Unknown2010-07-24 16:32:05
So, I've been looking for to run a game of Dogs in the Vineyard, preferably in a live or at least semi-live format, and I was wondering if anyone here had played or would be interested in playing either via forum/Wave/IRC/something else?
Basically, Dogs in the Vineyard is a tabletop RPG where 3 players take on the roles of "Dogs", short for the King's Watchdogs--the King being the "King of Life" or God. The setting for the game is a sort of fantasy-tinged Wild West in the state of Deseret (the state that the Mormons attempted to create, which became Nevada & Utah). Now, its not actually the Mormon religion, just something strongly based on it.
In short, though, you're essentially a group of Mormon Paladins out to deliver mail, smite demons, damn sinners, and shoot anyone or anything that gets in the way of any of the above goals.
Now, the basis of the game isn't like D&D--you're not looking to score XP and loot. Instead, the real basis of the game is creating a character and watching them evolve, which, if I do my job as GM, they will. Its about riding into a town and solving problems--if that means executing someone, or banishing someone, then so be it. But what happens when the "Bad guy" is a possessed 10 year old girl? Or an old man who lost his entire family to some tragedy? How far will your character's go to see things set right?
And that's pretty much how the entire system works, through a mechanic called "Escalation". Essentially, during conflicts, you can escalate from talking to taking action to violence to attempting to kill someone. Each escalation gives you more dice, but it also means the situation has gotten a bit more out of control and someone is much more likely to get hurt/killed. As the Dogs, you can win almost any conflict you get into if you really want to--the system isn't designed to "challenge" you on a mechanical level, really. But to win, you may have to shoot the pregnant woman. You may have to punch the old guy whose arguing with you in front of the whole town.
If you're willing to make your character a ruthless psychopath, then you can win without trouble. But are your party members going to stand for that for long? Is your character going to be able to keep it up, when in his attempts to uphold the peace everyone is terrified of him and the blood on his hands?
That's what Dogs in the Vineyard is pretty much all about. "Oh yeah? You're willing to do that? Well how about now?"
So I'm looking for 3 active people who would like to play. Either 3 people who can get together with me at the same time, or people who are at least active enough that we can keep a non-live format moving smoothly.
Basically, Dogs in the Vineyard is a tabletop RPG where 3 players take on the roles of "Dogs", short for the King's Watchdogs--the King being the "King of Life" or God. The setting for the game is a sort of fantasy-tinged Wild West in the state of Deseret (the state that the Mormons attempted to create, which became Nevada & Utah). Now, its not actually the Mormon religion, just something strongly based on it.
In short, though, you're essentially a group of Mormon Paladins out to deliver mail, smite demons, damn sinners, and shoot anyone or anything that gets in the way of any of the above goals.
Now, the basis of the game isn't like D&D--you're not looking to score XP and loot. Instead, the real basis of the game is creating a character and watching them evolve, which, if I do my job as GM, they will. Its about riding into a town and solving problems--if that means executing someone, or banishing someone, then so be it. But what happens when the "Bad guy" is a possessed 10 year old girl? Or an old man who lost his entire family to some tragedy? How far will your character's go to see things set right?
And that's pretty much how the entire system works, through a mechanic called "Escalation". Essentially, during conflicts, you can escalate from talking to taking action to violence to attempting to kill someone. Each escalation gives you more dice, but it also means the situation has gotten a bit more out of control and someone is much more likely to get hurt/killed. As the Dogs, you can win almost any conflict you get into if you really want to--the system isn't designed to "challenge" you on a mechanical level, really. But to win, you may have to shoot the pregnant woman. You may have to punch the old guy whose arguing with you in front of the whole town.
If you're willing to make your character a ruthless psychopath, then you can win without trouble. But are your party members going to stand for that for long? Is your character going to be able to keep it up, when in his attempts to uphold the peace everyone is terrified of him and the blood on his hands?
That's what Dogs in the Vineyard is pretty much all about. "Oh yeah? You're willing to do that? Well how about now?"
