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Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

Alignments in RPG, Almost a Constant Conversation

Found on Deviant Art
In role-playing games (RPGs) some topics keep making the rounds. The use of alignments for characters is one of those areas of discussion that keeps coming back into gaming circles. Alignments are used in many game systems and not in others. For some people there is a legitimate reason for using alignments and for others there isn't. Over the many years of my gaming career I don't know how many times I have been in discussions about the use of alignments and whether or not they should be used. But, I was recently asked again about their use and where I stood on the issue.

I have used alignments when creating some games and completely ignored them in others. Their use is one of those rules I believe can be ignored when they become a hindrance to the playing of a character. At the same time I have used them, and seen others use them, as a great way of providing a guideline to how a character would react to a situation. This is all because the main thing is to understand what alignment is.

Dictionary.com has one definition of alignment of "a state of agreement or cooperation among persons, groups, nations, etc., with a common cause or viewpoint." This definition touches on some of the ideas of alignment in gaming, but not really enough to give a full understanding of what it means. For discussion, I am going to define alignment as the following.

Alignment: the basic underlying parameters of a character defining their moral standing.

This means a characters alignment is a guideline to how the character views the world and how they fit into it. The earliest versions of gaming worked more with Michael Moorcock's writings and where focused on law versus chaos. Shortly thereafter there was the introduction of good and evil. Dungeons and Dragons combined the two into a nine-point matrix back in the 1970s which has become a standard most gamers are familiar with. I have seen variations on the matrix, some going back to the simpler three-point scale of chaos to law, or good to evil. I have also seen a variation that expanded it to a 16-point matrix and a 25-point matrix. And, as mentioned earlier many games don't use alignments.

It can be argued that people, real world people, have and don't have alignments. You can go out and find personality tests that will direct you to your alignment. At the same time, how you respond to once situation might point you as being a lawful good person, then another will point you at being chaotic good and another situation has you as being neutral evil. Real life alignments are fluid to the time, situation, and experiences. We each have what we were taught growing up, or own interpretation of morals and ethics, which creates our underlying parameters defining our moral standards. And my moral definitions of life is going to be different than yours, which will be different than another person's.

We find commonality in groups and with issues, but life itself is a complex mashup. I am sure every one of us has faced a situation that all of our experience tells us we should be do a certain action that doesn't fit the current needs. This is not that our moral code is broken, it is that there is a higher level of complexity.

Now let us bring that back into the gaming scenarios we all like to play.

One of the biggest arguments I have heard against the use of alignments is that paladins in Dungeons and Dragons are not lawful stupid. I have seen paladins played with such a strong code of ethics that they do stupid actions because to do otherwise would break their alignment. The interesting part of when this happens is usually when another player at the table tell the one playing the paladin how to play their character. There are many ways a person can play a lawful good character and not break from the alignment. It comes down to how they have defined the alignment.

Every person, and thus every character, has an underlying story that guides them through their actions. A part of that backstory defines their alignment. Charlemagneis one major historical example many like to use for defining a paladin, but there were other holy knights, such as Arthur and the Knights of the Round Table. It could be easily argued that every knight sitting with Arthur was a Paladin. Each was different. Each had variations to their moral code. Each could be argued to be lawful good. It comes down to the code of conduct that each observed.

This can easily apply to RPGs. Think of an alignment as the code of conduct your character has. One good working example of this is many games that are point based have one skill/advantage/disadvantage of an honor code, or code of conduct. Most of these games, like GURPS, lists this as a disadvantage because it is designed to limit the character on the action they will take. Examples include the code of chivalry, not attacking law enforcement, not hurting pets. It can also go in other directions such as when a crime is discovered enforcement must be swift and immediate. Would that be good or evil? Most players define these codes without realizing it.

Another found on Deviant Art
Players make determinations of how their character act in a situation. This is usually based on past and present conditions, the backstory and the current story. Alignments are part of both, but are brought forth from the backstory. They are a guideline that helps the player in determining the actions of the character. The big word there is guideline. The history of experience will play a part in the current action chosen, but it doesn't have to be the absolute defining limiting factor of what happens in the moment. Let's return to our paladins (because they are easy to pick on).

The paladin is confronting the evil lord who the party has turned over to the kingdom's authorities before. The evil lord was sent to prison and there has been no word that he escaped. Based on earlier events in this adventure is can be surmised that he is receiving help at the prison and being allowed to come and go as he pleases. In a sense he is in control of his fate at the facility, and not the warden. I can see the player with the paladin could easily remain in his alignment by capturing the lord, again, or fighting till the death of the evil lord. Others I have presented this scenario to have said they would cause the Paladin to lose his status if they killed the evil one instead of taking him into custody. I think this plays out like the climax in Men in Black III (sorry if that is a spoiler).

Straight up I would say to use alignments if they help you understand the playing of the character, or if they are an essential part of the game you are playing. If you are not playing a system using alignments you might want to consider, if you are not already doing it, of defining your character's view of the world. Knowing how the character sees the world and how they feel they fit into it can provide some great role-playing. This also works when creating non-player characters.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Kessla, Human Smuggler Lieutenant (rogue 7, using the D&D 3.5 core books)

Women Pirates of History
Kessla is a fair looking young woman in her early twenties who demands a certain level of attention from those who know her. She doesn't demand they pay attention to her, but the people know it is a wise thing to do. Her knowledge of The Wharf, surrounding city, and contacts makes her a valuable asset to work with, and her skills can make her a deadly adversary. The person who benefits most from this is the man Darrick, who she is totally loyal to.

