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Of Veils and Daggers

Started by Wolfslime123, Apr 01, 2021, 05:52:41 PM

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Wolfslime123

The floating island of Veildishold is found in the obscured sky. A part of the world where suns are often buried behind a gloomy ceiling of black clouds.

The city of Veildishold has a massive sprawling criminal underground, once kept in check by an organization known as The Wraithclaws.

However, The Wraithclaws were destroyed by an internal civil war, and now every criminal faction that was once suffocated under the iron grip of the Wraithclaw law has a shot at gaining greatness! You are the leader of one of these factions, and it's up to you to take advantage of this opportunity in whatever way you like.

Gameplay:
You have a Faction, and Cohorts.
A Faction has:
A Name: The title your people will be known by
A Tier: An abstract representation of your Faction's power and quality of resources. The higher tier your faction is, the more effective your Cohorts will be. A faction has less effect against a faction of higher Tier. Every 3 Cohorts gives you 1 Tier, rounded down.
Some Wealth: A unit of wealth is a rather abstract amount of money, but you could imagine it as a briefcase of money like in movies. It pays for a job or service. Sometimes you need multiple briefcases.

Cohorts are the people who work for you. They can be a group, such as a gang of fighters, or a singular expert. Your player character also uses a cohort sheet. You describe what a cohort does, and a number of d20 are rolled, with the highest taken as the result. Some tasks are trivial enough that they won't need a roll.
Cohorts have:
A Name: A designation of some sort. For example, Charles, or Sparrow Squad
Physical: The number of dice rolled when a cohort performs an action using physical force, such as combat, building a structure, or destroying an enemy hideout.
Mental: The number of dice rolled when a cohort performs an action using mental prowess, such as planning an attack, gathering intel, designing an apparatus, or covering one's tracks.
Social: The number of dice rolled when a cohort performs an action using social skill, such as negotiating a deal, convincing someone to take a bribe, or talking a way out of a dangerous situation.
Many tasks use multiple traits, and so use multiple rolls. Performing an ambush could require both Physical combat, and Mental preplanning. Weaving a convincing fabrication could require Mental preparation and convincing Social deception. Intimidation could use Physical destruction and Social force of personality. Said task may fall flat in one area and ruin the whole thing, or the success in one area could cover for the failings of the other. The same applies to cohorts working on the same thing.

More dice may be given if you can convincingly cite an advantage you're using or a relevant piece of backstory is helping you out. Dice may be subtracted due to disadvantages or statuses.

For negative dice, that number is rolled and the lowest dice is taken. 0 and -1 dice are equal to -2 dice.

I may also add 1 dice if you wrote something descriptive or cool that I enjoyed reading.

You can edit your backstory, but other players may object and advocate for the advantage to be ignored if your backstory doesn't make sense.

By default, everyone can see each other's actions, but you can take measures to hide your actions, forcing players to investigate in order to gain access to [transparent text].

Sign-Up Forms:
You start with 1 wealth, a Faction Leader, an expert and a group cohort loyal to your faction. This equates to tier 1.

Faction:
Name:
Reputation: (basically a description)

Cohort:
Name:
Gender: (Optional)
Age: (Optional)
Description: (Optional)
Backstory: (Required for player character, optional otherwise.)
Physical: (split two points among the stats. A Faction Leader gets 3, and can send a stat into -1 for an extra point)
Mental:
Social:
Motivation: (Required)
Yours Truly,
\\/\/

Wolfslime123

#2
Factions
Name: The Black Crows
Statuses:
Cohorts
Description
Yours Truly,
\\/\/

Wolfslime123

#3
Faction Leaders/Player Characters
Feathers, Leader of The Black Crows
Yours Truly,
\\/\/

Wolfslime123

#4
Faction:
Name: The Black Crows
Reputation: A gang specializing in stealth tactics. The inner circle is close knit, but the outer circle will constantly be looking for ways to gain power and get above rivals in the gang, creating an internal strife that could be capitalized on via bribery. Their hideout is in a hidden location, but have a "mailbox" at the docks.

Name: Feathers (Faction Leader)
Age: 30-40
Description: They are very secretive, and does not do business without a mask. Usually a plague doctor mask.
Backstory: Feathers is actually a former member of the Wraithclaws. They have experience in working quietly and stealthily.
Physical: 1
Mental: 2
Social: 0
Motivation: Feathers seeks to one day take the place of the Wraithclaws. They will begin by attacking and attempting to take control over surrounding factions.

Name: Ash Vizian
Gender: Male
Description: A skilled spy.
Backstory: A former Wraithclaw member as well.
Physical: 1
Mental: 1
Social:
Motivation: To replace the Wraithclaws and restore control over the criminal underworld.

Name: The Talons
Description: A squad of stealthy operatives. They traverse rooftops with ease and operate well at night, but they're not as great in a fight in daylight.
Backstory: A group gathered and trained by Feathers and Ash over a period of time.
Physical: 1
Mental: 1
Social:
Motivation: To serve the Crows
Yours Truly,
\\/\/

Wolfslime123

#5
The crows are accepted, obviously.

The Black Crows' Cohorts:
Name: Feathers
Physical: 1
Mental: 2
Social: 0
Description

Name: Ash Vizian
Physical: 1
Mental: 1
Social:
Status:
Description

Name: The Talons
Physical: 1
Mental: 1
Social:
Description
Yours Truly,
\\/\/