So I'm looking for 3 active people who would like to play. Either 3 people who can get together with me at the same time, or people who are at least active enough that we can keep a non-live format moving smoothly.
Unknown2010-07-24 23:51:23
I've played before and have a copy of the system. I might be up for a play by post kind of thing, but with my schedule and time commitments, I couldn't really sign up for "live" sessions.
Unknown2010-07-25 00:09:51
I've never played but it sounds damn interesting. I'd be in for a play by post game or maybe something live if we can all swing it.
Unknown2010-07-25 00:36:07
Play by Post would work. I'd rather something than nothing.
Edit: Also, if you'd like to see the set-up on how to make a character, its nice and organized over at Penny-Arcade.
http://forums.penny-arcade.com/showthread....t=Dogs+Vineyard
Edit: Also, if you'd like to see the set-up on how to make a character, its nice and organized over at Penny-Arcade.
http://forums.penny-arcade.com/showthread....t=Dogs+Vineyard
Unknown2010-07-25 02:07:43
Put together a character that I think will work. Just tell me when you want people to start posting character sheets.
Unknown2010-07-25 02:57:28
QUOTE (Othero @ Jul 24 2010, 10:07 PM) <{POST_SNAPBACK}>
Put together a character that I think will work. Just tell me when you want people to start posting character sheets.
Feel free to post it. That way we can at least make sure it works and maybe it'll attract a third player.
Unknown2010-07-25 03:15:39
Brother Vergil Alcott
BACKGROUND
Strong History - Your character has a good education, lots of
experience, or specialized training.
13d6 in Stat dice, 3d6 4d8 3d10 in Trait dice, 1d4 3d6 2d8 in Relationship dice
STATS
Acuity - 4d6
Body - 3d6
Heart - 2d6
Will - 4d6
TRAITS
I'm a Dog - 1d10
I was raised by a Dog - 1d10
There are more of them then us - 2d8
A Dog taught me to ride - 2d8
A Dog taught me to shoot - 3d6
I consider The Book a weapon, a gun is protection - 1d10
RELATIONSHIPS Unspent - 1d4 3d6, 2d8
Brother Vincent Alcott - 1d6
BELONGINGS
The Book of Life - 1d6
Jar of Consecrated Earth - 1d6
Revolver - 1d6 + 1d4
Bolt-Action Rifle - 1d8+1d4
Watchdog's Coat - 2d6
Dusty brown and of simple design this coat is more pragmatic then symbolic. The only true embelishments to it and signs that it is the coat of a Dog are the embroidered scriptures in golden thread that run along the cuffs and the bright red threads along the bottom evoking the thought of demonic flames.
A young painted pony(Eleazar) - 1d8
Canteen - 1d6
Rope - 1d6
A small, tattered, mail bag - 1d4
ACCOMPLISHMENT
"I hope to learn the true way to fight demons, to use more then just guns."
BACKGROUND
Born a bastard Vergil Alcott would of grown up with a different life and a different name if the dogs hadn't travelled through his town when they did. His mother, suspected of demonic possession after Virgil's birth, was gunned down by a group of three dogs including his new guardian, Vincent Alcott. Though his own life was debated over Vincent eventually took possession of the boy and raised him as his own, at first attempting to travel with him before settling down. Vincent raised him to be a dog, teaching him to ride and shoot in the ways that Vincent knew. Admittedly Vincent was not the most faithful, he was pragmatic and saw his job as being a protector then any holy vessel of the King of Life. Sure, there were unholy beings that threatened the people and the dogs had the holy tools, but Vincent saw the book and holy artifacts as just that, tools. And as he trained Vergil this pragmatism was handed to him. Each obviously differed in different ways but Vincent was Vergils first teacher and his only father. Over time Vergil has found fault with the death of his mother. They say she was possessed but just gunning down a demon didn't sit right the older he got. He was never angry at Vincent, his life would of been far worse if what happened hadn't happened, but it has raised the chance of Vergil questioning some of Vincent's teachings. To be curious is natural and he wanted to know if a mistake was made.
BACKGROUND
Strong History - Your character has a good education, lots of
experience, or specialized training.
