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Friday Evening Game Report – Torg Eternity, Session 12 October 16, 2018

Posted by jkahane in capharnaum rpg, rpg hut.
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The Friday night gaming group continued play in their Living Land campaign of the Torg Eternity RPG on Friday evening, the 12th of October. You can read about the previous session of the game by following the link. This post is somewhat long, so I’ve put it behind a cut for those who don’t want to read about my roleplaying game campaigns.

Torg_Eternity_Core_Book-cover.jpg

CHARACTERS:
Melanie Franconi (KathyB) – Cat Burglar/Thief
Wendy Saltman (Angela) – Courier/Street Thief
Sandra Mitchell (Ellie) – Librarian/Magical Dabbler
Lucas Wells (Mark) – Businessman/Realm Runner
Andrew Quilling/Andar (Peter) – Transformed (Living Land) Athlete

May 1st, 2017

The player characters turn in his direction, and realize that these are the Storm Knights they’re looking for. Before they can inquire, Dacree says that he’s precognitive, and thus knew they were coming. Travis Ford, the leader of the Middletown Council, tells William White when he asks that they have not changed their minds, and will not allow them to take the “Earth reality maker” with them. Joanne Arveldis asks him how they would stop them if they just took it with them, to which Travis Ford replies, “We have our means”. Lucas Wells asks if that’s meant to be a threat, but the Middletown councilman merely smiles. Sandra Mitchell says that she’d like to see this device, which the Storm Knights call an eternity shard. Ford and the council are willing to allow them to see it, but warns them that he and the other Middletowners won’t let them take the device that is keeping the town safe. He assigns a couple of other townsfolk, a rough-and-tumble type named Gina Windrose and an edeinos named Ishtar, to accompany the characters. White, Arveldis and Dacree decide to go with them.

The group travels through part of Middletown, and arrives at what appears to be the building out of which the local newspaper, The Middletown Transcript, operates. The building is in very good condition, but it’s obviously seen better days. When asked by Wendy Saltman, Gina explains that the paper is the main publication for the Middletown, Odessa, and Townsend area. Or was. The first edition was printed on January 4th, 1868, and the community paper was published every Thursday. Still is, with some dedicated effort. Gina tells them that she was and is the current editor for the paper. She leads them into the newsroom to a cordoned off area, at which two guards, one human and one edeinos, stand. On a large, low display stand rests an old fashioned early typewriter, a cross between a piano and a kitchen table. Gina explains that it’s a Remington & Sons early typewriter from 1881 and was the first typewriter ever used in the building. Sandra notices that there is a red and blue sheen to the typebars of the machine [she makes a Reality roll with a total of 23]. All of the Storm Knights, player characters and the NPCs, can feel the Possibility energy radiating from the device. It radiates pure Core Earth reality.

Melanie Franconi notices that William White has a hand on his sidearm, and she moves over to him and warns him not to draw the weapon. He’s startled by her closeness, but says that they need to take the device back to Philadelphia. Melanie tells him that as a professor of archaeology, surely he doesn’t want to do this and deprive the people of Middletown of their “holy relic”. White tells her with a smile that he’s an archaeology professor, but that the typewriter isn’t a relic or artefact, not in the pure sense. And that he and the others have their orders. Gina informs the characters that they’ve seen it, and that’s enough; time to leave the building. The player characters acquiesce, but the other three Storm Knights are reluctant to depart the area. Lucas and Wendy convince them to accompany them [a successful Persuasion roll with two Willpower cards and a Possibility played], and the three reluctantly agree. As they make their way out of the building, Melanie says that perhaps the Storm Knights would be willing to tell them what happened after they left Philadelphia.

Joanne Arveldis agrees to this, saying that perhaps it will make the Storm Knights see reason, and the group adjourns to the local pub, The Blue River. Gina says that she has to get back to her work, and leaves them be. Over the course of a very good meal, White, Arveldis and Dacree tell the characters what happened, most of which the player characters know, merely adding that their “real” mission was the recovery of the eternity shard which they will give to the Delphi Council. Arveldis tells them the little that she knows of the Delphi Council, and pretty much convinces the player characters of the “goodness” of the Council and what it stands for. Andar disagrees with the others, saying that since they arrived at Philadelphia he’s seen and heard what agents of the Delphi Council are willing to do at the expense of the edeinos friendly to humans and the primitive tribes. The discussion reaches an impasse, but only Wendy sees the smiles that pass between the other three Storm Knights. With evening approaching, the various characters decide to call it a night, and the player Storm Knights head for their quarters at one of the local hotels for the night.

