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![]() The facts are as follows...
Character Creation After I make picks, we’ll work together to stat out the characters using Fantasy Craft. Fantasy Craft is a d20 game that mashes together Spy Craft and D&D 3.x. It’s better balanced than 3.x and has quite a few interesting options for social characters, secret missions, etc. which I think is a good fit for this shopkeeping urban fantasy mashup. If you’ve played any d20 game before you should be fine even if you have never played FC. All that comes later, though, for now:
![]() Ptolus Details The Player’s Guide to Ptolus is a free PDF download you can get here: http://rpg.drivethrustuff.com/produ...-to-Ptolus?it=1 Gods of Ptolus: http://raingamers.org/wiki/index.php/Ptolus:Religions different gods list with more details about some things: http://livingptolus.pbworks.com/w/p...s%20of%20Ptolus I’m also happy to share relevant Ptolus lore here or on irc. Why is this set in Ptolus and not a generic fantasy city, you ask? 1. It has lots of nice maps and I am a sucker for maps. 2. I paid $120 or something like that for this drat book, I’m going to use it as much as possible! ![]() Speaking of maps, here's a map of the Empire ![]() The region around Ptolus ![]() The city IRC I can be found in #ernies or #redhandofdoom on synirc. I will definitely give preference to folks who are active on IRC when I make picks, because I’ve seen that games tend to go much smoother with improved communications, especially a potentially talky game like this one. Bouquet fucked around with this message at Mar 15, 2013 around 19:26 |
| # ? Feb 28, 2013 02:16 |
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| # ? May 22, 2013 05:42 |
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Resources/House Rules/Homebrew Content/etc. Campaign Qualities Everything Has A Price: Magic items, holdings, and favors can be purchased by spending 100s per 1 reputation and sold at 50s per 1 reputation. You can't convert starting reputation to silver. Transactions above class level X 25s must be approved by the GM and may take days or weeks depending on the cost, etc. Character Submissions Krysmphoenix - Gintara Apšvietimas - Fights lurking evil and heals the sick Ryuujin - Jimmy the Blade - Natural vicious little bully Gazetteer - Tansy Sweetleaf - Occasionally busting a head or two Alien Rope Burn - Shilah the Sage - Expert in all sorts of things wondrous and strange Megazver - Sir Shively Dewilder Accus Dulcido Thrumm - Busy inventing new ways to kick rear end Piell - Dyson Howland - A people person TransientPeople - Celeste Sissel - Wants to climb the Spire to reach the Heavens Bouquet fucked around with this message at Mar 15, 2013 around 01:25 |
| # ? Feb 28, 2013 02:17 |
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I'm pondering some ideas
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| # ? Feb 28, 2013 03:29 |
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Gintara Apšvietimas![]() Backstory: (I'm just recycling this from the WLC game where I used Gintara before, making minor edits to better fit the setting.) One evening in Curan, the sky turned amber as the sun was setting and giving way to night. As the abbess of the local convent finished the night's chores, there was a loud rush of wings outside. When the abbess investigated, she found a young baby girl inside a basket of white cloth, with a ray of light shining down from the clouds above. Without much other choice, the convent took the baby in as their own. Gintara was not the only orphan at the convent, since they cared for all of the orphans that roamed the streets of Curan. Surrounded by an already diverse group of children, she knew there was something strange about her, though no one could explain how. It didn't help that feathers kept growing without explanation or warning on random parts of her body, although usually the hair. As she grew, Gintara devoted herself to the healing arts at the convent. Gradually she began to care less about her strange ancestry, although she suspects her celestial parent was likely a servant of Gaen. She, of course, has no proof of this other than a spiritual gut feeling. Then, a month ago, a necromancer lurked in the city, spreading death and disease. Although her magic could stop the undead in their tracks, it did little stop the necromancer's attacks each night. But a wandering paladin had been chasing the necromancer, and on the seventh night of the calamity, they fought, but neither survived. Without even knowing the paladin's name, the convent buried him in their crypt as a hero. Seeing the paladin fight, Gintara realized that she could be of more help to the world fighting the evils that lurked and healing the sick, rather than just sitting by. With the blessings of the convent she once called home, she took to the roads, wearing the armor and sword of that unknown paladin. The necromancer had an odd collection of items consumed with evil magic, and surely there were more out in the world that needed to be removed and destroyed... Meeting Ernie Ultimately, their meeting was complete coincidence, which Gintara doesn't believe in at all. Ernie on the other hand, was just trying to make a deal with a very difficult source. The seller was looking to get rid of a bracelet that would protect the wearer by striking fear into the hearts of those that would seek harm to the wearer. The seller had worn the bracelet for years but had only made him more and more suspicious of those around him until he ended up pushing everyone away. The seller claimed it was a bracelet of protection, and indeed it was, but kept the key details away from Ernie. Dealing with the seller had been tough for Ernie, since the man's suspicions made actually arranging an appointment to see and appraise the bracelet a constant hurdle, and Ernie was still moving between Tarsis and Ptolus at the time. At last the seller agreed to meet in private, and Ernie was excited to have this new piece for his collection when things went wrong. The seller was afraid Ernie was just going to kill him and steal the bracelet and tried to kill Ernie first! Gintara had heard the commotion and had been tracking the bracelet for a while, hearing about the horrors it had inflicted from the victims the seller had passed by in his paranoia. She clashed with the seller, and when the battle was won she removed the bracelet and shattered it with a single blow from her sword. Ernie was not happy. Her battle had caused damage in the area which someone was going to have to pay for, plus that bracelet was worth a thousand silver and she just destroyed it without thinking! Gintara had no money to pay for any of that, but she did just save Ernie's life, so he agreed to let her work for him to make up the damages. She would be a valuable bodyguard for the man and she knew a great deal about the gods and could work with enchanted objects marked with the symbols of the deities far easier than he ever could, plus she could smell the really bad ones from a mile away. Now if only she would stop destroying his merchandise... Pitch Ernie, we've been through this before. I know you like Mozzy and he always finds the most interesting stuff but have you taken a look at the last bunch he gave you? No, of course not because you just hide me in the back on inventory duty all the time. That stuff is dangerous! That ring shows some nasty looking runes when you heat it up, the rope moves with a mind of it's own, and I'm pretty sure the bag containing it all has fangs and tried to eat my hand! Bottom line? What bottom line? The bottom line is this stuff is dangerous and you can't just be selling it away! Plus, do you even know where it's coming from? I did some poking around in the Temple District and I'm pretty sure that book you just bought is marked with the symbol of Kran. What's the point of selling these things if it's just going to hurt people and cause trouble for everyone! We have plenty of other legitimate merchandise, can't we just deal in those instead? It's the safe and the right thing to do. Character Sheet pre:Name: Gintara Apšvietimas Race/Talent: Sharos Human (Outsider, "Aasimar") Specialty: Cleric Class: Priest 5 Movement: 25 = 30 base - 5 armor Vitality: 55 Wounds: 14 Starting Dice: 3 Die Type: d4 Legend: 4 Reputation: 0 Renown: Heroic Rank 1 Appearance: 5 Lifestyle: 5 Panache: 5 Income: 50s Prudence: 0 Money Saved/Earned: 15% Attributes STR: 14+1 15 +2 DEX: 12 12 +1 CON: 14 14 +2 INT: 12 12 +1 WIS: 12+2 14 +2 CHA: 14+1 15 +2 Modified by Sharos, Level 4, Angelic Heritage Skills Origin Skills: Ride, Haggle, ???, ??? Class Skills: Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive Gaen Skills: Athletics, Investigate, Tactics, ??? 