13d6 in Stat dice, 3d6 4d8 3d10 in Trait dice, 1d4 3d6 2d8 in Relationship dice
STATS
Acuity - 4d6
Body - 3d6
Heart - 2d6
Will - 4d6
TRAITS
I'm a Dog - 1d10
I was raised by a Dog - 1d10
There are more of them then us - 2d8
A Dog taught me to ride - 2d8
A Dog taught me to shoot - 3d6
I consider The Book a weapon, a gun is protection - 1d10
RELATIONSHIPS Unspent - 1d4 3d6, 2d8
Brother Vincent Alcott - 1d6
BELONGINGS
The Book of Life - 1d6
Jar of Consecrated Earth - 1d6
Revolver - 1d6 + 1d4
Bolt-Action Rifle - 1d8+1d4
Watchdog's Coat - 2d6
Dusty brown and of simple design this coat is more pragmatic then symbolic. The only true embelishments to it and signs that it is the coat of a Dog are the embroidered scriptures in golden thread that run along the cuffs and the bright red threads along the bottom evoking the thought of demonic flames.
A young painted pony(Eleazar) - 1d8
Canteen - 1d6
Rope - 1d6
A small, tattered, mail bag - 1d4
ACCOMPLISHMENT
"I hope to learn the true way to fight demons, to use more then just guns."
BACKGROUND
Born a bastard Vergil Alcott would of grown up with a different life and a different name if the dogs hadn't travelled through his town when they did. His mother, suspected of demonic possession after Virgil's birth, was gunned down by a group of three dogs including his new guardian, Vincent Alcott. Though his own life was debated over Vincent eventually took possession of the boy and raised him as his own, at first attempting to travel with him before settling down. Vincent raised him to be a dog, teaching him to ride and shoot in the ways that Vincent knew. Admittedly Vincent was not the most faithful, he was pragmatic and saw his job as being a protector then any holy vessel of the King of Life. Sure, there were unholy beings that threatened the people and the dogs had the holy tools, but Vincent saw the book and holy artifacts as just that, tools. And as he trained Vergil this pragmatism was handed to him. Each obviously differed in different ways but Vincent was Vergils first teacher and his only father. Over time Vergil has found fault with the death of his mother. They say she was possessed but just gunning down a demon didn't sit right the older he got. He was never angry at Vincent, his life would of been far worse if what happened hadn't happened, but it has raised the chance of Vergil questioning some of Vincent's teachings. To be curious is natural and he wanted to know if a mistake was made.
Unknown2010-07-25 03:28:39
Everything looks good! Be sure to write up a bit of a background, preferably with a note on who Vincent is, and it looks like you're good to go.
Edit: Actually, if Vincent is a blood relative, which I'm guessing he is, you get a free 1d6 with him. So you could either make the relationship 2d6, or leave it at 1d6 and get your d6 back into your relationship pool.
Edit: Actually, if Vincent is a blood relative, which I'm guessing he is, you get a free 1d6 with him. So you could either make the relationship 2d6, or leave it at 1d6 and get your d6 back into your relationship pool.
Unknown2010-07-25 03:47:57
QUOTE (Doctor @ Jul 24 2010, 11:28 PM) <{POST_SNAPBACK}>
Everything looks good! Be sure to write up a bit of a background, preferably with a note on who Vincent is, and it looks like you're good to go.
Edit: Actually, if Vincent is a blood relative, which I'm guessing he is, you get a free 1d6 with him. So you could either make the relationship 2d6, or leave it at 1d6 and get your d6 back into your relationship pool.
Edit: Actually, if Vincent is a blood relative, which I'm guessing he is, you get a free 1d6 with him. So you could either make the relationship 2d6, or leave it at 1d6 and get your d6 back into your relationship pool.
Oh! I meant to ask about that. I had a basic background but I didn't feel like posting it for the sake of it just being a guide for myself. Vincent would be Vergil's guardian. Not a literal blood relative but he took his name and is the only parent Vergil has really had. Should I just call him a blood relative?
