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PostPosted: Fri Jul 17, 2015 6:46 pm 
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What is this?
Candlewick Manor is a premade setting for Monsters & Other Childish Things, in which you play quirky orphans adopted and brought to Candlewick Vale by Dr. Candlewick, a bleak and unsettling place of 1930-ish Old England draped with mystery, tragedy and dark humor.

Monsters & Other Childish Things?
Monsters& is a game about playing kids with real-imaginary-monsters with the power of effortlessly ruining an entire army facing the everyday struggle and adventures of being a kid. It uses the One-Roll Engine, which is a d10 dice pool system. Although in this game, you get superpowers instead of having a monster companion.

Why would I want to play?
Because you get to play socially ostracized orphans with reality defying powers in their journey of both internal and external discovery in one of my favorite roleplaying systems. You also get to help me on the road of gaining experience as a GM, which I sorely lack. Maybe that's a con.

How do I play?
Here is a semi-accurate quickstart.
I'll go into detail if there is sufficient interest, but some bulletpoints: Players are described through a set of 5 stats, 15 skills and a set of relationships, which are used when rolling dice. Results are determined by throwing up to 10 d10's, and picking a set of dice of the same number, minimum two. The numerical value of the set expresses quality, while the number of dice in the set expresses efficiency. (e.g., if you roll [3, 3, 3, 4, 5, 7, 7] to make food, you can choose 2×7 to make a better meal, or 3×3 to make a quicker meal.) Combat is seriously scary if someone is being serious, and you get experience to make yourself stronger by doing things I think are cool. Relationships your character has to the setting can be used to increase your chances of success, but failure creates tension in the relationship until you make efforts to repair it. Each character also has a supernatural ability, so if you ever wanted to play a little kid that teleports by walking through mirrors, carrying an arsenal of weaponized shadows appropriated from blunt and/or spiky objects, well, you can do that.

How many people?
I'm a 3-4 people kind of guy. I can take a fifth one if someone gives their character concept right after the fourth guy shows up, and it's so cool that I have to let him in, but I don't have the heart to kick someone out in their place.

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PostPosted: Fri Jul 17, 2015 10:14 pm 
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maybe I should try to get back into forum roleplaying. if you don't mind someone who hasn't done this in quite a while I might be interested.

:duel:

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PostPosted: Sat Jul 18, 2015 12:21 pm 
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This does sound like fun, and I'm basically a overgrown child anyways.

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PostPosted: Mon Jul 20, 2015 6:32 pm 
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razorborne wrote:
maybe I should try to get back into forum roleplaying. if you don't mind someone who hasn't done this in quite a while I might be interested.

:duel:

Sure, I don't see why that would be a problem.
In contrast to a lack of player count. If there's anyone with doubts, I would like to hear it.

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PostPosted: Thu Jul 23, 2015 2:17 am 
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Mown wrote:
In contrast to a lack of player count. If there's anyone with doubts, I would like to hear it.

No doubts, but I'm not sure how we generate our characters. Is there a strict guide for it, or is it a bit more open? Also, since we're not gonna get a monster, what kind of special powers will we be able to choose from / make?

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PostPosted: Thu Jul 23, 2015 8:03 am 
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Mown wrote:
In contrast to a lack of player count. If there's anyone with doubts, I would like to hear it.

No doubts, but I'm not sure how we generate our characters. Is there a strict guide for it, or is it a bit more open? Also, since we're not gonna get a monster, what kind of special powers will we be able to choose from / make?

~SE++

I was going to wait until I knew the game was viable, but since Rubik is begging me to beg them to join, I suppose that gives us three. I'll do a writeup soon-ish, but for special powers, basically do whatever. I can give you the specific rules if you want, but if you just tell me what you want it to be, I can give you some suggestions. There are some limitations on what abilities can do in combat, but you have nearly limitless freedom outside of it.

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PostPosted: Thu Jul 23, 2015 9:06 am 
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Okay, seems like imgur isn't cooperating, so I can't upload the character sheet. I'll see if I can make an electronic template at some point for convenience, but you'll have to use imagination for now.

Orphan's Name, Age, Quote, Image and Personality are all fluff things that exist on your sheet.