1-5: Points: 64 Max Rank: 8 Total Ranks Misc Athletics 10 8 Haggle 10 8 Impress 10 8 Medicine 9 0 +8 paired to Resolve Notice 9 8 Resolve 10 8 Ride 9 8 Sense Motive 9 8 Tactics 9 8 Combat INITIATIVE: +3 = +1 (Class) +2 (Dex) BAB: +3 Unarmed: +5 [ +3 (BAB) +2 (Str)] Melee: +5 [ +3 (BAB) +2 (Str)] Ranged: +4 [ +3 (BAB) +1 (Dex)] Attack To-Hit Damage Threat Const Notes Zweihander +6 1d12+2 19-20 Hard 3 Guard +3, Massive, AP 2 FORT: +5 [ +3(Base) +2(Con)] REF: +1 [ +1(Base) +1(Dex)] WILL: +5 [ +3(Base) +2(Wis)] Defense: 18 [10 +5(Class) +3(Zweihander)] Damage Reduction: 4 [Armor] Damage Resistance: Edged 2, Divine 4 (Armor) Acid 5 (Angelic Heritage) Flash Immune (Light I) Proficiencies and Advanced Actions/Tricks (6) Edged Weapons (Forte) Overpowering Force (Stance): When you use a 2-handed melee weapon to hit an opponent who hasn’t moved since your Initiative Count last round, you inflict the weapon’s maximum damage (sneak attack damage and other random bonuses are rolled normally). You may not take move actions (though you may still take 5-ft. Bonus Steps as normal). Blinding Blow (Ritual Weapon or Unarmed Attack Trick): Your target must also make a Fort save (DC equal to damage inflicted) or be blinded for 1 round. You may use this trick a number of times per combat equal to your Light Step. Warding Strike (Melee Attack Trick (Forte)): The character claims his ground, daring anyone to force him from it. After one or more hits, the character gains a +2 morale bonus with Fortitude and Reflex saves until he leaves his current square. Toppling Swing (Melee Attack Trick (Forte)): The character brutally batters his target, throwing him off-balance until he can regain his footing. Each time the character hits an opponent of equal or smaller Size with a two-handed melee weapon, the opponent suffers a cumulative –1 penalty to Defense. This penalty lasts until the opponent takes a movement action or the combat ends (whichever comes first). Merciful Strike (Unarmed or Melee Attack Trick (Forte)): The character measures his blows not to slay but to draw out his enemy’s agony. If this attack would cause the target to fail his last Damage save or reduce him to 0 or fewer wounds, the target becomes fatigued instead. Overpowering Strike (Melee Attack Trick): The character puts his weight into the attack, hoping to send the target reeling. If the character’s weapon has the massive quality, he may increase his error range by 2 to apply the massive quality even if the target is not smaller than him. Interests(3) Languages: Common, Celestrial Study: Abbeys, Deities Alignment: Gaen Race HUMAN SHAROS (Adapted from the Sunchaser setting in the Adventure Companion, this Talent represents Gintara's divine origins.) •Attributes: +2 Wisdom •Base Speed: 30 ft. •Free Hint: Once per session, you may request a hint from the GM. If he refuses, you gain 1 bonus action die. •Natural Elegance: Your Appearance bonus increases by +1. •Sharp Mind: You gain 1 additional skill point per level. Specialty CLERIC A servant of faith, you’re both herald of their will and shepherd of their followers. • Bonus Feat: Any 1 Chance feat • Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5. • Field Medicine: You are always considered to have a doctor’s bag. • Paired Skills: Each time you gain ranks in the Resolve skill, you gain equal ranks in the Medicine skill. This may not increase your Medicine skill beyond its maximum rank. • Turning: Choose a Type from the following list: Undead. Once per combat you may Turn characters of this Type. Class PRIEST •Devout: You’ve been appointed by a higher power to represent divine will in the world of mortals. This divine will is sometimes felt in the form of miracles. When you fail an attack check with your ritual weapon or a skill check with a Priest class skill and don’t suffer an error, you may spend an action die to re-roll the check. You may use this ability only once per check. •Acolyte: At Level 1, you take the first Step along any 1 of your Alignment’s Paths and gain your Alignment’s ritual weapon at no cost. This weapon may not be sold and when it’s lost or destroyed it’s replaced at no cost at the end of the next Downtime lasting 1 day or more. •Signs & Portents I: You may contact higher powers for guidance in times of need. At Level 2, as a 1-minute action, you may request a hint from the GM. If he refuses, you gain 1 bonus action die. You may use this ability a number of times per adventure equal to your starting action dice. •Path of the Devoted: At Levels 3, and 5 you take a Step along any 1 of your Alignment’s Paths. •Bonus Feat: At Levels 4 you gain 1 additional Chance or Style feat. Feats LADY LUCK’S SMILE (Chance, Cleric) If you’re consistently lucky, is it really luck? Benefit: When you roll an action die, it explodes on its highest or second highest natural result (e.g. 5–6 on a d6, 9–10 on a d10, etc.). ANGELIC HERITAGE (Species, Lv 1) Divine forces have touched your family line, gifting you with fine features and unusual grace. Prerequisites: Level 1 only Benefit: The higher of your Wisdom or Charisma scores rises by 1, you gain Acid Resistance 5, and your Appearance bonus increases by +1. When taking the Basic Skill Mastery feat you have access to a new skill pair: Savior (Notice & Tactics). However, you’re also an Outsider (see page 227) and vulnerable to various effects and potentially higher damage from some sources. GREATSWORD BASICS (Melee, Lv 2) You handle even the largest of blades like a delicate dance partner. Prerequisites: Edged forte Benefit: When you wield a greatsword it gains guard +2. Also, you gain a stance. Overpowering Force (Stance): When you use a 2-handed melee weapon to hit an opponent who hasn’t moved since your Initiative Count last round, you inflict the weapon’s maximum damage (sneak attack damage and other random bonuses are rolled normally). You may not take move actions (though you may still take 5-ft. Bonus Steps as normal). ARMOR BASICS (Basic, Lv 4) You’re quite comfortable in armor. Benefits: While you wear armor, its Defense penalty drops by 1, its ACP drops by 1, and its Speed penalty drops by 5 ft. (in all cases, minimum 0). PERSONAL LIEUTENANT (Style, Priest 4) Someone’s always got your back. Prerequisites: Player character only Benefit: You control a non-animal NPC with an XP value no greater than 50 + 5 × the permanent Style feats you have. You may choose your lieutenant from the Rogues Gallery or Bestiary (see pages 244 and 253) or build an original NPC with GM approval. Your lieutenant may not possess temporary feats. Your lieutenant is a special character with a Threat Level equal to your Career Level minus 4 (minimum 1). He gains no action dice but you may spend your action dice on his behalf. Your lieutenant may not control additional characters. If your lieutenant dies or is dismissed, you lose Reputation equal to your Career Level (he’s replaced in the following adventure). Special: You may not gain this feat as a temporary feat. BANDAGE (Life Path I) You know how to tend hurts in the field. Benefit: You gain Medicine as an Origin Skill and your Medicine checks are trained even when you lack a doctor’s bag. When you have a doctor’s bag you may Mend each character one additional time per day. Paths Path of Life First Step: Gain Bandage feat. Second Step: Cast Cure Wounds II and Restoration I, 1/day. Path of Light First Step: Flash damage immunity. Cast Flare and Glow I, at will. Second Step: Gain Blinding Blow Trick. (Only while wearing armor.) Spells Save DC: 12 (10 + 2[cha]) Name Level C. Time Range Duration Save Glow I Lv 0. half 50 ft 10 min /CL n/a Lights up a 30 ft sphere with bright light. Moves with target. Flare Lv 0. half touch 1d6 rounds Fort (neg) All in 20 ft. sphere make save, or suffer -1 magic penalty to Attack checks Cure Wounds II Lv 2. full touch instant Will (half vs undead) Heal 20 damage or vitality, or 3 wounds on a character. Restoration I Lv 2. 1 min touch instant n/a Heal 1 fatigued grade and 1d4 impairment to an attribute. Lieutenant Sparkleshine, Lesser Unicorn (Large Fey Beast Walker — 55 XP): Str 12, Dex 14, Con 10, Int 8, Wis 12, Cha 12 SZ L (1×2, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init IV; Atk IV; Def III; Res III; Health IV; Comp V; Skills: Qualities: Contagion Immunity, Improved Stability, Superior Runner, Natural Spell (Cure Wounds I (x2) & II, Neutralize Poison) Attacks/Weapons: Gore I (1d8+1 lethal; threat 19-20), Kick I (1d8+1 lethal; threat 20) Gear Zweihander 15 lbs Free (Priest) -Superior 100s -Armor-Piercing 3.75lbs 50s Partial Chainmail 24 lbs 100s -Heavy Fittings 12 lbs 75s -Pech 50s -Blessed 50s Grooming Case 2 lbs 8s Balm 1 lbs 12s Bandages 0.5 lbs 3s Ointment 0.25lbs 15s Salve 1 lbs 12s Smelling Salts 0.25lbs 5s Tonic 0.25lbs 10s Stake: 10s Reputation and Prizes Heroic Renown I 30 Reputation Armor of the Fallen Paladin -Path of the Devoted (Light II) 20 Reputation -Armor Discount -10 Reputation Appartment (Scale 2 Holding) 5 Reputation Remaining: 5 Reputation Krysmphoenix fucked around with this message at Mar 12, 2013 around 20:03 |
| # ? Feb 28, 2013 20:32 |
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Krysmphoenix posted:Gintara Apšvietimas So her last name is Light Fixture? If you wanted something along the lines of 'Light' it would be 'Šviesa'. And the feminine form of that name is Gintarė. (Pronounced "Gheentareh")*mildly embarrassed fist cough* Megazver fucked around with this message at Mar 1, 2013 around 09:06 |
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Heh. I don't actually speak or know Lithuanian, but use it for most of my fantasy stuff because I love the way it sounds. Honestly I did that so long ago I forgot what it translated to specifically other than something involving light. Honestly I'm in the mindset of as long as it sounds cool, there's no sense changing it. For example, Gintara looks more feminine than Gintarė probably actually is, because Tara is an actual feminine name. But if it bugs you that much, poke me on IRC (I'm Krysmphoenix everywhere) and we can work things out. I don't want to actually offend anyone by using bad Lithuanian. Krysmphoenix fucked around with this message at Mar 1, 2013 around 14:40 |
| # ? Mar 1, 2013 14:33 |
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Nah, I just threw in a comment in case that was something you cared about. 's cool.