Kessla grew up on the edge of the Wharf district near the slums of the Grotto. It was, and is, a rough area where few people really never escape from. Life is short and hard in those neighborhoods and working at a young age is required to survive. Kessla was smaller than most of the other girls which limited choices of how to make a few coins. She chose what she thought was the lesser risk to her health and life by being a courier for the smugglers. It turned out many times that her size became an advantage.

Over the years of carrying packages, all over the city, Kessla found additional side jobs allowing her to make money doing something else on her return trips back to the wharf. She also was learning the art of thievery which helped her in many different ways. She has developed her own network of buyers for the goods she can sell, both legal and illegal.

Several years ago Kessla met Darrickin a chance encounter. They were both rather new to working directly with the smugglers, they had both been package carriers. There was something about the young man that made her swoon. Over the years she positioned herself to be working with him more and more in the hopes he would notice her. She admits to herself she is not sure if she is in love with the man or with the power and leadership he represents to her. And, when she thinks deeper about it, she really doesn't care. She is away from the Grotto and life is exciting. He did notice her and they have a relationship. Kessla is not sure how devoted Darrick is to her and she chooses not to think about that. She has decided to throw in with him as he is building his own network because she is in love with him and they have been successful in what they have been doing.


Now she is in a position of authority heading up the shore crew of Darrick's operations. She knows he is a determined leader who has plans. She also understands the guild better than he does and has kept him in check in moving against its leadership. She knows the guild is still a great source of influence, and protection for them. However, she knows eventually Darrick will either challenge for a position of leadership or will need to strike out on his own and she is preparing herself, her love, and her crew for either option. She does this not only for the love of the man, but because she knows that if he moves to early she will lose him, and most likely be killed in the process.

Anne Bonny and Mary Read
Kessla's devotion goes both to her love, and to those who work on her team. They are all following Darrick, but she knows the safety of those she is working with many times has come down to her own abilities. She takes the role of leading the shore crew seriously and requires those she works with to have the same level of dedication to getting the job done, and done right. The entire group, shore crew along with the boat crew, is tight and well-disciplined. She knows the members of their group hold in a level of respect and fear, and leaves it at that.

Their success has been noted by the smugglers' guild. So far their activities have been monitored and allowed. Darrick and Kessla have always included the guild in on the profits and they are making good money for them. The position the couple has put themselves in would allow for the guild to easily turn away from them if they get caught by the wrong officials. Or, if the need arises they could be caught by the right ones.

Kessla, Human Smuggler Lieutenant (rogue 7, using the D&D 3.5 core books)

Str 10, Dex 14, Con 11, Int 16, Wis 08, Chr 13

Alignment: Lawful Neutral

HP 25

Age: 23

Initiative: +2

AC 16 (masterwork studded leather, ring of protection +1, dex +2)

Attack base +5
Melee Attack +6 dagger +1 (1d4+1/19x2)
Ranged Attack +8 light crossbow +1 (d8+1/19x2)

Fort +2, Reflex +7, Will +1

Space/reach: 5'/5'

Speed: 30'

Feats (4): Alertness, evasion, improved initiative, skill focus (Knowledge, local—the city), sneak attack +4d6, stealthy, trap sense +2, trapfinding, uncanny dodge  

Skills (120): Appraise +8 (5), balance +9 (5), bluff +11 (10), climb +5 (5), diplomacy +10 (5), forgery +7 (5), gather information +13 (10), hide +12 (10), jump +7 (5), Knowledge local (the city) +16 (10), listen +6 (5), move silently +12 (10), search +8 (5), sense motive +9 (10), sleight of hand +14 (10), spot +6 (5), tumble +9 (5)

Languages: Common

Magic: Ring +1, dagger +1, light crossbow +1, potion cure moderate wounds

Special mundane items: at her home

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Darrick, Human Smuggler (EL 11/D&D 3.5 Core Books)

The Wharf District of the city is a place that is full of heart and fist. The water's edge is where families have lived for generations from the sea by collecting from its bounty and by sailing over its waves. Both styles of lives are made easier when the brotherhood of those toiling for the same reason pull together. The sailors help each other and the families of those who have gone on the long voyages to other lands, or to other lives. The fishermen do the same. The heart, the soul, of the community is strong. However, there are those who use the cover of the brotherhoods to create their own positions of power.

Darrick grew up in the district and eventually inherited his family's fishing boat. But unlike his father, mother, or sisters, he wanted more out of life than just having a family and a place to live. Darrick wanted the wealth he saw others had. And he made a vow to himself as a boy that he would be rich. This has always been Darrick's dream, and also his nightmare.

Still very young Darrick found he could earn extra money by delivering packages for some of the sailors that came to shore. The men would always tell him how busy they were and how he could make a few extra coin by running the errand. The boy was happy to do so. The extra money allowed him to buy things he wanted that his parents couldn't afford. And, once in a while, he would even share some of his earnings with his family when times were harder than usual.

Eventually Darrick learned he was delivering illegal goods for smugglers. For him it didn't really matter because he liked the weight of the metal in his purse. His pursuits put him at odds with his family a number of times until in his later teenage years he came up with a plan. Darrick knew how to fish from a young age. He was the only son of the family, and the youngest of five, and was expected to take over the family business.  His parents were getting older and his father's health made it harder for him to go cast the nets. Darrick stepped in to help.