There are five stats, and each stat has three associated skills, which are (typically) combined when making rolls.
Face — Social actions
-> Charm: Using your charm and appeal.
-> Connive: Using deception and trickery.
-> Putdown: Being menacing and insulting.
Brains — Mental actions
-> Notice: Being able to see things.
-> Out-Think: Being deductive and logical.
-> Remember: Being able to remember details.
Hands — Dexterous actions
-> Blocking: Using something to stop something else.
-> Punching: Applying fists to faces.
-> Shop: Using your hands for things that aren't punching and blocking.
Gust — Endurance actions
-> Courage: How good you are at not running to mommy
-> Wind: How durable you are physically
-> Wrestling: Overpowering people with your body.
Feet — Mobility actions
-> Dodging: Not getting hit.
-> Kicking: Rigorous use of boots.
-> P.E: Athletic stuff.

You can have up to 5 points/dice in a stat, and up to 5 in a skill. You get 10 points to distribute among your stats, and 12 to distribute among skills. Each stat starts at 1 (and skills at 0). You can have custom skills if you feel you need something outside of these categories, but they are pretty broad, so it should usually not be necessary.
The average of a stat is 2. 1 is rather lousy. 3 is good, 4 is probably among the best in class, and 5 is a level beyond that.
Unlike stats, the default state of a skill is 0. 1 means you have a slight interest in it, 2 is on the level of a casual hobby, 3 is something you are dedicated towards, 4 is something you try very hard at, and 5 borders on obsession and/or prodigy.

Unlike most other games, you don't have a background, for one reason or another. Instead, you have vague sensations of the past, called Echoes (10 points to distribute, max 3 per echo.) You can add dice from the echo pool to a roll if it seems appropriate, which can result in a Revelation, revealing a Relationship to someone or something in Candlewick Vale that you did not know you had. There's also an Illumination stat that ties in to Revelation, but that's just a mechanical thing.

I'm going to use some of the rules from Bigger Bads for creepy skills (a supplement that came after TDSoCM), which are the things that lets you break conventional expectations of normalcy over your knee (figuratively or literally). At the start of the game, you can take up to 7 dice/points worth of creepy dice to power your eldritch abilities, but each dice makes it harder to not be creepy. This primarily manifests as a drawback when trying to appeal to other people (If you take all seven, your rolls have a difficulty of 7, meaning your roll needs a height of seven to succeed.) Additionally, people close to you might not want to find out you are bordering on being a monster, so having more creepy dice makes it easier to people to notice when you are doing something unnatural. While Stats, Skills and Relationships are increased by xp, creepy skills are improved by ruining your Relationships.

I think that about covers it.

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PostPosted: Thu Jul 23, 2015 3:15 pm 
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I made a digital character sheet!
It looks kind of pretentious, and I'll probably expand it with some convenience features, but it should work for now.

I'll upload one of the example characters so it makes some sense.

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PostPosted: Thu Jul 23, 2015 3:47 pm 
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Seems like I need to make it more spacious.
Anyway, here is Dorothy. She can see ghosts and whine at them until they do what she wants.

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PostPosted: Thu Jul 23, 2015 7:27 pm 
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Awesome, now I gotta think up a fun character to play with this. I almost want to build a stupid bully with some really awkward power.

~SE++

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PostPosted: Thu Jul 23, 2015 7:41 pm 
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Make him summon deadly rainbows and have him question his masculinity.

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PostPosted: Thu Jul 23, 2015 8:05 pm 
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Hilarious idea, but I think I'll go with something less goofy.

@razorborne and Rubik - Any idea what you guys wanna do for characters?

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PostPosted: Sat Jul 25, 2015 5:07 pm 
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I'm interested, but I'll have to think seriously about what to play.

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PostPosted: Mon Jul 27, 2015 7:26 am 
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Not playing, but I'll be following this.

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PostPosted: Mon Jul 27, 2015 9:23 am 
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Man, I really want to play this, but I can't commit to anything these days (and probably not for the next 18 months), so I'll have to pass. Which stinks, because Monsters & Other Childish Things is one of my favorite systems ever.

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PostPosted: Tue Jul 28, 2015 1:56 am 
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Okay, let's do this! Well, er, assuming I'm doing this right.