Unknown2010-07-25 03:50:20
QUOTE (Othero @ Jul 24 2010, 11:47 PM) <{POST_SNAPBACK}>
Oh! I meant to ask about that. I had a basic background but I didn't feel like posting it for the sake of it just being a guide for myself. Vincent would be Vergil's guardian. Not a literal blood relative but he took his name and is the only parent Vergil has really had. Should I just call him a blood relative?
Hm. I'll let you go ahead and treat him like a blood relative, if he's the one who raised you.
As for the background, its useful to have in Dogs, because it lets me sort of cater things to the party a bit better.
Unknown2010-07-25 11:22:17
Background posted.
Unknown2010-07-25 19:12:22
Well, maybe I won't be running a game then!
Moriana2010-07-26 15:27:02
If you're still planning to run a play-by-post game, I'd love to sign up. I've never played Dogs in the Vineyard before, but I've read some play-by-post games on other forums and I'm really drawn to the world and system. I have some ideas for a character already, so I'd enjoy the opportunity to put them into play.
So, let me know if you're still interested in a game, and I can post a character sheet like Othero's already done.
So, let me know if you're still interested in a game, and I can post a character sheet like Othero's already done.
Unknown2010-07-26 18:10:27
QUOTE (Moriana @ Jul 26 2010, 11:27 AM) <{POST_SNAPBACK}>
If you're still planning to run a play-by-post game, I'd love to sign up. I've never played Dogs in the Vineyard before, but I've read some play-by-post games on other forums and I'm really drawn to the world and system. I have some ideas for a character already, so I'd enjoy the opportunity to put them into play.
So, let me know if you're still interested in a game, and I can post a character sheet like Othero's already done.
So, let me know if you're still interested in a game, and I can post a character sheet like Othero's already done.
Oh! Yes! Please do. You'll make 3, and that's the perfect number. I was just about to give up.
Unknown2010-07-26 18:43:32
I guess I'll go ahead and throw this up here now instead of waiting. There are a few additional rules that differ from standard Dogs in the Vineyard (which anyone who hasn't played will get introduced to fairly painlessly once we get going).
First, the Escalation Track.
In standard DitV, Escalation in a conflict goes: Talking > Physical > Fighting > Shooting.
For our purposes it will be: Talking > Physical > Violence > Murder
It may not seem like much, but there is a definite difference. In standard Dogs, Shooting is just that--shooting your gun. Nothing else deals d10 Fallout. So even if you hit someone in the head with a sledgehammer, its the same as punching them in the jaw.
With this different Escalation track, Violence represents when you're just attempting to hurt or incapacitate, regardless of how, and Murder is when you are actively attempting to kill someone. So you could shoot someone in the leg and it would count as Violence and deal d8 Fallout, or you could attempt to stab someone in the chest and deal d10.
Second, Escalate to Block/Dodge
In Standard Dogs, you can Escalate to add more dice. In this variant, not only does it add more dice but it also serves to block the attack, so long as you are Escalating to a level higher than your opponent. So if they're attempting to Push you (Physical), you can Escalate to Violence and punch him, which would See his Raise without needing any dice.
Third, Escalation as a means to enter a conflict.
In Standard Dogs, once a Conflict is started no one can enter. In this variant, whenever the conflict is Escalated, other people can join in. If you join into a conflict late, you don't have access to the dice rolled for the lower levels of the conflict.
So, if a conflict went through everything all the way up to Murder, which is when you decided to jump in, you'd only get the dice for Murder, and not be able to later gain the others in that conflict.
Fourth, Group Conflict
When a group of Dogs are facing a group of NPCs, the NPCs can re-use their dice during a round of Seeing as many times as there are NPCs.
So, for example.
3 Dogs vs 1 NPC. Dog1 raises for 10, and the NPC Sees with a 4 and a 6, for 10. Dog2 then raises for 8. The NPC would need to put forward 2 new dice to See.
3 Dogs vs 2 NPCs. Dog1 raises for 10, and the NPC Sees with a 4 and a 6, for 10. Dog2 ten raises for 8. The NPCs could re-use his See to block Dog2's Raise. Dog3 then Raises for 8, and the NPC would need to use new dice to See it.