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| # ? Mar 1, 2013 15:28 |
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Jimmy the Blade![]() Backstory Knife one too many people and the next thing you know everyone is getting ready to string you up, or throw you under the wagon. Jimmy the Blade knew this all too well. A vicious gnome from a vicious breed of gnomes. The Whisper Gnome was a natural thief, a natural assassin. Or at least a natural vicious little bully. It was no surprise when the gnome joined the local thieves guild, or became one of their go to “muscle”. The little guy was if anything too good at it, his presence unnerved many of his fellow guild mates and he quickly grew to have a reputation for shanking you as soon as speaking to you. He was perhaps a bit crazy, and though he could be cutest little button in public, anger him or get on his wrong side and it could all change. Even on his most stable of days he was vindictive. That said one day he went to far, cut up the wrong person and had to run before the guild could decide between killing him themselves or stringing him up to take the fall for one or another jobs. So he ran off, explored the world a bit and generally laid low for thirty or forty years. Luckily the guild was mostly humans so they had probably forgotten about him by now. Still Jimmy kept his skills up, wouldn’t do to have some assassin come for him only to end up a bit rusty. Meeting Ernie “Hmm what has it been ten years ago? You thought I was a child trying to sell my parents jewelry. Then there was the shoplifter.” Some time ago Jimmy had been passing by Ernies place of business, at the time. Jimmy had shaved off his beard, and dyed his hair, still a little worried after all that time about possible assassins. He had liberated some rather expensive looking jewelry awhile back, and was looking to off load it somewhere discreet when he came across Ernies shop. Stepping in he was greeted by a rather eclectic collection of items. He went up to Ernie and began to try and sell the stuff. Hampered by Ernie’s initial mistake in believing the little person was a child. After a bit of work he got it across that he wasn’t a child trying to sell his mother’s jewelry, though he did claim that the jewelry came from a great aunt or something. While he continued to haggle over a price his keen eyes noticed another shopper slipping something into their clothes. Not wanting to have any missing items mistakenly linked to himself he instinctively flung a dagger, pinning the would be thief to a counter. In the shock he walked up and ripped the goods from their hiding place, mollifying the surprised and growing a pit annoyed shopkeeper. The would be thief was dragged away to face justice, while Jimmy looked as small and innocent as he could. Once the fiasco was over, and Jimmy managed to sell off the jewelry. Ernie took the gnome aside and, after finally understanding that the gnome was likely older than him by a rather large margin, took him out for a drink and a bite to eat. The two got to talking over the meal and slowly began a friendship. Jimmy didn’t stay long, but in the ten years since he would often make a point of stopping by Ernies, so they could return to their talks. In time Ernie came to better understand the gnome, shedding misconceptions. So when Jimmy heard of Ernie’s troubles he came to help out. Though he had regained his beard and normal hair color, and changed his manner of dress, he had changed little in the ten years. Pitch Jimmy is not a good person. One could even say that he is a rather bad person, yet he does want to help Ernie out. It is just that his methods of helping out may be morally uh grey, or worse. Still he has offered some ideas for making it in the biggest city. First was to try and corner the market on something people really wanted. Whether jewelry, healing potions, exotic items from far away or long lost artifacts from deep within Ptolus. And then if anyone proves to be a problem. Either trying to hound in on Ernie’s business, or cause trouble for the man, well then perhaps that person disappears and some unidentified body turns up weeks later in some alley. Or never at all. Just saying, you know hypothetically. When his idea does not exactly go over all that well he takes a sip of something a bit nutty, and mulls it over. He then offers another suggestion. "Well like I said you need to corner the market on something. Well rumors are that there are long lost secrets beneath the City. Perhaps we could delve beneath the surface in search of these secrets? In search of long lost treasures and artifacts, of important information. We could retrieve such and bring them to you, and then you could sell what we find." He pauses, and thinks some more. "Though there may be a lot of people already trying that. In which case you could have us gather information form below and sell it to would be adventurer's who wish to plum the depths, and you could also sell supplies for such journeys." Character Sheet? Can’t build the sheet without further information of course. I am thinking Ghost-Eyed species feat for a Gnome. Build toward sneak attack and making use of his small size. Might go scout or burglar, or maybe something else. Who knows? pre:Jimmy the Blade Pech Burglar 5 Specialty: Rogue STR 13 (+1) 06 DEX 18 (+4) +3 11 CON 10 (+0) 02 INT 12 (+1) 04 WIS 10 (+0) 02 CHA 16 (+3) +1 11 Vitality: 30 Wounds: 6 Speed: 40 ft Initiative 09 = 05 + 4 Melee Attack Bonus 07 = 03 + 4* (+1 Edged, +1 vs. medium or larger) Ranged Attack Bonus 07 = 03 + 4 (+1 Hurled, +1 vs. medium or larger) Fortitude Save Bonus 01 = 01 + 0 Reflex Save Bonus 08 = 04 + 4 Will Save Bonus 01 = 01 + 0 Defense 21 = 10 + 5 + 4 + 1 +1(guard) (+3 vs. melee and unarmed) *Subtract 3 if not using Deft Swing melee attack trick Reputation 00 Heroic Renown 01 (Swordsman) Legend 03 Staring Dice 3 Die Type d4 Proficiencies: Edged Edged Forte Hurled Hurled Forte Tricks: Cheap Shot (Attack Trick) Deft Swing (Melee Attack Trick) Stances: Wicked Dance (1-handed melee weapons) Sneak Attack Dice: 1d6+1 (+1d6+1 against medium or larger, +2d6+2 when in Wicked Dance Stance) Feats: Ambush Basics (Rogue specialty) Ghost-Eye Folk (1st level) Cute N’ Cuddly (2nd level) Knife Basics (3rd level Burglar) Nasty Little Git (4th level) Ferocity Basics (5th level Burglar) Two-Weapon Fighting (Magic Item) Abilities: Dexterous Interests: Languages - Common, Gnome Study - Gnomish Culture, Thieves’ Guilds, Ptolus Skills: Origin Skills: Resolve, Impress Ranks Atr Bonus Total Acrobatics 8 4 12 Athletics 4 1 5 Bluff 6 3 9 Crafting 0 1 1 Haggle 6 0 6 Impress 8 3 11 Investigate 6 0 6 Notice 6 0 6 Prestidigitation 8 4 12 Resolve 4 0 4 Ride 4 4 8 Search 6 1 7 Sneak 8 4 12 Tactics 6 1 7 Lifestyle: 4 (1+3) Panache 4 (+1 Appearance, 40s Income) Prudence 0 (15% Money Saved/Earned) Gear: Backpack (+2 Str for carrying capacity) 010s Blanket/Bedroll (+4 Cold Resistance) 005s Grooming Case (+1 Appearance) 008s Armor of the Hidden Blades (DR 4, 2.5 lbs) 300s - Small Studded Leather Armor (Torso and Legs) 050s - Dwarf (DR+1, +1 Save, +5 Comp) 050s - Lightweight (+5’ speed, +2 Comp, -25% weight) 050s - Fitted (-1 DP/ACP, +5 Comp) 150s (DR 4, DP -0, ACP -0, Speed -0’, -2 Disguise, Soft 4, Comp 27W, 2.5 lbs) Purse (holds 200 coins) 005s Thieves’ tools 020s Stiletto (1d4 lethal, 18-20 threat, AP 8, finesse) 020 Razor (1d6 lethal, 19-20 threat, Bleed, excruciating, finesse) 005s Dagger (1d6 lethal, 19-20 threat, Bleed hurl) 015s Long Knife (1d6 lethal, 19-20 threat, Finesse, keen 4) 030s Main Gauche (1d6 lethal, 20 threat, Guard+1, hook) 030s Stake: 52s pre:Details:
Pech:
+3 Dex
Small Biped (Reach 1, wounds Con x 2/3, Speed 30ft)
Enlightened Resolve: Max ranks in Resolve is Career Level+5
Hearty Appetite: Benefit from the first 2 food and 2 drink he consumes each day.
Hurled Proficiency: Gain the Hurled proficiency
Specialty: Rogue
Bonus Feat: Ambush Basics
Practiced Sneak: if spend an action dice to boost a Sneak check and it still fails, gain the
die back after the action is resolved. Against multiple targets only regain the die
if the check fails against all of them.
Sharp Mind: gain 1 additional skill point per level
Trap Sense: may roll twice when making Reflex saves prompted by security devices and traps,
keeping the result I prefer
Class: Burglar:
Class Skills: Acrobatics, Athletics, Bluff, Crafting, Haggle, Investigate, Notice, Prestidigitation,
Ride, Search, Sneak, Tactics. 8 per level.
Dexterous: Each time you spend 1 action die to boost a Dexterity-based skill check, you roll and
add the results of 2 dice
Very, Very Sneaky: Each time you fail an Acrobatics or Sneak check and don’t suffer an error,
you still succeed as long as the check DC (or the opponent’s check result) is equal to or
less than your Class Level + 20. If several grades of success are possible, you achieve
only the lowest possible positive result.
Evasion I: Whenever not flat-footed and make a successful Reflex save to reduce damage,
suffer no damage at all.
Bonus Feat: Gain 1 additional Melee Combat or Covert feat
Uncanny Dodge I: Retain Dexterity bonus to Defense even when flat-footed
Bonus Feat: Gain 1 additional Melee Combat or Covert feat
Feats and Tricks
Ambush Basics - Only require 2 rounds to make a Tactics/Ambush check. Also, have 1d6 sneak attack
Ghost-Eye Folk - Gain Fey type. Ground Speed increases by 10’. Gain +1 bonus with melee attacks
against larger characters, but Disposition of those aware of his species worsen by 10.
Cute N’ Cuddly - Gain a dodge bonus against melee and unarmed attacks equal to Cha mod,
and Appearance modifier increases by an amount equal to Size modifier to defense.
Knife Basics - All knives on person are considered armed at all times. Gain a Stance.
Wicked Dance (Stance) my 1-handed melee attacks inflict 2 additional dice of sneak attack.
May not take move actions, though can still take 5-foot step, while in this stance.
Nasty Little Git - Attacks against medium or larger targets inflict 1 die of sneak attack. Don’t suffer the
-4 penalty with attack checks when using the Cheap Shot trick against Medium or larger targets.
Ferocity Basics - When rolling sneak attack damage inflict +1 damager per die. Once/round may take
a half action to Coup de Grace a helpless character.
Two-Weapon Fighting - At the start of my Initiative Count when armed with two 1-handed weapons,
may accept a -2 penalty with my attack and skill checks until the start of my next Initiative Count,
once during my current Initiative Count I may take a half action to make 1 Standard Attack with
each of those weapons.
2 tricks
Cheap Shot - (Attack Trick) Make an attack and if it hit’s the opponent suffers -2 penalty to all attack
and skill checks using the selected attribute, or -10’ penalty to speed, for the rest of the scene
Deft Swing - (Melee Attack Trick) May substitute dex mod in place of str mod when making this attack
[u]Reputation and Prizes
Heroic Renown I 30 Reputation
Armor of the Hidden Blades
- Greater Damage Aura Edged 10 Reputation
- Feat: Two-Weapon Fighting 20 Reputation
- Armor Discount -10 Reputation
Remaining: 0 ReputationRyuujin fucked around with this message at Mar 14, 2013 around 00:04 |
| # ? Mar 2, 2013 00:57 |
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Fair warning -- I have never played Fantasycraft before, and my experience with d20 is limited. I've played 4e before, and I will try to pick things up as I go along, but just so you know beforehand. Tansy Sweetleaf ![]() Backstory Tansy grew up in an almost painfully scenic halfling farming community. Sadly, as she grew older it became apparent that she had few interests or talents that did not lie in the realm of hitting people with things. A life in the town watch promised little action and less pay, and as she didn't fancy doing subpar work on the family farm for the rest of her life, Tansy took to the road as a travelling fighter. She never did quite make her fortune, however, and by the time she gave up the life of the homeless adventurer to limp her way into the big city, she was tired, dirty and more than a little disillusioned. Things improved in Ptolus, if not greatly. She was deeply irritated by what she saw as the fighters guild preventing independent fighters from making a decent go at it -- taking all the good jobs and aggressively discouraging competitive rates. Still, it's a living. She found a niche working freelance jobs requiring the discrete use of force. Occasionally this dips into the shadier end of the law, but it's not like she's doing anything too illegal -- she's certainly not responsible for what her employers like to get up to. All she's doing is making a few threats, and occasionally busting a head or two. Not even that -- a kneecap, in most cases. Meeting Ernie Tansy had the good fortune to meet Ernie not too long after arriving in the city. There are times when a businessman needs to play hardball, and when someone has been given plenty of time to pay off a debt but has yet to do so, it eventually becomes necessary for some more... aggressive negotiation tactics. Tansy performed well, even relieving her then partner of a few fingers when he attempted to skim some off the top before giving Ernie the money he was owed. Cheating the client is not a great way to get return business, after all. Since then, she has worked for Ernie on and off whenever he needs it. Tansy likes to think that she has developed a bit of a report with him. He seems to laugh at her jokes, at least, and he's paying her a little bit more than he used to. Her Pitch Ernie, you work hard. And I'm not going to tell you how to run your business -- you've done better for yourself here than I likely ever will. But... have you ever considered that the law's not always written so that an honest merchant can make a go at it? I respect that you're staying mostly 'legal', I guess, but the profit margins are just so low with some of these on-the-level imports. You've got the Guilds dipping in here and there, not to mention those bureaucrats down in Oldtown. All I'm saying is, there are plenty of people in this town who are willing to do business with you on the down low. You like making money, right? Well, they do do! See, you'd get along great. Just a friendly piece of advise, you know. I like you, and I'd like to keep working for you. And I can't really do that if you keep handing your money over to these parasites -- just something to keep in mind. Character Sheet? quote:Name: Tansy Sweetleaf Gazetteer fucked around with this message at Mar 20, 2013 around 03:06 |
| # ? Mar 2, 2013 23:57 |
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It shouldn't be too hard at all to make a Halfling fighter. You get no penalty to strength, and you could easily use a trick for dex to attack. Though that would prohibit other tricks unless you eventually got a way around it.