Orphan's Name: Ezekiel Enoch Bartholomew "Zeke" Drake, Age: Somewhat Older (12-14?)
Quote: "Wherever I go, the darkness has already been. I think it's everywhere. A nowhere that's everywhere."
Image: A boy who is quite tall for his age, slender of frame and slender of limb. His skin is quite pale, and he has watery blue eyes and jet black hair with a high forehead. His clothes speak to antiquated sensibilities, and are always seemingly faded or dusty, while being entirely black and white. He always seems calm and deliberate in his motions, though when he's not reading his eyes usually wander, or focus on something seemingly far away.
Personality: Zeke is usually quiet and reserved, but most of all he has an iron will and steely nature -- He is very, very hard to intimidate and almost impossible to frighten, though to most people he comes off more as detached than as courageous, since he isn't incredibly emotional. His mind is quick, and his nature is inquisitive -- he's always looking into what's hidden, which is perhaps why the shadows have attached themselves to him. His interest in darkness and hidden things makes him come off to most as obsessive and out of touch.

Face — 4
-> Charm: +1
-> Connive: +0
-> Putdown: +0
Brains — 4
-> Notice: +0
-> Out-Think: +4
-> Remember: +1
Hands — 2
-> Blocking: +0
-> Punching: +0
-> Shop: +1
Guts — 3
-> Courage: +5
-> Wind: +0
-> Wrestling: +0
Feet — 2
-> Dodging: +0
-> Kicking: +0
-> P.E: +0

Creepy Skills (5)
"When you gaze long into an abyss the abyss also gazes into you." - Friedrich Nietzsche
Shadows respond to Zeke as something between a physical force and a living thing, as though the very absence of light were an entity. The Darkness exists everywhere and nowhere -- it can be anywhere, and when within it, Zeke feels he could be anywhere, too. Recently, it seems to respond more notably, almost intellectually to reach for something, or most horrifyingly to attack. In that, even a person's own shadow could be a weapon to use against them, and Zeke's own shadow, alone, would present a formidable offense. It would unnerve Zeke, but his general lack of fear, even when it's sensible, has lead him to simply find it fascinating rather than creepy or terrifying, and potentially explore how the shadows respond to him.
Shadows Shift (2): Brains, Useful (Travel/teleport from someplace dark and shadowy to another, nearby dark and shadowy place)
Shadows Strike (3): Brains, Attacks; Useful (Manipulate objects in shadows/darkness but otherwise out of reach)

Echoes
Cold, Darkness, Emptiness - 3
A girl's faint voice: "I'll be waiting" - 3
An ornate, old-fashioned silver key - 2
A small notebook filled with ciphered text and odd illustrations, like a pocket Voynich Manuscript - 1
A Raven (or possibly Crow) - 1

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PostPosted: Tue Jul 28, 2015 6:57 am 
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Let me just format it into the standard method. It's more convenient for the rest of you to post in as well.

Face 4 (Charm +1)
Brains 4 (Out-Think +4, Remember +1)
Hands 2 (Shop +1)
Guts 3 (Courage +5, Shadows Shift +2, Shadows Strike +3)
Feet 2

I'd like to note that I am very skeptical towards any +5, as you are effectively stating "I can't be any better at this". (Also, it's no fun to not be scared :q)
Creepy skill locations are just assumptions on my part.

Like I said, I can offer you suggestions on how to implement your creepy skills if you want (although yours do work). However, I figure I could do a writeup, maybe it could help inspire some people, although I would suggest you do it top-down still.

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PostPosted: Tue Jul 28, 2015 8:08 am 
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Okay, let's get creepy.

Creepy Skills
Creepy skills work like normal skills, in that they are tied to the body part, and you roll stat + skill when you want to use it. They don't work like normal skills in the sense that their nature are only limited by your imagination, they're more lethal that a radioactive chainsaw on fire, and they feed off your misery to become stronger. Each kid can start with up to 7 dice. You take less dice if you want to be less creepy, and more dice if you want to be more badass. The choice seems pretty simple to me.

For each "different" creepy thing your orphan can do, make a creepy skill out of it and assign it some dice. So since Dorothy has "See ghosts" and "Talk to ghosts", they are different things. If multiple functions are fulfilled by the same "creepy organ", say Dorothy's eyes let her both "See ghosts" and "Read minds", then just make it one skill, unless you have some special reason not to.

