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Dice Café

Felix Felix , Sassy brought these from the thieves but no character has claimed them yet.
  1. Foxx's Light Armor
    +2 Toughness | Attachment (Materia): Hawk Eye| Weight 1
    • Attachment, Hawk Eye: Your eyes shift into that of a hawk's. You have dark vision and can see far, as though through binoculars.
  2. Silver Thief Light Armor
    +2 Toughness | Attachment (Materia): Hawk Eye| Weight 1
    • Attachment, Hawk Eye: Your eyes shift into that of a hawk's. You have dark vision and can see far, as though through binoculars.
  3. Foxx's Shield
    +2 Toughness | Weight 1
    You can share "Guard" with another ally close to you. Made of wood, sometimes ringed with iron with a handle of padded leather.
  4. Foxx's Sword
    +2 hit | One-handed | Weight 1
    Can be "Dual-wielded" when you equip a second light weapon in your off-hand, allowing you to make an extra attack, giving all your attacks -1 hit. No penalty when making only one attack.

  5. Silver Thief Crossbow
    Attack range: 4 | Two handed | Weight 2
    You may use a minor action to "Aim", giving you -1 Toughness, but +2 to hit on your next attack. You have -2 to attack rolls when melee attackers are engaged with you. Uses 1 ammunition per attack.

  6. Silver Thief Club
    +1 hit | One-handed | Weight 1
    Can be "Dual-wielded" when you equip a second light weapon in your off-hand, allowing you to make an extra attack, giving all your attacks -1 hit. No penalty when making only one attack.

  7. x1 Mask of Many Faces
    Weight 1
    You can cast "Disguise Self" for free a number of times a day = Knowledge after every long rest. Has a design similar to the masks made by the Swiftsong family in Cliffdrift Village

  8. x1 Manacles, Sealing
    DC 18 lockpick. Toughness 20. Prevents shackled target from casting spells, and constantly reduces their manna to 0.

  9. x1 Hiking Gear
    Weight 1
    +2 to climbing, traveling safely across the wilderness, and surviving noxious gases. Comes with a pair of crampons, pitons, hooks, ice axe, a hooded winter coat that's waterproof, and a firestorm shroud.

  10. x1 Oil Lamp
    Weight 1
    Casts light in a 30 ft. radius. or 60 ft. cone. Has a hood allowing you to lower the light to a dim 5 ft. radius. Stays lit for 8 hours on 1 pint of oil. Can be hung on belt.

  11. x6 Oil Flask
    1 pint. Can be used in combination with fire attacks, increasing the DC to resist "Burn" by +1.

  12. x1 Flint and Steel: Make fire. Comes with a box of tinder.
    Cost: 1 Metal.

  13. x6 Goods, common
    Extra clothes, personal belongings.

  14. x2 Lashings
    Advantage to Overcoming Difficult Terrain when set up. Rope or similar that's 50 ft. in length.
  15. Mirror
    Small hand-held mirror. Bigger mirrors are available at a higher price.

  16. Letters

  17. Silver Thief's Pocket Watch
    Runs on ragnite. Has a painting of an elven elderly couple.

  18. x6 Rations: Snacks and preserved meals, coffee, tea leaves, etc. that can be eaten or drank during a short rest, recovering 2 manna instead of just 1 without having anything to eat or drink. Lasts for 2 months.

  19. x2 Tent, 2 people
    Weight 2
    Protects against bad weather. Can be turned into a hanging tent.

  20. x2 Plush Sleeping Bag
    Weight 1
    +1 to Condition.

  21. Gaming Set
    Weight 1
    Pick one type of game, such as a deck of artistic cards that may or may not blow up, or a rolled-up chess board with magically moving pieces, horse shoes and pike, a ball, or a magical puzzle. +1 Condition to everyone who plays a one hour game. The one who wins gets +2 Condition instead.

  22. Books
    Weight 1
    Make up a book title. +1 to Condition after a one hour read. A collection of amusing, fascinating, horrifying, suspenseful, or relaxing pieces of literature.

  23. x12 Hobby Goods
    +1 to Condition. Do you knit? Do you carve? What is your hobby?

I'll also say that in the mess tent there's x8 Trauma kits from various unconscious traders and Carvers.
 
Vergil can also make a Knowledge roll to search the other areas of the camp to find more. Felix Felix

DC 12 = 1d4 kits
DC 16 = 1d6 kits
DC 18 = 1d8 kits.
 
Vergil can also make a Knowledge roll to search the other areas of the camp to find more. Felix Felix

DC 12 = 1d4 kits
DC 16 = 1d6 kits
DC 18 = 1d8 kits.
I don't think he would have gotten up to search for more, so I'll just take those 8.

From Sassy's loot I would like the silver thief's armor, hiking gear and a sleeping bag.
 
