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[Dogs in the Vineyard] Down a Lonesome Road

FaranguFarangu I am a beardy manWith a beardy planRegistered User regular
edited May 2017 in Critical Failures
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

DogsvineyardPicon.jpg

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!

Farangu on
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  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited April 2017
    CHARACTERS

    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?
    - Well-Rounded: Your character is straightforward, balanced, and effective, a good choice for men born into the Faith.
    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
    Divvy up those Stat dice between your stats (don't roll them!). If you had, say 10d6 in Stat dice, you could put 2d6 in one Stat, 3d6 in another, another 3d10 in a third Stat, and the last 2d6 in another.

    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!
    You get to make these up. Whatever you think would be relevant or interesting to your line of work: Horsemanship is a good one, and so is Preaching and Biblical Lore. But you can also word them to be little tidbits of history, like, "My mama used to read to me from the Book of Life every night before bed" could be a Trait. Or it could be facts about yourself - "I taught myself how to shoot a gun".

    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
    Name a couple of people your character has some sort of relationship with and assign them dice (following Trait dice rules above). Don't make many, save the dice for later on in play, when you can make new Relationships on the fly.

    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
    Name some things you carry with you. If you decide they need dice, give them to them (as in, do you imagine they'll come up in a relevant way in conflict with other characters? Weapons will, and so may bibles. Use your judgement, but don't worry - you can improvise their dice on the fly if you need to). There's no limit, just what you could reasonably carry with you. We won't get picky.

    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
    Say something that you have your character accomplished during initiation into being a Watchdog. (Maybe it's, "I hope I earned the respect of my peers," or, "I hope I learned to solve conflicts without violence," or, "I hope I shook my fear of all things demonic and corrupt." Don't pick something that'll break your character if it goes sour.)

    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
    By the time you're 12 or 13, your Branch Steward is possibly considering you to be a Dog. The Steward guides and watches you up until about age 17. At 18-20, the Steward interviews you and asks you to be a Dog. You say your goodbyes, pack, and head East to the Dogs' temple in Bridal Falls City. You train for two months, along with about 15 others, depending on the spiritual haul.

    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:
    Brother Eli Messenger - Well-Rounded History

    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:
    Your character's name here!

    Statistics - [whatever your history says]
    Acuity -
    Body -
    Heart -
    Will -

    Traits -
      Relationships -
        Possessions

        My Accomplishment

        Farangu on
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        edited April 2017
        Here's how the rules work: Say yes or roll the dice. Repeat that to yourself every second of every scene. Look at what's happening - the cobbler's wife seems unhappy. Say yes, or roll the dice. She's ducking out of service, saying she feels ill. Say yes, or roll the dice. She's been doing this for weeks now.

        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.
        1. Establish what's at stake, anyone can suggest this. The stakes are what the conflict is about, what we're fighting over, what's so important.
          - What's at stake is, does your brother shoot the woman?
        2. Set the stage. Fancy up the scene and get everyone in the mood.
          - 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.
        3. Who's participating in this conflict?
        4. Take up dice depending on how you want to enter the conflict (these are called Arenas):
          - 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.
        5. Everyone rolls their dice for all to see.
        6. Take turns Raising and Seeing.
          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..."
          • When you See, if you can do it with one die, that's Reversing The Blow. You turn the Raise back on your attacker somehow (he swings, but you grab his fist and squeeze, forcing him down; he tells you the King of Life has a place for him, and you remind him how the Steward said Heaven had no place for a sinner such as he). Keep your See die - you get to (and have to) use it for your next Raise!
          • If you See with two dice, that's a Block or a Dodge. Say how you defend against the attack.
          • If you See with three or more dice, that's Taking The Blow. Say how the blow lands and how your character reacts. You also get Fallout Dice, which will later on change and affect your character, possibly for the worse. You take a number of dice equal to how many you used to See, and set them aside - if the blow wasn't physical, those dice are d4s. If they were physical, then they're d6s. If a weapon was used against you, it's a d8, and if it was a bullet, it's a d10.
          • If you don't want to See, you can Give. This is a pretty standard action, don't be afraid to do it. You lose the Stakes and the conflict, but you get bonus dice for a follow-up conflict! You do NOT Take the Blow or anything, you basically get out of the conflict free, and you don't win it. Take your single highest die and keep it for a follow-up conflict. A follow-up conflict's stakes follow directly from the previous conflict's resolution. You can actually try the exact same Stakes again, but to do so, the number of participants, the location, and the opening arena (Just Talking, Fist-Fighting, etc.) must be different, all three.

        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:
        - Subtract 1 from one of your character's Stats for your next conflict.
        - 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:
        - Subtract 1 from one of your character's Stats.
        - 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:
        - Add 1 to one of your Stats.
        - 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.

        Farangu on
      • Dex DynamoDex Dynamo Registered User regular
        edited April 2017
        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, 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."

        Dex Dynamo on
      • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
        edited April 2017
        I'll need some time to read and plot, but it looks interesting.

        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.

        DaMoonRulz on
        3basnids3lf9.jpg




      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Great start!

        @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?"

      • Dex DynamoDex Dynamo Registered User regular
        Farangu wrote: »
        Great start!

        "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?"

        That's perfect, I really like that wording. And my items have been assigned dice!

      • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
        edited April 2017
        Brother Jonah Israelite is the name his rescuers gave him

        Well, except for the Brother part

        DaMoonRulz on
        3basnids3lf9.jpg




      • OptimusZedOptimusZed Registered User regular
        I am definately interested in this. Unfortunately, my laptop has been coopted and I don't feel like doing a character post from my phone. Once that situation is resolved, I'll put something up.