With their recent injuries healed over the next couple of days, the player Storm Knights begin to meet more people, human, primitive and edeinos, in the town, and try to learn as much about the three Delphi Council Storm Knights as they can. The townsfolk don’t know that much, but share what information they do have. After the three arrived in Middletown, they were rather coy about their purpose but once it became clear why they were in the town, they took on a much friendlier tone. The townsfolk, aside from some of the edeinos, realized they were trying to ingratiate themselves, but many of them fell under the sway of the former athlete, Joanne Arveldis. They attempted to put additional pressure on the Council and the other townsfolk to “dispose” of the eternity shard, but found that the townspeople were much sharper than they’d expected. Most in the town are suspicious of them still, but then again they admit that they still don’t trust the player Storm Knights either. Lucas tells Melanie that he thinks her skill set should be used to keep an eye on Arveldis and her friends. She replies that she doesn’t trust White more, but Sandra tells them that it’s Dacree who’s the dangerous one.

The next morning, the Storm Knights re going about their business, when the local church bell starts to ring… They are told that it’s the town’s alarm system. They’re under attack! The two groups of Storm Knights are recruited (well, begged) to help defend the town, and both groups of Storm Knights agree to do so. As most of the Middletown citizens seek shelter, the Storm Knights wade into the zone of chaos that is the site of combat between the Redjaws tribe attackers and the defenders of Middletown in a heavily vegetated area. Melanie gives as good as she gets, using her spear to take down one Redjaws attacker [she uses a Flurry card and a Possibility], though she takes a couple of wounds [2 Wounds, and 0 Shock]. Wendy uses her Bless spell and her Repel spell to good effect, helping Lucas out with the former while repelling several attacks from a Redjaws edeinos with the latter, while using her staff when all else fails. [She spends a Willpower, a Possibility, and an Action card during the fight.] Sandra is able to use her Bullet spell and a 9mm pistol to fend off and take down her edeinos opponent [though she spends two Willpower cards and 1 Possibility doing so]. Lucas takes down two edeinos with his Glock 9mm, and then decides to finish off another with his machete. However, he is wounded during the fighting [and takes 2 Wounds and 4 Shock damage]. Andar, despite the Core Earth reality, engages with four edeinos and is able to defeat them with his baseball bat (a new Louisville slugger that he finds in the town’s sports shoppe ruins). [He spends a Possibility, an Adrenalin card, two Action cards, and a Hero card.] He suffers some minor damage [4 Shock points]. As the fight goes on, the Storm Knights and the townsfolk militia defeats the Redjaws edeinos, but doesn’t pursue the survivors back into the Living Land jungle. It is Melanie who realizes there is no sign of the other three Storm Knights. She says there’s only one place they would possibly go.

Making their way to the Middletown Transcript building Melanie arrives first, and sees several downed guards around the building. She checks a couple of them, and finds they are not dead, merely unconscious. Lucas and the others arrive, and Melanie leads them around to the printing warehouse large doors. They see White, Arveldis, and Dacree with a horse and cart, preparing to enter the building. Lucas calls out, telling them to stop and not enter the building, but Arveldis says they must, that they have to retrieve the eternity shard. “Even if it means endangering everyone in Middletown?” asks Sandra. “Yes,” say White, “what’s one small town compared to winning the Possibility Wars?” At those words, Andar charges towards the three, and the fight is on!

Andar, remembering what Sandra had said about Dacree being the most dangerous, charges toward the shaman. Dacree blocks his attack with casual ease, and then drops a pouch to the ground, causing it to burst and filling the air with a dark brown smoke. Dacree and Andar are lost in it. White fires his shotgun at Lucas, striking him for a terrible injury, but the Storm Knight is able to negate some of the damage using a Possibility. White moves towards Lucas with his sword drawn, and the badly injured Storm Knight takes out his machete and prepares to fight the old-fashioned way. Melanie, Sandra and Wendy confront Arveldis, who tells them she won’t fight the player characters. White is wrong about stealing the eternity shard. And she rather likes Middletown, and has decided that she wants to stay and live there, to help the townspeople survive the encroaching Living Land. Andar is no match for the shaman Dacree, who emerges from the smoke with the unconscious Andar in his arms [who has taken 1 Wound and 10 Shock, after using his last three cards and a Possibility]. Dacree tells the Storm Knights that he agrees with Arveldis, and will not help White take the eternity shard from these people. Meanwhile, the fight between White and Lucas is evenly matched, with neither man giving ground, though it’s obvious that Lucas won’t last much longer due to his wounds. Both Arveldis and Dacree shout for White to stop.

Once the two combatants are separated, Arveldis and Sandra tell the others the situation. Neither team of Storm Knights will take the eternity shard back to Philadelphia, and while the player characters return to Philadelphia and their employer empty-handed in more ways than one, White and Dacree will travel into the Living Land, learning more about the invading reality, while Arveldis settles in Middletown. The player characters are to tell their employer that there was no sign of the three Storm Knights (perhaps they did die in the attack on their expedition?) and no sign of an eternity shard or anything else of import in the area. White asks why he should go along with these plans and Lucas, pointing his weapon at the archaeologist, says because otherwise they’ll have to kill him. White agrees, but he’s not happy about it, and there’s a look of mischief in his eyes. Before the player Storm Knights leave for Philadelphia, Travis Ford and the Council inform them that they’ll always be welcome in Middletown, and that they should consider the townsfolk their allies.