Roche Braziliano
The plan was quite simple and became easier as his parents health deteriorated and died. Darrick would go fishing, and while out would collect the goods at sea and bring them into shore. He was never considered a good fisherman, so his low catches were usually expected. Usually he brings in only a token amount of fish to hide his true enterprise.

Darrick's sisters are all involved with their own families and the fisherman community and have little contact with their brother, Darrick prefers it that way. What he doesn't fully understand is that they, along with many members of the community know what he is doing. They are afraid to act because they know the level of control the smugglers have over parts of the community. So, as long as they are "ignorant" of what is happening they are safe. In fact, many believe the smugglers poisoned Darrick's parents to get a stronger grip on the young man.

Over the past couple of years since his parent's deaths Darrick has come to realize that his life is not as good as he thought it would be. He has heard the rumors of the deaths of his family and started watching the leaders of the smugglers he has been working with. He is fairly certain the rumors are true, and now he is in a position that he must keep doing what he is doing or end up in the same dark soil. Instead of trying to change what he is doing he is working on how to gain more control within the smugglers.

Darrick has changed the way he spends his money. Instead of just spending it on enjoyment like he used to he had a new boat built and has been having items created for him and his loyal team of deck hands. There are three on his deck crew and four on his shore crew. The shore crew is led by Shadilla, who is a 7th level rogue, the rest are 1st level rogues.

For some watching the man's rise in the Wharf District, it is believed eventually there will be a shift in power. Either by fracture or by change of leadership.

Sir Francis Drake
Darrick, Human Smuggler (EL 11)

Level 4/7 fighter/rogue (using the D&D 3.5 core books)

Str 14, Dex 14, Con 12, Int 11, Wis 10, Chr 15
Alignment: Neutral Evil
Age: 26

HP 76
Initiative: +6
AC 16 (studded leather +1, dex +2)
Attack base +9/+4
Melee Attack (single handed) +12/+7, dagger+1 (1d4+3/19x2)
Melee Attack (double handed) +10/+5, dagger+1 and masterwork dagger (main hand 1d4+3/19x2 off hand 1d4+1/19x2)
Ranged Attack +12/+7 masterwork shortbow (d6/20x3)
Fort +7, Reflex +8, Will +2

Space/reach: 5'/5'
Speed: 30'

Feats (8): Alertness, cleave, evasion, improved bull rush, improved initiative, leadership, persuasive, power attack, sneak attack +4d6, trap sense +2, trapfinding, two weapon fighting, uncanny dodge  

Skills (118): Appraise +10 (10), balance +6 (4), bluff +16 (12), climb +4 (2), diplomacy +8 (2), disable devise +2 (2), disguise +6 (2), forgery +2 (2), gather information +12 (+14 in the Wharf) (10), hide +12 (10), intimidate +10 (4), jump +4 (2), knowledge (local—Wharf District) +10 (10), listen +6 (4), move silently +4 (2), sense motive +12 (12), sleight of hand +8 (4), spot +12 (10), tumble +4 (2), use magic device +12 (10), use rope +4 (2)

Languages: Common

Magic: Dagger +1, studded leather +1, cloak of the manta ray
               Potions: Blur, bull's strength, cure serious wounds, darkvision (2), displacement, remove disease, remove paralysis
               Scrolls: Three Arcane Scrolls: scroll 1: 2, 3rd level spells clairaudience/clairvoyance, fireball; scroll 2 3 spells, 2 3rd and 1 4th, 3-deep slumber, invisibility sphere; 4-freedom of movement; third scroll, 1 2ndlevel-bull's strength.
Special mundane items: Extra items for his followers, on his boat, and at his home

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Captain Emmanuel "Em" Hasworth of the Sea Angel (Human expert/fighter Level 2/8 D&D 3.5 core books)

Captain Emmanuel Hasworth has made his living on ships since he was a boy. He started out as a cabin boy because he came from an established family that could get him placed. He understood he was in a position of privilege and what that would mean for him later in life. However, he never felt like he was really all that far above the sailors working the deck.

As he grew in stature and position Em remembered his early lessons of place. Working to build trust between him and his officers and crew has led to developing a code of conduct he applies to himself and those serve on his ship. This means he maintains a regime of caring and training for himself and his crew.

Captain Hasworth's ships have always been some of the best run ships with few disciplinary problems. This doesn't mean that there hasn't been any, but Hasworth has a well-seasoned crew and new hands are added expectations are clearly laid out from the beginning, and the consequences are also clear. He promotes training for all levels of his crew. The training even goes beyond how to raise a sail. This has led to some of his hands finding new positions in port, which in turn has led to better support for Hasworth and his other officers. For many this means that he is Captain Emmanuel Hasworth even when he is not on his ship.

Hasworth maintains his looks to be the captain whenever he may be viewed by one of his crew, or extended crew. This means he is rarely seen out of uniform (which includes his studded leather armor) or allow himself to be seen ruffled by a situation. He keeps himself groomed and his manner is almost always under control. It is like the man is never surprised by the situation he is in.

He is known to have friendly commentary with his crew. He respects and utilizes their knowledge, but still requires protocol to maintain discipline. This same level of personal discipline is also maintained when not on his ship. He may visit a tavern with his crew, but he would never allow himself to even become tipsy in their company.

Captain Hasworth is in his mid-fifties and is still fit. His skin is weathered from the years of being at sea, but his blue eyes shine out from under his brown and gray hair with an intense, but friendly, look. He is of average weight and works at maintaining himself. He is even known to train and teach in fighting techniques at The Flesh Golem when the ship is in port.

