Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.
The art of resurrecting powerful dragons as Dracoliches is a closely guarded secret. The Three have gone to great lengths to eradicate the knowledge and the Lich King is not willing to share his expertise. Isaac Boreas has devoted his life to unlocking the secret.

Isaac found himself on a battle-scarred field in the aftermath of a great battle. Which side had won was impossible to tell but it mattered not. Tens of thousands of dead laid strewn across the battlefield. There were corpses of all kinds of humanoids, of horses, war dogs and dragonic mounts, it was a veritable smorgasbord for anyone skilled in the arts of necromancy. But he wasn't there for any old skeletal army. No, he was there for the grand prize. A large red dragon had been slain in the battle and he was going to resurrect it as his loyal minion.

Isaac had acquired of one of the rare books of necromancy pertaining to the creation of Dracoliches, one of the books that the Three had done everything in their power to wipe out. Sadly it was woefully incomplete, but he had done his best to fill in the gaps.

Isaac worked through the night tracing ritual circles around the massive carcass using it's own blood. Just as dawn was approaching he had finished with the preparations, the circles were complete and had been imbued with power, all that was left was to drag the mighty dragon's spirit back from the afterlife with a chant and bind it to his will. This would be his magnum opus.

It did not go as planned. While he thought the theories behind the ritual were sound there was obviously something missing, because it was not a mighty Dracolich standing before him, it was but a canine skeleton! A wolf to be more precise. All this work for something that he could summon with his left pinky? Just as he was about to dismiss the mistake he heard a booming voice in his head.

"What have you done you imbecile! I am Pyrrhus and you will bow before me!"
Isaac looked with wide eyes at the skeleton. This was incredible, he had managed to bind the dragon's spirit after all, but it seems to have lost all of it's powers... A pity, but not a complete failure. He needed to go back to the drawing board and-
"I SAID BOW BEFORE ME, MORTAL!" The voice was filled with rage.
What temper! Still, he could feel that at least part of the ritual had worked. Isaac answered in a provocative matter of fact tone, to make the dragon realize what situation he was in.
"How very trite, I will do no such thing. Now be a good dog and sit."
Pyrrhus obediently sat down on his hind legs.
"What?!" His voice bellowed with indignation.
"I am Isaac Boreas, Master Necromancer. I have brought you back from the shadow realm and I have bound you to my will, you simply cannot disobey me."
"Is this some kind of joke?! Why would you bring me back in this form?"
"There seems to have been a slight mishap in the ritual. Now, unless you know how to rectify it be quiet and let me think."

Isaac has not made any progress in his research since that day. He has spent a year in his study going through every minute detail of his notes over and over again, but he cannot for the life of him figure out what is missing. His search for additional books or other forms of information has also yielded nothing.
He has come to the conclusion that the only way for his research to go anywhere is to conduct thorough experiments in the field. He needs to get close to dragons and preferrably get hold of additional corpses that he could dissect. With Phyrrus in tow he put on his travelling robe and left the Shadow Tower to seek out the Dragon Slayers.

One Unique Thing: Bound the spirit of a powerful red dragon to a weak skeletal minion.

Backgrounds:
Master's in Death +5: Isaac studied at the Imperial College of the Arcane in Horizon but was whisked off to the Shadow Tower when he showed aptitude in the darker arts. There he has spent the majority of his life studying and conducting research in the field of necromancy.
Memories of the Red Flame +3: While Pyrrhus does not enjoy the position he is in he knows that the key to returning to his original form - or what remains of it - lies with Isaac. When he's not busy taunting Isaac he sometimes shares some of his knowledge about things draconic.

Icon Relationships:
The Three, negative 1: Devoted to a craft that is an affront to the Three has made him their enemy. Searching out the Dragon Slayers probably won't help mend things.
The Lich King, conflicted 1: The Lich King prefers to keep his monopoly on Dracoliches but is not directly opposed to research in that area. Anything that strengthens the forces of undeath is ultimately to his benefit.
The Archmage, positive 1: While the Shadow Tower of Horizon is quite unofficial it is nonetheless controlled by the Archmage. As a respected member of the tower, Isaac has been called on for special tasks in the past and has carried them out without a fuss.

pre:
Isaac Boreas
Level 4 Human Necromancer

STR  10		(+0)		Hit Points: 36
CON  8		(-1)		Recoveries: 8
DEX  13		(+1)		Recovery value: 4d6 - 1
INT  19		(+4)		Armour Class: 15
WIS  14		(+2)		PD: 14	MD: 18
CHA  17		(+3)		Initiative: +5

Race Features
	Quick to Fight
		At the start of each battle, roll initiative twice and choose result.
	Bonus Feat
		Start with 1 extra adventure feat.

Class Features
	Arcane Implements
		Arcane caster. Uses wands and staves as casting implements.
	Death's Master
		All necromancers must spend at least one relationship point
		with the Lich King.
	Ritual Magic
		Necromancers can cast their spells as rituals.
	Summoning
		Standard 13 TW summoning rules.
	Wasting Away
		If you have a positive Constitution modifier, subtract it from your 
		necromancer spell attacks.
		In addition, since you know death so well, you don’t die until
		you fail five death saves. Similarly, you don’t succumb to last gasp
		save effects until you fail the fifth save.
		
Talents
	Cackling Soliloquist
		If you spend your move action, your quick action, and your standard
		action casting a daily spell that ordinarily only requires a standard
		action—while screaming grandiloquently, cackling maniacally, or
		megalomaniacally describing the grandeur of your plans and the futility
		of your enemies’ resistance—the daily spell is recharge 18+ after battle
		instead of daily, and you can invent a slight improvement to the spell, 
		especially if it’s partly storyoriented, that provides an extra benefit
		determined by the GM or by you (with GM approval).
		(For example, if you cast ray of enfeeblement and wax eloquent on how
		the recurring villain you target will bow before you, you could suggest
		that your target also loses its next move action as the ray forces it 
		to its knees.)
	Death Knell
		As a quick action, you can drop a nearby enemy that has 5 hp or	fewer 
		down to 0 hp. When you drop an enemy using Deathknell, you heal 1d6 HP.
	Skeletal Minion
		You have a skeleton minion the same level as you that acts as
		a servant, fights alongside you in battle, and is replaced by a
		new skeletal minion when it inevitably collapses or is destroyed.
		Technically, the skeletal minion is not a summoned creature, so
		those rules don’t apply to it.

Feats
	Wasting Away
		Adventurer: If CON mod is negative, add +1 to your necromancer spell attacks.
	Death Knell
		Adventurer: A nearby conscious ally can gain the healing instead.
	Cackling Soliloquist
		Adventurer: Gain 1d6 + Level + CHA temporary hit points when using talent.
	Skeletal Minion
		Adventurer: Skeletal minion now adds escalation die to attack rolls.
		Adventurer: Quick action: Set minion ablaze. Increases damage dice by one size, but
		takes damage equal to my level on odd attack rolls.

