The Misfits [ EDIT ]
This game has been retired! That means it's no longer being run.
The city of Ulentor is an important hub within the Lithien Kingdom. As such it has a diverse and active population with merchants, crafters, and guilds. It is here that a unique guild exists. It is a home for the outcasts and unordinary. And it is a guild gainfully employed as it accepts requests that other guilds find too difficult or weird for their tastes. And due to the extraordinary abilities of their members, these tasks are often completed. This guild goes by the name The Misfits.
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You've always been an outsider to society. Very few interactions could be considered kind or even tolerant, but you have endured. It seems, despite your odd nature, there are powers above that prevent your outright persecution. Still, there are places that are more welcoming and you have found yourself within its walls. This place is called Ulentor. You had heard of this city, but never imagined such a diverse place could exist, or that so many different individuals could freely walk the streets without being singled out. You had heard of a guild that would welcome some of you skills and uniqueness and that is why you have found yourself here. Now you just have to navigate this city and find this guild.
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You've always been an outsider to society. Very few interactions could be considered kind or even tolerant, but you have endured. It seems, despite your odd nature, there are powers above that prevent your outright persecution. Still, there are places that are more welcoming and you have found yourself within its walls. This place is called Ulentor. You had heard of this city, but never imagined such a diverse place could exist, or that so many different individuals could freely walk the streets without being singled out. You had heard of a guild that would welcome some of you skills and uniqueness and that is why you have found yourself here. Now you just have to navigate this city and find this guild.
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[ +- ] Character Creation Rules
Attributes:
Available Attribute Arrays:
1. d10,d8,d6,d6,d6,d6
2. d10,d8,d8,d6,d6,d4
3. d8,d8,d8,d6,d6,d6
Other Attributes:
Plot Points: (all characters start with 3)
Wealth: (all character start with 6, which will be reduced by purchasing Gear)
Initiative: Dexterity + Combat + Combat Specialization (Specialization is only included if you are holding a corresponding weapon, this is the only time Combat and Combat Specialization is rolled together. This roll adds all dice together and ignores Hitches.)
Health will be handled by complications tagged "Health". If the complication tries to step up above a d12, the player is considered knocked out and gains a permanent complication tagged "Scar".
Distinctions:
Four Distinctions each start at d8. They each have a Hinderance SFX (treat the associated die as a d4 before adding it to the dice pool to gain a PP) and a Benefit SFX (spend a PP to step-up or double a die in the dice pool).
1. Personality - Who are you? What are your interests? How do you interact with the world and others?
2. Background - Where did you grow-up? Who raised you? What was your childhood like?
3. Professional Experience - What have you been doing before you joined the guild? What skills have you learned to earn a living?
4. Racial Uniqueness - What do you look like? What is you most distinct physical characteristic? What makes people treat you like an outcast?
Benefit List: (non-exhaustive)
Step-up a die for the rest of the scene.
Double the largest die in the dice pool.
Reroll a die after rolling the dice pool.
Step down a complication (cannot effect Scars).
Skills:
Skills are broken down into categories and those are further broken down into specializations. Specializations can be upgraded into Expertise and further into Mastery. Characters can start with only one skill at Expertise.
Each character starts with 10 points to spend in skills.
Untrained skill categories are d4.
One point to become trained in a category which set it to a d6.
One point in a trained category unlocks a Specialization in that category which grants a d8. This can be done multiple times to become specialized in other actions in a skill category.
One point in a Specialization will upgrade it to an Expertise which sets it to a d10.
Skill List: (this is a non-exhaustive list, if you feel like you would like to add something, please let me know)
Athletics
Athletics Specializations: Running, Tumbling, Climbing, Lifting
Combat
Combat Specializations: Shooting, Slashing, Piercing, Smashing, Brawling, Throwing
Crafting
Crafting Specializations: Blacksmithing, Tanning, Woodworking, Tinkering
Knowledge
Knowledge Specializations: Investigating, Understanding, Recording, Recalling
Magic
Magic Specializations: Casting, Enchanting, Summoning
Medicine
Medicine Specializations: Healing, Potion-crafting, Operating
Skullduggery
Skullduggery Specializations: Sneaking, Stealing, Lock-picking
Social
Social Specializations: Performing, Persuading, Deceiving, Commanding
Survival
Survival Specializations: Hunting, Gathering, Cooking, Tracking, Perceiving
Gear:
Characters start with 6 Wealth. All gear has one of the following effect tags: Attack, Defense, Movement, Sensory, Control, Enhancement. Magical Gear gains an additional tag that describes the nature of the magic within it (Fire, Holy, Illusion, etc.) Consumable items will have their amounts tripled. Ammunition is not calculated.