His wife, Clair, maintains a house in the city. They have four married daughters. And even though Em can tell you what his last manifest contained he usually has a hard time remembering how many grandchildren he now has. Clair prompted her husband to name his new ship the Sea Angel (which was approved by the merchant house he works for) as a tribute to Elinoire Whitewash because of the help she provides to sailors and their families. The Hasworths have also made contributions to maintaining the fellowship house.

Emmanuel "Em" Hasworth (Human expert/fighter Level 2/8 D&D 3.5 core books)

Str 14, Dex 12, Con 12, Int 14, Wis 16, Chr 16
Alignment: Lawful Neutral

HP 83
Initiative: +1

AC 17 (22 with combat expertise) (studded leather +2, masterwork light wooden shield, dex +1)

Attack base +9/+4
Melee Attack +13/+8 (+8/+3 with combat expertise) (longsword +1 d8+5/17x2)
Ranged Attack +11/+6 (composite strength (+2) longbow +1 d8+2/20x3)
Fort +7, Reflex +3, Will +8

Feats (10): Alertness, combat expertise, greater weapon focus, improved bull rush, improved critical (longsword), leadership, power attack, skill focus (captain), weapon focus, weapon specialization

Skills (83) (#denotes skills from expert class): #balance +4 (3), #climb +7 (5), #diplomacy +14 (5/8cc), intimidate +8 (5), #jump +7 (5), knowledge (nature) +4 (4cc), #listen +10 (5), #profession (sailor) +8 (5), #profession (pilot) +8 (5), profession +11 (captain) (10 cc), #sense motive +12 (5/8cc), #spot +10 (5), swim +4 (2), #use rope +4 (3)

Languages: Common

Magic: ring of sustenance, studded leather +2, longsword +1, composite strength (+2) longbow +1, several potions

Other mundane items: as fitting the campaign

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Andhol (Human Expert (Sailor-Retired)/Bard Level 3/6 D&D 3.5 Core Books)

Portrait by L. Agard
Many consider Andhol a permanent fixture down in the Wharf District. He lived on ships for many years before his bad leg made him less and less a candidate to sign on to a ship. Finally he took up residence in a flop house near the wharf and spends his day here doing what he can to make ends meet. He is easily recognized by those who know him.

Andhol has black hair streaked with a lot of gray that he keeps pulled back in a ponytail. His hair hangs down about halfway down his back. He keeps his beard trimmed and always has clean clothes. He walks with a limp because of a stiff leg, so he uses a walking stick that is also considered a way of recognizing him.

Andhol has been living in port because his left leg was damaged during a sea battle and it doesn't bend at the knee anymore. He walks with a bone walking stick that is covered in scrimshaw. It is the only item of any value that he keeps, and he keeps it with him.

Even though he lives in port, Andhol true home is the sea. He has spent more on the water than on the shore. During those earlier years he usually worked as the ship's striker. On occasion he still gets the opportunity to go on short voyages with some of the captains who know him. During his younger days his travels took him many places. Along with the ports of other kingdoms, city, and towns he has visited islands and secreted bays where a ship could make anchorage. His knowledge of the areas up and down the coast still earns him a living from captains and adventures who seek him out along the wharf, or at the friendship house, The Tangled Rigging.

He spends a lot of time at The Rigging, especially when the weather is bad. He is welcomed at the fellowship house. He shares his stories with those who want to listen. He also is willing to hear the stories of those who are in port. Many of the sailors who know Andhol share news with him and he in turn shares the latest news with them. Because of this his knowledge stays current.

When those who doesn't know are looking for information he is happy to help, but a man still has to eat. He doesn't charge a lot, because he doesn't need a lot. And, anymore he doesn't want a lot. He is known to give the extra money he has to the fellowship house so they can help others. At other times when he is short of coin there is always a place he can get a hot meal. He has never spent a night in the friendship house because he has a room.

A short distance from The Tangled Rigging, as you move into a part of the city that is not as nice, is a place known simply as Brown's House. Rooms rent cheaply and Andhol has one that is always paid up. He doesn't keep anything of value there.

Ancient Chinese bone walking stick with scrimshaw
Andhol's walking stick looks like a well done piece of folk art, which it is. It is also magical. His walking stick is a Storytelling Stick. The magical stick has the ability to store knowledge.

Storytelling Stick: This stick helps everyone in one area of knowledge by granting a +3 skill bonus. The area of knowledge is determined at the time of creation (Adhol's stick is geography). When possessed by a bard there is an additional benefit of performance/oratory. An additional +3 competence bonus is granted to the character when relating stories. Faint transmutation; CL 6; Craft Wondrous Item, inspire competence; Price 6,500 gp; Weight 2 lbs.

Andhol (Human expert (sailor)/bard Level 3/6 D&D 3.5 core books)

Str 8, Dex 10, Con 10, Int 14, Wis 10, Chr 18
Alignment: Chaotic Good
HP 33
Initiative: +0
AC 10
Attack base +6
Melee Attack +5/+0 (dagger d4/19x2)
Ranged Attack +6/+1 (dagger d4/19x2)
Fort +3, Reflex +6, Will +8
Feats (5): Alertness, self –sufficient, kill focus (perform), skill focus (survival), track
Class Features: Bardic music, bardic knowledge, countersong, fascinate, inspire competence, inspire courage +1, suggestion
Skills (54/54) (#denotes Expert Skills): #Balance +8 (8), #climb +4 (5), #gather information +16 (12), #jump +4 (5), #knowledge (geography) +17 (12), knowledge (history) +12 (10), knowledge (local) +12 (10), listen +7 (5), perform (oratory) +22 (12), #profession (sailor) +5 (5), #search +8 (6), #spot +9 (7), #survival +11 (6), #use rope +5 (5)
Languages: Common
Bardic Spells Known (6/4/3):
               0 level: Detect magic, light, mending, message, prestidigitation, read magic.
               1st level: Alarm, comprehend languages, cure light wounds, expeditious retreat,
               2nd level: blur, sound burst, tongues
Magic: Storytelling Stick
Special mundane items: none.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Ms. Elinoire, Operator of The Tangled Rigging

