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Dishizzle

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  1. Added the following clarification on Dramatic Failures: Show this Dramatic Failures do not follow the Fail Forward method. Your character fails at their task without even a modicum of success.
  2. Throughout the course of your character's first mystery in We Dwell Between, you might find that some things aren't quite right with some of the decisions you made in character creation. That's okay, this happens a lot of TTRPGs, especially if it's your first experience with a particular RPG's system. It can even happen when you are familiar with a particular RPG's system. Either way, We Dwell Between now has an official Free Trial period. At any point you feel as if a decision made in character creation wasn't the right one, we can discuss potentially changing it. Any time you feel like you want to swap things around, make a post in your character's Dossier File with the following details: What you want to change (Example: I want to replace my points in Occult with Science) Why you want to change it (Example: My character isn't into the Occult as I thought they'd be. They're more of a debunker of the Supernatural) That's it. The Storyteller will review your proposed changes and reasoning, and issue a decision thereafter. It's almost always going to be a yes so long as you properly reason why you want the change. Lastly, there's likely not going to be a limit on how many things you can change during the trial. Just don't be that person, and abuse these changes to cheat the system.
  3. A brief collection of things within the World Between identified for your convenience. Updated as new common terminologies are uncovered.   Blackwall Station Midtown metro station within The City.   Bluebook Search engine turned social media platform turned cloud and web based service host. It may or may not (it is) be named after similar service found in the film Ex Machina. It may or may not be the stand-in for an extremely popular (real)worldwide search engine that shall go unnamed (though likely has already been named in a few stories already, the retconning is in process).   The City A large metropolitan area, roughly equivalent in size to Denver or Seattle, in landlocked, midwest United States. Contains the usual modernized amenities - residential, commercial, and even some undefined light industrial zones on the fringes. It contains a state sponsored University of modest renown. Mass transit exists in the form of both buses and an expansive underground metro. Wealth is fairly evenly distributed, with the Middle Class being the predominant inhabitants. It also needs a name, and will eventually get one. Eventually.   The Iron Bull College Bar located near State University. Frequented unsurprisingly by students of said University, and has a bit of a rowdy reputation (also read as: not an ideal place to grab a quiet drink).   Kadath University The aforementioned state-sponsered University located in the City. Fairly run of the mill adult education, and accredited in all the right academic circles. Oddly enough, it does have a world-class Biological Science department, chaired and staffed by professors of significant international acclaim.   Nile A massive online retailer. It may or may not be the stand-in for a popular (real)worldwide online retailer also named after a large river and/or rainforest.   Torgate National Forest A sprawling forest just northeast of the City, covering just over five hundred thousand acres of largely undisturbed woodland.   WellConnect A social media platform for dedicated professionalsAlso Read As: Insanely Overly-Invested Corporate Wageslaves of all walks of life. It may or may not be the stand-in for a popular (real)worldwide website that links professionals in with other professionals.  
  4. The Dice Roller tutorial has been updated. There was an issue with adding bonus success counting any 10's rolled twice. As per the new instructions, leave that as don't add bonus success. Hopefully we have it right this time.
  5. The first mystery, A Touch of Death, is currently underway. Refer to your Personal Chronicle Threads to advance your character through the Mystery. When the time is right, and the stars align, you will be directed to begin posting in this thread. At that time, this thread will be officially unlocked.
  6. Updated to include a tutorial on using the Myth-Weavers dice roller.
  7. It seems inevitable that in every Pen & Paper RPG, someone has asked the oh so important question, "did you or your character say that?" As things are different in the asynchronous environment of Play-by-Post, the effectiveness of asking this is diminished by the delay in both the question and the answer. Such delays further slow the already ponderous and meandering style of PBP, so we want to avoid mishaps like this where we can. Fortunately this medium is also well equipped with a number of tools to help lower misunderstandings of who actually said what (you or your character) and hopefully prevent them outright.   Option 1: In-line OOC and Spoilers On the toolbar that appears whenever making a new post, there is the OOC button located here: It's a bit funky, but effective nonetheless. You can use it in line, just like this: Out of Character TextWhat's red and bad for your teeth? A Brick.. Using the spoiler functionality is also acceptable:  Show this The Spoiler Button is on the toolbar, just to the right of the OOC button.   Option 2: Character Headers An alternative approach, would be to design an simple character header using nothing more than an uploaded image and your keyboard. The Storyteller (That's me!) will be using this approach exclusively. Meaning anything you do not see within a character's header, indicates the Storyteller (...That's still me) is communicating directly to you, the player(s).   Example:   Wayne - Good Ol' Boy Because it's too complicated. It's like algebra, why you gotta put numbers and letters together?   Anything between those horizontal lines should be regarded as the character (Wayne, in this case) addressing your character(s). Then, anything else that comprises the posted reply could be considered direct communication from the Storyteller, or pieces of the ongoing narrative.   Dice Rolling As you can see, there is a dice roll attached to this post. They do not need to be hidden behind spoilers or OOC, as they have their own unique section in the post footer.
