog 1d6
Relationships: 5d6 2d8
The Sister Who Found Me: Sister Miriam Kapplinger 2d6
The Brother Who Saved Me: Brother Theodocius Bartholomew Davidson 2d6
Belongings:
Coat 2d6
Book of Life
Jar of Consecrated Earth
Well-Maintained Repeater Rifle 2d6 1d4
Spyglass 1d4
A Silver Tree of Life Pendant 1d6
Horse
Bowie Knife 1d8
Accomplishment
"I proved I was worthy to be a Watchdog"
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After Jonah was rescued by the Dogs, he became closely bonded with them. He's a bit hypervigilant and untrusting of others, but he actually relaxes around them.
Sister Miriam, the Dog that found Jonah, is a lifer, still working as a Dog some 15 years later. Theodocius was always better with healing, and he's taken a role at the Temple teaching what he knows of the healing arts.
The Third Dog was killed in action, and actually left his Coat to Jonah. It's a deep, deep Green that's almost the opposite of Jeb's in terms of panache. The most flash it has are silver and gold thread stitching up a couple of spots that might have something to do with the change of its possession.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Stats (15d6)
3d6 Accuity
4d6 Body
4d6 Heart
4d6 Will
Traits (4d4, 2d6, 2d10)
I used to ride with the outlaws. 3d4
Nobody gets the drop on me. 2d6
Never was one for (Good) Book learnin’. 1d4
Flaming sword or revolver, it’s all the same to me. 2d10
Relationships (5d6, 2d8)
The Dogs saved my soul, but I’m not sure I’m worthy. 2d8
Belongings
Fancy, pearl handled peacemaker. 2d6+1d4
Oversized Coat. 2d6
Dented canteen
Dog-eared Book 1d6
Horse
Wicked Looking Knife 1d8
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Relationships at character creation should be with actual people. Later on they can develop into other things, but what you have there reads more like a trait. This also means you need either a relationship with the Dogs, or the trait "I am a Dog".
We can assume that you would have a canteen and a horse. Belongings should just be what you have on you that's important enough to you that you think it should have dice.
Your traits, as they are, very much put Constance into a pre-determined role of wrathful outlaw. There's nothing wrong with This, I just wanted to be sure you're aware that once you leave the "wrathful former outlaw" zone, your dice could prove shaky.
I also need the thing you hope your character accomplished during initiation.
Chicago Megagame group
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They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
In the same group of Initiates?
If you have some history with each other, it's appropriate to have a Relationship with each other, I'd say.
Chicago Megagame group
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Edit heres a rough draft, I'll try to finish tomorrow during lunch.
Brother Noah Simonson
Stats 17d6
Acuity 3
Body 6
Heart 5
Will 3
Traits 1d4 4d6 2d8
1d8 People stay down when I hit them
1d8 Everybody’s buddy
1d6 Never missed a day of church
1d6 I’m a Dog
2d6 “I’ve always understood horses”
1d4 Never met anyone who could whup me
Relationships 4d6 2d8 in Relationship dice
1d6 Tom James, Steward.
Belongings
Massive shotgun 1d8, 1d4
My horse Clarence 2d6
Book of life 1d6
Coat of many colors, a sunrise between his shoulders and a matching sunset at the bottom of the coat with stripes of blue and green between to remind Noah of his favourite verse "The Earth in its fullness, and all the creatures of the land and sea you shall be stewards of. They shall be in your service and shall be dear to you as a son to his father, and the People to the King of Life." 2d6
My Club 1d6
Background. The third child and oldest son of a successful rancher in a Faithful village, Noah grew up around horses. A boyhood spent riding, mucking stables, and baling hay combined with never having to go to bed hungry has grown Noah into a tall and strong young man. Always the largest among the boys his age Noah was never a bully a fact that the Town steward always noted approvingly. Unfortunately, Noah was not a natural leader either, preferring to get along with everyone when he could. Still the steward saw something in the young man and hopes that his time will teach him the importance of taking charge and learning when you can't be someone's friend.
Also @Dex Dynamo since your sheet is set up, we can start with your Initiation Accomplishment. You actually picked a good edge test case. Since you want your accomplishment to be something internal to your character's development, i.e. finding a balance between mercy and judgement, you role play your character as they currently are. Maybe they're unsure about the line, or constantly pick one side, that's your call as I don't have much background on brother Jeb. I will role play the forces that want you to help find a balance.
Brother Jeb
The classroom is stifling this Friday afternoon. It has been for a little while; it's the tail end of May, and all signs point to a hot and thirsty summer. You appreciate this lesson on interpretation of the Good Book, but you're counting the minutes until you get to leave. Finally, the Elder closes his book, and says in his gravelly voice, "Well that's all I got for you t'day. Scoot on out of here. 'Cept for you, Jeb. You come wit' me."
Your anxiety shoots up as you're separated from your fellow initiates. You follow the Elder out of the classroom, then out of the building.
"I got a mite of a dilemma on m'hands, and I see this as an opportunity for you t'get some hands-on learnin."