        We're reading Rifts. You should too. You know you want to. Now With Ninjas!

        They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Jonah Israelite

        I like it

      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        edited April 2017
        Also @Dex Dynamo most Dog coats are 2d6. It's fine if you want to keep yours at 1d6, but that means it's somehow not as impressive or we'll made as most coats.

        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.

        Farangu on
      • Dex DynamoDex Dynamo Registered User regular
        edited April 2017
        Farangu wrote: »
        Also "Dex Dynamo" most Dog coats are 2d6. It's fine if you want to keep yours at 1d6, but that means it's somehow not as impressive or we'll made as most coats.

        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.

        Dex Dynamo on
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        edited April 2017
        Oh shit, that's a cool angle. If you're fine with it I think it could be that when people see that fine of a coat on some young buck Dog, they might start thinking you've got a touch too much Pride about you, and maybe it gives the first impression that you're a bit holier-than-thou.

        Also please see the edit to my earlier post, think I made it after yours.

        Farangu on
      • Dex DynamoDex Dynamo Registered User regular
        That's exactly what I had in mind, yeah. And I edited my Connections to make them more personal to specific folks still livin' in Emerald Ridge

      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Sorry, just now going over things with the book in front of me.

        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.

      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        DaMoonRulz went through his Initiation conflict with me over Discord, so his full sheet will be coming up in the near future.

      • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
        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 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"

        3basnids3lf9.jpg




      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Also, if anyone wants to take Relationship dice with each other, feel free to hash that out here.

      • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
        @OptimusZed What kind of character do you have in mind?

        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.

        3basnids3lf9.jpg




      • OptimusZedOptimusZed Registered User regular
        I'm working on an outlaw that was essentially reformed at gunpoint by a Dog and took up the mantle after helping him save some people from her former gang.

        We're reading Rifts. You should too. You know you want to. Now With Ninjas!

        They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
      • OptimusZedOptimusZed Registered User regular
        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. 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

        We're reading Rifts. You should too. You know you want to. Now With Ninjas!

        They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        @OptimusZed good start! Suggestions:

        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.

      • OptimusZedOptimusZed Registered User regular
        Hmm. Ok, I'll think on this.

        We're reading Rifts. You should too. You know you want to. Now With Ninjas!

        They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
      • OptimusZedOptimusZed Registered User regular
        My intention with the relationship was that it took that Dogs slot. Does it not work for that?

        We're reading Rifts. You should too. You know you want to. Now With Ninjas!

        They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Not as worded. The actual Relationship on your sheet is strictly with the person/organization - the extra characterization about not being worthy might be better as either your Accomplishment or as a Trait. It should just be "Relationship - God's Watchdogs 2d8"

      • OptimusZedOptimusZed Registered User regular
        Ok, I can do that.

        We're reading Rifts. You should too. You know you want to. Now With Ninjas!

        They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
      • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
        How long would these three have been together?
        In the same group of Initiates?

        3basnids3lf9.jpg




      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        That's up to you guys. You can have been through the same initiation, or different groups. You could have been an assigned group of three for a small while, or this could be your first assignment as a group.

        If you have some history with each other, it's appropriate to have a Relationship with each other, I'd say.

      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Also if anyone else feels like making a character to make this a posse of four, I won't put up the main story until either tomorrow or Tuesday night.

      • NeadenNeaden Registered User regular
        edited April 2017
        I'm interested in playing. I played DiTV once before on the forum but don't have the book. I'll look through what you posted to come up with an outline of a character tonight though.
        Edit heres a rough draft, I'll try to finish tomorrow during lunch.
        Brother 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
        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.

        Neaden on
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        edited April 2017
        Looks like a good start!

        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:
        Stakes - Can Brother Jeb convince the Elder his judgement on the thief is just?

        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.

        Farangu on
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Beth, roll 4d6+4d10 for Initiation

      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Haha way to go phone

        Geth, roll 4d6+4d10

        4d6+4d10 33 [4d6=3, 2, 6, 3] [4d10=9, 6, 2, 2]

      • OptimusZedOptimusZed Registered User regular
        edited April 2017
        Ok, how's this;

        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

        OptimusZed on
        We're reading Rifts. You should too. You know you want to. Now With Ninjas!

        They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Looks ok. Still need the thing you hope to accomplish during Initiation.

      • OptimusZedOptimusZed Registered User regular
        Hmm.

        I hope I learned that might doesn't make right.

        How's that?

        We're reading Rifts. You should too. You know you want to. Now With Ninjas!

        They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Should be in the future tense until the initiation conflict is over. Also, considering your background and how you were almost forcibly introduced into this life, is that something your character truly wants to believe?

        Just because you work for a church doesn't mean you have to be a good person.

      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Also @Neaden I need your Accomplishment.

      • NeadenNeaden Registered User regular
        edited April 2017
        Updated Noah's character sheet and included accomplishment, I think eveything should be complete now.

        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.

        Neaden on
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        edited April 2017
        Ooooooh @Neaden I have JUST the initiation for you.

        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:
        Stakes: Will Noah do what's right? Since you are initiating, you can choose what Arena this starts in; i get the same dice for these initiation conflicts regardless.

        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.

        Farangu on
      • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
        Geth, roll 4d6+4d10 for Noah's Opposition

        Noah's Opposition:
        4d6+4d10 37 [4d6=2, 4, 3, 1] [4d10=7, 4, 8, 8]

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