Medieval Working Woman
About ten years back Elinoire Whitewash became a widow. She had spent much of her adult life on her own because her husband was a sailor which kept him out at sea for long periods of time. And, they were unable to have any children. She is now in her early fifties and spends her time managing the affairs of The Tangle Rigging.

Elinoire knows all of the regular patrons and most of those who come in when their ship is in port. She talks with everyone and has a way with people to get them to relax. She never pushes for information or forces people to talk, she makes herself available for people to talk with her. Although she always seems to be doing what she can to help people she never puts herself, other workers, or the patrons in a position of danger.

The rules at The Rigging were set by Ms. Elinoire and the regular patrons abide by them. Anyone who goes against the rules she will ask to leave. If her request is refuted, or, if she has been threatened in any manner, the person will have to deal with all of the patrons and staff present. There have even been times when it was deemed the person might be more than the patrons could handle and they have called upon others to enforce the rule of the fellowship.

Medieval Meal
Along with providing a place for those needing it at the fellowship hall Ms. Elinoire does what she can to help families that are struggling because of losing a family member to the sea. This is not only those who have lost someone due to death or who are missing. Young families on their own often struggle and she helps the young brides. This is not only in providing food and clothing, but in teaching them how to survive on what they have and learning where to get help as needed.

Ms. Elinoire takes all of these people she helps as part of her personal family. Because of helping other find jobs, ride out the rough times, and helping the sick, a local owner/captain, Emmanuel "Em" Hasworth, had is ship christened Sea Angel in her honor.

Elinoire Whitewash (Ms. Elinoire) (Human commoner/Level 3 D&D 3.5)

Str 8, Dex 14, Con 14, Int 10, Wis 12, Chr 14
Alignment: Neutral Good
HP 17
Initiative: +2
AC 12 (dex +2)
Attack base +1 (She would have to be hard pressed to attack back)
Melee Attack +0
Ranged Attack +3
Fort +3, Reflex +3, Will +2
Feats (2): Skill focus (listen), skill focus (sense motive)
Skills (15): Diplomacy +3 (2cc), heal +4 (4cc), knowledge (local) +2 (4cc), listen +7 (2), profession (cooking) +3 (1), sense motive +6 (2cc)
Languages: Common
Magic: None that she knows of
Special mundane items: A few small trinkets that have been given as tokens of thanks.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.


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Geshwin, Fighter 8 (D&D 3.5), Owner of The Flesh Golem

Female warrior by meisl
In the city, life may not be considered cheap, but it can be bought. The Flesh Golem is a place where slaves can be purchased and gladiators can be trained. The master of the merchant house usually walks a fine line because slavery in the city is well defined, and more importantly a reputation must be maintained. Geshwin is the master and she makes sure those who work for her follow the laws of her house and the city.

Geshwin grew up on a small estate just beyond the city proper as a child of the son of a petty noble. Although she did not have the open recognition, rights, or privileges, the family treated her and her mother well. However, the tension of the situation grew as she got older. With the help of her grandparents she was got a position as a driver for a merchant house and left to work their caravans.

Although she started out as a driver she quickly became known as a quick learner and willing to take on new tasks. But, when the wagons were attacked she also proved herself capable of handling weapons and defending herself. Because of what he saw, the captain of the guard started training her.

Weapon skill came easily to Geshwin. Within the next couple of journeys she was able to handle most weapons with a basic competence. With the support of the captain she changed positions to being a guard for the company. Over the next year she excelled at what she did and was noted as a brave fighter who could stand her ground.

Her ability with weapons was noted by group of adventurers who offered her a share of an adventure they were planning. They enticed her with the knowledge of a reported cache of treasure. She joined them, but unbeknownst to her the treasure they were going after was loot being held by a bandit lord in the hills.

The adventure went badly for the group, most were killed and Geshwin was taken captive. Her own fate became tied to her ability with her weapons.

As a prisoner one of the bandits thought she was fair game; she proved him wrong by taking his life. The leader of the bandits was impressed with how she defeated the man. They talked and when it was understood that Geshwin had been recruited by being duped he gave her an offer to work with him for six months as a blood debt for the lost man. She accepted on the basis she would defend the camp, but not attack others.

During the six months she proved herself defending the camp. When her six months was up she told the leader that since her debt was paid she was leaving and she would not return to the area.

Pleased with her service, the leader gave her supplies and money.

Geshwin decided she didn't want to be out on the road and returned to the city to find work there. Since the number of swords for hire was great and she didn't want to go back to living in camps, she looked for other means of earning a living. She was recruited by an upstart gladiatorial house because of her ability and her looks.

In the arena Geshwin again proved herself as a fighter and a crowd pleaser. Soon she developed a following and was making good money. However, the person managing the fighting house was not well suited for running a business and it soon folded.

Geshwin decided it was time once again to make a change in her career. Instead of working the sands herself, she started her own fighting school, the Flesh Golem. It was small and she was barely making a profit when two things came to her rescue.