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| # ? Mar 3, 2013 00:18 |
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Ryuujin posted:It shouldn't be too hard at all to make a Halfling fighter. You get no penalty to strength, and you could easily use a trick for dex to attack. Though that would prohibit other tricks unless you eventually got a way around it. Actually, I'd just boost your Strength and Constitution like any other fighter. The Dexterity can be handy just to boost your defense, or fling thrown axes in a pinch, but it'd be a side benefit, not your focus. Pech, the halflings of Fantasy Craft are slightly more fragile than your average race (they're weaker against crits), but otherwise don't take any serious penalties to being a soldier. Good racial variants include Drift-Wind Folk (it removes that fragility, a sort of nomadic variant) and Farstride Folk (classic hobbit, gives a bonus with all saves, but a small bit of extra bad luck), and there's the racial feat Nasty Little Git that gives sneak attack damage (and enhancements to Cheap Shot) against bigger foes.
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| # ? Mar 6, 2013 06:48 |
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Shilah the Sage![]() Backstory Shilah comes from a long line of adventurers in Plotus, to her grandfather Mosir the Stonehewn, to her great-great-grandmother Utasa, master of the Seven Spells of Scathefire. Amongst her family have been sorcerers and warriors, rogues and scouts, and every manner of hero. She's "Plotus-born and bred" and advertises herself as a local guide and expert in all sorts of things wondrous and strange. She learned magic from her father, a member of the Inverted Pyramid, as well as a great deal of knowledge on how to deal with monsters. Her heritage is more than just blood - she's been trained, too. This is not the whole story. Shilah describes herself as "Plotus-born and bred", and that's true enough, what she doesn't mention is that she wasn't raised in Plotus, though she's acclimated so well that few would note otherwise. Rather, she's from a small farm outside of Larth. Her parents retired from the adventuring profession, recognizing as a lifestyle that leads to a dramatically limited lifespan. They told Shilah that they wanted her to have a quiet life, not having to check to see if the ceiling would come in, getting to experience the peculiar sensation of being eaten alive by a cubic predator (thankfully, magic healing works wonders), or coming back from being undead (magic healing really works wonders). Of course, their farm is a little... odder than most, but that comes along with being able to capture and bind monsters. Most of their goods were more esoteric and than most. You need the demon cheese of a stench kow, or the honey of a howler wasp, well, they sell directly to local alchemical outfitters. But Shilah was discontent with having to shovel the dung of stench kows. She had an adventurer's blood! And so she ran away to Ptolus, a bag of golden savings in her hand and a mishmash of her parents' old equiment. This is not the whole story. Her mother, Delkina (the Destroyer) and former Knight of the Pale, made enemies - a lot of enemies. To protect the love her life, Loruden, they retired outside of town, close enough that she could seek out allies in times of trouble, but far enough they could create security in obscurity. When Shilah ran away, she didn't panic. Instead, she sent a message to some of those about town. A quiet circle of allies has looked over her for the past few years, making sure that she's had help over time, that she always finds a bit more coin when she needs it, that she's steered away from the worst Plotus has to offer. If Shilah found out, she would be loving furious. If Delkina's enemies found how who she was, they'd be delighted. Meeting Ernie Ernie got on well with Delkina, and when Shilah ran short on gold early in her escapade, he offered to have her work for him to earn new equipment, maps, and other such sundry items to fulfill her adventuring dreams. Mind, he worked her hard. For a good while Shilah was fairly well convinced Ernie hated her (and still is, just in the past tense), but their relationship has softened over time, since one, Shilah's reliable. Secondly, she's willing to put her free time into actually hooking up with adventuring contacts and putting in a good word as a local guide. She is, in short, something of a sucker right now, and that's been very useful for him! Pitch "Look, I'm just saying, a collapsible ten-foot pole? Poles are made so they don't collapse. Good, solid wood, and that's what Ernie's offers. I'm not going to name names, but we don't mess around with gimmicks like rats on a stick or rubber balls that miiight be useful, but let's face it; the guy retired from delves for a reason." "We also don't just buy and sell anything. Sure, you can find all sorts of interesting used goods elsewhere, but do you want something that breaks or turns curse in the middle of a crisis? No. We don't just aim to make a buck, we want to make sure you make it back to drop coin here again." "What you get with Ernies is a staff that actually keeps in touch with delvers, and finds out if they work, how they work. It's not about the plan, it's about contigencies, contigencies, and more contigencies. No highly flammable equipment that explodes at the slightest flame, or fancy glassware that shatters when it gets whacked, or magic swords that stab you as soon as you point them at the wrong monster." "... what do you think, Ernie? I think we can cut a deal with the Delvers if we get enough of this pitch around. All I need is some supplies to go down, and ahahaha, okay, you saw right through that. What I'm saying is that we could sponsor some adventurers, and get them with the spiel, get some weapons in the hands of good gladiators, get word around the Delver's Guild and the Arena... maybe we can even get a better offer to the Guild, maybe fifteen percent, maybe... twelve? Eleven?" "We've got a good business, but what we need is magic! Oh, not wizard magic, but the kind you get when your name's on everybody's lips and the adventurers taking their last haul are bringing their finds to our door. All the work we do back here in the store is just a starter, you know?" "So, uh, I was hoping to get a discount on these torches..." Character Sheet Right now I'm thinking human Mage, title aside, probably with the Adept specialization. I'm an old hand at Fantasy Craft, having ran and then played in it for years now. Name: Shilah the Sage Talent: Saavy Specialization: Adept Class: Mage 5 Attributes: Str 10, Dex 12, Con 10, Int 15, Wis 14, Cha 18 Action Dice: 3 (d4) Combat Statistics: Initiative +3, Move 30', Attack (melee) +2, Attack (ranged) +3, Defense 15, Fort +1, Ref +2, Will +6, VP 30, WP 10, SP 10, Spell Save DC 18 Noncombat Statistics: Lifestyle +9 (Panache 5 / Prudence 4), Legend +4, Appearance +2 (+3 with Grooming Case), Knowledge checks +15 (+17 with Lodestone of the Spire) Other Modifiers: +4 on rolls boosted by an AD, +1 on attack and skill checks in Dramatic Scenes, can cast Spell Levels 0-2 (can cast some level 3 spells with Burst Spell) Alignment: Asche Worship Knowledges: Plotus, Delving, Wizardry Languages: Common Renown: Heroic 1 (Reputation 4) Proficiencies: Thrown forte Tricks: Distracting Shot (Attack +7 with thrown), Burst Spell, Lasting Spell Skills: Bluff 6 (+10), Craft 8 (+10, Cooking, Inscription), Haggle* 8 (+12), Impress 6 (+10), Investigate 8 (+10), Medicine 3 (+5), Notice 8 (+10), Resolve 6 (+6), Search 8 (+10), Sense Motive 8 (+10), Spellcasting 8 (+12, threat 19-20), Survival* 3 (+5) * Origin skill Special Abilities: Arcane Adept (pg. 43), Arcane Might (pg. 43), Circle of Power I & II (pg. 43), Free Hint x 2 (twice per session, pgs. 20 or 21), Grace Under Pressure, Heroism (pg. 21), If I Recall... (pg. 20), Practiced Search (pg. 21), Subtle and Quick to Anger (pg. 43), Turning (animals, pg. 223, DC 13) Feats: Blessing (Asche / Knowledge), Double Cast, Fortunes Favor the Bold, Spell Conversion: Duration, Spellcasting Basics Weapons: Sling (+7/+5 attack, 1d4+2 sub, Threat 20, Range 60 ft. x 6; Qualities: Load 1; Weapon Upgrades: Armor-Piercing (AP 2), Finesse, Keen (Keen 4), Superior[/b]; 3 sp, 3/4 lb.) Armor: Moderate Leather with Light Fittings (DR 3, Fire 5, Armor Upgrades: Discreet, Lightened, Fitted; 400 sp, 12 lbs.) Equipment: Grooming Case (8 sp, 2 lbs.), Mage's Pouch (20 sp, 2 lbs.) Silver Pieces: 19 Magic Items: Lodestone of the Spire (Compass, grants 2 interests: Caverns and Undercity, 40 sp and 6 reputation, 1 lb.), Purse of Plenty (Greater Storage for 5 items, 10 sp and 10 reputation, - lbs.) 0-Level Spells: Detect Secret Doors, Glow I, Feather Fall, Touch of Light 1st Level Spells: Call from Beyond I, Detect Magic, Divine Might, Identify I, Insight, Magic Stone 2nd Level Spells: Call from Beyond II, Blindness/Deafness, Detect Emotion, Knock*, Mage Armor, Scorching Ray* 3rd Level Spells: Haste*, Invisibility I, Fly I, Tongues I 4th Level Spells: Detect Traps 5th Level Spells: Call from Beyond III 6th Level Spells: Find the Path 7th Level Spells: Call from Beyond IV 8th Level Spells: Living Library III 9th Level Spells: Call from Beyond V * +2 to Spellcasting checks from Arcane Might Culling Beast (Tiny Outsider Flyer/Walker — 40 XP): Str 10, Dex 14, Con 10, Int 10, Wis 12, Cha 10; SZ T (1×1, Reach 1); Spd 40 ft. flight, 20 ft. ground; Init IV; Atk IV; Def IV; Resilience III; Health II; Comp None; Skills: Acrobatics III, Sneak IV; Qualities: feat (Nasty Little Git), natural spell (Cause Light Wounds 1, Deathwatch 0), tricky (Cheap Shot). Attacks/Weapons: Bite I Forgeknight (Large Construct Outsider Walker — 60 XP): Str 14, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (2×2, Reach 2); Spd 30 ft. ground; Init II; Atk V; Def II; Resilience V; Health IV; Comp None; Skills: Athletics III, Crafting II; Qualities: damage reduction 3, darkvision I, rend. Attacks/Weapons: Slam III (damage type: subdual; trip), Claw I (grab) Alien Rope Burn fucked around with this message at Mar 21, 2013 around 21:55 |
| # ? Mar 6, 2013 16:27 |
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Alien Rope Burn posted:Actually, I'd just boost your Strength and Constitution like any other fighter. The Dexterity can be handy just to boost your defense, or fling thrown axes in a pinch, but it'd be a side benefit, not your focus. Pech, the halflings of Fantasy Craft are slightly more fragile than your average race (they're weaker against crits), but otherwise don't take any serious penalties to being a soldier. Assuming everyone who has currently applied would be in the final party, I'd probably be more inclined to do something like that that -- Ryuujin's already going for a speedier sort of character, it seems like. I'd want to aim for some diversity, and I kind of figure her for more of a straight forward "whack things with axe" type than anything.