Some days later, the player Storm Knights return to Philadelphia. While their employer, Damian Rogers, is pleased to have Harper Thompson and the other survivors of the expedition and the Redjaws’ slave labour camp returned alive, he’s not all that happy about the rest of their report. As the characters are eating an evening meal after being de-briefed and having cleaned themselves up, Melanie tells Lucas and the others that Rogers didn’t believe them but he’s got no proof. She’s not sure what he’ll do, but he’ll definitely try something. It might be a good idea if the player characters make plans to leave the City of Brotherly Love and perhaps see what’s out there in the Living Land…

Friday night’s game session of the Torg Eternity RPG was highly enjoyable, and a fun time. Part of that for me was the social company but also the fact that the Friday night group hadn’t gamed in a few weeks. The players had a good time of it, and really enjoyed the interaction between the player characters and the NPCs, as well as the resolution of the plot (which I may have glossed over a bit above). Peter told me that he really enjoyed the game session and has rather liked playing RPGs again. I mentioned that I’m happy he’s joined the group, and Peter told me and the others that he hopes we’ll be gaming for years to come.

On a sad note, this was the last session of Torg Eternity that the Friday night group will play for a while. The players are enjoying the game, but want to jump back into fantasy roleplaying, and are looking forward to playing Capharnaüm – The Tales of the Dragon-Marked when we game again in two weeks. Health and weather permitting, of course.
So it was a great session to end the scenario on, and complete the 3-month run of the game for now.

Looking forward to Arabian Nights fantasy in two weeks. 🙂

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Some More Sunday Capharnaüm Character Creation October 15, 2018

Posted by jkahane in capharnaum rpg, character creation, personal, photos, rpg hut.
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As mentioned in yesterday morning’s blog entry, SteveR was going to come over and help me out with some of the household stuff (the broken rib is preventing a lot of motion and movement) and then we were going to create a couple of characters for the Capharnaüm – The Tales of the Dragon-Marked RPG. And that’s exactly what we did.

I won’t comment here on what SteveR created for this character, his fourth (!!) for the game, but he has posted up pics of the notes on character creation on his Twitter feed (@SPatrickRoss) and hope he’ll post them up to his blog as well, so folks can see them there. That said, I created a character as well, and thought I’d post here pics of the design process for those who are interested.

The character, an Agalanthian thief who was forced to flee Etrusia, Marcellus Julius Gallius, was quite fun to create. Below, are the four sheets of paper notes I used to create him.


The first sheet


The second sheet


The third sheet


The fourth sheet

When I get a chance to do so, I’ll actually post up the Capharnaüm – The Tales of the Dragon-Marked RPG character sheets for Marcellius.

Was a fun afternoon, and distracted me from the pain and other bad stuff in my life at the moment.

No Sunday Gaming, Sort of October 14, 2018

Posted by jkahane in capharnaum rpg, character creation, rpg hut.
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Gaming is off for this afternoon with the Sunday group, sort of.

Tammy is working her on-call shift this weekend and next (if I remember correctly), so we won’t be playing in SteveR‘s Star Trek Adventures campaign this afternoon.

That said, SteveR will be dropping over this afternoon, and he and I will create another couple of Capharnaüm – The Tales of the Dragon-Marked characters again today. I’m rather looking forward to this, as I have an idea for a character that I want to…explore.

Will post more about the character once we’ve created the characters.

For now, another cup of hot tea for the morning.

Sunday Gaming Cancelled, Sort of September 23, 2018

Posted by jkahane in capharnaum rpg, character creation, ottawa, personal, playtest, rpg hut, weather.
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Gaming is off, sort of, once more this afternoon.

Tammy is woring on-call this weekend again (she does this two weeks on, two weeks off), so SteveR won’t be running the Star Trek Adventures campaign that he’s started this afternoon.

SteveR has decided, however, that he’ll be coming over this afternoon, as he’s enjoying creating characters for the Capharnaum – The Tales of the Dragon-Marked rpg. We’re going to create a couple of “different” kind of characters to see how the system works with them and whether they can be effective characters to begin with. Once more, see how things go.

I wasn’t sure whether we’d game at all today, as the devastation and aftermath of the tornadoes that hit Ottawa and the surrounding areas is still manifest, and there are lots of power outages all over the place. My power was out for about 17 hours (it came back on late Saturday morning), so that was a blessing. The city’s east end wasn’t hit as badly as the west end, to be honest, but there were places that were hit here too.

Anyway, a bit of gaming to distract me.

Have a good afternoon, folks. 🙂

Sunday Gaming Cancelled, Sort of September 16, 2018

Posted by jkahane in capharnaum rpg, character creation, playtest, rpg hut.
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Once more, I won’t be gaming this afternoon, sort of.

Tammy is working on-call this weekend, so the roleplaying game session is off and we won’t be playing Star Trek Adventures this afternoon.

That said, SteveR will be coming over this afternoon. We’ll be doing some more character creation to test things out again for the Capharnaum – The Tales of the Dragon-Marked rpg. See how things go again.