  8. As we continue to play We Dwell Between, characters actively investigating Mysteries gradually accrue Experience Points over time. Experience Points can improve just about everything on your character's sheet, and as the game goes on, it's highly recommended to continuously upgrade your character. Here is the currently projected Experience Point (EXP) gains:   Experience Gains Weekly Awards These are awarded every week, without fail (Unless I forget). A Trophy for Everyone: So long as you have contributed to a post, be that a Personal Chronicle or Active Mystery, your character gains 1 EXP. Method Acting: Exceptional Roleplaying and adhering to your character's concepts and themes during a week's run also grants 1 EXP. Heroism: Acting selflessly, rising to the occasion, standing fast against the odds at any time during a week's run is also worth 1 EXP. Note: Foolishly reckless and/or stupidly suicidal actions are not considered heroism if the whole point of doing them was merely a halfhearted grab at the Heroism award. Mystery Awards These are awarded at the conclusion of a Mystery. We Did It: If your character accomplishes their goals in investigation when the mystery ends, they gain 1 EXP. Still Alive: If your character faced down inexplicable danger and lived to tell the tale, they gain 1 EXP. A Plan Comes Together: If you devise a brilliant plan or strategy in which assists your fellow investigators (or even just yourself) in surviving a dangerous situation, your character gains 1 EXP. Player's Choice Award: A poll will be issued in the OOC Forum after a Mystery concludes. Players will vote for their selection amongst their fellows who demonstratively played their heart out during the Mystery. However you base your criteria for this MVP selection is up to you, just don't be that guy and vote for yourself. While the Storyteller (That's me!) will decide any ties amongst voting results, they will not cast a vote themselves. Players who win this Award will have their character gain 1 EXP.      Now that we've covered how to gain Experience Points, here's how you can spend them. If what you're looking to improve isn't listed in the table below, you probably can't go about making it better. Either that or other circumstances will be required to improve a particular thing on your character sheet.   Experience Point Costs Attribute: (New Rating x 5) EXP Skill: (New Rating x 3) EXP Skill Specialization: 3 EXP Merit: (New Rating x 2) EXP Morality: (New Rating x 3) EXP Be advised there are a few hitches when throwing experience points around. First and foremost, read the post on Morality before deciding to improve it. As mentioned there, it's not as easy as simply spending the EXP to do so. Next up, you can use your EXP to improve an Attribute or Skill multiple times in one sitting. You have to pay the EXP cost per rating increase to do so, however. If you wanted to increase your Strength from 2 to 4, it would cost a total of 35 EXP (15 EXP for increasing 2 to 3, and then 20 for increasing 3 to 4). Do note that things are a bit strange for acquiring Merits that do not have a progressive Rating, and instead have a single static Rating. Encyclopedic Knowledge, for example, has a static Rating of 4 - meaning there is no Rating 1-3 or 5 for this Merit. In order to purchase this Merit you must save up the appropriate amount of EXP to cover the costs as if you were improving the Merit from Rating 1 to Rating 4. In this case, you would need 20 EXP [(1*2)+(2*2)+(3*2)+(4*2)] to add Encyclopedic Knowledge to your character.   In conclusion here, all actual character improvements will be conducted in the safe haven of your Character's Dossier thread in The Crucible. Simply posting your desire to improve X Stat with Y EXP will typically suffice, so long as you meet all the requirements. If you have any further questions about improvements, posting in your Character's Dossier thread is the best place to voice them.
  9. As alluded to in the Play Expectations, Morality is going to play a large role in this game. From a roleplay perspective, your character's Morality serves as a focal point for your character on the spectrum of good and evil. It acts as an inspiration of guilt, or how horribly your character feels after performing an act ranging from something done in bad taste to utterly horrific. Temptation will be presented as a prominent theme in this game. The allure of forbidden knowledge and ancient secrets may prove to be too much for your character to abstain from utilizing them. As you will surely find out, there's reason these particular wisps of forgotten lore are exactly that - forgotten. Mechanically speaking, Morality serves as a goalpost, of sorts. Most prominently, you're going to want to keep your morality at least above 0. Should your character ever drop below 1, they devolve fully into some depraved beast who operates solely upon debase instinct. Also read as: Your Character becomes wholly unplayable, and is retired. Or maybe serves as some stalking horror NPC until properly dealt with; in any regard, they remain unplayable. All characters begin the game at a Morality Rating of 7. In general, 7 is regarded as a normal, law-abiding citizen. You wake up, ready yourself for the daily grind, earn your living, go home, let off stress in a healthy fashion, go to sleep, and then start it all up again the next day. You might speed on the freeway, speak ill of your coworkers behind their back, and occasionally tell white lies, but your wicked deeds don't really extend much beyond that. Anything below 7 means your character has committed a punitive or moral sin, and has come to terms with the fact that they have no qualms engaging in similar behavior in the future. The lower your Morality dips, the more inclined your character is to do ill in the world. Here's are some examples of what you can expect of individuals at the varying levels of Morality to consider vile or wicked.   Morality Chart 10 - Selfish thoughts are sins. 09 - Minor selfish acts, such as withholding charity, are sins. 08 - Injury to another, be it even accidental, is a sin. 07 - Petty theft is a sin. 06 - Grand theft is a sin. 05 - Mass property damage, such as Arson, is a sin. 04 - Crimes of Passion are sins. 03 - Murder is a sin. 02 - Serial killing is a sin. 01 - Callous mass murder is a sin. 00 - There is no sin.   This isn't a hard and fast limitation on Sins. There's plenty more ethical wrong-doings someone at Morality 7 wouldn't consider doing. This chart serves as a broad example of each level instead.   Doing Wrong There's no rules against being evil here, though there are plenty of rules against which evils your character commits. Another reminder that anything listed in the Game Expectations, as well as the Banned Subject Material list remains strictly off-limits. As your character progresses in the Active Mystery for their own reasons, they might find that they may have to commit wrongs in order to achieve their goals. Your character may even find themselves acting wickedly in the pursuit of the greater good. They may even continue to believe they are acting in service to their fellow mortals, despite the fact they are willing to ignore due process and execute someone in cold blood. After all, you can't win the Model Village award with all them crusty jugglers around, now can you? There may come a time when your character suffers the consequences of a moral dilemma for choosing the high road, as well. Failing to put an end, in the most definitive ways, to some deranged lunatic that believes offering blood tithes to summon an eldritch abomination may haunt them all the same should said Eldritch Abomination appear and start devouring folk wholesale. Just like Burke alluded, good people not stopping evil takes a different, but just as impactful, toll on society.   Virtues and Sin It should also be said that acting in accordance with your character's Virtue and committing atrocities of varying degrees are not mutually exclusive. Your character with a Morality of 6 and a Virtue of Justice can shoot someone dead in self-defense and still feel the moral repercussion upon their psyche. The two game mechanics, while functioning independent of each other, can still take effect where applicable.   