Magic Items
	Obsidian Orb +1:
		Summon 1 additional mook when casting Summon Undead.
		Creature summoned from Summon Horror gains 25% of its HP as temp HP.
	Tome of Foresight
		After Initiative is rolled, may gain +10 to Initiative. (Recharge 16+)
	Belt of Heroic Resolve
		Spend a recovery to prevent all damage from an attack, but not effects. (Recharge 11+)

Sockerbagarn fucked around with this message at 02:09 on Jan 3, 2016

Adbot
ADBOT LOVES YOU

ArkInBlack
Mar 22, 2013

Kasem
And his good pal, Messick

One Unique Thing: Father of the Priestess and the High Druid

"I was a wandering vagabond not to long ago, who caught the eye of more then a few fair maidens in the course of my travels. Honestly I probably have more children, just I do not know them. I do know two of them grew into undeniably important and powerful people. They're my darling daughters, both following their hearts in their own way, doing what they think is right for themselves and the world. What? Oh, why am I here and not with them? Well... I knew from start that I'd be a terrible father. An unskilled vagabond who's only notable talent is a fondness for the road and life? ...No I couldn't be a farmer, don't be ridiculous! Me, in overalls, milking a cow and harvesting wheat? Ugh... Where was I? Ah yes, I am a wanderer at heart and to be true to myself I followed it where ever the winds took me, leaving them in the competent hands of their mothers. What? No, they love me, I am their beloved father who visits on occasion just to spend time with them, showering them with gifts and doting on them as I'm told a loving father does. ...No I haven't been kicked out from their homes for being a wastrel!"

Backgrounds:

Silver Tongued Heart Breaker (+4) - Kasem has paved a path through the Empire, mostly with hearts of lovely maidens and the good temper of their fathers. Also useful for things like haggling, entertaining for small change, and convincing the guards just to escort Kasem out of town when eventually found in someone else's bed.

Vagabond Extraordinaire (+3) - Since he left the place of his birth Kasem has lived the life of a vagabond, wandering without roof over head or a reliable source of food, becoming an expert dabbler in the arts of keeping oneself alive. Knowing how to get food for himself when no one's around to sweet talk has led to Kasem being a competent outdoorsman, along side some more esoteric arts of bums and beggars.

Monastery Upbringing (+1) - Though Kasem wants everyone (himself included) to believe that he has simply always wandered the world , in truth he was born and raised in a small secluded abbey within the Dragon Wood. Despite his own best efforts to overwhelm his senses and memories with other things, Kasem still retains some very basic facts that were drilled into him at a young age. Some habits die hard, habits instilled by habit-ed nuns die even harder.

Icon Relationships:

High Druid, Conflicted - 1 Point: "I always got along well with those attuned to nature. Being a good friend with a spirit of nature does give one a leg up on that, and I'm none too shabby in the woods. Frankly if it wasn't for my little honey-badger wanting nothing to do with me, and telling her friends to chase me out, I'd likely stay in the Wild Wood quite often. Lovely place, plenty of free spirits like myself."

Priestess, Conflicted - 1 Point: "Ah, my little angel has the patience of a Saint. Which makes sense I suppose. But it seems even Saints have limited patience. I can see her point that I was doing nothing for... almost three years I think? Kicking me out of Cathedral and informing even the poor houses I was not to be given bed without coin was a bit harsh of a response, I think. Oh well, I think it was mostly outside stress. Still best to give her some space."

Elf Queen, Conflicted - 1 Point: "Oh yes, I am decently known in the Elven Court. A bit of advice that I'm even shocked to hear myself say, but be careful who's bed you share, one can never know who they are in the open. The Elves darling Queen wasn't exactly thrilled to hear she had a new half sister, and I imagine less thrilled that her sister has caused her some political troubles with the Imperials. And judging from how terse she was with me I think she blames some of it on me. ...Trying to treat her like a child of my own probably didn't help."

pre:
Kasem
Level 1 Holy One Ranger

STR 12		(+1)		Max Hit Points: 27
CON 14		(+2)		Max Recoveries: 8
Dex 16  	(+3)		Recovery value: 1d8 + 2
INT  8		(-1)		Armor Class: 17
WIS 12          (+1)		PD: 14	MD: 12
CHA 16          (+3)		Initiative: +4

Race Features
	Halo:
	Once per battle as a free action during my turn, gain +2 to all defenses until hit 
        (or the end of the encounter)

Talents
	Animal Companion: Messick, Loyal Spirit Wolf
                Statistics: 20 HP; 16 AC, 10 PD, 14 MD; Attack: +5 vs AC, d8 damage; Acts After Master 
                Advantage: +1 to attacks against enemies attacked by master/enemies engaged with master

	Ranger Ex Cathedral
		Gain One Daily/Recharge Cleric Spell of my Level or lower, change spell every Full Heal-Up
                Adventurer Tier Feat:Cast the cleric spell feature Heal once per battle

Gear
	Great Spear
	Longbow
        Quiver of Arrows
        Hide Armor
        Bindle of Knickknacks and Mementos
        25 gold

My Lovely Horse
Aug 21, 2010



Szandor, the Emperor's rightful heir to be

Szandor felt like the unluckiest man in the world. As first son of the emperor, he had been prepared from youth to one day take over the throne, and he was always proud of the responsibility and vowed to be a good regent. Then, on his 12th birthday, the draconic mark manifested on his forehead, along with spectacular powers, revealing to everyone's horror that the Lady Empress obviously had been less than faithful. An illegitimate son - so obviously, anyway - couldn't possibly become emperor so it was goodbye to rightful inheritance, hello Szandor's kid brother Jeremy in line for the throne, and Szandor himself discreetly sidelined as apprentice to the Archmage, a thankless position with not much chances for promotion, seeing as the man himself had held the title for centuries. It just wasn't right.

Then one day, browsing the vault of magic artifacts, the solution to Szandor's problems stared him in the face. The Forbidden Tome of Chronomancy. He couldn't very well make himself the Emperor's legitimate son after the fact, but before... all he would have to do was find the dragon that had seduced his poor mother, kill him, and the timeline would have to restore itself so that Szandor was now the Emperor's son. To be safe it would have to be quite a jump - all the way back to the 13th Age.

What Szandor doesn't know is that the timeline will actually only restore itself to have the next most probable being his father. And the Lady Empress has a thing for dragons.

One Unique Thing: I travelled back through time to kill my dragon dad, hoping to set the timeline right.

Backgrounds: Prince of the Empire from the future +5, Unwanted magic powers +3

Icons:
The Three: 1 conflicted
As the current largest concentration of dragons, the Three and their followers are Szandor's first target. But he would actually make a good addition to their ranks.
Emperor: 1 conflicted
Szandor loves the Empire and its cause, but some of the guard captains and spymasters have heard there's someone around who wants to "take the Emperor's throne" and have got the entirely wrong idea.
Great Gold Wyrm 1 positive
The Great Gold Wyrm probably didn't take a break from guarding the Abyss to have a quick romp with the Lady Empress. And his people are completely fine with someone going against the Three.
Archmage: 1 negative
The Archmage just knows someone has used the Tome of Chronomancy to arrive in his age, and he doesn't like it one bit. Particularly because this is how he learned of its existence.

pre:
Dragonspawn Sorcerer

STR 12
CON 14
DEX 12
INT 14
WIS 12
CHA 16

HP 24

AC 12
PD 13
MD 13

Talents: Chromatic Destroyer Heritage, Metallic Protector Heritage, Blood Link (The Three)
Spells: Breath of the White, Chaos Bolt, Lightning Fork, Resist Energy
Feats: Chaos Bolt Adventurer
Racial: Dragon Breath
The way I see it, Szandor is a dragon's son right now. If he kills that dragon in the past, the timeline will shift such that another dragon will take his place, and he'll be (always have been) that dragon's son. There's no danger of Szandor erasing himself from existence because obviously he's there! Szandor might have to kill a whole lot of dragons before his mom just plain doesn't meet one in the future. Could Dragon Breath's energy type just always be related to the dragon du jour?