Capharnaum RPG Character Creation – Ibraman ibn Yussef Abd-Al-Salif August 22, 2018

Posted by jkahane in capharnaum rpg, character creation, personal, rpg hut.
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Given that I’m getting ready to run the Capharnaum – The Tales of the Dragon-Marked RPG that will be forthcoming from the folks at Windjammer Press and distributed by Modiphius on all three of my rpg groups, I thought I would post up here a detailed example of character creation for the Capharnaum – The Tales of the Dragon-Marked Roleplaying Game.

Game: Capharnaum – The Tales of the Dragon-Marked Roleplaying Game
Publisher: Mindjammer Press
Degree of Familiarity: Somewhat familiar. I’ve read the rulebook twice, and have run the QuickStart adventure three times. Just doing the best that I can.
Books Required: Capharnaum – The Tales of the Dragon-Marked.

Please note that this post is extremely long, as I’ve gone into the game mechanics a bit in terms of character creation, and have provided background on the character and the choices. Hence the majority of this post is behind the cut. That said, there is some of the game mechanics and descriptions of game world elements that I’ve skimped on in this write-up, so if you want to know more, just drop me a line in the Comments.

For those who don’t know, Capharnaum – The Tales of the Dragon-Marked is a fantasy roleplaying game set in a world of Arabian Nights, Argonauts, and Crusaders. Inspired by the One Thousand and One Nights, the myths of ancient Greece, and the legends of the Crusades, it’s where history meets myth, and legends are born. Anyway, here’s the character creation process. Bear in mind that this material is quite long, due to the way the background section is written up.

Step 1: Come up with a Character Concept for the player character that you want to play.
The first step that I always include in my games is to have the player come up with a Character Concept for the character they want to play. This is basically a one- or two-sentence bit that gives you all the essentials about what the character in question is.

Given that the game is based on the Arabian Nights, I decide that I don’t want to go with a stereotypical adventurer in the desert (though that would be fun for another character to create!), so I look through the setting chapters of the Capharnaum RPG rulebook to better visualize the peoples and the atmosphere of the game. I decide I want to play a merchant who may have a bit of magic for protection, but who has a good understanding of the cultures and peoples of Jazirat, the main area where the game is centred. I’ll leave some of the more interesting elements of the character background until we get to the material on creating your own Legends (see below).

Step 1a: Determine the player character’s Blood and Path.
Blood is the social and geographic origins of the character, as well as his place in the world. Bloods include the Saabi clans, Shiradi tribes, Agalanthian city-states, and Quarterian kingdoms. Choosing a Blood gives the character +1 point in one Attribute (see below), and 1 point in three specific Skills (see below), and lists some suggested Paths that one might follow.

Looking over the various Bloods (there are short versions in the character creation section, and longer, detailed material on each later in the book) and since I’ve decided I want to be a relatively honest merchant (ha! ha!) with this character, I decided on the Salifah tribe (who are very much into travel and commerce) and I choose the Clan of Yousef, Servant of Salif. The clan has a strong feeling of cohesion and family spirit, and is the glue that binds the children of Salif together. This gives me the following game elements:

Attributes: +1 Charisma (CHA) or Intelligence (INT). I choose to take this in Charisma (CHA).
Skills: Flattery +1, Survival +1, and Unctuous Bargaining +1.
The suggested Path (see below) is one of the paths of Youssef, son of Salif.

I decide that the character’s first name will be Ibraman. Given his tribe and clan, this makes his full name Ibraman ibn Yussef Abd-Al-Salif.

The character also chooses the discipline he’s decided to devote his life to in the clan, tribe, city-state, or kingdom. This is called his Path. It’s a generic term. The Agalanthians call it a school and the Quarterians call it an academy. The choice of Path opens the doors of the organization to the character – fighting schools, warrior sects, sorcerous colleges, mystical traditions, and so forth. Each Path provides the character with +1 point in one Attribute (see below), +1 point in three Skills (see below), and a special ability called a first path ability. There are more rules about choosing Paths in relation to Blood (see above), but I’m not going to worry about that here, simply because I’m keeping it simple for this character.

Following the suggestions from my Blood (see above), I decide on the Path of the Saffron Dunes. This gives me the following:

Status: al-Kimyat sorcerer and master trader.
Attributes: +1 Intelligence (INT)
Skills: Flattery +1, Sacred Word +1, Unctuous Bargaining +1
First Path Ability: If you light up a constellation on an opposed Unctuous Bargaining roll to sell something, the price you receive is increased by 50%. If you light up a constellation on an opposed Unctuous Bargaining roll to buy something, the price you receive is decreased by 50%.
Heroic Virtue (see below): Faith

I am also told that as part of the Saffron Dunes, my style is that I dress richly and with many jewels, each one larger than the other. I wear a gold signet ring representing a dune, by which everyone can identify me as part of this Path.

So at the end of this step, I have the following game Attributes and Skills.