Each creepy skills gets one Quality for free; attacks, defends, or useful. Attack is for hurting people, defends is for not getting hurt, and useful is for everything else. You can buy extra Qualities for one point, reducing the number of dice in the skill, and consequently the potency. So if you jammed all your 7 dice into a skill and wanted all three Qualities, it would be "Aura of Accidents 5 (Attacks: Watch out for that truck; Defends: What is a banana peel doing there?; Useful: I wouldn't want to be you right now)". If you want to go all out, you can spend all your 7 dice on different Useful Qualities, for 8 in total with your free one. Do note that while a creepy skill can not have more than 5 dice, you can buy Qualities (and Extras) in a skill so that the amount of total dice used exceeds 5.

Did I say Extras? I think I did. Extras are performance enhancers. Instead of being descriptive of what your skill can do, they just make it better in some fashion. Like Qualities, they cost 1 dice each. Let me run you through them. And just so some things might make more sense, when you take damage, it is assigned to a part of your body. So the points you have in your 5 different stat also represents your hit points in the respective areas.
Gnarly: Each point increases the damage of a successful attack by 1. (The damage of an attack is Width -1 of your roll if not contested)
Sweet: Each point increases the Width of a Useful roll by 1 for the purposes of determining how well you do. It's like Gnarly for things that aren't attacks.
Wicked Fast: Each point increases the speed of your action in combat by 1. (The speed of an action is equal to the Width of your roll)
Awesome: Before rolling, you may set one dice to the number of your choice. If you have two points, you may do so afterwards, and an additional time for every other two points. (With awesome 5, set one dice before you roll, then change two of the dice in the result of your roll to the numbers of your choice)
Tough: Each time you suffer damage on this skill's hit location, reduce the damage by 1 for each point of tough.
Immunity: This skill's hit location is completely immune to something fairly specific, like Fire, or Yo Mama jokes.
Area: Your skill is now AoE. Each point increases the radius by five foot. If it's an attack, it deals 1 Area damage per point to the things inside.
Splash: Each point in Splash makes your Attack (or Useful action if appropriate) hit an additional adjacent body part. (Since people have 5 hit locations, you can hit their entire body with 4 ranks on a successful action.)
Spray: When using a skill with Spray, for each point in this Extra, you may use an extra unused set. (So if you rolled the aforementioned 3×3 and 2×7, and have at least one rank in Spray, you can use both of them. You can use them for the same action, or another Skill with Spray, if you should have it.)
Burn: Your attacks set things on fire, or possibly some other similar effect. There is no such thing as "more fire", it either Burns or it doesn't.
Sharing: You can share your power with someone else. This is more of a Monster thing than a Weird Kids one, but it's still available.
Bounce: If you Defend and completely block the attack (beating it in both Width and Height), you can reflect the attack back. Extra points in Bounce lets you deflect one additional attack, or apply one of the attacker's Extras when reflecting the attack.

So taking example in my previous skill Aura of Accidents, I can spend three points to buy 1 rank of Bounce (Your attempts at hurting me go awry) and 2 ranks of Area (That truck doesn't stop when it hits you). "Aura of Accidents 2 (Attacks; Defends; Useful: Cause misfortune; Bounce ×1; Area ×2)

Makes sense?

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PostPosted: Tue Jul 28, 2015 8:28 am 
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Tevish, did you just stat Morgan of Voor as a disturbed English orphan?

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PostPosted: Tue Jul 28, 2015 9:14 am 
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Oh, I forgot to note, but you can choose to start out with fewer than 7 points, and add them later as you see fit, having your latent abilities show up when you deem it convenient.

Also, we should agree on an age range. I'm quite fond of ~13 myself, which is what Tevish went with.
Anyway, posting all the premade characters for reference, since you should ideally be able to understand all of them now. Karl is kind of weird though, I think he actually has five separate Rhino Skins, one for each body part. He should, at least.
Doroty "Drotty" Druey


Karl Krakov


Pricilla Petty


Edward Pinkermine


Howard ("H.P.") Pogue


Josie Wrough

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