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| # ? Mar 6, 2013 17:42 |
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Lady Shively Dewilder Accus Dulcido Thrumm![]() Backstory: The Thrumm Rock is in barbarian hands. No longer can Shively go walk (very carefully) its jagged parapet and lose herself in her thoughts. There will be no more evenings with her siblings beside the great fire in the hall, eating and talking to the soothing dripping of water from the ceiling. Their clan’s greatest relic, the Chamberpot of Sir Ionas the Hardcase, is no longer hers to polish whenever she needs to do something, anything to get warm- Actually, yeah, this sounds like a pretty good deal. Shively is perfectly fine with the current state of affairs. Still, the Rock needs to be taken back. Barbarian faces need to get stabbed and stabbed and maybe stabbed some more. This is a matter of principle. And the Thrumms still have those, if not much else. Yes, they have been poor for centuries. Yet… the current generation of the family have been blessed with the same combination of monomaniacal will, shrewd wit and enthusiasm for killing people they dislike that gave their family that important ‘the’ before their name. Now, the thirteen Thrumm siblings are spread all over the continent, busy inventing new ways to kick rear end and Shively is doing her best to keep up in the fine city of Ptolus. Meeting Ernie: They travelled a leg of the journey to Ptolus together. No dramatic adventures there, but they enjoyed each other’s company and Shively promised to come visit when she gets to Ptolus. There, they’ve established a closer relationship, culminating in the current offer to work together for mutual benefit. It will be nice to have some money for a change. Pitch: “Making money was never our family's strong suit, Ernie. You know what I am capable of. Now it's up to you.” [b]Fiddly Bits: Assassin into Gallant, most likely. I haven’t actually played the game before, so I’ll appreciate some help creating the character. Chances are, I’ll just take the prebuilt assassin and maybe fiddle with it a bit. Megazver fucked around with this message at Mar 14, 2013 around 22:13 |
| # ? Mar 6, 2013 20:03 |
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After reading things through I'll make the following declarations to help focus things and get people going on sheets: 1. Ernie is a generally good guy. He might be tempted every now and then to take a shortcut or two, but generally tries to obey the law and finds the idea of slitting throats to get ahead unpleasant. This doesn't completely preclude "evil" characters working with him, but any meeting scenarios where you encountered Ernie when you both tried to mug the same wizard are probably out of the picture. 2. Let's go with level 5 characters. The submissions so far seem to be moderately experienced. 3. Campaign qualities: Fast feats, Flexible Magic Items, Fast Levels (not going to track XP, just going to level every now and then, but probably it will be faster than standard xp would result in), Miracles, Plentiful Magic Items, Sorcery, Everything Has A Price (Magic items, holdings, and favors can be purchased using by 100s per 1 reputation and sold at 50s per 1 reputation) Bouquet fucked around with this message at Mar 7, 2013 around 00:24 |
| # ? Mar 6, 2013 21:26 |
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Sheet posted up to the original character post! I'd like to define her (currently castable) summons, but I figure I should ask before I start doing the NPC statblocks.
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| # ? Mar 10, 2013 21:28 |
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I'd say don't worry about npc statblocks yet. I'm planning to give folks a bit more time to get submissions in and make picks this Wednesday evening Pacific time. Then give folks another week to get sheets finished up.
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| # ? Mar 11, 2013 04:19 |
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Outline for an Ernie sheet. May just go with NPC stats because even at level 4 he is pretty awesome at what he does.pre:Species: Gifted Human Specialty: Merchant Class: Keeper 4 STR: 12-2 +0 DEX: 12 +1 CON: 12 +1 INT: 14+2 +3 WIS: 14 +2 CHA: 14+1+1 +3 Skills = 12 * 7 = 84 Max ranks = 7 (Investigate 12) Origin skills = Crafting, Haggle, Investigate Skill Total Ranks Attr Misc Bluff 10 7 3 Crafting 14 7 3 +4 insight, 17-20 threat range, activate crits 1 less AD --Metalworking and Tailoring Foci Haggle 13 7 2 +4 insight, 17-20 threat range, activate crits 1 less AD Impress 10 7 3 Investigate 18 12 2 +4 insight, 17-20 threat range, activate crits 1 less AD Medicine 10 7 3 Notice 10 7 3 Resolve 8 7 1 Search 14 7 3 +4 insight, 17-20 threat range, activate crits 1 less AD Sense Motive 9 7 2 Survival 9 7 2 Tactics 5 2 3 MERCHANT • Bonus Feat: Basic Skill Mastery (Trader) • Attribute Training: The lower of your Intelligence or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent. • Linguist: You gain 2 additional Languages (see page 61). • Paired Skills: Each time you gain 1 or more ranks in the Haggle skill, you gain equal ranks in the Search skill. This may not increase your Search skill beyond its maximum rank. • Thrifty: Your Prudence increases by 2. GIFTED • Attributes: +2 to any 1 attribute, –2 to any 1 attribute • Base Speed: 30 ft. • Basic Skill Mastery: You gain the Basic Skill Mastery feat (see page 99). • Limited Proficiencies: You begin with play with 2 fewer proficiencies (minimum 0). • Origin Skill: Choose 1 additional Origin skill. • Sharp Mind: You gain 1 additional skill point per level. KEEPER • Teacher: You’re a skilled teacher, passing along practical lessons gleaned from your incredible store of knowledge. Once per scene as a free action, you may temporarily grant your teammates 1 of your Basic Skill Mastery feats until the end of the scene. • Man of Reason: You’re well-versed in the most advanced techniques of your time. At Level 1, each time you fail a Crafting or Medicine check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result. If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect. • Trade Secrets: At Levels 2, 11, and 19, choose one: Bluff, Crafting, Haggle, Impress, Investigate, Medicine, Notice, Resolve, Search, Sense Motive, Survival, or Tactics. Your maximum rank in the chosen skill increases to your Career Level + 8. Only the highest bonus to maximum rank, including any enlightened skill bonuses from Origin or elsewhere, may apply to each skill. • Bright Idea: At Level 3, once per session when making an Intelligence-, Wisdom-, or Charisma-based skill check, you may roll twice, keeping the result you prefer. At Levels 7, 11, 15, and 19, you may use this ability 1 additional time per session. • Bonus Feat: You work constantly to hone your crafts and the rewards are substantial. At Levels 4, 8, 12, 16, and 20, you gain 1 additional Gear or Skill feat. Feats Basic Skill Mastery (Investigator, Trader) [Specialty, Talent Bonus] Exceptional Skill Mastery (Investigator, Trader) [Level 1, 2] Legendary Skill Mastery (Investigator, Trader) [Level 4, Keeper 4 bonus]
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| # ? Mar 11, 2013 22:43 |
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This dapper fellow incoming sometime tonight.![]() Backstory: Dyson Howland has never been one to be interested in actual "work". Luckily, between his family's money, his innate charm, and his skill with a fiddle, he never actually had to. And to those in his family who attempted to suggest that he try something serious for a change, he simply pointed out that his family had always revered Mirresh and they could hardly blame him for being a devout follower, could they? Dyson's life was happy and carefree. Well, at least it was until Tarsis was sacked. In a matter of days he went from layabout playboy to refugee with only what he could carry on his back. Of course, while many have accused Dyson of being lazy, no one had ever accused him of being stupid, and what he could carry on his back included a number of valuable family heirlooms. He relocated to Ptolus, where he resumed his ways hedonistic ways. Unfortunately, no longer having access to his family's money, his stash of valuable objects gradually dwindled until he was down to his gun and his family's heirloom armor. He'd have to do something to fix that, and his remaining gear seemed to suggest a path. Meeting Ernie: Dyson met Ernie on the way to Ptolus. One of Ernie's few remaining magical items was a Fiddle of Easy Travel, and in exchange for Dyson's musical skills activating the item's magic Ernie allowed him free passage on his wagon (after all, walking to Ptolus was hardly acceptable. Pitch: "Ernie, my good friend! You and I working together would be the perfect combination! You're excellent at identifying items and haggling over prices, of course, but you're not necessarily a people person. Whereas I, on the other hand, definitely am. I can talk to adventuring types who might have found something and relate to them as one of their own, or to manufacturers and get them to realize that you're the perfect person to display their creations. I mean, I heard there was some sort of 'secret guild' who controls this stuff, but that's gotta be just rumors. I'm sure if I talk to a few people I can get them to see the benefits of working with you." Character Sheet: Keeper 1/Emissary 4, focused mostly on skills/talky stuff and a bit on shooting things. Piell fucked around with this message at Mar 13, 2013 around 15:26 |
| # ? Mar 12, 2013 17:53 |
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I'm waiting on one last submission and I'm going to bed now. I'll make picks as soon as it is in and I am coherent/not working/etc.