He leads you to a shed, opens the locked door, and motions you in. You enter the shed, and you find in there a man tied to a chair. He's got a fresh shiner on his right eye, and he's very thin; his clothes seem draped over him.
The Elder follows you in, and closes the door behind him.
"We found Brother Clarence here in th'temple, hands on what they oughtn't be. He groveled at me fer a minute, then tried t'bolt. Socked him one, then took him here. I know what I'd do with'im, but then again, pretty soon yer gonna have ta make these calls."
With that, he cuts loose the man, then stands by the only door out from the shed, his gun hanging loose from his belt and a patient look on his face.
OOC:
Since this is starting at just talking, roll your Heart and Acuity, as well as any traits you feel are applicable. Of Note: you're not quite yet a Dog, so you can't roll that trait just yet. I roll 4d6+4d10.
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Geth, roll 4d6+4d10
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Sister Constance - Complicated History
Stats (15d6)
3d6 Accuity
4d6 Body
4d6 Heart
4d6 Will
Traits (4d4, 2d6, 2d10)
I used to ride with the outlaws. 2d4
Nobody gets the drop on me. 1d6
Never was one for (Good) Book learnin’. 1d4
I mean well, but it doesn’t always show. 1d4
Folk sometimes tell me I’m pretty. 1d6
Good with a gun. 1d10
Driven to prove myself. 1d10
Started down the road to redemption. 1d6
Relationships (5d6, 2d8)
God’s Watchdogs. 1d8
Belongings
Fancy, pearl handled peacemaker. 2d6+1d4
Oversized Coat. 2d6
Dog-eared Book 1d6
Wicked Looking Knife 1d8
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
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I hope I learned that might doesn't make right.
How's that?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Just because you work for a church doesn't mean you have to be a good person.
Chicago Megagame group
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Noah Simonson
Well-Rounded: Your character is straightforward, balanced, and effective, a good choice for men born into the Faith.
Stats 17d6
Acuity 3
Body 6
Heart 5
Will 3
Traits 1d4 4d6 2d8
1d8 People stay down when I hit them
1d8 Everybody’s buddy
1d6 Never missed a day of church
1d6 I’m a Dog
1d6 Follow me down the right path
2d6 I’ve always understood horses
1d4 Never met anyone who could whup me
Relationships 4d6 2d8 in Relationship dice
1d6 Tom James, Steward.
1d8 Jacob Fielder "Sarge" TA veteran and ranch hand
1d6 Brother Jeb Prudence
Belongings
Massive shotgun 1d8, 1d4
My horse Clarence 2d6
Book of life 1d6
Coat of many colors, a sunrise between his shoulders and a matching sunset at the bottom of the coat with stripes of blue and green between to remind Noah of his favorite verse "The Earth in its fullness, and all the creatures of the land and sea you shall be stewards of. They shall be in your service and shall be dear to you as a son to his father, and the People to the King of Life." 2d6
My Club 1d6
Accomlpishment: When everybody else is doing wrong, I can stay on the right path.
Background. The third child and oldest son of a successful rancher in a Faithful village, Noah grew up around horses. A boyhood spent riding, mucking stables, and baling hay combined with never having to go to bed hungry has grown Noah into a tall and strong young man. Always the largest among the boys his age Noah was never a bully a fact that the Town steward always noted approvingly. Unfortunately, Noah was not a natural leader either, preferring to get along with everyone when he could content to coast though life and inherit his father's ranch some day. Still, the steward saw something in the young man and hopes that his time will teach him the importance of taking charge and learning when you can't be someone's friend.
Brother Noah
It's the end of a long day of learning at the Dog's temple. After rising at dawn for maintenance work around the temple, you've had your nose either behind a gun, in a book or on a horse for the whole day. You and your fellow initiates are beat.
You finish cleaning your revolver - Elder Harper loaned you one, saying "Can't learn marksmanship with a shotgun" - and stow it where he showed you, leaving the makeshift equipment shed. As you leave, however, you hear hushed tones and giggling around the corner.
You round it to see three other initiates leaning against the shed, two boys and one girl. They looked to be very relaxed until you appeared, at which point they all tensed up. You see a swift flash of a metallic glint, as one of the boys pockets something silver.
After the initial moment is over, a flash of relief crosses their faces. "Oh, it's just you, Noah," says one of the boys. "You gave us a right start."
The other boy, the one who you saw pocket something, has an easy grin return to his face. He slowly pulls his broad frame off the shed, and saunters over to you. "Aah, it's just Noah. He ain't meanin' any harm. Matter of fact, I'd wager he's here to join us."
He reaches into his pocket, and produces a small silver flask. He shakes it in his hand, and tilts his head your way.
"Whaddya say, Noah? Care to partake?"
OOC:
As an aside: People aren't even allowed to drink coffee in this religion. Booze is not something you want to mess around with.
Going forward please feel free to ask any clarifying questions about the tenets and dogma of the religion.
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