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama
The Blue's control over Drakkenhall is not absolute. Large portions of the city are effectively run by organized crime syndicates, with her tacit approval. Some of these groups venerate the Blue, some the Three as a whole, and some just like the business environment Drakkenhall provides. The Tojo Clan falls into the latter category. A relatively new player, the Tojo Clan's ambitious Chairman, Dakin Masera, nevertheless seized control of the the Silver Wyrm's tower some thirty years ago, and has held onto the entertainment and pleasure districts surrounding it ever since. Ryu Kazama, a high-ranking clan lieutenant, was the top pick to succeed the aging Masera in recent years, having proved his loyalty not just to the Clan, but to ensuring the safety and prosperity of the Silver District and its people. In whispers, some had even begun to call him the Dragon of Drakkenhall; an epithet tantamount to treason in a city ruled by a jealous wyrm.

Disaster struck all at once. The ritual to grant Kazama a magical tattoo, symbolizing his position within the Clan, went horribly wrong. The tattoo chose the form of a dragon, and not just any dragon--it was Kohryu, the Silver Wyrm that represents the Blue's pact with the Emperor, or at least an aspect of her. More than a symbol, Kohryu seemed to speak through Kazama, ensuring him a place on the Blue's poo poo list. Hours later, Masera was found dead, destroyed by what could only be draconic magic. Kazama was the immediate suspect, and suddenly both the Blue and the Tojo Clan wanted him dead.

With nowhere else to turn, Kazama has fled Drakkenhall, effectively going into exile. With the Tojo Clan locked in a bloody succession battle, and the Blue unconstrained by Kohryu, it's the people of the Silver District who suffer. Powerless to return home, Kazama seeks to wage a bloody campaign against the Three and their servants. They've tainted the land for far too long, and it's time to set things right. Each beast he kills will serve as practice for the next, bigger one, until finally he's worked his way up to the Blue, and maybe the other Two while he's at it.

After all, in the end, there can only be one dragon, right?

OUT: Kohryu, an aspect of the Silver Wyrm, resides in the elaborate tattoo on my back.
+-3 Emperor: As long as I draw breath, the Silver will live on, and peace will be had in Drakkenhall...but that peace is fragile in the bloodied hands of a partly-reformed criminal.
-1 Three: The Blue in particular wants me dead, dead, dead. The feeling's mutual.

pre:
Ryu Kazama, Half-Orc Stalwart 1
HP: 30/30    Recoveries: 8/8 (1d10+3)
AC 17(+0)     PD 15(+0)     MD 11(+0)
STR: 18|+4    CON: 16|+3    DEX: 08|-1
INT: 10|00    WIS: 14|+3    CHA: 12|+1
Melee Attack: 1d20+5; 1d10+4
Greatness Attack: 1d20+5; 1d12+4

Backgrounds:
+4 Dragon of Drakkenhall
+4 Soul of Kohryu

Class Features/Talents:
(Feature) Greatness: gain when hit
(Feature) Empowered by Fate: +1 relationship pt with Emperor. On ally 5 or 6 with Emperor, gain greatness
(Feature) Strength of Many: double carrying strength; gain power stunt
(Feature) Unarmed Attacks: 1d6 unarmed damage
(Talent) Limbs of Iron: STR for DEX
(Talent) Stride the World: Resist cold/fire 16+, vulnerable to poison
(Talent) Weapons of Giants Greatness increases damage die by one size

Feats:
(A) Empowered by Fate: On any relationship 5 or 6 with Emperor, gain greatness

Powers: 
Titan Swing: Attack each enemy engaged with me at a penalty. No STR mod or miss damage
Giant Strike: Targets non-staggered non-mook. +their level to hit, +CON to hit damage.
Indomitable: Requires greatness. When hit by save ends effect, roll immediate save against i
[ ]Divine Stamina: Recharge 11+, requires greatness. When damaged, spend a recovery.
[ ]Lethal: 1/battle. Reroll a melee attack and use either roll.

Equipment:
Robes, dai-katana, fists of the dragon
The Silver is canon to the setting, appearing briefly in True Ways. Let me know if anything's unacceptable. I love 13th Age and I've wanted to play this character concept for awhile now

Captain Walker fucked around with this message at 18:14 on Jan 28, 2015

Yako
Jul 1, 2013

Thalia Idrasi

One Unique Thing: In a past life, I was a legendary hero...'s girlfriend.

One of the most enduring bardic songs tells the tale of Caius, a hero born into poverty who rose to adventure's call and slew demon hordes, undead legions, and all else that threatened to destroy the Dragon Empire. Though he had many traveling companions, his dearest partner was the beautiful Lady Thalia.

He first met the lady when liberating the Imperial Outpost of Einion from orcish control. Though she had been taken captive, she was clever and had tricked the orcs into giving her comfortable living conditions in return for menial labor. The two fell in love almost immediately, and her knowledge of magic forces beyond common comprehension proved a valuable resource in some of his greatest exploits.

In the stories, though Thalia is not always present in body, her spirit and wisdom provides solace and guidance for the hero. However, Caius' story is ultimately a tragedy. In an act of overconfidence he challenged a brood of black dragons; though he defeated a small number of them, they retaliated by first destroying that which he held dear and then slaying him. Thalia was one of the final casualties of the dragons' rampage.

Thus, people were surprised when, several ages later, a young woman who resembled Lady Thalia exactly--aside from being demon-touched-- suddenly began roaming the empire. She is markedly different from the stories in demeanor, with most describing her as cold and eerie. She asserts that she is the same Thalia of legend, but refuses to speak about her sudden return. Only two things are certain: she is newly empowered by dark magic and she intends to use it to continue her lover's goal of vanquishing evil.

Backgrounds:
Envoy of the World Beyond +3: Thalia has magic of realms most humans dare not even muse upon. In the past, this magic helped her solve problems in creative ways; in the 13th Age, she seems to have found a way of weaponizing it.
Master Escape Artist +3: A legendary hero can only rescue a distressed damsel so many times. The lady learned how to sneak out of dragons' treasure hoards, orcish prisons, wicked lords' dungeons and even giant spiders' webs so that Caius could attend to more pressing matters.
A Shadow of Royal Charm +2: Thalia's shadow is not quite her own. Even as she walks it moves with a more refined, yet cheerful stride. Sometimes the shadow does not even follow her own movements. As eerie as it may be, most people find the shadow more charming and charismatic than she--almost like the noblewoman of her past life.

Icon Relationships:
Priestess, 2 Positive: Thalia's faith in powers far beyond hard science or comprehension is humbling. Some men and women of the cloth may find her object of worship strange, but they can respect her devotion.
Emperor, 1 Conflicted: The appearance of an ancient hero's companion in the current age would normally be cause for celebration, but her new demonic nature leaves many uneasy.

pre:
Thalia Idrasi
Level 1 Tiefling Occultist

STR   8   (-1 / +0)   HP: 27/27
CON  16   (+3 / +4)   Recoveries: 9/9
DEX  10   (+0 / +1)   Recovery Roll: d6 + 3
INT  16   (+3 / +4)   AC: 15
WIS  18   (+4 / +5)   PD: 14
CHA   8   (-1 / +0)   MD: 15

+2 to INT from race; +2 to WIS from class

Racial Ability
   Curse of Chaos:  Once per battle as a free action when a nearby enemy rolls a natural
     1-5 on an attack or a save, turn their roll into a natural 1 and improvise a further
     curse that shows how their attempt backfires horribly.