Falling from Grace When the time comes that your character does, indeed, stray from the path of the righteous, it does not often become a swiftly rushing downward spiral in which they cannot escape. Filching some cash to bribe a cop to disclose proprietary information about an ongoing investigation might be justifiable to someone of even a Morality of 8 or 9. In their heads, your character firmly believes they have done the right thing. Mechanically speaking, determinations of this sort are resolved by performing a Degeneration Check. Based off the moral severity of a sin, you are assigned a number of dice to roll. If you roll a success, your character's compassion and righteous remains intact. If the roll fails, their sense of right and wrong is altered, and may become inured to performing greater acts of sin. The following table is consulted when making a Degeneration Check regarding the number of dice to be rolled:   Degeneration Table Morality Rating 09-10: 5d10 Morality Rating 07-08: 4d10 Morality Rating 04-06: 3d10 Morality Rating 02-03: 2d10 Morality Rating 01: 1d10   The Morality Rating, in this instance, refers back to the Morality Chart above. If your character is at Morality 7 and performs a sin of Morality Rating 5 (Mass property damage, such as Arson, as from the chart), they would roll 3d10 (Morality Rating 5). If you score a single success, your character's Morality does not degenerate. Otherwise, their Morality is lowered by by 1. Fail-Forward does not apply to Degeneration Rolls; it's strictly Succeed or Fail. Note: Characters that have already degenerated to lower a Morality no longer feel guilty or even care about sins of higher Morality Ratings. If your Character has degenerated to Morality 3, they have no qualms performing grand theft, and thus no Degeneration Roll would be required if they stole a car.   Harsher Realities: Derangements As your character slips down the slope towards true inhumanity, their psyche may be wounded in severe fashion along the way. These are manifested as a Derangement, which has both roleplaying and mechanical functions that are expected to be adhered. In short, Derangements are mental and emotional ailments brought on by your character's stress, grief, or even remorselessness over sins committed. Derangements are acquired most often by failing a Degeneration Test, but can be applied should the Narrative so deem. Should your character degenerate to a lower Morality, you will immediately perform a Derangement Test to see if the dark deed done has left your character scarred mentally or emotionally. Using the Degeneration Table above, select the Morality Rating that now reflects your character's current Morality, and roll the associated number of dice. Just like the Degeneration Test, Derangement Tests are Pass or Fail, meaning Fail-Forward does not apply here. If the roll is successful, your character copes with what they've done. If the roll is a failure, your character gains a Derangement. As to which Derangement they gain, decisions will be handled on a case-by-case basis, and actually includes the character's player in the process. You and the Storyteller (That's me!) will decide which Derangement best applies together.   Repentance: Recovering Morality There is no quick and easy way to recover Morality lost to Degeneration. People are not despicably heinous one day, and a saint the next. It takes time and effort to put sins behind your character in the form of an actual investment of improvement, as well as an expenditure of Experience Points. This means your character must have a successful redemption arc in terms of roleplaying, as well as devoting a large number of Experience Points to properly correct their ways. Any attempts to spend Experience Points on Morality without clear and repeated evidence of repentance will not be approved. See the Improving Your Character post for more information on the Experience Points cost. Note: If your character has a Derangement gained from Degeneration, increasing your Morality will remove the Derangement as well. Roleplaying aspects of your character seeking help for their gained Derangements is a good show of faith in terms of repentance, as well.
  10. Herein, the sky's the limit. Well, almost. This is the place to conduct impromptu roleplay sessions with your fellow players. Do note there are some regulations in place to conserve the ongoing mystery or overall plot arc. Freeform activities cannot impact characters in the proverbial Grand Scheme of Things. This means no character death, serious injury, derangement acquisition, and so on. Freeform activities also cannot impact the Grand Scheme of Things. The Storyteller (That's me!) will moderate, and provide scene extras and set-pieces, but will not dictate the story flow. Arbitrations may still occur during Freeform, though the Idiot-God reserves the right to delay in bestowing any hideous blessings or delightful curses if it impacts the Grand Scheme of Things. Experience points can still be earned in Freeform.
  11. While there will be a number of NPCs floating around the game space of We Dwell Between, there will be one of particular note that will be a common occurrence throughout your first forays into this strange world. It is known as the Arbiter of Fate. Uncouth, demanding, and damningly cryptic is the Arbiter, who acts as an other-worldly influence upon your character. Their words are generally internalized as your character's own thoughts, though recognized for what they are by you, the player. Your character can remain blissfully unaware of The Arbiter's presence should you chose. That being said, the Arbiter does not always have your character's best interests in mind. In fact, as a creature of impulse, it cares not for consequence, and merely lives in the moment. Grand rewards can be acquired by following the Arbiter's guidance, but equally daunting consequence may be waiting for your character at the end of that rabbit hole. The rewards that can be garnered from following the Arbiter's guidance are going to be held in the strictest of confidences. Consequences will vary, but can be severe as attribute impairment, an inflicted derangement, degraded morality, or even an imposed flaw, all based largely upon the situation in which fancies the Arbiter. You will be granted access to a personal thread in The Crucible titled Arbitrations. Any and all communications from the Arbiter will be posted there. Like any other NPC that arises in We Dwell Between, the Arbiter has their own unique post header that appears as such:   Sample Arbitration T H E  A R B I T E R  -  The Idiot-God HOW WRETCHED, IT LIES BROKEN BEFORE YOU. DO YOU TWIST THE KNIFE, OR DO YOU TWIST YOURSELF? END ITS MISERY, AND KNOW NO SLEEP. TORMENT THE CREATURE, AND BECOME THAT WHICH FEEDS UPON SLEEP.   While the Arbiter itself in the game space is a creature of whims and fancies, it has no inherent play mechanic in the narrative. Any and all Arbitrations should be considered a path to power or ruin for your character, but are also entirely optional. You need not act on anything it suggests, but that won't necessarily stop it from constantly tempting you when the mood strikes. To interact with an Arbitration, you need only post a reply that you acknowledge the Arbitration. This lets the Storyteller (That's me!) know you have made a decision regarding your character's action in relation to the Arbiter's enigmatic advice, and that the game can continue. As mentioned before, The Arbiter will not answer any questions or statements you direct toward it. In the end, it's largely up to you how to interpret its advice, but know there are no wrong answers. Only dangerous ones. As important as Arbitrations are, there may be a halt in the action as Arbitrations are waiting to be acknowledged. During these moments, it will be announced in an ongoing Mystery thread that there is an Arbitration pending. In keeping with privacy, Players and Characters undergoing Arbitration will not be revealed. Do note, that a missed opportunity is also an opportunity lost. What the Arbiter fancies in one moment may not necessarily capture its attention in the next.