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| # ? Mar 14, 2013 07:11 |
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Celeste Sissel Celeste was born in the small, secluded town of Hallowed Haven, a strange little town, perfect for a strange little girl. Mama and Papa Sissel always said she was very special, and no mistake: in a town filled to the brim with people blessed with an ample gift of magic from an early age, little Celeste was the only one who couldn't summon even the tiniest wisp of power. Oh, the potential was there alright. When Mama took her to visit Old Man Barintein to find out what kind of malaise was plaguing her, she was very surprised to hear that her little girl was perfectly hale and healthy: her magic channels just happened to be sealed, unable to let her inborn talents out. Mama took her home, stroked her hair a bit, gave her a hug, and that's when Celeste realized she was different from the other kids. Not that she minded, of course. There was just so much to do in the Sissel family house, what with its dozens of hidden rooms to explore, each of them filled to the brim with the results of Mama and Papa's research, that she never noticed the lack. And when she got tired of exploring, Celeste could always head back to the central library to read one of its many books. She loved all the tales about brave knights saving fair maidens from vicious beasts or clever tricksters using wit and spell to outsmart big dumb giants, and often spent the next few hours after reading a story acting out all its parts. She started out taking on individual roles one by one, but pretty soon she moved to making up her own versions of the stories by mixing and matching as she pleased. Brave knight maidens were so much more interesting than the people in the stories anyway! Celeste wasn't allowed to leave the house often, but over time she stopped trying to sneak out to play with the other children. Playing with other kids was fun for a while, but the games always got cut short when their parents called them in and told her to head back home to tell her parents all about what she'd done. They always looked very grouchy and gave her a long lecture about how she should be a good girl and stay inside, but deep inside Celeste knew they didn't mind. After all, they always ended their scoldings by calling her by her nickname, which meant they were just trying to appear serious to make sure she'd be responsible. Why else would they call her Silly, otherwise? It was such a nice name! One day, however, Celeste found a note on the door. Mama said she and Papa were going away, and asked her to stay at home and not come out again. Sensing she'd been left in charge of the house, Celeste took it very seriously: she spent the next few years slowly reading through the library and keeping an eye on their experiments to ensure they'd be in perfect condition for when her parents returned. Just like when she was a little girl, she kept trying out what she saw in the books, and to her surprise, she found out she really could do magic! It was a strange kind of magic, though, one that flowed quietly and silently from her most of the time. The last time she'd seen them, the children had weaved their magics with large, flashy gestures and chants. Instead, Celeste's little gift pervaded her body and environment, changing them in little ways to suit her needs. That didn't mean all her talents were so subtle, however...she jumped for joy the first time she brought forth one of her magic swords, wrought from nothing but willpower and thin air. Mama and Papa would be so proud of her when they returned... Eventually, however, after going through hundreds of fairy tales, dozens of history books and a wide variety of manuals, Celeste chanced upon a nondescript little leather-bound book. Within its pages was a history of the Sissel family. As it turned out, Celeste's family line could be traced a good seven hundred years back, as the book chronicled the lives, accomplishments and passing of each generation from that point onward...with one exception. The first ancestor of the Sissel family, Ea Cisera, was noted to be still alive and enjoying her time in the heavens. Upon seeing that note, all became clear in Celeste's eyes. Her parents had left to pay Grandmother Ea a visit! Making the journey to the heavens couldn't be easy, so it wasn't very surprising that they hadn't returned yet. But maybe, if they weren't ready to make the trip back just yet, she could make the journey to them. One of the books she had read mentioned a spire that pierced the sky. If she climbed up its rocky surface, arriving at Grandmother's house would be a cinch! Elated by the prospect of seeing her parents again and meeting her grandmother, Celeste packed the family's history book, some of her favorite stories, and set off to find the Great Spire. Celeste and Ernie: During her travels, Celeste met some very interesting people. She crossed paths with a wide variety of brigands, scalawags, tricksters and conmen, and even all sorts of truly nasty stuff like monsters, loonies and extremely persistent evangelists of Locharit (Lady Tatyana Idea was a nice person, but she was capable of rambling for hours on end. By the end of the second day of traveling with her caravan, Celeste felt she knew more about her patron than most theologians!). Nevertheless, she persevered, and some nice people assisted her on her journey to the Spire that connected the earth to the heavens. One such person was Gintara, a brave and pious holy warrior with whom Celeste swiftly struck a rapport. It was her who introduced Celeste to the Emperor, to whom they caught up to in the underground ruined city of Tanaktor. He was a charming man as befit his station (who insisted on being called Ernie, his name, instead of Your Majesty for some odd reason. Were all emperors so humble?), but his expresion was worried and haggard. Apparently, some of the members of his entourage had broken off to explore the city, tempted by its riches, and haf fallen prey to an array of vicious traps protecting a temple at the city's center. Worried about his retainers, Ernie begged Ginny and Celeste to investigate the temple and find out if any of them had survived. While unfortunately none of the curious tradesmen had escaped the temple's many traps, Gintara and Celeste were able to navigate them and uncovered a strange crown. To honor his fallen comrades, the Emperor took it, and, out of gratefulness, invited Celeste to accompany his group to the City by the Spire and work under him in exchange for good food and a comfortable place to live in. Humbled by his generosity, Celeste accepted and joined Ernie's growing mercantile empire. The Pitch: "Mr. Emperor Ernie, it's not my place to ask this, but, uhm...hasn't the store been a little quiet since its grand inauguration? Nobody's dropped in to browse our wares for days. I think people aren't interested in magic trinkets anymore. There's got to be something we can do to sway them, though! I'm sure if we think hard enough we'll find a way to do it. But what could it be? It would have to be something very impressive. Something glorious... ...AH! I got it! Mr. Ernie, when I was a little kid, one of the stories my parents used to tell me about was Flaureos' search for the Watcher's Lens of Glory! According to the story, many years ago the Watcher made a magnifying lens to more clearly observe the most interesting events of the world, guiding his eyes to the places where great triumph could be found. Wishing to become famous and honored, a boy named Flaureos set out to find the Lens, hoping it would bring him the acclaim he desired. He faced many challenges during his journey, and by the time he found the Lens, all the people in the land knew his name already. The story says that Flaureos, realizing he didn't need the Lens any longer, chose to bury it in a secret location. He didn't need it then, but we do now! If we could find the Lens, I'm sure we could track down all the best items in the world and put them on the store's shelves and get a big clientele that way. Maybe we should try asking the new cult of the Watcher? They say it arrived to the city only an year ago, and I'm sure they know where we could find the Lens!"
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| # ? Mar 14, 2013 20:17 |
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Picks Krysmphoenix - Gintara Apšvietimas - Fights lurking evil and heals the sick Gazetteer - Tansy Sweetleaf - Occasionally busting a head or two Alien Rope Burn - Shilah the Sage - Expert in all sorts of things wondrous and strange Megazver - Lady Shively Dewilder Accus Dulcido Thrumm - Busy inventing new ways to kick rear end Piell - Dyson Howland - A people person TransientPeople - Celeste Sissel - Wants to climb the Spire to reach the Heavens Ryuujin is first alternate, although Jimmy might need to be modified quite a bit to fit in. Finish/start your sheets. Let's try to get them more or less complete by next Wednesday.
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| # ? Mar 15, 2013 01:43 |
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pre:Name: Dyson Howland
Race/Talent: Striking Human
Specialty: Aristocrat
Class: Keeper 1/Emissary 4
Movement: 30 = 30 base
Vitality: 33
Wounds: 11
Starting Dice: 3
Die Type: d4
Legend: 4
Reputation: 16
Renown: Noble Rank 1
Appearance: 6
Lifestyle: 8
Panache: 8
Income: 80s
Prudence: 0
Money Saved/Earned: 15%
Attributes
STR: 8 8 -1
DEX: 14 14 +2
CON: 13-2 11 +0
INT: 14+1+1 16 +3
WIS: 14 14 +2
CHA: 13+1+2 16 +3
Skills
Origin Skills: Impress, Prestidigitation, Blend
Total Ranks Misc
Blend 7 6 -2
Bluff 13 8 2
Crafting 4 1
Haggle 10 8
Impress 15 8 2+2
Investigate 12 8 2
Medicine 3 1
Notice 10 8
Prestidigitation 10 8
Resolve 8 8
Search 13 8 2
Sense Motive 10 8
Combat
INITIATIVE: +6 = +4 (Class) +2 (Dex)
BAB: +3
Unarmed: +2 [ +3 (BAB) -1 (Str)]
Melee: +2 [ +3 (BAB) -1 (Str)]
Ranged: +5 [ +3 (BAB) +2 (Dex)]
Attack To-Hit Damage Threat Const Notes
Boarding Pistol +5 3d6 19-20 Hard 2 Load 7, Spread
FORT: +2 [ +2(Base) +0(Con)]
REF: +4 [ +2(Base) +2(Dex)]
WILL: +6 [ +4(Base) +2(Wis)]
Defense: 14 [10 +2(Class) +2(Charisma)]
Damage Reduction: 0
Proficiencies and Advanced Actions/Tricks (5)
Black Powder Forte
Edged
Siege Weapons
Canny Shot: Use intelligence instead of dexterity for shooting
Interests(5)
Languages: Common, Draconic
Study: Tarsis Culture, Music, Nobility, Taverns
Alignment: Mirresh (Goddess of Laughter)
Race
HUMAN
Talent
STRIKING
Attributes: +2 Charisma, –2 Constitution
Base Speed: 30 ft.
Celebrated: Your Legend increases by 2.
Engaging Diversion: You may Distract up to 3 opponents at once. You roll only once for the action,
while each opponent rolls to resist separately.
Natural Elegance: Your Appearance bonus increases by +1.
Specialty
ARISTOCRAT
Bonus Feat: Basic Skill Mastery (Actor)
Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
Flashy: Your Panache rises by 2.
Noble Blood: You may purchase Noble Renown for 20 Reputation per rank (see page 187).
Origin Skill: Choose 1 additional Origin skill.
Class
Teacher: You’re a skilled teacher, passing along practical lessons gleaned from your incredible store
of knowledge. Once per scene as a free action, you may temporarily grant your teammates 1 of your Basic
Skill Mastery feats until the end of the scene.
Man of Reason: You’re well-versed in the most advanced techniques of your time. At Level 1, each time
you fail a Crafting or Medicine check and don’t sufer an error, you still succeed as long as the check DC
(or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of
success are possible, you achieve only the lowest possible positive result.
Human Nature: You always look past peoples’ actions to the motives behind them. At Level 1, each
time you fail an Investigate or Sense Motive check and don’t sufer an error, you still succeed as long as
the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several
grades of success are possible, you achieve only the lowest possible positive result.
Sources I: You carefully cultivate a network of beggars, government functionaries, watchmen, and
lovers who feed you useful information. At Level 2, your Reputation cost for Contacts drops by 10
(minimum 1/2 base cost, rounded up).
Bonus Feat: At Levels 3, 7, 11, 15, and 19, you gain an additional Covert or Skill feat.
Insightful: At Levels 4, 12, and 20, the lower of your Intelligence or Wisdom scores rises by 1.
Feats:
BASIC SKILL MASTERY: ACTOR
Beneft: You gain a +2 insight bonus and a threat range of 19–20 with Bluff and Impress.
BASIC SKILL MASTERY: INVESTIGATOR
Beneft: You gain a +2 insight bonus and a threat range of 19–20 with Investigate and Search
QUICK DRAW
Beneft: Twice per round, you may Handle an Item as a free action.
AGGRO BASICS
Beneft: You may Taunt up to 3 opponents at once. You roll only once for the action, while
each opponent rolls to resist separately. Also, you gain a stance.
Easy Prey (Stance): You gain a +4 bonus with Taunt checks, and sufer a –2 penalty to Defense.