This allows the NPCs to put up a slightly better fight, as otherwise a group of Dogs can tear through anything in 1 or 2 rounds.
And, lastly, Bonds.
Bonds are a kind of Trait, except that you get them in every conflict, so long as the Bond remains true.
There are 3 different kinds of Bonds.
Bonds of Tradition- You never cut your hair, you don't eat pork, things like that.
Bonds of Conscience- You never harm women, You never lie, things like that.
Bonds of Nightmare- You need to drink blood once a day, You keep your heart in a jar, unnatural stuff like that.
On top of the trait dice you assign a Bond, if the Bond is supernatural (perhaps a Bond of Tradition that involves ritual magic) it gets an additional 1d4 (like a gun). And any Nightmare Bond automatically gets an additional 2d4.
Only a character with a Complicated History can take a Bond to start with. And Nightmare Bonds are probably better not to take (at least at character creation), but they could reasonably be gained later, and they're really more there for the bad guys.
If all that seems overwhelming, don't worry, it'll all be explained in play and none of it is going to show up all at one right in the beginning just to screw with you.
First, the Escalation Track.
In standard DitV, Escalation in a conflict goes: Talking > Physical > Fighting > Shooting.
For our purposes it will be: Talking > Physical > Violence > Murder
It may not seem like much, but there is a definite difference. In standard Dogs, Shooting is just that--shooting your gun. Nothing else deals d10 Fallout. So even if you hit someone in the head with a sledgehammer, its the same as punching them in the jaw.
With this different Escalation track, Violence represents when you're just attempting to hurt or incapacitate, regardless of how, and Murder is when you are actively attempting to kill someone. So you could shoot someone in the leg and it would count as Violence and deal d8 Fallout, or you could attempt to stab someone in the chest and deal d10.
Second, Escalate to Block/Dodge
In Standard Dogs, you can Escalate to add more dice. In this variant, not only does it add more dice but it also serves to block the attack, so long as you are Escalating to a level higher than your opponent. So if they're attempting to Push you (Physical), you can Escalate to Violence and punch him, which would See his Raise without needing any dice.
Third, Escalation as a means to enter a conflict.
In Standard Dogs, once a Conflict is started no one can enter. In this variant, whenever the conflict is Escalated, other people can join in. If you join into a conflict late, you don't have access to the dice rolled for the lower levels of the conflict.
So, if a conflict went through everything all the way up to Murder, which is when you decided to jump in, you'd only get the dice for Murder, and not be able to later gain the others in that conflict.
Fourth, Group Conflict
When a group of Dogs are facing a group of NPCs, the NPCs can re-use their dice during a round of Seeing as many times as there are NPCs.
So, for example.
3 Dogs vs 1 NPC. Dog1 raises for 10, and the NPC Sees with a 4 and a 6, for 10. Dog2 then raises for 8. The NPC would need to put forward 2 new dice to See.
3 Dogs vs 2 NPCs. Dog1 raises for 10, and the NPC Sees with a 4 and a 6, for 10. Dog2 ten raises for 8. The NPCs could re-use his See to block Dog2's Raise. Dog3 then Raises for 8, and the NPC would need to use new dice to See it.
This allows the NPCs to put up a slightly better fight, as otherwise a group of Dogs can tear through anything in 1 or 2 rounds.
And, lastly, Bonds.
Bonds are a kind of Trait, except that you get them in every conflict, so long as the Bond remains true.
There are 3 different kinds of Bonds.
Bonds of Tradition- You never cut your hair, you don't eat pork, things like that.
Bonds of Conscience- You never harm women, You never lie, things like that.
Bonds of Nightmare- You need to drink blood once a day, You keep your heart in a jar, unnatural stuff like that.
On top of the trait dice you assign a Bond, if the Bond is supernatural (perhaps a Bond of Tradition that involves ritual magic) it gets an additional 1d4 (like a gun). And any Nightmare Bond automatically gets an additional 2d4.
