conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Another_Poet: PbP System Playtest Campaign 
     Prologue:   T h e  S o u t h r u n  W e l l   
  
  The Objective: Get out of the caves with your lives!
   OOC objective: Play, break and rebuild the PbP System 
  
  The characters:
  
   Tristan 
   
   Spoiler 
  
    NOTE:  Please assign at least two +1 modifiers or one +2 modifier! 
   NAME:  Tristan
   Tristan is an orphan that lives off the streets, relying on his wits to survive. He's always dreamed of being a knight, although that is above his station, and out of his reach. 
   TETRAD 
  Breath: 6
  Spirit: 6
  Evasion: 3d6
  Will: 2d6
  
   SKILLS 
   Core: 
  Evasion
  Evasion
  Stealth
  (Thieving?)
  (Knowledge: Heraldry + Knowledge: Street Smarts?)
  ---
  ---
  
   Side Skills: 
  Evasion
  Evasion
  Evasion
  Will
  Weapon (Sideswords)
  Weapon (Bows)
  Acrobatics
  Perception
  Climbing (+1 hand claws)
  ---
  ---
  ---
  
   ATTACKS 
  Sideswords: Wooden Sword (1H, mel) 2d6 atk, 1d6 dmg
  Knives: Dagger (1H, rapid) 1d6 atk, 1d6 dmg
  Bows: Short Bow (2H, 50' range) 2d6 atk, 1d6 dmg - 50 arrows left
  
   ARMOUR 
  Leather Coat (Light)
  Armour Value: +1
  Armour Penalty: 0
  
   FEATS 
  Final Purpose
  Stealth Strike
  Weak Spot
  Lightfoot
  Armor Wrecker
  Frenzy I
  
   OTHER POSSESSIONS 
  Warm Set of Clothing
  Lockpicks
  Lantern
  Hand Claws
  Coil of Rope
  2 days' rations
  
   POINTS SPENT:  94  (but be sure to buy at least +2 in modifiers also) 
  (Note: I'm ruling that the hand claws give you +1 on climbing, and am thus pricing them as an expensive item, 12 bp just like a modifier. If they were meant for some other purpose instead let me know.)
   POINTS LEFT (144 minus points spent):  50
   
  
   Br. Craeldon 
   
   Spoiler 
  
   NAME:   Craeldon
   Craeldon is an apprentice monk who has been sent out of the temple of (insert diety here) to learn about the world. He has begun his mission to hone his already decent skill in the martial arts and the technique of the blazing fist.  
   TETRAD 
  Breath: 8    [6 + 2 using  modifiers]
  Spirit: 7   [6 + 1]
  Evasion:   2d6  (+1 when using staff or fists as 2H)
  Will:   3d6
  
   SKILLS 
   Core: 
  Will
  Weapon: Boxing
  Martial: Wresting
  Athletics
  ---
  ---
  ---
  
   Side: 
  Evasion
  Evasion
  Evasion
  Weapon: Thrown
  Weapon: Improvised (---) (---) (---)
  Climbing
  Knowledge (Religion) (---)
  Casting (Touches)*
  ---
  ---
  ---
  ---
  
   ATTACKS 
  Fists (0H) 2d6 atk, 1d6 dmg [or 1d6/1d6 atk; or +1 Eva]
  Quarterstaff (2H) 1d6 atk, 1d6 dmg  &amp; +1 eva
  Throwing knives 1d6 atk, 1d6 dmg, 10 knives left
  
   ARMOUR 
  Leather Armour (Light)
  Armour Value: +1
  Armour Penalty: 0
  
   FEATS 
  Armour Wrecker
  Measured Stroke I
  Mighty Stroke I
  Final Purpose
  
   MONK ABILITIES  (built using spell rules)
  "Blazing Fist" (Touches 1d6 vs. Evasion)
  Melee, 2d6 heat damage, 1 target,
  Cost: ?
  
   OTHER POSSESSIONS 
  1 Heavy Shield (not in use)
  Clothing and Cloak
  3 day's rations
  2 torches
  1 flint &amp; steel
  1 Coil of rope
  1 Backpack
  
   POINTS SPENT:  120
   POINTS LEFT (144 minus points spent):  24
   
  
   Maelous Arashi 
   
   Spoiler 
  
   NAME:  Maelous Arashi
   Maelous was born a peasant, and was quite content to remain so. However, when he started having nightmares of being burned alive, only to wake up and find his house on fire, his parents were fearful, calling himself 'demon-posessed' and 'cursed'. Driven from his home, nearly starving, he joined a gypsy band, and learned how to control his inborn talent for elemental wrath, as well as picking up the Gypsy's fine disregard for the common law. 
   TETRAD 
  Breath: 6
  Spirit: 6
  Evasion: 3d6
  Will: 3d6
  
   SKILLS 
   Core: 
  Evasion
  Evasion
  Will
  Dart +1
  Blast +1
  Rupture
  ---
  
   Side: 
  Evasion
  Evasion
  Evasion
  Knife
  Touch
  Refresh
  -
  -
  -
  -
  -
  -
  
   ATTACKS  
  Unarmed: Fists (0H, mel) 1d6 atk, 1d6 dmg
  Knives: Knife (1h, mel) 1d6 atk, 1d6 dmg
  
   ARMOUR 
  None (?)
  
   FEATS 
  Blast Art 1
  Blast Art 2
  
   SPELLS 
  1) Frostbolt (long range, Dart, Evasion check, cold flavor)
  2) Burning Hands(Cone Burst, Small Area Effect,Evasion check, Fire flavor)
  3) Shocking Touch (touch range, Paralysis effect, Evasion check, Lightning Flavor)
  4) Fires From Within (Long range, Rupture, Will check, Fire flavor)
  5)Lightning Bolt (Line Burst, Small Area Effect, Evasion Check, Lightning Flavor)
  6) Rejuvination (Touch range, Refresh)
  7)
  8)
  9)
  
   OTHER POSSESSIONS 
  Clothing &amp; warm cloak
  Backpack
  2 days' rations
  Lamp w/ 8 hrs' oil
  Rope
  
   POINTS SPENT:  78
   POINTS LEFT (144 minus points spent):  66
   
  
   The World 
   
   Spoiler 
  
  Incessant starfall keeps the humans underground. Living in cramped and often unstable caves throughout the Rift, humans stuggle to fend off subterranean monsters and make a living without regular access to the sunny fields above.
  
  Travel is dangerous. Navigating the Rift requires excellent spelunking skills and a quick blade, and carries the risk of seismic quakes and cave-ins. Going topside involves long pleasant journeys through the abandoned countryside, with spontaneous hellish storms of falling meteor. The sky is streaked with a band of glittering fire, and it does not relent in its attacks on the earth below.
  
  Those who venture out of the settled caverns, whether sprinting above or scrambling below, are the only link between colonies. They are not only messengers, couriers, warriors and guardians; they are hope. They are hailed as heroes of whatever colony birthed them, deserving or not. Children look up to them. Monsters stalk them without rest.
  
  But heroes and colonists alike share one fear. There is shelter from monsters and meteors, but no place that can prevent the Thaning. One by one or handful by handful, people simply disappear. Some disappear forever - others turn up again. It could be the next day or decades later, and around the corner or on the other side of the world. Some have their memories, some don't. Thaning is sometimes taken as proof that not only the sky and earth are falling apart, but the very fabric of reality itself.
  
  Your team will materialise from the Thaning with pre-Thane memories intact, your starting gear and not much else. How you navigate the caves around you and whether you find civilisation is up to you... and the creatures you find along the way.
   
  
  
  Please keep OOC chat and chargen questions  in the OOC thread. 