Class Features
   Delayed Magical Healing:  Magical healing effects heal you after one round after the
     effect would normally be applied.
   Focus and Spellcasting:  Gathering focus can be done as a standard action.  This
     draws opportunity attacks like a ranged spell would.  Once focus is gained, you can
     expend it to cast spells.
   Flexible Recharge:  When you successfully recharge a spell, you may take any spell of
     the same level--it doesn't have to be the spell recharged.
   Rebuke:  In addition to your normal spell slots, you gain the spell Karmic Rebuke.

Talents
   Hewer of Truth:  You may use an edged melee weapon without penalty.  You use INT in
     place of STR for attack rolls, and WIS instead of STR for damage.  In addition, when
     you attack an enemy engaged with you with a spell, it takes additional damage equal
     to your level.
   Warp Flesh:  When you cast a spell that targets MD and the target has a higher MD
     than PD, the attack "twists" and targets PD instead.  The spell deals force damage
     instead of its normal damage type.
   Stance of Necessity: Twice per day as a quick action, you can gain a +4 bonus to all
     defenses as you draw protective karma around yourself.  The protection lasts until
     the end of battle and is in effect when you do not have your focus.  The bonus also
     ends when an attack hits you while you don't have your focus.
   Otherworld Shadow: Once per day as an interrupt action, negate all damage and effects
     from an enemy's attacks against you that turn.
     Adventurer Feat: Your shadow grants you greater personal resilience: increase
       your total recoveries by 1.
		
Spells
   Karmic Rebuke: At-will, quick action to cast.  Damage. 
   Better Yet, Here: At-will, triggers when an ally hits an enemy.  Deals extra damage.
   Moment of Karma: At-will, triggers when hit by an attack.  Damage.
   Inevitable Fall: Recharge 16+, triggers when nearby ally misses an enemy.  Damage and 
     ongoing.
   Brilliant Comeback: Recharge 6+, triggers when an ally uses a recovery.  The ally
     makes a basic attack with an improved bonus.
	
Gear
   Worn scimitar (Heavy 1H edged weapon; d8)
   Strange leather dress (Light armor)
   25 gp

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost

quote:

The Silver is canon to the setting, appearing briefly in True Ways. Let me know if anything's unacceptable. I love 13th Age and I've wanted to play this character concept for awhile now

CANON? I'LL SHOW YOU CANON YOU
Nah, even if you made that up whole cloth I'd still think it's a really cool concept. Half the point of 13th Age is taking the painfully generic setting and fleshing it out with whatever you're interested. Never be afraid to make poo poo up.

Edit: although, Captain Walker, I'd like a blurb talking about what you expect to get out of your backgrounds.
Oh, and actually half-Orc, or particularly lethal human?

M.c.P fucked around with this message at 00:27 on Jan 27, 2015

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

M.c.P posted:

Edit: although, Captain Walker, I'd like a blurb talking about what you expect to get out of your backgrounds.
Oh, and actually half-Orc, or particularly lethal human?

Submission blurbified, ability scores and icon relationships adjusted as well.

I'm pretty anthrocentric when I play fantasy RPGs so I'd prefer to be human and get the bonus feat; I only picked half-orc specifically to challenge myself. I guess that'll depend on if I get in along with other folks who were boring with their race selection.

Blank Construct
Jan 20, 2010

Shepard.

Nap Ghost
I hope this is okay!


How he sees himself.

Kor Ironfang, Dragonspawn Cleric.

The lone survivor of a red dragon attack, Kor bears no love for his reptilian cousins. An amber-scaled dragon spawn with a short temper and little grasp of cunning or tact, he prefers to face problems head on, and will not shy away from butting heads with authority, though he is less likely to do this with his allies.

Shortly after seeking refuge in Santa Cora, he appointed himself as a priest of a small cult of a deity known as The Unknown Dragon Slayer, and manifested divine powers that, according to him were bestowed by the deity during a vision that told him to "kill all the dragons". While many are skeptical of his claims, there is no denying that Kor has a talent for wielding divine magic, and has come to the aid of many an ailing adventurer in the region.

Currently, Kor has left the city to seek out the Dragon Slayers in the hope that he might receive their aid in his quest.

God: The Unknown Dragon Slayer.

The details change but the story remains the same: Once, in an earlier age, the land was besieged by dragons and a knight, of uncertain origin, alone or with companions, takes up lance and shield against them, before being mortally wounded by a "shimmering dragon," who dies with them. Originally a folk hero, the knight became the center of a small cult in Santa Cora whose activities take place in front of a mural painted of the tale painted on the inner city wall. Most of its membership is comprised of lucky survivors and adventurers who seek protection from the malice of dragons, and justice for the fallen. With little scripture and no official structure to their organisation, they are not recognized as a true religion. In times of strife it is customary for them to keep the mural lit up with candles, and to place arms and armour beneath it, so that the knight might bless them.

Normally a solemn group, they have been getting some attention recently with the surfacing of the fiery, self-appointed priest Kor Ironfang.

One Unique Thing: My god has given me a quest to destroy all dragons.

Standing in a shallow pool. Thick fog closes in around me. The sound of hooves beating into the earth. A horse of smoke bursts out of the fog, its rider a knight in black armour. The knight offers a lance to me. A voice speaks in my head.

"Bring an end to this age of dragons. Kill them all."

I take it. I sink into the ground. I wake up.


- Kor recounts his vision.

Backgrounds:

Self Appointed Battle Priest +5:
Though he meant well, many of Kor's sermons intimidated, rather than inspire the citizens of Santa Cora, so the other members of the cult him pointed in the other direction. Instead he would bellow at the bandits and wild animals who waylaid unsuspecting travelers on the roads leading to the city, as well as bestowing divine protection to waylaid travelers. He gained some fame in Santa Cora after one particular incident where he apparently shouted down a bear,

Drifter +3:
After his village fell to the breath of a great dragon, Kor meandered his way to Santa Cora, taking up odd jobs here and there so as to make the next meal. As a result of this experience, he's picked up quite a bit of knowledge about the smaller towns of the empire, and their surrounding areas.

Icon Relationships:
Priestess, 1 Positive: Kor's unshakeable faith, his willingness to help those in need, and his subsequent manifestation of divine powers has garnered him some positive attention from Cathedral, in spite of his abrasive nature.

Great Gold Worm, 1 Conflicted:
Those who act in his name may do great works, but as long as they serve a dragon, their motives are suspect. If they they stay out of my way, I have no quarrel with them. When the time comes, however, they can either stand down or perish with their master.

The Three, 1 Negative:
I will give no quarter to these vile creatures or their agents. Geas or no, they are a threat to this land and must be dealt with.

pre:
Kor Ironfang
Level 1 Dragonspawn Cleric

STR  16   (+3 / +4)   HP: 30/30
CON  16   (+3 / +4)   Recoveries: 8/8
DEX  10   (+0 / +1)   Recovery Roll: d8 + 3
INT   8   (-1 / +0)   AC: 19
WIS  16   (+3 / +4)   PD: 15
CHA  12   (+1 / +2)   MD: 13

+2 to STR from race; +2 to WIS from class

Racial Ability
   Breath Weapon: 1/Battle +4 vs PD 1d6/lv holy damage.

Class Features
   Heal 
   Close Quarters spell
   Special: You can use this spell twice per battle. Quick action to cast (1/round)
   Target: You or one ally you are next to.
   Effect: The target can heal using a recovery.
   