Remaining loot. Katsuya Katsuya , is it okay if we can put these in Isa's caravan? You can choose to discard any of them you don't wish to keep and we can assume they were left behind in the Carver Camp.
  1. Foxx's Light Armor
    +2 Toughness | Attachment (Materia): Hawk Eye| Weight 1
    • Attachment, Hawk Eye: Your eyes shift into that of a hawk's. You have dark vision and can see far, as though through binoculars.
  2. Foxx's Shield
    +2 Toughness | Weight 1
    You can share "Guard" with another ally close to you. Made of wood, sometimes ringed with iron with a handle of padded leather.
  3. Foxx's Sword
    +2 hit | One-handed | Weight 1
    Can be "Dual-wielded" when you equip a second light weapon in your off-hand, allowing you to make an extra attack, giving all your attacks -1 hit. No penalty when making only one attack.

  4. Silver Thief Crossbow
    Attack range: 4 | Two handed | Weight 2
    You may use a minor action to "Aim", giving you -1 Toughness, but +2 to hit on your next attack. You have -2 to attack rolls when melee attackers are engaged with you. Uses 1 ammunition per attack.

  5. Silver Thief Club
    +1 hit | One-handed | Weight 1
    Can be "Dual-wielded" when you equip a second light weapon in your off-hand, allowing you to make an extra attack, giving all your attacks -1 hit. No penalty when making only one attack.

  6. x1 Mask of Many Faces
    Weight 1
    You can cast "Disguise Self" for free a number of times a day = Knowledge after every long rest. Has a design similar to the masks made by the Swiftsong family in Cliffdrift Village

  7. x1 Manacles, Sealing
    DC 18 lockpick. Toughness 20. Prevents shackled target from casting spells, and constantly reduces their manna to 0.

  8. x1 Oil Lamp
    Weight 1
    Casts light in a 30 ft. radius. or 60 ft. cone. Has a hood allowing you to lower the light to a dim 5 ft. radius. Stays lit for 8 hours on 1 pint of oil. Can be hung on belt.

  9. x6 Oil Flask
    1 pint. Can be used in combination with fire attacks, increasing the DC to resist "Burn" by +1.

  10. x1 Flint and Steel: Make fire. Comes with a box of tinder.
    Cost: 1 Metal.

  11. x6 Goods, common
    Extra clothes, personal belongings.

  12. x2 Lashings
    Advantage to Overcoming Difficult Terrain when set up. Rope or similar that's 50 ft. in length.
  13. Mirror
    Small hand-held mirror. Bigger mirrors are available at a higher price.

  14. Letters

  15. Silver Thief's Pocket Watch
    Runs on ragnite. Has a painting of an elven elderly couple.

  16. x6 Rations: Snacks and preserved meals, coffee, tea leaves, etc. that can be eaten or drank during a short rest, recovering 2 manna instead of just 1 without having anything to eat or drink. Lasts for 2 months.

  17. x2 Tent, 2 people
    Weight 2
    Protects against bad weather. Can be turned into a hanging tent.

  18. x1 Plush Sleeping Bag
    Weight 1
    +1 to Condition.

  19. Gaming Set
    Weight 1
    Pick one type of game, such as a deck of artistic cards that may or may not blow up, or a rolled-up chess board with magically moving pieces, horse shoes and pike, a ball, or a magical puzzle. +1 Condition to everyone who plays a one hour game. The one who wins gets +2 Condition instead.

  20. Books
    Weight 1
    Make up a book title. +1 to Condition after a one hour read. A collection of amusing, fascinating, horrifying, suspenseful, or relaxing pieces of literature.

  21. x12 Hobby Goods
    +1 to Condition. Do you knit? Do you carve? What is your hobby?
 
Remaining loot. Katsuya Katsuya , is it okay if we can put these in Isa's caravan? You can choose to discard any of them you don't wish to keep and we can assume they were left behind in the Carver Camp.
  1. Foxx's Light Armor
    +2 Toughness | Attachment (Materia): Hawk Eye| Weight 1
    • Attachment, Hawk Eye: Your eyes shift into that of a hawk's. You have dark vision and can see far, as though through binoculars.
  2. Foxx's Shield
    +2 Toughness | Weight 1
    You can share "Guard" with another ally close to you. Made of wood, sometimes ringed with iron with a handle of padded leather.
  3. Foxx's Sword
    +2 hit | One-handed | Weight 1
    Can be "Dual-wielded" when you equip a second light weapon in your off-hand, allowing you to make an extra attack, giving all your attacks -1 hit. No penalty when making only one attack.

  4. Silver Thief Crossbow
    Attack range: 4 | Two handed | Weight 2
    You may use a minor action to "Aim", giving you -1 Toughness, but +2 to hit on your next attack. You have -2 to attack rolls when melee attackers are engaged with you. Uses 1 ammunition per attack.