Attributes: CHA 1, INT 1
Skills: Flattery 2, Sacred Word 1, Survival 1, Unctuous Bargaining 2

Step 2: Determine the character’s Heroic Virtues.
Each of the Dragon-Marked has four Heroic Virtues which quantify the dramatic qualities of the character. These Virtues are Bravery, Faith, Loyalty, and Heroism. Bravery measures your behaviour in the face of danger. Faith measures your devotion and religious observance. Loyalty measures your devotion to your clan, ancestors, family, city, and so on, as well as your adventuring companions (Dragon-Marked or not). Heroism is calculated based on the average (round down) of the three Virtues above. It plays other roles in character creation, as shall be seen moving forward in this process.

The player starts with 10 points to divide between the three Virtues, with a minimum score of 1 and a maximum score of 6. Heroism is the average of the three Virtues, rounded down.

Looking at the various Virtues, I find this a tough decision. But remember that my Path Heroic Virtue was Faith? That gives me a good base guideline.

I decide to set my Faith at 5, my Loyalty at 3, and my Bravery at 2.

This gives me a Heroism score of 3.

In the final version of the character (see below), the value in brackets is the number of Stars that I have in each of the three Virtues, but I’m not going to go into the meaning of the Stars here. Ask me in the Comments with this post if you want more details.

Step 3: Determine the character’s Attributes.
All characters have five Attributes, that represent the character’s inner faculties, the things that you didn’t have to learn. The five Attributes are Strength (STR), Constitution (CON), Dexterity (DEX), Intelligence (INT) and Charisma (CHA). An Attribute is something that you “are”, while a Skill (see below) is something you “know”. A value of 2 in an Attribute is considered average. When you create your character, you start with a value of 1 in each Attribute. The player then has six (6) points to distribute between them, in addition to any points he might have received in Step 1 above. No Attribute may exceed a value of 4 at this point.

Looking over Ibraman’s Attributes, I determine that I will put 1 point into my STR and CON to begin with. I also raise his DEX by 1 point, making it a 2 as well. This expends 3 of the 6 points I have available. I raise both INT and CHA by point, to 3 each, leaving me one point, and spend the final point on INT to raise it to a 4. This gives me a final set of Attributes after this process that looks like this:

Strength 2
Dexterity 2
Constitution 2
Intelligence 4
Charisma 3

Not a bad set of Attributes, I have to say. 🙂

Step 4: Determine the character’s Archetypes and Skills.
As well as deciding on a Path (Step 1a, above), which gives you social status, the player character is also defined by his Archetype. An archetype is a loose grouping of learned abilities called Skills. There are several Archetypes, and the character’s proficiency in the skills of each gives you a “portfolio” of the things the character can do. The Archetypes are: the Adventurer, the Labourer, the Poet, the Prince, the Rogue, the Sage, the Sorcerer and the Warrior. Before selecting the Archetypes, the player character gains each of the following at +1: Endurance, Prayer, Unctuous Bargaining and Willpower.

While characters are assumed to be able to count to 10, reading and writing is another matter. To count over 10 and to be able to read and write, the Sage Archetype skills play a huge role. I’m not going into the details or mechanics here, but some characters may find this important. Meanwhile, when you create a character, you assign a number of points to the skills of certain Archetypes. The player starts by ranking the Archetypes in descending order, according to how closely they match the character’s concept. For example, if you see your character as a noble warrior, you perhaps rank the Prince archetype first, and the Warrior second. This is done for all eight Archetypes, even if one considers them unimportant to the character concept. Once the player has the Archetypes ranked in order of importance, the player receives +3 to each Skill in the primary ranked Archetype, +2 to the Skills of the second ranked archetype, +1 to each of the next three Archetypes’ Skills, and nothing to the three lowest ranked Archetypes’ Skills. Note that no Skill can be above 5, and any points that go into said Skills will be reduce to 5 and set aside to add to the Freely Distributed points (see Step 5, below).

I start Ibraman’s sequence here off by adding +1 to each of Endurance, Prayer, Unctuous Bargaining and Willpower. This now gives me those Skills at the following levels: Endurance 1, Prayer 1, Unctuous Bargaining 3 and Willpower 1.

I then Rank the Archetypes in order of importance. I decide that in descending order they are: The Sage, the Prince, The Adventurer, the Sorcerer, The Warrior, The Labourer, The Poet, and the Rogue. Thus, the Skills in each of the Archetypes for each of my Rankings looks as follows:

Adventurer: Athletics 1, Riding 1, Storytelling 1, Survival 1
Labourer:
Poet:
Prince: Elegance 2, Flattery 2, Save Face 2, Unctuous Bargaining 2
Rogue:
Sage: History and Peoples 3, Instruction 3, Notice 3, Science 3
Sorcerer: Prayer 2, Sacred Word 2, Sacrifice 1, Willpower 2
Warrior: Command 1, Fighting 1, Intimidate 1, Training 1

Note that the Labourer, Poet and Rogue Archetypes get no Skill points, as per the rules above.

Factoring in the Skills I already have in the various Archetype set of Skills, the current Skill values are as follows.