   Ritual Magic: Clerics can cast their spells as rituals.
     
Talents
   
   Domain of Justice: 
   Once per turn when an enemy scores a critical hit against you or
   one of your nearby allies or drops you or one of your nearby allies
   to 0 hp or below, you gain an attack-reroll blessing. Immediately
   choose a nearby ally and give them the blessing as a free action;
   you can’t hold on to it.
   An ally with this blessing can use it to reroll an attack as a
   free action this battle. An ally can only have one such blessing on
   them at a time.
   Invocation: This battle, add double your level to the miss damage of 
   your attacks and the attacks of your nearby allies. (For example, your basic   
   melee attack as a cleric will deal triple your level as miss damage while this 
   invocation is active.)
    
   Domain: Strength
   You can wield heavy/martial weapons without an attack penalty.
   Invocation: This battle, you and your nearby allies deal triple damage 
   instead of double damage on critical hits with melee attacks.

   Domain: War 
   Once per turn when you make a melee attack against an enemy, hit or miss, your  
   allies gain a +1 attack bonus against that enemy until the start of your next   
   turn.
   Invocation of War: Increase the escalation die by 1.
		
Spells 1st level 4
   
   Lance of the Unknown Dragon slayer: Daily, Standard, CQ.  melee damage to d12s.
   (Hammer of Faith)
 
   Scalebreaker Weapons: Daily, Ranged, Quick action. 
    Power: +2 to 1 nb ally's attacks. 
    Broad: +1 to 3 nb creatures' attacks.
   (Bless)
   
   Armor of Heroes: Daily, Ranged. 
   Power: +2 AC to 1 nb ally. 
   Broad +1 to AC to 3 nb creatures.
   (Shield of Faith)
   
   Javelin of Faith: At will, Ranged. 
   Attack: +4 vs PD, 1 nb enemy, 1d6+3 holy damage.   
   Miss: Damage equal to level.
   
Feats
Domain: Strength: 1pb on a hit roll extra d4s equal to highest of STR or level.  
	
Gear
   Spear (Heavy weapon d8)
   Battered plate armor (Heavy armor  14 AC)
   Shield (+1 AC)
   Holy symbol
   Crossbow
   25 gp

Blank Construct fucked around with this message at 16:40 on Jan 27, 2015

McBearson
Apr 29, 2013



Silversong, Dark Elf Bard/Necromancer

OUT:
I am a Drakkenhall Resistance member, recently brought back to life by an unknown benefactor.

"Feared in Axis, revered in Drakkenhall", or so they say. But is respect among your peers truly worth it if the cost is living under the tyrannical claw of The Blue? Many would say "Yes". Others would say "If not, then what else?". Fewer still would answer "No." Among those who would say 'no' were the rebel movement, The Drakkenhall Society For The Furthering Of Civil Rights (Publicly known as 'Furthering Drakkenhall'. Nice bit of patriotic-sounding claptrap for cover.)

One-Hundred strong (previously more, but opposing a literal dragon incurs many losses), Furthering Drakkenhall would perform all manner of peaceful protests; Marches, sit-ins, chants, the whole nine yards. Among their number was the bard known only as Silversong to her public. Where others contributed with shouting and jeering, Silversong's voice was soft and soulful. Running the bar circuit of Drakkenhall three times a month, her words reached the public's heart in a way no-one else in the movement could. And the blue was not fond of that.

It was the night after a particularly rousing march, all one-hundred heads stood outside The Blue's palace, screaming and chanting for twelve hours, desperately trying to be heard. Eventually Drakkenhall officials were dispatched, and it was time to disperse. Some say The Blue herself even made an appearance. That night, against all odds, ninety nine heads gathered in a tavern to make up the audience for the final one; Silversong. She'd penned up a song to début for a special occasion, The Blues Of The Blue (She Makes Us All Blue). Sadly, no-one would be able to hear it that night, or indeed any night afterwards. As Silversong sang the first few words, the building came down around them, crushing everyone inside. In one fell swoop, Furthering Drakkenhall went from one-hundred strong to nil. Witnesses to the scene testified that it was "Very strange" and that they had "No idea what could've happened". Officials commented that the manager of the establishment should have "Perhaps removed the arcane charges from around their premises." Truly a mystery.

An amount of time passed. It might have been a day, a month, a year. It's unclear. Either way, Silversong eventually awoke from a long sleep. Luckily for her, no-one thought to clear up the rubble left by the collapsing building. Perhaps as a means of example? Regardless, after she clawed her way to the surface, no trace of who or what had revived her could be found. After taking a little 'me time' to recuperate, Silversong came to one solid conclusion; The time for peaceful protest was long over. With Furthering Drakkenhall forcibly disbanded, it was time to latch herself onto something bigger. Perhaps the Dragon Slayers were recruiting.

Icon Relationships

The Three, +2 Negative - More specifically with The Blue. Should she find out that a member of Furthering Drakkenhall still walks, her natural dragon hubris would not let it stand.

The Lich King, +1 Conflicted - It certainly wasn't an act of any god that brought Silversong back from the brink. Would it be appropriate to thank him? It's complicated.

Backgrounds

Stalwart Rebel + 4:
"Don't crack. Not even a little. If you do, you've already lost." A mantra Silversong has had to drill into many heads, her own included. She knows how to keep her cool in the face of danger.

Soulful Diva +3:
When Silversong speaks, people listen. When she sings, they're enrapt.

Recently Dead +1:
Crossing the line from life into death and then back again isn't a fun journey, but it certainly leaves you with some knowledge of mortality's inner workings.

pre:
Silversong
Level 1 Dark Elf Bard/Necromancer

STR	8	(-1/+0)		HP: 19/19
CON	8	(-1/+0)		Recoveries: 8/8
DEX	14	(+2/+3)		Recovery Roll: d8 - 1
INT	18	(+4/+5)		AC: 13
WIS	10	(+0/+1)		PD: 10
CHA	18	(+4/+5)		MD: 16

+2 to CHA from race; +2 to INT from class

Racial Ability
Cruel: 1/Battle add 5 x level ongoing damage on natural even attack.

Class Features
Bardic Songs
Immediate effect, roll d20 to sustain each round as a quick action. If you fail to sustain, go to final verse.

Battle Cries
Flexible melee attacks.

Spells
Cast 'em.

Arcane Implements
Necromancers don't use swords.

Death's Master
Must spend one relationship point with the Lich King.

Ritual Magic
Necromancers can cast spells as rituals.

Spell Choices
Can change spells on full heal-up.

Summoning
Summoning spells use standard summoning rules.

Wasting away
Who even wants con?

Talents

Spellsinger
Grab an extra bard song of your level

Sorta Dead
Count as undead, Don't require basic needs, First time you die each battle make a normal save + CHA mod; if you succeed, pop a free recovery.

It's Complicated
When you roll icon die, first 6 becomes a 5. Gain extra necromancer spell.

Spells

1 battle cry, 2 bard spells, 4 necromancer spells,

Pull It Together!
Flexible Melee, 2/battle, nearby ally can spend a recovery. 

Song Of Heroes
+1 to allies attack and damage, 11+ to sustain, final verse; +2 to attack for one ally. 11+ recharge.

Befuddle
Attack vs MD, confuses on hit dazes on miss. Effect ends at end of next turn. 11+ recharge.

Channel Life
2/ battle, choose 1 random target, attack vs MD. 2d6 + INT negative vs foe, 5 negative vs ally. 1 nearby ally can spend a recovery.