Only a character with a Complicated History can take a Bond to start with. And Nightmare Bonds are probably better not to take (at least at character creation), but they could reasonably be gained later, and they're really more there for the bad guys.
If all that seems overwhelming, don't worry, it'll all be explained in play and none of it is going to show up all at one right in the beginning just to screw with you.
Moriana2010-07-27 17:40:39
Here's my character sheet. By the way, I might be a little slow in responding for the next few days, in case you wanted to do anything right away.
Sister Rebecca Drake
BACKGROUND
Complicated History - Stats 15d6, Traits 4d4 2d6 2d10, Relationships 5d6 2d8
STATS
Acuity - 3d6
Body - 5d6
Heart - 3d6
Will - 4d6
TRAITS
I am a Dog. - 1d6
I'm the quickest draw you'll (n)ever see. - 2d4
I love my father, but I'll never follow in his footsteps. - 1d10
Even the worst sinner deserves a chance at redemption. - 1d10
The Book of Life teaches us to show mercy and be good to others. - 1d6
I grew up around violence. It doesn't scare me. - 1d4
Once I make up my mind, there's no stopping me. - 1d4
RELATIONSHIPS
Joshua Drake (father) - 1d8
Sister Ellen St. John (converter) - 1d8
BELONGINGS
Pair of rosewood-handled Colt Peacemaker revolvers - 2d6 1d4
The Book of Life - 1d6
Coat (black coat stitched with a simple design of diamonds in stark red and white) - 2d6
Jar of consecrated earth - 1d6
Horse, Patience - 1d6
Canteen - 1d6
ACCOMPLISHMENT
"I hope I can prove to everyone that I've left my past behind."
BACKGROUND
The daughter of gunslinger and outlaw Joshua Drake, Rebecca grew up with neither home nor mother as she followed her father from town to town. For as long as she could remember, Rebecca always came along on her father's raids and helped him carry them out. He taught her everything he knew, until she could fight, shoot, and think as well as he could. As much as their chaotic lifestyle would allow, he took unfailingly good care of her and indulged her every whim with the spoils of their raids. While she often wished they led a more stable, ordinary life, Rebecca understood deep down that the joy of outwitting the local authorities and stealing their riches was something her father needed to balance out the injustices he had suffered.
On her seventeenth birthday, however, a group of bounty hunters confronted Joshua Drake, intent on killing him for the price on his heads. Though Joshua and Rebecca escaped with their lives, both father and daughter were severely wounded. As they stumbled along the road to find help, they ran into a group of Dogs delivering mail to nearby towns. Led by Sister Ellen St. John, the Dogs saw their injured state and immediately stopped to bandage their wounds and bring them to the nearest town. For two weeks, they recuperated under the supervision of the Dogs, until their fevers passed and their wounds closed. The Dogs' unquestioning compassion made a deep impression on Rebecca, who came to see the gentle, selfless Ellen almost as the mother she never had. The two women often talked long into the night about Ellen's work as a Dog and the Book of Life's teachings.
Thanks to the Dogs' intervention and careful tending, both Joshua and Rebecca made full recoveries. Having been an outlaw for most of his life, Joshua knew no other way to make his living and decided to continue his wandering existence. Rebecca had different ideas, though. Instead of staying with her father, she left with Sister Ellen and the others to learn to become a Dog herself. She had found herself drawn to what Ellen and the other Dogs had told her about their mission and work, and she wanted to serve the King of Life as Ellen did. During her training, however, Rebecca often struggled to reconcile her desire to be merciful and kind like Ellen with the rough-and-ready upbringing and loose ethics that Joshua gave her. Though she would never admit it to anyone, that internal struggle still continues to this day.
Near the end of her training as a Dog, Rebecca received a package from her father. It was her coat, which he had laboriously sewn himself, and a message giving her his blessing. Rebecca smiled to herself and donned her new coat, feeling ready to begin her life as a Dog.