  12. This post is going to teach you all about the main mechanic of the Storyteller system, Skill Checks. Just about everything you do that has a even a modicum of risk and danger associated with it will be determined by a Skill Check. Overall, the mechanics are easy to learn. We Dwell Between will be using a more opened ended approach to skills than some of the recommendations from the core rulebook. For Veterans of CoD/nWoD, any combination of Attribute and Skill can be used when attempting something. However, unorthodox combinations can receive maluses to your dice pool. Veterans should also at least check the Failures sections to see one other hacked rule We Dwell Between will be using. For everyone else, let's dive into how Skill Checks work. A Skill Check is Called For When a call for a skill check is made, you won't necessarily be asked to make a check comprised of specific skills. It will be up to you to determine how your character wants to handle the problem laid before them. Before elaborating further, let's establish an example scenario. Example Scenario You're in hot pursuit of a cultist who's running off with a relic that can probably unlock a gateway to a world beyond horrific and draw to our plane of existence some eldritch monstrosity. You're rather sure you don't want any of that going down, so apprehending the cultist is in your best interest. Problem is, you chased the cultist up to the roof of a high-rise building and, in true footchase trope fashion, they've already jumped the five-foot gap over to the next building. Still rather sure you don't want Lovecraftian horrors strolling around the city, you decide to make the leap after them. This would call for a skill check. Building Your Dice Pool In our example scenario we've established a problem your character need to solve - jumping a five foot gap. How you go about doing that is entirely up to you, and the ability of your character. You have a whole mess of skills, it is now time to put them to use. Step 1: Decide which skill you're using. Step 2: Decide what attribute you are using in conjunction with the chosen skill. Step 3: Apply any relevant specialization. Step 4: Apply any relevant bonuses from equipment. Each point invested in the chosen skill adds 1d10 to your pool. Likewise, each point invested in the chosen attribute also adds 1d10 to your pool. Relevant specializations will add 1d10 to your pool, unless modified by something like a merit that your character also has. Equipment is going to be the most difficult thing to include, as there really isn't a handy gadget for all occasions. Expect dice pool bonuses from gear to be rare. Example Scenario Your character is trained in Athletics from a life employed as law enforcement. They're also fit, and have a decently raised Strength Attribute to reflect that. If your character had 3 points in both Athletics and Strength, your total dice pool would be 6d10 - one die for each point invested. Let's also say your character was heavy into Track and Field during high school, and you chose to reflect this fact by specializing their Athletics skill with Track and Field. Given the situation they are in (running and jumping), this would be an appropriate allocation of that specialization, adding an extra die to the pool and thereby bringing its total up to a 7d10 dice pool. Lastly, your character doesn't really have anything on hand equipment-wise that's going to make this jump any easier, so they forego adding any dice based off of their gear. Easy enough to build a dice pool, right? Well, let's complicate it a bit with a few realistic scenarios. The Unorthodox Approach In our example thus far, we have a perfect situation lined up for our character. Athletics and Strength is a no-brainer when it comes the task at hand. At this juncture, we then have to ask what if your character did not possess either Athletics or passable Strength. Our Cultist is likely going to get away, and you still really, really don't want that. Worry not, there are still a few things you can do, and the first to be covered is the Unorthodox Approach. In We Dwell Between, creativity is always welcomed and something to be rewarded. If you can properly justify the usage of skills or attributes that would be considered a stretch for the Skill Check at hand, there's really no reason to deny using them. That being said, cleverness and ingenuity is never fool-proof, and this will be reflected upon your dice pool with the addition of an Unorthodox Malus. Simply put, an Unorthodox Malus reduces your total pool by an amount never to exceed -2. If the skill and attribute combination is a little wonky, but still reasonable, your dice pool is reduced by 1. If the combination is a real stretch, but still justifiable, your dice pool is reduced by 2 instead. One final warning, some combinations just won't jive with what is trying to be accomplished. Using a combination of Presence and Politics just isn't going to stitch up that knife wound, no matter how hard you try. It might convince someone else to stitch up said knife wound, sure, but that would be a different skill check entirely. Example Scenario We're still up on that roof, chasing down that Cultist. However, this time your character is less an action-movie lead, and more a bookish librarian. Your character still has to make the jump, but their strength score is lower, and they haven't even trained in Athletics. Time to get a little creative. Your character does have a decent enough Survival Skill at 3, being no stranger to academic fieldwork. You argue that in their training, they have grown accustomed to negotiating rocky and difficult terrain. While it's not exactly the same as making a leap like this, it's remains within the realm of reasonable, and thereby would be usable. If they were to then combine it with their Strength of 2, their dice pool would be 5d10. Being a reasonable Unorthodox Approach, this dice pool would only receive the -1 malus, dropping it down to 4d10. Sadly, your character's Survival specialization in Edible Plants is most assuredly not going to apply here, so no bonus from that to counteract the Unorthodox Approach. Conditional Modifiers There exist other Bonuses and Maluses that can help or hinder your character's chances at success. These are largely open-ended, and based entirely upon the situation at hand. They exist purely to reflect the fact that rarely does anyone come across the perfect situation wherein they can act without outside forces interfering. Being open-ended, they are applied on a case-by-case basis. Furthermore, any number of Conditional Modifiers can be applied to a Skill Check, so long as they are relevant to the task and situation at hand. Example Scenario We're still on that roof, chasing down that Cultist. We're still the bookish librarian trying use our unorthodox Dice Pool of Survival + Strength. Only now, it's raining. Hard enough that we have small pools of standing water that the old building's outdated drainage just can't dissipate. That means the rooftop here is slick and slippery, and difficult for your character to keep their footing. Enough to infer a -2 Conditional Modifier Malus to the task at hand. This would reduce your Dice Pool from 4d10 to 2d10. There exist other modifiers, such as ones accrued from taking damage, that can further impose further maluses as well. Willpower Usage Based on our current example with these maluses in place, your character's odds of successfully making the jump isn't looking so great with a Dice Pool of 2d10. Sure, you may only need to roll a single success but, with your current Dice Pool, the probability is only 51%. While it does look somewhat grim, you need not abandon hope. There remain two tools yet at your disposal. The first is Willpower; summoning that unconquerable strength within to potentially do the impossible. By spending a single point of willpower, you can add 3d10 to any Dice Pool. This can actually be done any number of times, so long as your character has Willpower left to spend. Example Scenario We're still on that roof, chasing down that Cultist. We're still the bookish librarian trying use our unorthodox Dice Pool