Chant Of Endings
attack vs MD against enemy with lowest HP. 1d10 + INT negative damage.

Death's Gauntlet
Attack vs PD. 1d4 + INT ongoing negative damage. Foe can end ongoing as standard action and user cannot use death's gauntlet until end of next turn.

Summon Undead
Summon 1d3+1 skelefriends

Feats
Channel Life
One extra use of Channel Life per battle

Gear
Out-Of-Date Ballgown (Light Armor)
Unclipped Nails (Light, 1-handed weapon, dual wielding)
50gp

McBearson fucked around with this message at 10:42 on Jan 28, 2015

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
And time is up! This game will be taking no further applications. Choices will be edited into this post shortly.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Okay, maybe not the same post, but anyway.

Meet the heros who will stand against the mightiest of beasts! The bravest of adventurers, or the most foolhardy.
The Dragon Slayers

Isaac Boreas Raiser of Dragon, played by Sockerbagarn
Lavi, Monster hunter, played by Krysmpheonix
Moju, Ambulatory magic item, played by Whycalibur
Ryu Kazama, The heart of silver, played by Captain Walker
and Twelve Serene-Star, Half man and half orc, played by Captain_Indigo

Thank you everyone for your excellent and imaginative applications. I'd take everyone if I could, but I do need to work.

As for the lucky five, a few things:

-First off, do me a favor and roll your Icon Dice.

-Second, you need to decide on where your headquarters will be. This is in part a question of what kind of game you want to play, whether more straightforward, or with shades of grey and :words:, or with wild situations to find your way out of.
Axis, heart of the Empire! Out here it can be assumed you have considerable support from the forces of the Dragon Empire and the followers of the Golden Wyrm. Lead armies against armies, protect the innocent, and generally be respected heroes across the Empire as you take the fight to the bad guys.
Horizon, the Archmage's laboratory! Here you have the greatest magical minds in the world at your fingertips! Regretfully those minds are rarely concerned with things like operational safety and consistency. Test powerful spells, find strange artifacts, and come face to face with the darkest magics dragons can muster.
Drakkenhall, behind enemy lines! Here you're deep under cover, mingling with the close acquaintances of those you swore to kill. Good for information, bad for your personal safety. It'll take tight lips and constant paranoia to keep from being squashed under the Blue's clawed heel. Find your targets, sneak and lie away from pursuit, and snatch victory from under your foes very snouts.
Or pick another city entirely, explaining how its good for the Dragon Slayers and what kinda game you want to play from it.

-Finally, for a bit of fun, you guys may be level one, but you've been around the block a few times. From the list of PCs above, take a look at the character below yours. Write a quick story explaining how that character saved yours from certain death, defeat, humiliation, what have you. Have some fun with it! (Captain_Indigo will obviously write how Twelve got his butt rescued by Isaac Boreas).

There you go! Have some fun with it, I'll try to be around for a while. But in about 12 hours I'm going to be on a 24 hour plane ride, so regretfully no responses from me until I arrive. And even then no promises as I wrestle with terrible jet lag.

M.c.P fucked around with this message at 11:47 on Jan 28, 2015

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"



Rolling Icons
Icon Dice ~OrcLord, ~HighDruid, -TheThree: 1d6 3 1d6 1 1d6 3
Nothin'

Of the three listed, I vote for Horizon - seems like a nice mix of epic adventure potential crossed with wild card magical items that might do something unexpected. Feels like it'll provide a nice mix or being rad and being completely unprepared.

I also nominate New Port as a potential HQ. It's the cosmopolitan 'bit of everything' city, but that just means that we can vary the game slightly from mission to mission. All the Icons are in play there, and all the races congregate. It also acts as a good place for world-trotting exiles and misfits to wind up.

Bore-kick-rear end

Leaving the monastery and Serene Star Pass was a difficult decision, and not one that I took lightly. Turning my back on everything I had known and everything I had been taught was an extremely draining process that ultimately left me feeling lonely, isolated, and closer to the...

I had no real clue as to where to begin the rest of my life. Since birth I had been told numerous times a day that I was a key of sorts - a key that would unlock a door. What this door would look like, and what it would do when opened, were entirely unknown. The only lead I had was that it would concern dragons. The monks had taught me the divine styles and mantras and stances - prepared me to fight dragons and pretty much everything else. Between the training and my... weapon, I knew that I stood a chance. All I had to do was discover my destiny, and with no other lead to follow - I decided to gain access to as many dragons as possible.

So I ended up in Axis. Do you have any idea how it feels to experience that city when you've grown up in a monastery inhabited by approximately 48 people? The city was a pit of forbidden treasures - things I had spent my whole life being turned against were sold on the street in a completely casual manner. Alcohol, smoking, romance, the consumption of animal flesh - all were things I had sworn against. Alcohol was a decidedly bad choice for someone in my situation, smoking held no charm for me, and I had no interest in eating meat when there were so many delicious vegetables available. I did resist the women, but gods was it difficult. The women of Axis were incredible.

Something that the monastery had not out-right forbidden, however, was cards. We played cards often. It taught patience and concentration and social graces. And in Axis, you could play cards for gold - a concept entirely foreign to me! Gods, I played a lot of cards for gold. It was a rush unlike any other. I quickly learned which houses and casinos could be trusted, and which could not. I saw the dealers sleaving good cards, bad cards, wild cards. I saw the other players pocketing charms and deploying mirrors and counting the cards. I won. I won a lot. And I lost a lot as well. But I won a lot too. My lack of experience had not prepared me for such a place - a place where it was apparently a bad idea to try and win too much. So I was singled out and taken to a back alley by several 'house guards', who informed me that I was going to be killed for cheating in some manner that they could not determine.

And I could feel my weapon slipping free from its sheath, desperately trying to come loose. And I focused all my concentration on sheathing it, even as the guards beat me to a bloody mess. I let them pummel me until my pristine white robes were soaked with blood and it took every ounce of my balance to stop myself from unleashing ...

And then Isaac appeared. Or he had been there the whole time, the skeletal canine sharpening its teeth on a femur it had dug up from the earth - no doubt the remains of another good card player. And whether he knew I was innocent, or simply took a liking to me, or perhaps just didn't want to see a man refusing to retaliate to his own murder - Isaac intervened. My eyes were too swollen and filled with blood to see what he did, but he stopped the guards and he took me somewhere for healing, and then he taught me about how the real world works. He sullied his hands so mine could remain clean. He never saw... the beast inside me, and he treated me well. When, randomly we came to talk of dragons two days later, it was inevitable that our mutual interest would lead somewhere. It led to The Dragon Slayers.

Captain_Indigo fucked around with this message at 21:01 on Jan 29, 2015

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
whassup dragon slaying buddies :respek:

Conflicted Emperor: 3#1d6 6 3 1 I start my first battle with greatness
Negative Three: 1d6 1

I vote Axis or New Port. Also, I'm going with half-orc for story purposes. I guess my human side shows through a little more than usual.

Story time later.


Ryu Kazama
OUT: Kohryu, an aspect of the Silver Wyrm, resides in the elaborate tattoo on my back.
+-3 Emperor: As long as I draw breath, the Silver will live on, and peace will be had in Drakkenhall...but that peace is fragile in the bloodied hands of a partly-reformed criminal.
-1 Three: The Blue in particular wants me dead, dead, dead. The feeling's mutual.