BLESSED
Beneft: You take the frst Step along one of your Paths. You may cast spells granted by this Step
with a Casting Level of 1.
COMELY (from Path of Beauty I)
Beneft: Your Charisma score rises by 1. You also gain a +2 bonus with Impress checks but suffer
a –2 penalty with Blend and Disguise checks.
Paths
Beauty I: You gain the Comely feat.
Beauty II: You may cast Charm Person I once per scene. You also gain beguiling (see page 231).
Gear (500s):
Magic Item: Class Ability: Path of the Devoted (Beauty II) (10 Rep)
Ceremonial Cushioned Reinforced Blessed Insulated Vented Superior Giant-craft Fitted Discreet
Partial Leather with Light Fittings 220s
(DR 1, Cold Resistance 6, Divine Resistance 6, +1 appearance, Blunt Resistance 4, Electrical
Resistance 6, Edged Resistance 4, Heat Resistance 6, Fire Resistance 5, +1 armor save)
Holding 1 (2 rep)
- Fortification I (DC 14 Bluff or Stealth to get past doorman, DC 14 Prestidigitation to pick lock)
- 1 Tradesman I (Craft: Cooking +0)
Keen Armor Piercing Razor - 10s
Powder and Shot, 20 - 20s
Boarding Pistol - 85s
Bandolier - 20s
Grooming Case - 8s
Musical Instrument - 50s
Pouch - 2s
Doctor's Kit - 20s
Thieves' Tools - 20s
Common Ink - 2s
Paper, sheaf - 5s
Balm -12s
Salve -12s
Bandages - 3s
11s remainingPiell fucked around with this message at Mar 26, 2013 around 03:29 |
| # ? Mar 15, 2013 20:55 |
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pre:Name: Lady Shively Dewilder Accus Dulcido Thrumm Race/Talent: Agile Specialty: Fencer Class: Assassin 4 / Swashbuckler 1 Movement: 40' Vitality: 50 Wounds: 12 Starting Dice: 3 Die Type: d4 Legend: +2 Reputation: 1 Renown: Heroic 2 Appearance: +3 Lifestyle: 4 Panache: 2 Income: 20s Prudence: 3 Money Saved/Earned: 30% Attributes STR: 12 12 +1 DEX: 16 16 +3 CON: 12 11 +1 INT: 12 12 +1 WIS: 14 12 +2 CHA: 14 14 +2 Skills Origin Skills: Acrobatics, Impress Class Skills: Blend, Bluff, Crafting, Disguise, Intimidate, Notice, Prestidigitation, Resolve, Sense Motive, Tactics 1-5: Points: 56 Max Rank: 8 Total Ranks Stat Misc Acrobatics +10 7 3 Blend +3 1 2 Disguise +9 7 2 *Impress +12 7 2 3 Intimidate +9 7 2 Notice +9 7 2 Prestidigitation +4 1 3 Resolve +8 6 2 Sense Motive +8 6 2 Tactics +8 7 1 Combat INITIATIVE: +13 = +5 (Class) +3 (Dex) +5 (Decisive) BAB: +4 Unarmed: +5 [ +4 (BAB) +1 (Str)] Melee: +5 [ +4 (BAB) +1 (Str)] Ranged: +7 [ +4 (BAB) +3 (Dex)] Attack To-Hit Damage Threat Sz/Hand Wgt Notes Cutlass +8 1d10+7 19 S/H1 5lbs Cavalry, Finesse Trip, AP 2, Guard +1, Superior, Hook, Elven, +3 2hit FORT: +3 [ +2(Base) +1(Con)] REF: +8 [ +2(Base) +1(Swsbklr) +3(Dex) +2(Sword-Circle)] WILL: +4 [ +2(Base) +1(Swsbklr) +1(Wis)] Defense: 19 [10 +2(Class) +2(Swsbklr) +3(Dex) +4(Guard) -1ADC] Damage Reduction: 3 [Armor] Damage Resistance: Edged 4 Interests(3) Languages: Common, Elvish Study: Ptolus, Anatomy, Weaponry Proficiencies(5) Proficient: Edged Forte, Bow, Arrow Cutting, Breaking Twist, Parry (Free) Non-Combat Abilities COLD READ: Ask 3 questions about an NPC (once per scene) DECISIVE: You gain a +5 bonus with Initiative. DOUBLE BOOST: You may spend and roll 2 action dice to boost Dexterity-based skill checks. FAST: Your Ground Speed increases by 10 ft. HAND OF DEATH: Always succeed with Blend and Resolve checks with DCs up to 23, and opposed checks with these skills (results up to 23) NATURAL ELEGANCE: Your Appearance bonus increases by +1 QUICK ON THE FEET: Make Disguise checks without kit Mask or Ambush as free action (once per session) RAPIER WIT: Your raucous displays aren’t only designed to win battles but hearts as well. At Level 1, when you kill or knock an adversary unconscious, you may improve the Disposition of each character within line of sight by 4 for this scene. You may target each character no more than twice per scene with this ability. UNSPOKEN NAME: People speak of your growing legend, though more often with fear than admiration. At Levels 4, 8, 12, 16, and 20, you gain 1 rank of Heroic renown and a +1 bonus with Intimidate checks targeting any character who knows about at least one of your previous kills. EDGED PROFICIENCY: You gain the Edged proficiency. Combat Abilities ARROW CUTTING: Initiative Action (Forte): The character tries to ‘cut a projectile out of the air’ the instant before it hits him. While armed with a melee weapon, once per round after the character’s been hit by a bow or hurled attack but before damage is rolled, he may make a Reflex save (DC equal to the attack check result). With success, the damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1). HEARTSEEKER: +3 BAB and AP 2 vs. special characters AMBUSH BASICS: You frequently benefit from the element of surprise. Benefit:You require only 2 rounds to make a Tactics/ Ambush check. Also, your attacks inflict an additional die of sneak attack damage. SWORD-CIRCLE BASICS: To master the first sword-circle a candidate must dodge a dozen arrows fired by master marksmen — without lifting his feet from the ground . Prerequisites: Edged forte Benefit: When holding a readied fencing blade you gain a +2 gear bonus with Reflex saves .You also gain a stance . Fencer’s Circle (Stance): Opponents may not spend action dice to boost melee attack checks or melee damage rolls targeting you .You may not move out of your current square FENCING BASICS: Your swift movements offer no respite. Prerequisites:Edged forte Benefit: Once per round, you may make a free attack with a fencing blade against an adjacent flat-footed character. You inflict only 1/2 normal damage with this attack (rounded up). Also, you gain a stance. Work the Line (Stance): Each time an adjacent opponent attacks you and misses, you may move 5 ft. and draw the opponent into the square you previously occupied. Also, each time an adjacent opponent moves away from you, you may immediately move into the square he just left. FENCING MASTERY: Your attackers pay in blood — and tears. Prerequisites: Fencing Basics Benefit:Each of your fencing blade attacks may inflict your choice of lethal or stress damage instead of the weapon’s normal damage (no penalty or damage decrease occurs). Also, you gain a trick. En Garde! (Fencing Blade Total Defense Trick):Each opponent who moves into a square adjacent to you must make a Reflex save (DC 10 + your Dex modifier + the number of Melee Combat feats you have) or be automatically hit by your fencing blade. BREAKING TWIST: Initiative Action (Forte): The character catches an incoming attack and uses its momentum against his attacker’s weapon. Once per round, immediately after the character is hit with a melee weapon, he may make a free attack against that weapon (vs. the wielder’s Defense). This free attack inflicts full damage only if the character’s weapon has the hook quality (see Fantasy Craft, page 176); otherwise it inflicts only 1/2 damage (rounded up). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (minimum 1). PARRY: Initiative Action (Forte): The character uses his hands or weapon to knock an incoming attack aside. Once per round when the character’s not flat-footed,after he’s been hit by a melee or unarmed attack but before damage is rolled, he may make a Reflex save (DC equal to the attack check result). With success, the damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1). Gear: Name Effect Sz/Hand Const Wgh Backpack +2 Str for carrying S/- Soft 2 3 Grooming Case +1 to Appearance Rations (7) Feeds 1 for 1 day each T/2 Hard 1 5 Waterskin Holds 2 quarts T/1 Soft 1 5.5 Sack, small Holds 10 lbs. T/1 Soft 1 0.25 Pouch Holds 50 coins D/- Soft 1 - Tinderbox Start fire in 1 round D/2 Hard 1 0.5 "Stabbity" the Cutlass, Cavalry, Finesse, Trip, AP +2, Guard +1, Superior, Hook, keen +4, M. Accuracy +3 - 250s Partial Studded Armor DR3, DP -1, ACP 0, Soft 2, 12D, 12lbs, Dwarven, Superior, Reinforced 160s Metal Shield +2 Guard, +1 Guard, Hard 3, 7W, 8lbs - 40s 30s left Reputation Heroic 2 -30 reputation Cutlass- Greater Accuracy -((8*3)+5)=19 reputation Megazver fucked around with this message at Mar 16, 2013 around 03:27 |
| # ? Mar 15, 2013 23:36 |
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Gazetteer posted:Character Sheet? Hey, if you need some help with the character, drop by #ernies at irc.synirc.org, we'll all give you a hand.
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| # ? Mar 16, 2013 17:40 |
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Okay. I'm going to give it a shot before the weekend's out. Tomorrow, probably, since it's my day off.
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| # ? Mar 16, 2013 18:26 |
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I am thinking about the following optional addition to Renown: Factional Renown Each point of Renown may be associated with a faction. With one point of faction-aligned Renown, the character is considered to be friendly with that organization and receives a 1 reputation point discount (1 pt minimum) on Favors from that faction. However, any enemies of the friendly faction will take note and Favors from the enemy will cost 2 reputation extra. With a second point aligned with a friendly faction, the character is considered to be allied with that organization. Allied factions give a 3 reputation discount (max 1/2) on Favors and Contacts within that organization are 2 reputation (max 1/2) cheaper. Other factions that are allied with the faction the character is allied with treat the character as if he or she is friendly. Enemies of the allied faction will refuse any requests for Favors or Contacts from the character. New Types of Renown I'd like to add Religious and Arcane Renown to represent standing in Ptolus' priestly and wizardly communities. This may involve some shuffling around of Favors. Noble Factions Ten Noble Houses The Commissar Heroic Factions Balcazar Crime Family Delver's Guild Numerous Different Merchant Guilds Killraven Crime League Longfingers Guild The Shuul The Vai Military Factions Keepers of the Veil Knights of the Chord Knights of the Pale Order of Iron Might Sisterhood of Silence City Watch Knights of the Golden Cross Religious Factions The Malkuth Church of Lothian Conciliators Brotherhood of Redemption The Fallen Lots of Churches of varying power levels Arcane Factions Inverted Pyramid Dreaming Apothecary The Sorn Imperial University Bouquet fucked around with this message at Mar 18, 2013 around 06:04 |
| # ? Mar 18, 2013 03:25 |
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Okay, I have edited a character sheet into my original post. Hopefully everything's in order.