of Survival + Strength. It's still raining hard. Your dice pool is still only 2d10. Deciding it's not worth the risk with that few dice, you spend a Willpower to increase your Dice Pool total up to 5d10; thereby increasing your odds of success to a much more comfortable 83%. Do note that spending Willpower in this fashion is far from permanent. You always regain one point of Willpower every time your character indulges their Vice. Alternatively, you can also refill your Willpower pool entirely if your character prominently adheres to their Virtue. The Last Ditch Now, there may come a time when the total maluses levied against a Skill Check you're trying to roll reduces your total Dice Pool well below Zero, and your character just doesn't have enough Willpower left to compensate. This very well could happen in a life or death situation for your character, where failure is not an option. You still have to make the check, but any Dice Pool with a value of Zero or less is an automatic failure. You have one shot, and we call it The Last Ditch. When invoked, the Last Ditch brings your Dice Pool up to 1d10, regardless of how many negative maluses are placed upon it. You can use Willpower to increase this to 4d10, as usual, but only one expenditure of Willpower is allowed per Last Ditch roll. Furthermore, Last Ditch dice can only score a success if you roll a 10. Still better than nothing, right? Example Scenario Still on the roof, still chasing cultists. Still that bookish librarian using an unorthodox Survival + Strength. Now, not only is it still raining hard, your character is winded from the long chase. On top of that, they've taken quite a bit of damage amidst this chase. To really pile the pain on, your character is extremely acrophobic and they are high enough up to trigger a panic attack. Furthermore, they've spent a majority of their Willpower on other live or die situations, and they're down to their last remaining point. Let's math out the Dice Pool here to properly illustrate just how grim this situation is. So, as before, with the new additions, Survival (3) + Strength (2) - Reasonable Unorthodox Approach (1) - Difficult Terrain (2) - Winded (1) - Damage Taken (3) - Acrophobic (2) = -4d10. Even spending that last remaining Willpower point they have left would still only bring their pool up to -1d10, prompting an automatic failure. So instead, you decide to take The Last Ditch, and spend your remaining Willpower to increase The Last Ditch dice pool to 4d10. Your character can attempt the jump, but you need to roll a 10 at least on one die to achieve a success. Rolling For Success A successful roll of a Dice Pool means at least one result of the total rolled d10s is an 8, 9, or 10. When this occurs, your character does exactly what they set out to do without any fuss. As an added bonus, any time you roll a 10, you may immediately roll that die again generating an additional success on another 8, 9, or 10, and even triggering another possible 1d10 roll should the new die come up as a 10 yet again. This is called the 10-Again rule (Also called Exploding 10s in other game systems). You may also have seen merits or equipment that offers lower variants such 9-Again, which means you roll another die on a result of 9 or 10. Now, you may be asking why it would matter that you are able to potentially roll infinite successes if you only need one success to achieve your goal. There are three reasons, actually. Exceptional Success: Should you manage to roll 5+ Success in a single roll, it is considered an Exceptional Success. This means not only your character achieved their goal with said Skill Check, they may have achieved something else also beneficial to the situation at hand. The exact nature of what happens amidst an Exceptional Success will be based upon the situation, but they are generally the very best outcome, with an extra boon imparted. It may seem obvious, but for clarity's sake, Last Ditch rolls can never generate Exceptional Successes. Contested Skill Checks: Sometimes when rolling to do something, someone else may be actively preventing you from accomplishing that goal. When these tests occur both characters will perform a Skill Check, and whoever can generate more successes will win the Contested Roll. In the event of a tie, the defender always wins. Extended Skill Checks: There are a number of tasks that just can't be completed in the moment. Complex as the task at hand is, your character needs a great deal of time and attention dedicated to what they're trying to achieve. In an extended Skill Check, you will make continuous Skill Checks trying to achieve a number of success over a number of consecutive rolls. Generating more success per roll means the task takes less time overall. Failures In We Dwell Between, we'll be hacking the rules a bit here to replace the Storyteller System's Pass/Fail style of play in favor of a Fail Forward approach. Should you roll a Dice Pool and receive no successes, rather than the task your character set out to do simply failing, they achieve their goal but at a cost instead. Now this may sound a bit goofy, especially after making such a big deal about the low probabilities of success in our Example Scenario. Why even roll dice when you can simply fail the roll and still have your character achieve their goal? As said, there is a cost for failing. Depending on what your character is doing, the cost could something as small as embarrassing themselves socially. It could be something as big as a debilitating injury that could take months to heal. In rarer cases still, your character could actually die. Example Scenario We remain ever in chase of that cultist on that same rooftop. This time, let's remove all those crazy maluses from the Last Ditch Example, and proceed with our Bookish Librarian stuck in the rain. You're still down to your last willpower, and decide to spend it for the 5d10 dice pool. Only it doesn't quite work out in your favor, as you roll a 2, 4, 4, 6, 7. Being six stories up, you're looking at a fall that can cause some serious damage, if not death. However, with Fail Forward, your character doesn't plummet to an untimely demise, and instead makes a rough landing on the opposite roof, spraining their ankle. Not a particularly serious injury, one that will heal in a few days, but there's a good chance your Cultist is getting away. Do note, should more than half of the rolled result of your Dice Pool come up as 1's, regardless of how many successes you roll, the result is still counted as a failure. It Gets Worse: Dramatic Failures Failures also have a counterpart to Exceptional Success called Dramatic Failures. Unlike Exceptionally Success, the repercussions of encountering a Dramatic Failure are so heinous, they get their own section. In no uncertain terms, these are bad news, and the worst possible outcomes. Should more than half of the rolled result of your Dice Pool come up as a 1's, and no successes are rolled, things are about to turn south for your character. Example Scenario Using the exact same situation as the previous example, let's say your Dice Pool came up as: 1, 1, 1, 3, 6. As more than half of the rolled result are 1's, and there are no successes present, this is a Dramatic Failure. Your character slipped just as they jumped, and are now tumbling into a freefall. Luckily, they manage to snag hold of the fire escape a few floors below, coming down hard on the cold metal landing. In the grand scheme of things, they will be taking significant damage from the fall and the cultist has escaped. While still very much alive, your character is undoubtedly in need of serious medical attention. Note: Dramatic Failures do not follow the Fail Forward method. Your character fails at their task without even a modicum of success. A Dramatic Failure doesn't necessarily spell death, and we'll try to avoid that whenever possible. Your character may just make an enemy for life, or lose a limb. Sometimes it's not even as bad as all that. It is, large and wide, an indication that what your character was attempting to accomplish has failed. Additionally, the rules of failure change slightly in the instance of Last