First was her friend who was the captain of the guard on the caravan who had taken a new position in the city. He hired Geshwin and her school to train his guards. This provided enough gold to keep the Flesh Golem open. Shortly, after the word spread she other small businesses sent their guards for training. The fighting school became established.

A roman gladiatorial school
She has maintained contact with a number of fighters in the city to be trainers when people are looking for a specific skill.

The second event was when a man, Horace, who sold himself to her to learn how to fight. The arrangement was to train him in exchange for the training and a percentage of the winnings from him fighting in the arena for the Flesh Golem. He never told why he wanted to learn how to fight or where he was from. Horace was determined to do his best. He excelled in the arena. When his training was complete he left and has not been seen since.

Because of Horace's success Geshwin has been able to maintain a stable of fighters since that time.

Geshwin (Fighter level 8, D&D 3.5 using core books)

Str 14, Dex 16, Con 12, Int 14, Wis 10, Chr 14
Alignment: Lawful Neutral
HP 58
Initiative: +2
AC 18 (studded leather, dex +3), 19 with dodge, 23 or 24 with combat expertise (she usually uses this
Attack base +8
Melee Attack +12 (+7), short sword +1 (1d6+5/19x2)
Full attack
            Melee Attack: +10/+5 (+5/+0) short sword +1 (1d6+5/19x2); +9 dagger +1 (1d4+2/19x2)
Fort +7, Reflex +5, Will +2
Feats (9): Blind-fight, cleave, combat expertise, dodge, improved trip, power attack, two-weapon fighting, weapon focus (short sword), weapon specialization (short sword)
Skills (55): Balance +4 (2cc), bluff +7 (10cc), climb +3 (1), diplomacy +6 (4cc), handle animal +6 (4), intimidate +5 (1), jump +5 (3), knowledge (local) +4 (4cc), knowledge (nobility and royalty) +5 (6cc), perform +4 (4cc), profession +4 (8cc), ride +5 (2), sense motive +3 (6cc)
Languages: Common
Magic: Short sword +1; dagger +1; potions cure light wounds (3), bull's strength, cat's grace; studded leather +2
  
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Ogre Longshoreman, 7th Level Commoner, D&D 3.5 (Core Books)

Here in the United States and Canada Monday is Labor Day. A holiday set aside for the remembrance of the working men and women who have worked to build the countries. In honor, here is a non-player character from my city who is a laborer in one of the honored professions—a longshoreman (or docker, or wharfie). He is one a party could hire for help due to his strength, or for what he has learned just being around where he works. He and his friends could also be hired to find out information in a subtler way than an armored adventurer might not be able to.

Vicactor (Vic), Ogre longshoreman

Growing up in the section of the city, the Grotto, known as being the worst area to live in Vicactor understood hard work and hardship from an early age. Crime is rampant and gangs are a part of everyday life. Being an ogre, Vicactor always had the standing opportunity of joining one of the gangs like many others of his immediate and extended family had done. However, he had watched many of his family get killed, sent to prison, or sold into slavery since an early age that he decided it would be better to find some other way to make his way out of the slum.

At that early age he started standing on the stones waiting to be picked to haul cargo along the wharf. His size and willingness to work hard without question moved him quickly up the lines for selection. Over a few years Vicactor gained the respect of the other wharfies and was even given the task by a few supervisors to select his own day crew. This led to Vicactor earning more money which led to him being able to move out of The Grotto and into a small home in the wharf district with a new wife.

Since then Vicactor has continued to rise among the longshoreman. He has a regular crew of who work with him who are known for the good work they do. Even though he runs his own crew, Vicactor doesn't do any negotiation for work, which is handled by the ship and warehouse supervisors who still hire the dockers, but it is known when Vicactor and his crew is on the dock, they are working that day.

Vicactor is a regular citizen of the city in basically every way. He works, spends time with his family, wants his son and daughter to be better off than he has been, and wants to live a good life. Part of his money is spent on his children gaining an education. So far both have learned to read, something Vicactor and his wife were never able to do, and he is hopeful they will be able to more with their lives than be laborers like himself.

But, even being in a city that legally accepts all races doesn't mean there aren't problems for Vicactor and others like him. Over the years he has had to defend himself against rowdy adventurers and has even stepped in to help one of the men working on his crew (he was being attacked by a mugger). There was even a time about a year and a half ago when Vicactor helped the city guard secure a small group of adventurers/pirates who were causing problems. He follows the laws as he understands them, but that also means he will help defend those who he feels connected and obligated to.

His crew of himself and six other workers (three humans, two half-orcs, and an elf) are known to be a tight group who will stand for each other if a fight breaks out. They don't look for fights, because that might lead to not getting work, but if someone tries to bully any of the crew the person will most likely be dealing with all of them.

Vicactor (Vic), Ogre longshoreman (dock worker)
Level 7 commoner (effective level 6) (using the D&D 3.5 core books)

Str 26, Dex 12, Con 18, Int 10, Wis 14, Chr 9



Alignment: Neutral to Neutral Evil

HP 79

Initiative: +0

AC 15 (natural armor +5, dex +1, size -1)

Attack base +6/+1 (+4 for grapple due to size)
Melee Attack +15/+10, masterwork large dagger (1d6/19x2)

Fort +10, Reflex +3, Will +5

Space/reach: 10'/10'

Speed: 40'

Feats (4): Alertness, endurance, skill focus (knowledge-local), skill focus (use rope)

Skills (28): Climb +8 (+10 with rope) (4), jump +6 (2), knowledge (local—wharf and grotto) +5 (4 cc), listen +9 (5), profession (longshoreman) +5 (3), spot +9 (5), use rope +9 (5)

Special Qualities: Darkvision 60', lifting and carrying at double a medium sized character

Languages: Common, Giant

Special mundane items: Masterwork large dagger.