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| # ? Mar 20, 2013 03:07 |
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And here's Celeste's sheet. Sorry for the delay everyone, just had to get something cleared up!pre:Name: Celeste Cissel Race/Talent: Human (Crusading) Specialty: Impetuous (Charging Basics, Crunch!, Glory Bound, Heroism, Celebrated) Class: Primer 5 Movement: 35' Vitality: Wounds: 12 Starting Dice: 3 Die Type: d4 Legend: +3 Reputation: 0 Renown: Heroic 1 Appearance: +2 Lifestyle: 3 Panache: 2 Income: 20s Prudence: 1 Money Saved/Earned: 20% Attributes STR: 19 16 +4 DEX: 8 8 -1 CON: 10 12 +0 INT: 14 14 +2 WIS: 13 12 +1 CHA: 14 13 +2 Skills Origin Skills: Acrobatics, Impress Class Skills: Blend, Bluff, Crafting, Disguise, Intimidate, Notice, Prestidigitation, Resolve, Sense Motive, Tactics 1-5: Points: 56 Max Rank: 8 Total Ranks Stat Misc Acrobatics +5 8 -1 -2 Athletics +10 8 4 -2 *Impress +10 8 2 Investigation +9 8 1 Notice +9 8 1 Resolve +8 8 0 Sense Motive +9 8 1 Combat INITIATIVE: +4 = +5 (Class) -1 (Dex) BAB: +5 Unarmed: +9 [ +5 (BAB) +4 (Str)] Melee: +10 [ +5 (BAB) +4 (Str) +1 (Stance)] Ranged: +4 [ +5 (BAB) -1 (Dex)] Attack To-Hit Damage Threat Sz/Hand Wgt Notes Longsword +11 1d12+11 20 S/H1 5lbs Cavalry, Bleed, Keen 4, Electrical FORT: +4 [ +4(Base)] REF: +2 [ +3(Base) -1(Dex)] WILL: +7 [ +3(Base) +1(Wis) +3(Iron Will)] Defense: 12 [10 +4(Class) -1(Dex) -1(Armor)] Damage Reduction: 3 [Armor] + 1 [Fittings] Damage Resistance: Interests(3) Languages: Common, Celestial Study: Folk Tales Alignment: Good Proficiencies(5) Proficient: Edged Forte, Hurled, Unarmed, Salt The Wound, Triumphant Swing, Practiced Swing, Bury the Blade, Think Ahead Class Abilities: ALCHEMICAL METABOLISM: You may benefit from one potion each scene. If the scene lasts longer than a day, then you may benefit from one potion each day of the scene. Also, at any time you may spend 1 action die to benefit from an additional potion. RITES OF INITIATION: Gain the Guts feat. BOOKWORM I: You can ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with eerie accuracy. At Level 2, you make Research checks in 1/2 the usual time (rounded up). BONUS FEAT: At levels 3, 5, 7, 9, 11, 13, 15, 17 and 19 you gain a Melee, Gear, or Primer feat. MUTATION: The magic in your blood slowly takes a grip over you, and you begin to take on mutations. At 4th, 8th, 12th, 16th and 20th level, choose one mutation. -Hidden Promise: You gain the Hidden Promise feat. Feats: Iron Will Charging Basics Guts Elf Blood Angelic Heritage Darting Weapon Sword Basics Sword Mastery Sword Supremacy Hidden Promise Gear: Name Effect Sz/Hand Const Wgh Backpack +2 Str for carrying S/- Soft 2 3 Rations (7) Feeds 1 for 1 day each T/2 Hard 1 5 Waterskin Holds 2 quarts T/1 Soft 1 5.5 Sack, small Holds 10 lbs. T/1 Soft 1 0.25 Pouch Holds 50 coins D/- Soft 1 - Tinderbox Start fire in 1 round D/2 Hard 1 0.5 Books Tells wonderful stories D/2 - - "Alkasha", Superior Elven Longsword with Keen and Bleed upgrades - 270s Partial Rootwalker Musculata w/Fittings (DR4, DP -1, ACP -1, Resistance 2 Fire and Edged) - 150s 60s left Reputation Heroic 2 -40 reputation Natural Knack (Exotic Damage, Electrical, Brawn II 1/Scene, locket of home) - -9 reputation Remaining: 1 Rep Transient People fucked around with this message at Mar 21, 2013 around 02:24 |
| # ? Mar 21, 2013 01:39 |
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Here is a listing of factions by type of renown and the "man on the street" impression of them. Noble Factions House Abanar - Mercantile house, membership can be purchased House Dallimothan - aka "House Dragon" because dragons are rumored to be among the members House Erthuo - They like books? House Kath - Allied with Knights of the Chord. They like music and throw the best parties. House Khatru - Allied with Order of Iron Might. Warriors. House Nagel - Head of the house recently imprisoned for murder. House Rau - Pirates and criminals, but they don't actually do anything? House Sadar - aka "House Shadow" House Shever - mechanics House Vladaam - They consort with demons and worse! Heroic Factions Balcazar Crime Family - Organized crime. Opinions vary widely Delver's Guild - Help people explore underground. Business is booming because of them. Numerous Different Merchant Guilds - Opinions vary widely. Killraven Crime League - Some new gang in town Longfingers Guild - Haven't heard about them much for a while The Shuul - Know about guns, wear funny clothes The Vai - Terrible evil assassins!! Military Factions Keepers of the Veil - Protect the city from the monsters in the Necropolis Knights of the Chord - Allied with House Kath. Protect the city from bad music? Knights of the Pale - Protect the city from demons and worse Order of Iron Might - Allied with House Khatru. Mercenaries' guild Sisterhood of Silence - Rather see them than the Watch, most of the time City Watch - Not too corrupt Knights of the Golden Cross - Their symbol is a golden cross... *shrugs* Religious Factions The Malkuth - Angels living right here in the city! Church of Lothian - Most powerful church by far. Opinions vary widely Order of Dawn - Lothian's defensive warriors Order of Dayra - Lothian's charity order Conciliators - Lothian's inquisitors Brotherhood of Redemption - They cure evil monsters of their evil The Fallen - Demons living right here in the city!!?!? Lots of Churches of varying power levels - Opinions vary widely Arcane Factions Inverted Pyramid - Wizard's guild Dreaming Apothecary - Some other wizard's guild? The Sorn - Yet another wizard's guild? I dunno why they need so many
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| # ? Mar 21, 2013 03:26 |
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Spoilers for each character, ask any questions here or in IRC. Alien Rope Burn, you all ready to go? Gintara Apšvietimas -The one time Gintara accompanied Celeste right up close to the Spire, Gintara got a terrible feeling of evil from the place and is pretty confident it is not where her friend is going to find whatever answers she is looking for. -Myraeth Tuneweaver and Rastor, Ernie's two primary competitors, both seem honest and their shops clear of any noticeably corrupt artifacts. Tansy Sweetleaf -House Rau has connections to all of the established criminal organizations. The nobles don't do much active work, but they definitely provide information and financing to the Balcazars and Longfingers. -Kevris' Killraven's new organization has been recruiting heavily among folks with a heavy hand and loose morals, but open warfare between her and the Balcazars has not yet begun. Shilah the Sage -The Inverted Pyramid is headquartered in a giant invisible floating inverted pyramid above Oldtown. You've seen it, thanks to a friend who knew the invocation to reveal the invisible and wanted to show off. You've met a few people who gave the impression of being members, but they were all considerably further along in their studies than you. -The Dreaming Apothecary is very real, very protective of the custom magic item market, and is somehow connected with the Inverted Pyramid. Lady Shively Dewilder Accus Dulcido Thrumm -Although every tale of Ptolus told back home mentioned them, there's been no sign of vampire ponies so far... -From mingling here and there with members of the Order of Iron Might, you've picked up a sense that House Khatru would be very grateful for any harm that befell House Rau and only slightly less grateful if House Vladaam or House Sadar encountered difficulties. -You've heard a few whispers here and there about an organization called Naltegro Suun, who are supposedly some kind of assassins who only kill the deserving. Dyson Howland -House Kath maintains good relations with House Nagel, House Dallimothan, and, surprisingly, House Sadar. This family dislikes House Vladaam, House Khatru, House Abanar, and House Rau. -More than once when acquiring weapons, powder, and shot from the Shuul you've heard conversations with shady figures broken off quickly at your arrival or seen hooded individuals slipping out the back door. Celeste Sissel -You were disappointed to find when you arrived in Ptolus that the Spire, although extremely tall, does not reach all the way to the heavens. -However, the Pale Tower in Oldtown has angels called the Malkuth living in it, everyone says! You've been there several times but have been unable to get past the foyer, since you don't know anyone who lives there to invite you in. Also, Ernie's is located in Oldtown, right on Emperor's Road and not too far from the Delver's Guild Library and Map Room and Vrock Row, home to a number of shops catering to alchemists and wizards in search of raw materials. Bouquet fucked around with this message at Mar 21, 2013 around 06:10 |
| # ? Mar 21, 2013 05:58 |
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Bouquet posted:Spoilers for each character, ask any questions here or in IRC. Alien Rope Burn, you all ready to go? I should be all set, sorry if I was keeping folks up! Her summons are up for perusal, just lemme know if they're kosher - one is kind of a terrible pigeonrat thing, another is a forge golem sort - I was trying to come up with stuff themed around their alignment, I'll have a little more tonight or tomorrow.
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| # ? Mar 21, 2013 21:57 |
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Game thread is up: http://forums.somethingawful.com/sh...hreadid=3540173 Alien Rope Burn those summons look fine.
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| # ? Mar 25, 2013 00:13 |
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| # ? May 22, 2013 05:42 |
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http://www.obsidianportal.com/campa...ly-the-assassin to format this sexily, use <pre> at the start and end of the sheet, 【ツ】 for headers and if you use <pre> you can't have any other tags inside the sheet. If you don't use <pre> you can use other tags but everything loving breaks and looks like rear end.
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| # ? Mar 25, 2013 01:04 |













If you wanted something along the lines of 'Light' it would be 'Šviesa'. And the feminine form of that name is Gintarė. (Pronounced "Gheentareh")