Ditch Rolls as well. When not using Willpower, if the single Last Ditch Die comes up as a 1, it is a Dramatic Failure. When using Willpower, Rolling 1's negate any Successes rolled. If two 1's are rolled, it is an automatic Dramatic Failure. Before you Roll One last step before actually firing up the dice roller. Present your approach (Attribute + Skill + Specialization [where applicable]) to the Story Teller for any further Conditional Modifiers, and Unorthodox rulings. Do note that if the Conditional Modifiers come back a bit harsher than you're willing to risk, you are free to change up your approach at any time. Just submit your new approach the Storyteller again. Once both you and the Storyteller agree on the Dice Pool, you can then make your roll. Actually Rolling the Dice This is a brief tutorial on using Myth-Weavers' built in dice roller for our purposes. Whenever a Skill Check is called for by the Storyteller (That's me!), your next post should be all about building your Dice Pool using the skills you've (hopefully) acquired by reading this thread. You can even choose to hide your decided upon Dice Pool from the other players should you wish. Either way, the next post in the action will be all about the expected Conditional Modifiers you can expect for your character's approach. If you want to rethink things, and decide upon a different approach, feel free to edit your original Dice Pool post with your new plan of action. Once you've decided upon the Dice Pool, the action begins. When you're, click the dice button on your post. It's in the top right and looks like this: Once clicked, it will send you to the bottom of your post. Once there, click on the Add Dice Button from the Dice Roller Toolbar. It should expand and look something like this: From here, you'll want to enter the number of d10 you are expected to roll in the box below the d10 icon (third from the left). For this example, we'll be using 4d10. Then, you can enter a label if you want, but you can also leave that blank. You'll want to leave the box listing standard alone, and still displaying standard. Next, you want to tell the Dice Roller to utilize the 10-Again rule. In the blank box next to Then, select explode from list. More boxes will appear on the right side of the Dice Roller, labeled as at or above, and Continue. Enter "10" into the at or above box, and leave the Continue box blank. It should now look something like this: If you have a merit, equipment, or something else that allows 9-Again or even 8-Again, replace the 10 with 9 or 8, respectively. Homestretch here, the last thing we need to do is add another Then qualifier to the equation. After adding in the explode rule, a new blank box should be waiting for you, there under the box that now lists explode. From the drop down menu in that new box, select Success. Even more new boxes will appear! There will be a blank box directly to the right of the Success box with and listed to its right. In that box, fill in "8". Moving further right on that line of boxes, there will be one that has already been populated with above. Leave that one set at above. This is basically telling the dice roller to count all dice results of 8+ as a success. Lastly, leave the don't cancel 1's box as is, and also leave change don't add bonus successes as is. That's it, you're ready to hit the Roll Dice button down there in the corner. For reference, your dice roller should look like this: That about covers Skill Checks. As with anything rule related, feel free to reach out to the Storyteller (I promise, that's still me!) with any questions you may have (I'll even answer the ones you may not have, too).
  13. This is a step by step build on how to create a character eligible for We Dwell Between. Any outside resources required will be properly linked in the text below. Anything that isn't linked will not be required. As with all things roleplaying related, all aspects of your character are subject to Storyteller approval. (But, hey, I'm pretty lenient. We'll have at least a discussion for appeals before anything is vetoed, and fiats are handed down.) We'll be using Myth-Weaver's built-in character sheets. You'll want to set yours to private, but grant Dishizzle (That's me!) editor access. Do note that this sheet has a lot of superfluous sections that likely won't be utilized. While there's no mechanical attributes on the second page, feel free to fill out as much of it as you want, though! If this is your first time with the system, it can be a bit overwhelming. Fret not, intrepid seeker of mysteries, an example character built using this guide is available for your viewing pleasure here. Examples of how this character was made will be also included throughout the text. Introduction: Guidelines Just some finer points to consider when building your character. These aren't mandatory rules you need to follow, but mere suggestions to help point you in the right direction. As your character is interested in any and all things Occult, you might be thinking that's a good skill to capitalize upon. However, it's not necessary. Having an actual investment in the Occult is more of a narrow specialization (Not to be confused with actual mechanical Specializations), and an answer may be just as easily obtained with the Academics or Persuasion skills. Alternatively, your character does not necessarily need a driving passion for the Occult. Being a skeptic with desire and penchant for busting myths and local legends is perfectly viable as well. Your character can be a true believer, looking for that elusive truth that is probably out there. However, it is unlikely your character has witnessed anything truly supernatural. Not yet, at least. A character who you could easily run into on the street in Whereversville, Awesomecountry, is just as valid for gameplay as some highly-trained, three-letter-agency operative. Over-investing in combat skills is likely going to be a bad time. Your character should be inclined to investigate, not start a fight.   Step 1: Design Concept This is merely a jumping off point. Figuring out who you want to be in this dark world of secrets is as easy as stringing together two words. Those two words should aptly describe your character concisely, but not entirely. Something along the lines of Corrupt Cop, Overlooked Student, Professional Killer, Frazzled Soccer-Mom are more than enough to work with. Example: He Screams at Clouds is a Moon-Touched Vagrant. That easily implies he's homeless, possibly a wanderer, and likely suffering from one psychosis or another.   Step 2: Assign Virtue and Vice These traits can serve as advisement when making decisions in game. They are also actually mechanically important. Indulging your Vice recovers some Willpower, while acting in accordance to your Virtue greatly recovers Willpower. The Seven Heavenly Virtues are: Charity – Giving something, be it wealth, possessions, or just one’s time, to others. Faith – Believing in a higher power, although not necessarily a God. Fortitude – Standing for one’s beliefs and holding the course no matter the cost. Hope – A more focused belief in that good will triumph over evil, or even just in Karma. Justice – Wrongs (to one’s own interpretations) cannot go unpunished. Prudence – Wisdom and restraint above rash actions and thoughtless behavior. Temperance – Moderation in all things is the secret to happiness.   The Seven Deadly Vices are: Envy – No matter one’s wealth, status, or accomplishment, there is always someone with more. Gluttony – Indulging appetites (whatever that may be) to the exclusion of everything else. Greed – Never satisfied with what you have, you always want more. Lust – Being driven by a passion for something (not necessarily sex), and acting without consideration. Pride – Your action is inherently right, even when it should be obvious that it’s anything but. Sloth – Standing back until someone else can step in to do what needs to be done. Wrath – Uncontrolled anger, venting frustration at the slightest provocation.   