Other items are part of his home, and spent on his family.

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Azzuct, 3rd level Goblin Rogue (Machiavellian Campaign/D&D 3.5)

From Inimigos goblins e kobolds on Pinterest
Another non-player goblin character for use in a city setting. For me this works with the Machiavellian Campaign I'm running where the city has a goblin enclave.

The city streets aren't the safest place to grow up. And when you belong to one of the minority races it isn't just unsafe, it is hard. Azzuct learned those lessons early in life and they were hard lessons to learn. The only reason why he is even alive at the ripe age of fourteen is because the attack on him and the rest of his family (which left all the others dead) when he was twelve was seen by an enclave goblin patrol. Over the past two years he has established himself as a scout for the enclave and a budding thief.

After recovering from his wounds, thanks to an adept living in the enclave, Azzuct started training with other young goblins on how to scout the city streets and buildings to protect the rest of the goblins. Although he doesn't think he is anything special in his clan, Azzuct has been noted for his dedication to his training to improve his abilities.

Not only has he shown an ability of maintaining his focus on the tasks he has chosen for himself, Azzuct has been trusted to do some further scouting into the city. He didn't know he was being tested by clan elders, but the extended scouting trips were to see how well he could, and would, follow orders. Because of his determination to complete the task as given clan leaders have provided additional support to the young goblin in the hopes of being able to groom him into a more formidable proponent for the growing clan in the city.

The leaders know Azzuct has no desire to be on who would negotiate with other races and he hasn't shown any interest in leading others, but he is willing to improve himself as a sneak, one who could provide information back to the leaders. Azzuct likes this path that has been proposed to him.

When he is not working on a patrol, or other service for the clan leaders Azzuct spends his time between spending time with his friends (as most would consider teenagers), but he also enjoys spending a certain amount of time on his own, usually out of doors. To accommodate this alone time Azzuct makes his way to the rooftops of the city and has been exploring out from the enclave's holding. During his explorations he has found several places where he has created hideouts he can use in case of trouble. Currently these locations are not far out from the enclave's control, but he has planned to create additional holes further out.

Azzuct doesn't have much more in plans for himself than helping his clan. He knows the enclave will most likely not grow in size within the city, but he has seen how it is growing in influence from the activities of some of the leaders. Personally he doesn't care about gaining influence, but he has started developing an interest in what he can do on his own as he gets better at his own abilities.

From sc4v3ng3r on deviant art
Azzuct (Rogue level 3, D&D 3.5 using core books)

Str 11, Dex 14, Con 12, Int 11, Wis 14, Chr 9
Alignment: Lawful Evil
HP 17
Initiative: +2
AC 17 (studded leather +1, dex +2, size +1)
Attack base +3
Melee Attack +4, masterwork small short sword (1d4/19x2)
Ranged Attack +5, masterwork small light crossbow (1d6/19x2)
Fort +2, Reflex +5, Will +3
Feats (2): Acrobatic, evasion, sneak attack +2d6, stealthy, trap sense +1, trapfinding
Skills (48): Balance +10 (6), climb +6 (6), escape artist +3 (1), gather information +4 (+6) (+2 for the enclave or city)(5), hide +9 (1), jump +5 (1), knowledge (local—city) +5 (5), knowledge (local—goblin enclave) +5 (5), listen +7 (5), move silently +10 (2), ride +6 (0), Search +1 (1), Spot +7 (5), Tumble +9 (5)
Special Qualities: Darkvision 60'
Languages: Common, Goblin
Magic: potions cure light wounds (1) reduce person (1); studded leather +1
Special mundane items: Masterwork small light crossbow, masterwork small short sword.

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NPC Druid for the Machiavellian Campaign (D&D 3.5)

Gardener from an illuminated manuscript
Here is a character I am using to set up an adventure in our Machiavellian campaign (one of the early articles). He can also play a part in starting adventures in just about any campaign setting since he is looking for something to invest his small amount of money into and has been researching what he wants to do with it.

Jahan, 2nd level half-elf druid (built in D&D 3.5 using just the core books)

Jahan never felt comfortable in the city, but needing to help his mother has kept him in there. While growing up he was accepted by most of the other children, for the most part. Being a half-elf meant he was almost always kept on the fringe of the group. Jahan was able to get along with the other children in the area, he just had different interests. This was even further aggravated with the fact that he has never known who is father, an elf, is or was. The only thing his mother has ever said about Jahan's father is that he was a good person and that Jahan should be proud of his heritage.

Beyond his life, Jahan only knows some of his matriarchal history, and that's only the stories his mother told him as a child. He knows they were not originally from the city, but came here to start over as a new mother with a half-elf son. At different times in his life he created stories, but living in the lower districts of the city gave them no credibility. Eventually Jahan spent more time with the stray animals around and working in a few small potted gardens to provide extra food for his mother and himself.

Grocer wagon from dreamtime.com
Jahan learned how to make plants grow better and became more in tune with nature. With his ability of growing plants, he started growing them wherever he could. Some were taken and eaten by others, but he was providing more food for himself and this led to him and his mother being able to start to save a few copper pieces.