Sister Rebecca Drake
BACKGROUND
Complicated History - Stats 15d6, Traits 4d4 2d6 2d10, Relationships 5d6 2d8
STATS
Acuity - 3d6
Body - 5d6
Heart - 3d6
Will - 4d6
TRAITS
I am a Dog. - 1d6
I'm the quickest draw you'll (n)ever see. - 2d4
I love my father, but I'll never follow in his footsteps. - 1d10
Even the worst sinner deserves a chance at redemption. - 1d10
The Book of Life teaches us to show mercy and be good to others. - 1d6
I grew up around violence. It doesn't scare me. - 1d4
Once I make up my mind, there's no stopping me. - 1d4
RELATIONSHIPS
Joshua Drake (father) - 1d8
Sister Ellen St. John (converter) - 1d8
BELONGINGS
Pair of rosewood-handled Colt Peacemaker revolvers - 2d6 1d4
The Book of Life - 1d6
Coat (black coat stitched with a simple design of diamonds in stark red and white) - 2d6
Jar of consecrated earth - 1d6
Horse, Patience - 1d6
Canteen - 1d6
ACCOMPLISHMENT
"I hope I can prove to everyone that I've left my past behind."
BACKGROUND
The daughter of gunslinger and outlaw Joshua Drake, Rebecca grew up with neither home nor mother as she followed her father from town to town. For as long as she could remember, Rebecca always came along on her father's raids and helped him carry them out. He taught her everything he knew, until she could fight, shoot, and think as well as he could. As much as their chaotic lifestyle would allow, he took unfailingly good care of her and indulged her every whim with the spoils of their raids. While she often wished they led a more stable, ordinary life, Rebecca understood deep down that the joy of outwitting the local authorities and stealing their riches was something her father needed to balance out the injustices he had suffered.
On her seventeenth birthday, however, a group of bounty hunters confronted Joshua Drake, intent on killing him for the price on his heads. Though Joshua and Rebecca escaped with their lives, both father and daughter were severely wounded. As they stumbled along the road to find help, they ran into a group of Dogs delivering mail to nearby towns. Led by Sister Ellen St. John, the Dogs saw their injured state and immediately stopped to bandage their wounds and bring them to the nearest town. For two weeks, they recuperated under the supervision of the Dogs, until their fevers passed and their wounds closed. The Dogs' unquestioning compassion made a deep impression on Rebecca, who came to see the gentle, selfless Ellen almost as the mother she never had. The two women often talked long into the night about Ellen's work as a Dog and the Book of Life's teachings.
Thanks to the Dogs' intervention and careful tending, both Joshua and Rebecca made full recoveries. Having been an outlaw for most of his life, Joshua knew no other way to make his living and decided to continue his wandering existence. Rebecca had different ideas, though. Instead of staying with her father, she left with Sister Ellen and the others to learn to become a Dog herself. She had found herself drawn to what Ellen and the other Dogs had told her about their mission and work, and she wanted to serve the King of Life as Ellen did. During her training, however, Rebecca often struggled to reconcile her desire to be merciful and kind like Ellen with the rough-and-ready upbringing and loose ethics that Joshua gave her. Though she would never admit it to anyone, that internal struggle still continues to this day.
Near the end of her training as a Dog, Rebecca received a package from her father. It was her coat, which he had laboriously sewn himself, and a message giving her his blessing. Rebecca smiled to herself and donned her new coat, feeling ready to begin her life as a Dog.
Unknown2010-07-27 18:55:36
Where does the Steward come in?
Moriana2010-07-27 19:53:59
QUOTE (Doctor @ Jul 27 2010, 02:55 PM) <{POST_SNAPBACK}>
Where does the Steward come in?
Whoops. I guess it really doesn't make sense that my character would have the usual relationship with a Branch Steward who sends her off to be a Dog, does it? Removed the Steward from her relationships.
Unknown2010-07-29 08:22:18
So is Demetrios planning on being the 3rd?
Unknown2010-07-29 13:08:45
QUOTE (Othero @ Jul 29 2010, 03:22 AM) <{POST_SNAPBACK}>
So is Demetrios planning on being the 3rd?
Yeah, I just haven't had time to post a character, yet. Sorry.