Your Character's virtue and vice need not be mutually exclusive. An individual can observe Temperance, while still falling victim to Gluttony on occasion. These are their aspirations and downfalls, not strict morale codes in which they must abide. Lastly, these traits are mostly static, and your character will have the same ones for a majority of their lifespan. Only a truly momentous, and possibly earth-shattering, occasion will allow you to change either. Example: 'Clouds has Fortitude. He was once an investment banker that chose the high road, and lost it all when his boss blamed him for the firm's fraudulent dealings. Never once has he backed down from this. However, this rigidity has proven time and time again that he has a short fuse and explodes in anger when pushed. His Wrath landed him in jail for assaulting his boss when the allegations arose.   Step 3: Name and Age Easy enough. The rest of the top section on the character sheet is largely superfluous, but you can still fill in sections that might be relevant to your character if you wish.   Step 4: History There isn't space dedicated on the Myth-weaver sheet for this, but it remains important. You should consider coming up with at least some generics, but feel free to author a whole novel all about where your character came from, and how they arrived at this strange point in time. (That's actually overkill, don't do that. I will, however, read as much as you're willing write regarding them). The big details you should be concerned with is that We Dwell Between is a modern story taking place in a year in the immediate future (also read as: 5-10 years). The setting is a fictitious, large~ish metropolitan city somewhere near Anywhere, USA. (You can help name the city if you want). Your character should have some involvement with the occult, be it a career or even simply a hobby. Think Ghostbuster versus Tarot Enthusiast. Once your character's history is complete, you can post it in your designated Dossier Crucible Thread. Letting the Storyteller know your character's history can help create future plot hooks and even mysteries.   Step 5: Prioritize Attributes. On the Myth-Weaver sheet, the attributes have not been filled in, so we have to do that manually. Before we go that far, however, you need to start thinking about how Strong (Physical), Smart (Mental), and Savvy (Social) your character is. Think of this almost along the lines of you can pick two (i.e. Smart and Strong, but socially inept. Or Strong and Savvy, but about as bright as a sack of bricks). Here's a breakdown of the Attributes to help in making this decision. Mental Intelligence: Determines things like book-smarts, and how knowledgeable your character is about things. Wits: Governs quick thinking, and intuition. Resolve: Mental fortitude, your character's strength of will Physical Strength: Raw physical might. Dexterity: Finesse, and how nimble your fingers are. Stamina: Physical fortitude, and how much punishment your character's body can endure. Social Presence: How well your character can draw a crowd, their charisma, and even a bit of that Je ne sais quoi. Manipulation: How well your character can get other people to do things for them. Composure: Being able to stay focused and calm under pressure, and measures how resilient your character is to people's charms. You will be prioritizing each attribute category as your character's Primary Attributes, Secondary Attributes, and Tertiary Attributes. Which you can do now. Example: 'Clouds has been living a rough and tumble life of raw survival for a while now, so it makes sense that his Physical Attributes are his Primary Attributes. He was smart enough to be an investment banker at one point and, even though his acumen is growing rusty, he's still pretty sharp, making his Mental Attributes his Secondary Attributes. His derangement and poor hygiene, however, rarely make him any friends, making his Social Attributes his Tertiary Attributes. Based on how you prioritize each attribute category, your character will gain a number attribute points to assign to the attributes in that category. All attributes begin at 1 (no exceptions), and those points do not count against the attribute points gained from prioritization. You gain the following amount of attributes based on prioritization: Primary Attributes: 7 Attribute Points Secondary Attributes: 5 Attribute Points Tertiary Attributes: 3 Attribute Points These points can be spent on any of the attributes that fall under each respective category at a 1 for 1 exchange. Meaning for each point you spend on an attribute, you increase it by 1. Note: There is an exception to this rule. If you want to increase an attribute from 4 to 5, it will cost you two points instead of one. Example: With 'Clouds prioritizing Physical as his Primary Attributes, he focuses most on being resilient for his nomadic lifestyle. We allocate 5 of the 7 points to Stamina to bring it up to 5. He's not terribly bad with his hands, so we'll bump his Dexterity up to 3 at the cost of 2 of the 7 points. We're out of points to spend on Physical Attributes at this juncture, but that's okay. 'Clouds is pretty malnourished from his way of life, and leaving his Strength at 1 reflects that. Example Continued: Moving on to his Secondary Attributes, 'Clouds is still sharp and knowledgeable, even with his delusions constantly haunting him. We allocate 3 of the 5 points to Intelligence to bring it up to 4. However, those same delusions are eroding away what's left of his sanity day by day, and often leave him frozen in fear when the going gets tough. Spending 1 point each in both Resolve and Wits reflects that, and exhausts the remaining Attribute Points we can spend. Example Concluded: Last, but (probably) not least, we arrive at his Tertiary Attributes. As he doesn't really excel at one thing or another here, we spend one point on each attribute and bring them all up to 2. This exhausts the 3 points we initially had to spend.   Step 6: Prioritize Skills If you haven't already, you may want to take a look at our Skill Check Guide before proceeding. This step is almost identical to the previous in prioritizing attributes. The main difference is the amount of points you gain with each prioritization. One thing to note right away is that when prioritizing skills, you do not have mirror your attribute prioritization here. Meaning if you chose the Mental Category as your character's Primary Attributes, you are not forced into selecting the Mental Category as your character's Primary Skills. You still can if you want, it's just not mandatory. Here's the breakdown of all the available skills in the game. Mental Academics: General value of your character's education. Computer: How tech savvy your character is. Note: All characters have a basic computer literacy with or without this skill. Crafts: Skilled in constructing, crafting, and repairing objects. Investigation: Ability to delve deep on a scene, finding things missed by others, and deducing implications. Medicine: Knowing physiology, anatomy, and how to administer medical treatment. Occult: How much you know about strange lore and supernatural occurrences. Politics: Anything from law-making to maneuvering bureaucracy, and everything in between. Science: Accounting for hard sciences, such as Chemistry or Biology. Physical Athletics: Mastery of one's physique. Brawl: Punching someone in the face. Drive: Ability to operate uncommon vehicles (Helicopter, Airliner, Boats, etcetera), as well as operating common vehicles under unusual conditions (a high-speed car chase). Firearms: Identifying, using, and maintaining firearms. Larceny: Picking locks, sleight of hand, and other types of physical skullduggery. Stealth: Moving silently and unnoticed. Survival: Enduring and living within exceptional dangerous environments. Weaponry: Identifying, using, and maintaining any and all other non-firearm weapons. Social Animal Ken: Empathy and understanding animals and their behaviors. Empathy: Observing emotion and understanding viewpoints. Expression: The art of communication, as well as utilizing various forms of entertainment. Intimidation: Coercion, threats, and other forms of being scary. Persuasion: Convincing and inspiring others. Socialize: Interacting with others in various social