Adventurer: Athletics 1, Riding 1, Storytelling 1, Survival 2
Labourer: Agriculture 0, Craft 0, Endurance 1, Solidarity 0
Poet: Acting 0, Music 0, Oratory 0, Poetry 0
Prince: Elegance 2, Flattery 4, Save Face 2, Unctuous Bargaining 5
Rogue: Assassination 0, Intrusion 0, Stealth 0, Thievery 0
Sage: History & Peoples 3, Instruction 3, Notice 3, Science 3
Sorcerer: Prayer 2, Sacred Word 2, Sacrifice 1, Willpower 2
Warrior: Command 1, Fighting 1, Intimidate 1, Training 1

Since none of the Archetype Skills exceed 5 at this point, there are no points added to the freely distributed points later.

And that’s the end of this Step. 🙂

Step 5: Determine the Finishing Touches for the character.
There are several different aspects to the finishing touches. We’ll go into each of them here.

a) Freely Distributed Points: First off, the player freely distributes some additional points into his character’s Skills. The player receives 5 points to distribute among the character’s Skills, in addition to any points in excess of 5 for Skills which were set aside for this purpose. The player can’t allocate more than 2 points to the same Skill and no Skill may exceed 5.

With Ibraman’s Skills sitting as follows,

Adventurer: Athletics 1, Riding 1, Storytelling 1, Survival 2
Labourer: Agriculture 0, Craft 0, Endurance 1, Solidarity 0
Poet: Acting 0, Music 0, Oratory 0, Poetry 0
Prince: Elegance 2, Flattery 4, Save Face 2, Unctuous Bargaining 5
Rogue: Assassination 0, Intrusion 0, Stealth 0, Thievery 0
Sage: History & Peoples 3, Instruction 3, Notice 3, Science 3
Sorcerer: Prayer 2, Sacred Word 2, Sacrifice 1, Willpower 2
Warrior: Command 1, Fighting 1, Intimidate 1, Training 1

I have 5 points to distribute among my Skills. I decide to assign 1 point to Athletics and another to Riding, another point to Endurance, another point to Save Face, and the last point to Stealth. This gives me the final set of Skills that look like this.

Adventurer: Athletics 2, Riding 2, Storytelling 1, Survival 2
Labourer: Agriculture 0, Craft 0, Endurance 2, Solidarity 0
Poet: Acting 0, Music 0, Oratory 0, Poetry 0
Prince: Elegance 2, Flattery 4, Save Face 3, Unctuous Bargaining 5
Rogue: Assassination 0, Intrusion 0, Stealth 1, Thievery 0
Sage: History and Peoples 3, Instruction 3, Notice 3, Science 3
Sorcerer: Prayer 1, Sacred Word 1, Sacrifice 1, Willpower 2
Warrior: Command 1, Fighting 1, Intimidate 1, Training 1

b) The Legends: Next, the player rolls for the character’s Legend. This fills in some of the details of the Dragon-Marked character’s colourful past life. The Legend Tables generate dramatic snippets for the character’s story, things that he or she did before play starts. There are four (4 sets of rolls to be made.

The player starts by rolling the dice twice on the table for the character’s Blood (Saabi, Shiradim, Quarterian, etc.).

Since Ibraman is of Saabi blood, I roll the dice and get a 3, so Ibraman made a pilgrimage to the ruins of the Village of the Prophets. He gains a +1 increase to his Faith.

For the second roll on the Saabi Blood table, I roll a 9. Ibraman has a distant Hassanid origin, and increases his Training Skill by +1.

The player rolls the dice once on the table for his main Archetype.

Since Ibraman’s main Archetype is the Sage, I roll on the Sage Legends table. I roll a 7, and determine that Ibraman assisted a historian in the composition of an encyclopaedic treatise. I get a +1 to the History & Peoples Skill, and gain a Contact (see below)

Roll the dice twice on the Legendary Archetypes table. Each result will indicate the table to roll on next.

Starting this step, I roll 1 for the Adventurer. On the Adventurer table, I roll a 7. Ibraman survived a dangerous voyage. He gains a +1 to Survival.

For the second roll on the Legendary Archetypes table, I roll a 2 for the Labourer. I roll an 11 on that table. Ibraman owns a small workshop. I increase his Wealth Level by +1, and gain a Contact in the form of the manager of the workshop.

The player rolls the dice on the Legends of the Dragon Mark table.

I roll the dice for the character and get a 13. Ibraman experiences strange and intuitive insights whenever he commits certain crimes. Perhaps he senses danger or understands how locks work with incredible ease. I choose to increase the Thievery Skill by +1.

c) Magic and Miracles: If the character has the Sacred Word ability, the player may now choose how he will cast spells or miracles in the game.

Since Ibraman has Sacred Word Skill at 2, the player may choose one of the three Sacred Words (Create, Destroy, Transform) for the character, which he has at the same level as his Sacred Word Skill. I decide that Ibraman will take the word Transform for the character, so he has this as Transform 2.