-Normal gear (d6) costs 1 Wealth.
-Fine Gear (d8) costs 2 Wealth.
-Magical Gear (d10) costs 3 Wealth.
Spells and Abilities:
Characters start with two abilities that start at d10. Abilities are powerful and should feel powerful in the narrative. These have two effect tags. Additionally, they will have a weakness tag: Exhaust (needs to recharge after use), Limited (can only be used in specific situations), Unstable (each use after the first will automatically create complications), Draining (the d10 steps down to a d6 with a second use and steps down to a d4 with any subsequent use, recharging only steps the die up one step, needing multiple recharges to become fully powered)
[ +- ] The Misfits Character Sheet
Create character
name is a age year-old, sex (gender pronouns), who is a relative type/race/species.Attributes
Attribute | Die Size |
Strength | 1d6 |
Constitution | 1d6 |
Dexterity | 1d6 |
Intelligence | 1d6 |
Wisdom | 1d6 |
Charisma | 1d6 |
Plot Points: 3
Wealth: 6
Unspent Scene Records: 0
Unspent Quest Records: 0
Skills
(Add specializations as necessary)
Skill Name | Specialization of Skill | Die Size |
Athletics | None | 1d4 |
-Example | Athletics | 1d8 |
Combat | None | 1d4 |
Crafting | None | 1d4 |
Knowledge | None | 1d4 |
Magic | None | 1d4 |
Medicine | None | 1d4 |
Skullduggery | None | 1d4 |
Social | None | 1d4 |
Survival | None | 1d4 |
Initiative | Dexterity + Combat + Combat Specialization (only with applicable weapon and skill) |
Init | 1d + 1d + 1d0 |
Distinctions
personality | 1d8 |
hinderance name | Hinderance | Gain a PP and treat this as a d4
benefit name | Benefit |
[ +- ] Personality Details
description
background | 1d8 |
hinderance name | Hinderance | Gain a PP and treat this as a d4
benefit name | Benefit |
[ +- ] Background Details
description
professional experience | 1d8 |
hinderance name | Hinderance | Gain a PP and treat this as a d4
benefit name | Benefit |
[ +- ] Professional Experience Details
description
uniqueness | 1d8 |
hinderance name | Hinderance | Gain a PP and treat this as a d4
benefit name | Benefit |
[ +- ] Uniqueness Details
description
[ +- ] Distinction Benefit SFX Reference
This is a simplified list. Feel free to add or modify if you are familiar with the system. Each Distinction starts with one Benefit and you can select any that you feel fits (you are not required to have a different benefit for each Distinction).
Spend a PP to step-up this distinction for the rest of the scene.
Spend a PP to double the largest die in the dice pool.
Spend a PP to reroll a die after rolling the dice pool.
Spend a PP to step-down a complication (except Scars).
Complications
Complication Name | Tags | Die Size |
??? | Wound | 1d0 |
Gear
Item Name | Description | Tags | Die Size |
item | description | tags | 1d6 |
item | description | tags | 1d6 |
item | description | tags | 1d6 |
[ +- ] Effect Tag Reference
Each piece of gear has one of these:
Attack, Defense, Movement, Sensory, Control, Enhancement, Knowledge
[ +- ] Item Type Reference
Normal item (d6)
Fine item (d8) (add "Fine" tag)
Magical item (d10) (add "Magical" tag, plus an extra tag that describes the type of magic)
Spells and Abilities
Ability Name | Description | Tags | Die Size |
ability | description | tags | 1d10 |
ability | description | tags | 1d10 |
[ +- ] Ability Tag Reference
Each ability starts with 2 effect tags (see under Gear) and 1 weakness tag. In the description should also describe how the weakness manifests.
[ +- ] Weakness Tag Reference
Exhaust: Needs to recharge after use
Limited: Can only be used in specific situations
Unstable: Each use after the first will automatically create complications.
Draining: The associated die is stepped down after each use. If the die is fully recharged, step down the die two steps instead.
Record Journal
record1
record2
record3
Records are synopses of events as told from the point of your character.
record2
record3
[ +- ] Record Journal Reference
Records are synopses of events as told from the point of your character.
Backstory
Everyone comes from somewhere!
- got things to add about your character that don't quite fit into writing in prose for back story?
- put them here!
[ +- ] Extra Information
- got things to add about your character that don't quite fit into writing in prose for back story?
- put them here!
Decks
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