  5. Silver Thief Club
    +1 hit | One-handed | Weight 1
    Can be "Dual-wielded" when you equip a second light weapon in your off-hand, allowing you to make an extra attack, giving all your attacks -1 hit. No penalty when making only one attack.

  6. x1 Mask of Many Faces
    Weight 1
    You can cast "Disguise Self" for free a number of times a day = Knowledge after every long rest. Has a design similar to the masks made by the Swiftsong family in Cliffdrift Village

  7. x1 Manacles, Sealing
    DC 18 lockpick. Toughness 20. Prevents shackled target from casting spells, and constantly reduces their manna to 0.

  8. x1 Oil Lamp
    Weight 1
    Casts light in a 30 ft. radius. or 60 ft. cone. Has a hood allowing you to lower the light to a dim 5 ft. radius. Stays lit for 8 hours on 1 pint of oil. Can be hung on belt.

  9. x6 Oil Flask
    1 pint. Can be used in combination with fire attacks, increasing the DC to resist "Burn" by +1.

  10. x1 Flint and Steel: Make fire. Comes with a box of tinder.
    Cost: 1 Metal.

  11. x6 Goods, common
    Extra clothes, personal belongings.

  12. x2 Lashings
    Advantage to Overcoming Difficult Terrain when set up. Rope or similar that's 50 ft. in length.
  13. Mirror
    Small hand-held mirror. Bigger mirrors are available at a higher price.

  14. Letters

  15. Silver Thief's Pocket Watch
    Runs on ragnite. Has a painting of an elven elderly couple.

  16. x6 Rations: Snacks and preserved meals, coffee, tea leaves, etc. that can be eaten or drank during a short rest, recovering 2 manna instead of just 1 without having anything to eat or drink. Lasts for 2 months.

  17. x2 Tent, 2 people
    Weight 2
    Protects against bad weather. Can be turned into a hanging tent.

  18. x1 Plush Sleeping Bag
    Weight 1
    +1 to Condition.

  19. Gaming Set
    Weight 1
    Pick one type of game, such as a deck of artistic cards that may or may not blow up, or a rolled-up chess board with magically moving pieces, horse shoes and pike, a ball, or a magical puzzle. +1 Condition to everyone who plays a one hour game. The one who wins gets +2 Condition instead.

  20. Books
    Weight 1
    Make up a book title. +1 to Condition after a one hour read. A collection of amusing, fascinating, horrifying, suspenseful, or relaxing pieces of literature.

  21. x12 Hobby Goods
    +1 to Condition. Do you knit? Do you carve? What is your hobby?
I’m fine with that! The caravan is for anyone to put the extras in and for later uses. Felix Felix
 
So I only have a kind of vague idea of how Dice RPs work, so I don’t really have that much of an oc. Is everyone human but with magic? How would someone join into the RP? What is the story so far? Sorry for so many questions
 
That’s okay~ Ask all of the questions you need.

Well, there’s humans with and without much magic, a gnome, an elf, and a talking rabbit in the main group. Your character can be whatever they wanna be as long they are not a dark magical creature like vampires or demons for example. They can study dark stuff if they like and want, if that’s who they are and that’s okay too (one of my characters fights demons and knows dark stuff.) You officially join in the main rp when your character sheet is approved by Zer0 Zer0 since they are the OG game master.

The story so far: the group just met Vergil after catching the Templars who stole a very important item from them. That item is a clue to having your character’s wish come true (if they have one) . They are now traveling back to Sanctuary to give the thieves to The Godfather, he is the head honcho of the place and is a big scary talking polar bear with a war hammer. If you want, your character can meet L (the one who wrote the letters to your character) at Sanctuary as a way to come in the story.

About the dice: we roll dice here for battles and for other things like convincing someone or making a wonderful dress. The GM (game Master) will let ya know when to roll those. Caffeine_Obsessed Caffeine_Obsessed
 
Is mechromancy human and divine non human?
Nope. Anyone can use mechromancy and anyone can use divine. However, if the character is mainly divine, they can‘t switch out spells like Mechromancers can since mechromancers uses spell books and scrolls. Divine magic can be from nature, blessings, Ancients’ religious reasons, stuff that’s like divinely.
 
I’m not quite sure how to section them off. Like separate the characters section and the gear section etc.

Let me help ya. See the far right of the text box? There’s a gear-like shape. Press that and it’ll turn green. Then you copy and paste this code there.

[Tabs

[tab=Tab A]
Content For Tab A.
[/Tab

[tab=Hello Content For Tab B. [/Tab]

[/Tabs

you can change the names of the tabs like I did on tab b. Oh and put the last brackets on each ending tabs. I had to take them off so you can see the coding. XD[/tab][/Tabs][/tab]
 

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