I now choose the Elements that go along with the Sacred Word. Since Ibraman has Sacred Word at 2, he may choose 4 elements to use to cast spells. The rules on the Elements can be somewhat complex, especially for the Saabi, so I’m not going to try and explain them here. I kind of like the idea of transmuting tears into sand, so… I decide on the four Elements of Bread, Sand, Semolina, and Water, and jot these down for my character. Useful for creating food and water in the desert! 🙂

d) Contacts: The player now determines the Contacts that the character may have.
The starting Contacts that the character has stem from the rolls on the Legends tables that he made. These can be a Level 1 or Level 2 contact.

Based on Ibraman’s character and the dice rolls that I made earlier on the Legends tables, I determine that Ibraman has two contacts as noted below.

A historian, Khalil (Level 1).

A workshop manager, Arvidi (Level 1).

Good stuff! 🙂

e) Survival and Initiative: The player determines the character’s Survival and Initiative values.
The character’s health is derived from the character’s Hit Points (HP) and Soak. Hit Points represent the character’s real health, and are equal to the character’s Constitution score multiplied by ten (CON x 10).

Ibraman has a Constitution of 2, thus giving him 20 Hit Points.

The character’s Soak is re-calculated at the start of each gaming session, and remains the same as long as the character’s Heroism value doesn’t change. Soak takes some of the damage suffered by the character, and is added to armour for this purpose. The character’s Soak value is equal to Constitution and Heroism (CON + Heroism).

With a Heroism value of 3 and a Constitution of 2, Ibraman has a Soak of 5.

The character’s Maximum Initiative is equal to the average of Constitution, Dexterity and Intelligence, plus one. [(CON + DEX + INT)/3 + 1].

With a Constitution of 2, Dexterity of 2, and Intelligence of 4, Ibraman’s Maximum Initiative is equal to (8/3) + 1, equals 3.

The character’s Passive Defense is a score used when the character is defenceless in combat or when he’s decided not to use an action to actively defend himself. The character’s Passive Defense is equal to his Dexterity plus Athletics plus 6 (DEX + Athletics +6).

With Ibraman’s Dexterity of 2, his Athletics of 2, and 6, Ibraman has a Passive Defense of 10.

f) Wealth and Possessions: The player determines the Wealth and Possessions of the character.

To start with, the character’s main Archetype grants the character a certain number of possessions and wealth.

Having taken the Sage Archetype as his primary, Ibraman starts with 3 outfits of city clothing; a khanjar (a dagger with a wavy blade); 10 books and scrolls on various subjects; a calligraphy kit; an astronomy kit; and a house (appropriate to the character’s Wealth Level (see below).

The character’s Wealth Level is equal to the skill bonus that the character receives for his primary Archetype. This also provides a certain amount of money.

Ibraman took the Prince Archetype as his second ranked Archetype, giving a skill bonus of +2, and thus giving Ibraman a starting Wealth Level of 2. Due to one of the Legendary events in his life, he gains a +1 to Wealth Level, thus giving him a final Wealth Level of 3. This makes Ibraman Rich, with very good quality equipment, and he starts with Unctuous Bargaining x 500 in ounces of Cumin (OC). With an Unctuous Bargaining Skill of 5, Ibraman starts with 2,500 ounces of cumin. A good amount if money! 🙂

When all is said and done, here’s what Ibraman the Trader stats out like:

*****
Name: Ibraman the Trader
Blood: Saabi – The Clan of Youssef, Tribe of the Salifah/Ibn Yussef Abd-Al-Salif
Path:The Saffron Dunes
Occupation:
Status: Al-Kimyat and Master Trader

STR: 2 Max Init: 3
CON: 2 HP: 20
DEX: 2 Soak: 5
INT: 4 Passive Defense: 10
CHA: 3 Heroism: 3

Heroic Virtues: Bravery 2(0). Faith 6(0). Loyalty 3(0)

Skills:
Adventurer: Athletics 2, Riding 2, Storytelling 1, Survival 2
Labourer: Agriculture 0, Craft 0, Endurance 2, Solidarity 0
Poet: Acting 0, Music 0, Oratory 0, Poetry 0
Prince: Elegance 2, Flattery 4, Save Face 3, Unctuous Bargaining 5
Rogue: Assassination 0, Intrusion 0, Stealth 1, Thievery 1
Sage: History and Peoples 4, Instruction 3, Notice 3, Science 3
Sorcerer: Prayer 1, Sacred Word 1, Sacrifice 1, Willpower 2
Warrior: Command 1, Fighting 1, Intimidate 1, Training 2

Attacks/Active Defences:
Khanjar (3/2, damage +5)
Shimshir (3/2, damage +10)
Jazirati Recurved Bow (3/2, damage +9)

Armour: Light armour (AV 3)

Magic:
Sacred Word – Transform 2
Elements: Bread, Sand, Semolina, Water

Path: The Saffron Dunes
First Path Ability: If you light up a constellation on an opposed Unctuous Bargaining roll to sell something, the price you receive is increased by 50%. If you light up a constellation on an opposed Unctuous Bargaining roll to buy something, the price you receive is decreased by 50%.

