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Realistic or Modern A Dance at Toulon

Bruhaha

Boot, scoot, boogie
Welcome to 1793, the war of the coalition may very well bring Europe to its knees. Your mission is simple, recapture the hill of Toulon from the French and weaken their influence in the south. Your benefactor is the Emperor of Austria. Expect great riches for your success. The battle rages around you, your small contingent is the best chance of cracking the fort. You have ten turns to succeed. Max players: 4.
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You will be given a scenario almost every round which you must answer with a roll from a skill of your choice. Creatively picking a skill and using flavorful writing greatly enhances the likelihood of success. You will have 10 turns to complete your objective, capturing the hill of Toulon. If one player has at least one grit by the end of the 10th turn, your team wins. Helping your teammates will be key to survival as you will have to make successful tests in place of their character when they die (i.e., if a team of 3 loses a team mate, they still have to make 3 successful tests). The roll of a D10 allows a 4+ to be a success. Receiving a 3 or lower can have grave consequences. Every failure causes you to lose a point of grit. Once you reach 0 grit you are killed. The cost of failure is great on the 18th century battlefield. By Picking Agility, Endurance, or Mental Fortitude, you succeed on a +3 to those rolls for the corresponding abilities and may earn a passive bonus depending.

On occasion, a specific check will be asked for, and you must decide who will make the check as in:
Requires 2 checks of your choice and one marksmanship check from the team members.
Or
Requires a mapfinding a marksmanship check, and a check of your choice from the team members.
Or
Requires three checks of your choice and a description on how it may resolve or improve your situation from the team members.

ROLLS:
You may respond to the Game Master's post using a roll and a description of your actions. Success is generally a 4+. The more spectacular the writing, the potential of gaining prestige. A prestige may be spent to re-roll one failed roll.
Pick a Trait Bonus for Character Creation (Agility, Endurance, Mental Fortitude):

Agility: Governs 2 rolls making them 3+ success rather than 4+ on a D10
  1. Marksmanship (Roll), There will almost almost always be an instance to use this skill-- and important objectives may hang on it.
  2. Acrobatics and Stealth (Roll)
  3. Quick feet, if you lose a grit, keep it on a 9+.
Endurance: Governs 1 roll making them 3+ success rather than 4+ on a D10, also grants a grit
  1. Test of Strength (Roll)
  2. Allows the character to have 3 Grit rather than 2
  3. Melee Weapon: See Character sheet
Mental Fortitude: Governs 3 rolls making them 3+ success rather than 4+ on a D10, also grants a prestige
  1. Emergency Medicine: Can return a grit point to an ally, an ally may only receive one grit from this skill per game.
  2. Sapping, Explosives, and engineering
  3. Map Finding
  4. May start with 1 prestige rather than 0.
  5. Starts with two grenades which may be used at a 5+ separate from your action to have a failed roll of an ally or yourself retroactively succeed. This is situational, it cannot for example assist you in a map finding check, or it an acrobatics and stealth check. Use them creatively.
Character Sheet
Name:
Nationality:
Appearance:
Backstory:
Character Goal:
Trait: (Agility, Endurance, Mental Fortitude):
Grit: 2 (3 if Endurace)
Prestige: 0 (1 if Mental Fortitude)

Items: All soldiers start with:
  1. Mustket w/ bayonet
  2. Canteen/Rations
  3. Shovel
  4. Personal Item:
  5. Melee weapon of your choice if the endurance trait is taken, imposes a -2 on enemy tests of strength rolls
  6. Grenades (2) if the Mental Fortitude trait is taken.
 

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Example Character Sheet

Name: Villaneuve
Nationality: French Emmigre Royalist
Appearance:
Unknown.jpeg
Backstory: A French emigre exiled for his royalist principles.
Character Goal: Restore king Loo-EE.


Trait: Endurance
Grit: 2 (3 if Endurace)
Prestige: 0
Items: All soldiers start with:
  1. Mustket w/ bayonet
  2. Canteen/Rations
  3. Shovel
  4. Personal Item: Locket
  5. Melee weapon of your choice if the endurance trait is taken, imposes a -2 on enemy tests of strength rolls
    1. Sabre
  6. Grenades (2) if the Mental Fortitude trait is taken.
    1. None
 
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Name: Oliver Grosvenor
Nationality: British Colonel
Backstory: The Grosvenor family was a well-known military family in Great Britain. As the first-born, Oliver was held to high expectations by family and friends alike, and from a young age, was instilled with the legacy of serving his own country and follow in the footsteps of every other men in his family. He proved to be a natural, much like his predecessors, a reality he absolutely detested.
Character Goal: Retirement
Trait: Mental Fortitude
Grit: 2
Prestige: 1
Inventory:
  1. Musket with bayonet
  2. Canteen/Rations
  3. Shovel
  4. Pocket Watch
  5. Grenades (2)
 

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