Backgrounds:
+4 Dragon of Drakkenhall: As a former underworld enforcer, Kazama is experienced in more than just acts of violence, both implied and actually performed. He's good at sniffing out new contacts in an urban environment, making friends (or at least temporary allies) in his inimitable way, and evading pursuit.
+4 Soul of Kohryu: It's a giant, elaborate, highly intimidating back tattoo of the type typically worn by Tojo officers. That's not especially new but it's also a dragon. Not a stylized representation of one: an actual dragon, somehow bound to Kazama's body. At least Kohryu is generous with her wisdom; sensing magic and performing incredible feats of strength and speed are now everyday tasks for Kazama.

pre:
Ryu Kazama, Human Stalwart 2
HP: 40/40    Recoveries: 8/8 (2d10+3)
AC 18(+0)     PD 16(+0)     MD 13(+0)
STR: 18|+4    CON: 16|+3    DEX: 08|-1
INT: 10|00    WIS: 14|+2    CHA: 12|+1
Melee: 1d20+7+ED; 2d10+4
Unarmed/Ranged: 1d20+6+ED; 2d6+4

Class Features/Talents:
(Feature) Greatness: gain when hit
(Feature) Empowered by Fate: +1 relationship pt with Emperor. On ally 5 or 6 with Emperor, gain greatness
(Feature) Strength of Many: double carrying strength; gain power stunt
(Feature) Unarmed Attacks: 1d6 unarmed damage
(Talent) Limbs of Iron: STR for DEX
(Talent) Stride the World: Resist cold/fire 16+, vulnerable to poison
(Talent) Titan Grapple: Can grab as standard action with STR vs. PD

Feats:
(A) Empowered by Fate: On any relationship 5 or 6 with Emperor, gain greatness
(A) Titan Grapple: Move as Large creature when grabbing/grabbed
(A) Catching Mice: As standard, deal UNARMED + CON damage to grab target 

Powers: 
Quick to Fight: Roll 2x for initiative, take best
Giant Strike: Targets non-staggered non-mook. +their level to hit, +CON to hit damage.
Catching Mice: Requires greatness. Quick action grab vs. PD
Titan Swing: Attack each enemy engaged with me at a penalty. No STR mod or miss damage
Indomitable: Requires greatness. When hit by save ends effect, roll immediate save against it
[ ]Divine Stamina: Recharge 11+, requires greatness. When damaged, spend a recovery

Equipment:
Robes, dai-katana, short bow, fists of the dragon
Greatsword of Haughtiness: +1d4 damage against most dangerous foe in a battle

Captain Walker fucked around with this message at 18:02 on Feb 21, 2015

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

Icon Rolls:
The Three, negative: 4
The Lich King, coflicted: 5
The Archmage, positive: 2

I'll vote for Horizon, it would definitely suit my character. Drakkenhall would also be fun, but maybe save that for the occasional suicide mission? New Port could be interesting but there's not a lot in the books about the city. I'd like to hear some GM input on that before I make up my mind.

---

The Cold North Wind

The weather had taken a most vile turn and the snow was thick on the ground. Isaac's cape was sent fluttering as a powerful freezing wind came screaming down the Frost Range. He pulled on his hood to shield his face from the biting cold and trudged on. He had been walking for days now and his supplies were almost gone, even Pyrrhus acknowledged the severity of the situation and had kept quiet for most of the day.

The reason Isaac found himself in this situation was one of carelessness. He had been so focused on the ritual that he had been blinded to his surroundings. He had not noticed the opportunistic looters as they snuck up and stole away his horses, and their fully stocked saddlebags.
If only he could get his hands on the looters so that he could rip their souls from their bodies and leave their mortal husks dead in the snow. The thought of vengeance almost kept him warm as he slowly made his way forward... Almost.

The sun was setting rapidly and the wind had brought a blizzard with it, visibility was severely reduced. Pyrrhus locked his jaws around the thick cloth of Isaac's left sleeve and dragged him out of a hole that had been concealed by the snow. Isaac thought that he could see the silhouette of a forest in the distance. He felt chilled to the bone and needed to get to shelter fast, but fast was not a pace that the weather allowed.

As he got closer to the treeline he saw a small flickering light between the trees, a campfire? It could have been bandits but he was out of options. Isaac yelled as loud as he could to get their attention but his voice was lost in the gale. As his lungs refilled with the cold air he could feel his consciousness slip away, a moment later he fell down into the snow.

The wind had stilled and a beautiful clear light blue sky could be seen through the tops of the pine trees as Isaac woke up. He could also smell something... Delicious? Before he had a chance to orient himself a big slab of meat still attached to a bone was thrust towards him. His surprise was only amplified when he saw that his rescuer was a Felyne!

Lavi introduced himself and told Isaac that he had been out in the forest hunting bears - a vicious local species that don't need to hibernate - and had just established shelter after a successful hunt when he heard something ominous in the wind. He had made a quick sweep around his camp and found Isaac on the ground, he then dragged him back to shelter. They ate and talked for a while during which Lavi told him about his desire to hunt the ultimate game, Dragons. After their conversation about the mighty beasts they split ways, Isaac easily made it back to Horizon with the knapsack stuffed with tasty foods and some other essential supplies that Lavi decided to share. He couldn't help but feel impressed by the bravery and resourcefulness of the little man.

Sockerbagarn fucked around with this message at 20:09 on Feb 18, 2015

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
The Prosperous Cheat
Short version: Twelve didn't mean to save my life, but he did, and there's no way that's an accident.

Long version: When you grow up, as I did, as a ward of a criminal underboss, you learn pretty quickly to ask the right questions. Of the people in your life, and of yourself.

Bad question: "Where are you going, Uncle Dakin?" Good question: "Uncle Dakin, can I help?"
Bad question: "Why am I beating the tar out of this guy?" Good question: "Does the boss want him dead, or is he likely to pay up?"
Bad question: "Don't you think a dragon would be an intimidating symbol?" Good question: "What does the Blue require of me?"

I started asking a lot of bad questions as I got older. I told myself that the lovely things I did were limited to lovely people, mostly, and anyway they helped keep the peace in the Silver District, but that was never fully convincing. I guess it was only a matter of time before I got dead, so it's a good thing I tried to go straight first.

It was not easy. When you're taught that there is honor in revenge, in wronging rights with violence, a city like Axis with its laws and bureaucracies is a bad fit. I wanted to form my own clan, something big enough to oppose the Three and the Tojo. But I'm no leader, certainly no hero. All I really knew how to do was knock over shops and fleece casinos. Idiot that I am, I picked the latter.

I remember the sequence of events exactly: I was down by a hundred and used Kohryu's magic to sense there was an ace up next. I doubled down. The dealer asked if I was sure. I answered yes, looked down, and discovered, to my horror, I had a king and a ten. Nobody draws on a twenty and wins, and then gets away with it. I looked back up and watched several well dressed march up to my table, right up to me, and push me aside to get at the guy next to me. I hadn't noticed, but he'd been playing even better, and the house was not happy. If he had not been there I would probably have been killed on the spot.

I hadn't heard much from Kohryu since fleeing Drakkenhall, but she spoke to me then, as I watched the silver-haired human pulled into a back alley: <You think you are unworthy of me, Kazama? That you are beyond redemption? This man harbors a terrible secret that he intends to die to protect. Compared to his burden, are your sins so great?> For the first time in my life, I wanted to actually protect someone.

Isaac and Twelve could probably tell you the rest. Suffice to say, for my first rescue, I did a poo poo job; I arrived too late and Twelve had already been saved. But I don't believe in coincidences. There's no way Twelve just happened to be there, willing to give up his life. The guy saved me, whether he meant to or not, and whatever dark things he's done, Kohryu led me to him for a reason.