Contacts:
Khalil, a historian (Level 1)
Arvada, a workshop manager (Level 1)

Wealth Level: Rich

Equipment: (Enc: lbs.)
3 outfits of city clothing; a khanjar (a dagger with a wavy blade); 10 books and scrolls on various subjects; a calligraphy kit; an astronomy kit; and a house (appropriate to the character’s Wealth Level

Money: 2,445 ounces of cumin

And there you have the character that I created for the Capharnaum – The Tales of the Dragon-Marked Roleplaying Game. This character took me about 25 minutes, plus I would say another half-hour of leafing through the various cultures material and other bits. Character generation in Capharnaum – The Tales of the Dragon-Marked is relatively simple and straightforward, though some of the decisions that need to be taken can make the process seem somewhat longer and more difficult. If one has an idea of what one wants in the player character, the process can definitely take even less time, but to be honest, this is a game system that is extremely fun to work with and gives an incredibly wide variation on characters.

Comments and feedback are welcome. 🙂

RPGaDay in August – August 21st: Which Dice Mechanic Appeals to You? August 21, 2018

Posted by jkahane in capharnaum rpg, coriolis rpg, gaming hut, john carter of mars rpg, personal, rpg hut, torg eternity rpg.
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We continue on with #RPGaDay in August.

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#RPGaDay

Day 21 – Which dice mechanic appeals to you?

There are two dice mechanics that appeal to me these days. I rather like d6 dice pool systems to be honest, as they’re easy to deal with and require just some basic math (which keeps the mind sharp). The two systems I’m think of at the moment are the ones found in the Coriolis – The Third Horizon RPG and the Capharnaum – The Tales of the Dragon-Marked RPG. What’s neat about both of these games is the tweaks and sub-systems that are added on to the basic d6 mechanic as both optional and non-optional rules.

The second mechanic set that I really like is the d20 and 2d20 mechanics for the Torg Eternity and John Carter of Mars – The Roleplaying Game systems, respectively. Both of the systems use a very basic mechanic using the 20-sided die, but again add sub-systems that really make the two games shine.

That’s my answer for today.

Sunday Afternoon Gaming Cancelled, Sort of August 19, 2018

Posted by jkahane in capharnaum rpg, character creation, personal, rpg hut, torg eternity rpg.
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I won’t be gaming this afternoon, sort of.

Tammy is working on-call once again this weekend, so roleplaying game session is off and we won’t be playing Torg Eternity today.

That said, SteveR is coming over this afternoon. I’ll be doing some work with him on my Star Trek Adventures campaign that he’ll be running, and then perhaps we’ll get a chance to create a sample character for the Capharnaum – The Tales of the Dragon-Marked rpg. See how things go.

RPGaDay in August – August 18th: What Art Inspires Your Game? August 18, 2018

Posted by jkahane in capharnaum rpg, gaming hut, personal, rpg hut.
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We continue on with #RPGaDay in August.

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#RPGaDay

Day 18 – What art inspires your game?

For me, this tends to depend on the genre that I’m running. I am inspired by science fictional art for sf rpgs, fantasy art for fantasy rpgs, and so forth. My inspiration comes more often than not from artwork that is suitable for the game in question. Frex, I’m reading the Capharnaum – The Tales of the Dragon-Marked RPG of Arabian Nights myths and legends (among others) so the artwork from the game is inspiring me, but I’ve also looked at other 1,001 Nights inspired art as well as stuff of a religious nature from the Middle Eastern parts of the world. As well as artwork from roughly the same period from other countries directly around the Middle East. Portrayals of people, locations, religious icons or buildings, abstract pieces from artists, everything can be inspiration for one’s game.

However, that said, I also find that images that I see in newspapers or other sources or perhaps images and stuff that folks have posted in their Twitter 🙂 feed also inspire my games, sometimes taking the creativity in directions that I didn’t imagine. Images from anywhere or of anything can inspire me, I find.

And that’s the great part about gaming and art inspiring one’s GMing creativity! 🙂

RPGaDay in August – August 16th: Your Plans for Your Next Game August 16, 2018

Posted by jkahane in capharnaum rpg, gaming hut, john carter of mars rpg, personal, rpg hut, torg eternity rpg.
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We continue on with #RPGaDay in August.

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Day 16 – Describe your plans for your next game.

Finally, an easy one. 🙂

Depending on what my players want to play, I’ll either be running Torg Eternity, Capharnaum – The Tales of the Dragon-Marked or John Carter of Mars – The Roleplaying Game (depending on whether the latter is out yet to the KS backers, which I don’t think it will be).

If I’m running Torg Eternity, it’ll be just a matter of either writing a scenario for the game or using one of the old adventures from the original Torg: The Possibility Wars RPG (adjusting stats and the materials for the new game). If I’m running the Capharnaum – The Tales of the Dragon-Marked RPG, I’ll be starting the players off in character generation, and then will design a scenario to open the campaign that is suited to their characters and style of play. If I end up running the John Carter of Mars – The Roleplaying Game, it will be the same situation as with Capharnaum above, character generation and then writing an appropriate scenario for the starting characters.