Jahan and his mother used the money to get her better clothes which led to her being able to get a better job working in a kitchen in a small estate near the edge of the city. After she was there for a short while she talked with the cook about her son's ability with plants and he was brought to the estate to work in the garden. The garden began to do better than it had ever done before. The owner of the estate had been watching the young man and gave him the opportunity to do more.

Jahan took over another plot of garden to provide for the master's family. He was also given the privilege of being able to sell the extra he grew in the local market. Jahan has done well at this and has been again been earning extra money, but quicker than he was doing before.

Along with working in the garden Jahan also has some time to go foraging in the areas just outside of the city. The foraging trips have helped him learn about the plants nearby and he is also nurturing certain locations to grow more and better plants he supplements the garden and his sales.

Gardening at the estate has made Jahan happier, but he wants to do more for his mother and for himself. He is looking for a way to invest his money, it is still quite a small amount, into something that would allow him to leverage it into something bigger. He is very cautious though. He has been researching about plants and has decided to invest in some way with what he knows instead of giving his money over to another person to invest it for him.

Str 11, Dex 11, Con 12, Int 14, Wis 15, Chr 12
Alignment: Neutral

From Medieval-Recipes.com
HP 14
AC 10
Attack base +1
Fort +4, Reflex +0, Will +5

Feats (1): Animal Companion, nature sense, negotiator, wild empathy, woodland stride
Skills (30): Diplomacy +8 (4), gather information +4 (4cc), knowledge (local—city) +4 (4cc), knowledge (nature) +5 (3), listen +5 (3), profession (gardener) +7 (5), profession (green grocer) +5 (3), sense motive +6 (4cc)
Languages: Common and Elven
Animal Companion: Dog

Spells Memorized: Zero level: create water (2 times), purify food and drink, cure minor wounds; 1stlevel: detect animals or plants, longstrider, speak with animals.

Magic: None
Mundane Items: as fitting to the campaign, but he is part of the working poor.

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An Example of Using Some Additional Random Attributes to Create A Character

Picture from fotosearch.com
Last Sunday I posted an article about using some identifying traits to help build non-player and player characters (A Tip To Help Create Characters and Non-Player Characters). I received a private response from a person asking for a little more. The person mentioned how they are newer to role-playing games (RPGs) and were trying to come up with ways for character creation, as a player and as a game master (GM).

What I'm presenting here is an example of using the attributes I wrote about to start a character. Then, using those attribute scores, create the beginning of a backstory.

This can be done in a couple of ways. Scores can be generated before anything else is known about the character, or you can have part of the character created and then generate scores. Personally, I like to start with something before the attributes because I don't always want all of these attributes to begin with. However, for this example, I am going to start with a setting and build from there. Of course, scores can be assigned instead of randomized, and they can be changed to fit the story as needed.

In this case, I am creating a character in a present day setting. The campaign concept is the characters are agents for the government investigating unexplained cases. This would be a mashup between a number of sources like The X Files, Monster Hunters International, and The Special Investigations Unit from the books about Harry Dresden. I am not building this character in a particular game system to show how this method applies to creating a character backstory instead of how it fits in to a particular system.

The scores here were determined with 3d6, as described in the previous article. After each attribute I am giving my own interpretation of what the number means.

(3) Brave–13–Cowardly (18) = More likely to watch if there is a chance of getting hurt.
(3) Energetic–7 –Lazy (18) = They would rather watch then get involved, but will get involved if it looks like it is worthwhile.
(3) Forgiving–13–Vengeful (18) = Holds grudges, usually only for a short time, but likes to pay back hurts if they won't get caught.
(3) Generous–7–Selfish (18) = Tendency to be helpful to those in need, but not much.
(3) Honorable–16–Treacherous (18) = If there is a way of getting what they want without getting caught, will probably do it even if it means someone else might get hurt.
(3) Reactive–14–Cautious (18) = Remember to think before taking action, even if that is not always what happens.
(3) Merciful–12–Cruel (18) = Average, but would rather hit the person who knocked them down.
(3) Proud–13–Modest (18) = A little less flashy than the average person. Likes to show what they have done, but usually just to friends.
(3) Trusting–16–Suspicious (18) = Expects others to take credit for what they have done and to leave them out of the glory.
(3) Quiet–11–Talkative (18) = Average.

Combining these into a single character doesn't require creating an entire backstory. It's to provide a feel for what the character may have gone through, not a complete history.

To keep this random, I presented the game concept to my wife and asked who would the agency recruit? I did not give her any other information about the possible character or the attribute scores I had generated. She decided it was a woman in academia, in the social sciences, and likes mathematics.


Morgaine Stabile

Picture from Shutterstock.com

Morgaine is a new professor of geography, demographic studies, at a small university. She has been studying population migration patterns of the modern world.

Her dissertation was delayed because a fellow graduate student used some of her research to complete his degree. Morgaine was unable to prove the research was not his and she had to rework an entire section of her paper. Morgaine let others see how she took it stride, but she knew she had been had and was careful to watch the work of the offending, now professor, colleague. Just before her own graduation a year later she came across an obscure article written years ago and recognized passages that were lifted by the thief of her data.

Morgaine sent a copy of the article, anonymously, to the right people to discredit the other professor, causing him to lose his career.

She has been recruited because of her understanding of migration models of modern populations.

This backstory gives enough information to see how the attributes above can provide some information. It is still broad enough that a player (be it me or another) could expand on individual aspects during game play.

The idea about using these types of attributes is to provide guidance, not boundaries. Characters are going to change as they are played because each new adventure, once completed, becomes part of their backstory.

I hope this example helps.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

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