situations. Streetwise: Tapping into tribal knowledge, or the word on the street. Subterfuge: Employing lying and other deceitful tactics, or picking up on such tactics utilized by others. Following the same set of rules as Attribute Prioritization, you gain a number of skill points to be distributed amongst your Primary, Secondary, and Tertiary Skill Categories: Primary Skills: 11 Skill Points Secondary Skills: 7 Skill Points Tertiary Skills: 4 Skill Points Unlike Attributes, skills do not begin with one point already invested. Just like Attributes, you buy each level of a skill at the same 1 to 1 exchange. Also like Attributes, increasing a skill from 4 to 5 requires spending 2 skill points. Lastly, any skill without at least a one point investment is considered untrained, and thereby unusable. Example: From his prior life as an Investment Banker, 'Clouds once required a great deal of savvy to navigate his profession. Hard on his luck as he may be, those skills still remain. His Primary Skill Category will be Social. Persuading people was once the top of his game, so an invest of 4 points into Persuasion seems fitting, spending 4 out of 11 points there. Next, he was no stranger to cocktail parties and business events, so 3 points are spent on Socialize, with a total of 7 out of 11 points now spent. With his life now as a vagrant in full swing, he's had to pick up a few unconventional skills to survive. Both Streetwise and Intimidate are raised to 2 each, spending the last remaining 4 points. Example Continued: With a fair bit of education going into his prior life, we select his Secondary Skill Category as Mental. Academics raised to 3 infers a fairly successful academic career, spending 3 of the 7 allotted points. Next, 2 points are allotted to Craft, signifying a recently acquired proficiency at mending his clothes and gear while living out on the streets. Lastly, as he believes his delusions are far more than just his addled imagination running wild, he has recently taken to learning about the Occult, spending the remaining 2 points there. Example Concluded: Lastly, Physical is selected as 'Cloud's Tertiary Skill Category. Up until his arrest and time spent in jail, he had lived a relatively soft and comfortable life. Out on the streets now, that's largely changed, and he focuses a great deal on simply staying alive. Investing 3 of the 4 points available to Survival is a good reflection of that. The last remaining point is then invested in Stealth, signifying a basic proficiency in hiding away from the prying eyes of everyday passerbys, and occasionally the police when trespassing when looking for a warm place to sleep.   Step 7: Specialize Any skill your character has at least one point invested can be further specialized. This, mechanically, imparts a nifty +1 bonus to that skill when that skill is used in the manner of a chosen specialization. There isn't a concrete list of specializations, so you have free reign to devise methods of specializing skills (All pending approval, of course). You can specialize 0-3 of your character's skills at this juncture. Example: 'Clouds hasn't lived a day outside of a big city in his entire life. That hasn't changed much since being reduced to vagrancy, so he has a intimate knowledge of how to best weather the weather in that kind of environment. His Survival skill gains the Urban Specialization.   Step 8: Determine Advantages Here comes the math. Advantages are traits derived from your assigned attributes. Perform the following calculations, and fill them on your sheet (towards the bottom of the first page): Morality: Always begins at 7/10. Size: Almost always will be 5, but can be modified through Merits (we'll get to those here shortly). Health: Stamina + Size. (Fill in the bottom bar with this calculation) Speed: Strength + Dexterity + 5 Defense: Equals the lower of your character's Dexterity or Wits Initiative: Dexterity + Composure Willpower: Resolve + Composure (Same as Health, fill in the bottom bar)   Step 9: Select Merits This section is tricky, and where you may end up spending a great deal of time in creating your character. There are so many options to choose from here. So rather than me typing out each and everyone, we're going to turn to an outside resource. List of Universal Merits You have 7 Merit Points that can be spent, at an exchange of 1 point per dot of the listed merit's rating (Example: Common Sense would cost 4 Merit Points). Some merits can be taken multiple times (Example: Language). Just about every merit on this list is an acceptable choice, so long as your character has the necessary prerequisites fulfilled. Also know that there are some merits present on the list that do little (if anything) in our setting, and will be pointed out on a case by case basis during the character approval process. As a recommendation, Resources is always going to be useful. You may want to consider investing 1-2 points into for starters. Example: Life on the streets has honed a number of natural instincts in 'Clouds. He has an Iron Stomach to help him live off scraps, a good Danger Sense to know when trouble's coming, and is gradually adapting to living outdoors (Outdoorsman). Lastly, he's developed a sometimes useful quirk of being able to hold real still whenever he's in hiding (Perfect Stillness).   Step 10: Recalculate as Necessary If you took any merits that alter your advantages, go back and adjust them now.   Step 11: Select Equipment If you decided not to take Resources as a merit at any level, you can actually skip this section. Otherwise, strap in, as this section can also be extensively time consuming due to the sheer amount of options awaiting you. Also similar to merits, we will be utilizing an outside resource, due to overwhelming possibilities of selections awaiting you. Tools Vehicles Weapons Armor Now, try not to go overboard here. With how open ended resources are, you can essentially own anything in these combined lists that has a cost equal to or less than your Resources Merit level. For example if you had a Resources of 2, you could own a flak jacket, a mid-sized car, some truth serum, or a Heavy Revolver. You could also technically own everything that has a cost of 2, but don't do that. Try not to go overboard during character creation, and only pick up things you think your character will need. You can always acquire things through the course of play, with a bit of dice rolling, of course. Example: As 'Clouds is a penniless vagrant without any investments into Resources, he's going into his new lifestyle of occult investigation with nothing but his wits and nightmarish delusions.   Step 12: Finish If you've made it this far, you're all but done. Don't forget to grant Dishizzle (that's still me!) Editor Access, and then post in your personal Dossier File located in The Crucible section requesting a character review. I'll give it a once over, ensuring everything is up to specs, and either approve it, or open discussion on choices I deem questionable or inappropriate. If you can properly justify anything I disagree with, I will happily rescind any rejections. Otherwise, make any necessary adjustments and submit once more for review.   Post Text: What About Flaws? If you're a veteran to CoD/nWoD, you might be wondering why I left those out. As they're largely optional, I've chosen not to include them. You may still inflict one flaw or another upon your character if you so choose, just know they won't contribute anything mechanically toward your character. They will be solely for roleplaying purpose only. 
  14. Feel free to post any subjects you want the rest of us to steer clear of. They will be added here, in addition to the ones outlined by the Game Expectations. The List Child Abuse Sexual Abuse Hateful intolerance of, and/or violence against, individuals based upon race, gender, sexual orientation, creed, nationality, or religion. Anything else that violates Myth-Weavers' site rules.   Strict Reminder that there will be a zero tolerance policy in effect regarding this. Players not adhering to this restriction will be removed without further warning.
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