Krysmphoenix
Jul 29, 2010
- Lavi

Icon Dice: GGW and The Three: 2d6 8 1d6 2
(No 5's or 6's.)

New Port sounds the most interesting of the set, Horizon as my second favorite.

Anyway, sorry this took so long, I really had no idea what to do here.


Meeting Moju

Mreoooow! I remember once, out while I was stalking a wild Arzuros. The large beasts love honey, so I waited several days in waiting for one to roam near where I knew the honey bees has set up their home.

Then one night I heard it approaching...thud, thud, thud, thud...I could barely make out the shadowy outline of the monster, but it had to be it! With a loud cry I jumped out from my tree and onto it's back, stabbing it over and over with my carving knife when I heard the most unusual thing! A hollow clanging sound! I jumped off, knowing that it couldn't have been the armored back of the Azuros I was stabbing into. Lighting a torch to see better, I was shocked to see it wasn't even alive! And the thing was yelling at demanding why I jumped on it's back. Hunting Arzuros of course, why else would I be here?

"Arzuros?" The thing replied. "What on earth is an Arzuros?"

Rggggrgg, ROOOOGGRRRHRRRRR!!!

"That."

The large fanged beast had heard us and came over, smelling it's tasty Felyne meal! But I was lucky that the hollow Moju was around to help fight off the beast. Between the two of us the monster's attention was split, unsure it it should attack the thing hitting it with the giant sword, or with mysterious blasts of magic! With my speed, I chased the the great beast around, with Moju always staying out of reach. The Arzuros never had a chance to escape, and after a long fight it let out it's final roar.

As an apology for stabbing it earlier, I offered to cook Moju a fine meal for their assistance with the Arzuros, but they refused, saying that they didn't eat meat, they ate dragons! What a laugh! Except it was true. Moju told me how the fangs and scales of the dragons gave power, which gave me a thought. Why not try eating other things? I clipped off a claw of the Arzuros for Moju to eat, but it was no good. No matter, if only dragons will satisfy their strange appetite, then we will hunt plenty of dragons!

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Well that 3/5 for New Port and one interested, so I suppose that's decided!

New Port is a city of adventures. All people come to the young city, and all Icons have their interests there. I'll run this as a mix, but more that every 'adventure' will have a distinct feel to it. I suppose this will mostly just challenge me to create new and varied situations for you guys!

I'm gonna give WhyCalibur another day to join in while I create the game thread. Throw up a post if you're busy, but if we don't hear from you someone else will get the slot.

M.c.P fucked around with this message at 06:22 on Jan 30, 2015

Whycalibur
Oct 17, 2013

Moju
Icon Rolls (+-Dwarf King, -Archmage, +Prince of Shadows): 3#1d6 6 3 5

Horizon sounds fun to me. Plus I get to try to dodge the Archmage in his hometown. I'm fine with whatever we decide, though. Sorry for the slow post-- it's finals week for my students and that means tons of marking and prepping.

-----

Moju was naturally drawn to Drakkenhall. You know, because of all the dragons. Even so, it was smart enough (now) to know that trying to take on the Three on its own was a one-way ticket to... whatever passed for death for an ambulatory magic item.

But the pull was strong, and Moju... sometimes, Moju is weak. This was one of those times, and the disguised barrel found itself outside the walls of the town once again. It trailed a bandaged hand along the stones, feeling the draconic energies suffusing even the outskirts of their stronghold. "Hhhh... such power..." it rasped, resting what passed for a head today against the rough surface. Distracted, the construct did not even notice the approach of the Archmage's agents. Slinking through the shadows, they readied their latest device. This time, it was some type of magic-disrupting net, weighted with enchanted gems.

As the agents prepared to spring their trap, a tattooed man jumped from the wall and landed directly upon them. The sounds of cracking bones finally alerted Moju, who turned around to see the unfortunate remains of the agents who had just broken Ryu Kazama's fall.

The two stared at each other for a moment, and immediately Moju felt the pull of draconic power pulsing from Ryu. Its eyes glowed brighter, interest piqued. "How...?"

But there was no time to stop and chat: Moju wasn't the only one pursued that day. Thrown together by fate and fortune, the two fled Drakkenhall.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
It's no problem, just a 'busy, grading tests' here or if you can catch me on IRC is enough.
Game thread incoming.

Edit: Game Thread Here!

M.c.P fucked around with this message at 12:20 on Jan 30, 2015

Krysmphoenix
Jul 29, 2010
Captain_Indigo, whenever you post you are go for operation throw the Felyne.

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.
Captain Walker, those mooks are already dead and you should be up to 18 hp after your rally. Also it'd be cool if you could join us on IRC! #sadragonslayers on synirc.net

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Sockerbagarn posted:

Captain Walker, those mooks are already dead and you should be up to 18 hp after your rally. Also it'd be cool if you could join us on IRC! #sadragonslayers on synirc.net

:shobon:

I'll leave Pidgin open in the future

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Hey guys! Do me a favor and put down the reactionary stuff you guys can use to protect people or harm badguys or whatever, as well as a short bit about when you want to use it. For my case, I'll put more info on what the enemies are rolling to hit.

Whycalibur
Oct 17, 2013

M.c.P posted:

Hey guys! Do me a favor and put down the reactionary stuff you guys can use to protect people or harm badguys or whatever, as well as a short bit about when you want to use it. For my case, I'll put more info on what the enemies are rolling to hit.

As an immediate interrupt, Moju can add +2 to either AC or PD once per encounter. It would most likely use it were an ally about to fall otherwise.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
It's me, I'm the 8-INT fighter who wants to intimidate his way through every social situation.

Whycalibur
Oct 17, 2013
Just leaving this here for future discussion McP.

Whycalibur fucked around with this message at 20:19 on Feb 6, 2015

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Not able to post right now, I'll post in the morning but feel free to skip me if people want to :justpost:

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Probably not gonna be on IRC today, ask here if you have any burning questions wrt level ups and home decoration.

M.c.P fucked around with this message at 15:20 on Feb 13, 2015

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
Nothin' to see here, just a combat block

pre:
Ryu Kazama,  Human Stalwart 2
Stats		Per-Battle	Daily
HP	40/40	[ ] Power Stunt	[ ] Divine Stamina (recharge 11+)
AC	18
PD	16
MD	12
Recoveries 8/8 (2d10+3)	Greatness YES
Melee: 1d20+7+ED; 2d10+5

Krysmphoenix
Jul 29, 2010
So...is there any way to help Twelve get back up and fight, or is he just down for the battle?

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
If he rolls a 16+ on his death save, he can spend a recovery and get back up.
If anyone heals him, he can get back up.
It's a standard action to stabilize, and a background check DC25 to do it as a quick action.
Also a standard action to apply a healing potion, allowing hi to heal and get up.

Krysmphoenix
Jul 29, 2010
Well? Voicing this out to the party. Spend a dragon jerky on Twelve and patch him back up, have someone else heal him somehow, or try to finish the fight without?

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Can't you Lay On Hands?
Edit: sorry about that, I was just joking to remind you not to shove a chicken leg into Twelve's mouth. Well Cooked Baked Potato is fine.

M.c.P fucked around with this message at 03:20 on Feb 24, 2015

Krysmphoenix
Jul 29, 2010
I guess from your wording I got a little confused if that was a possibility. Yeah, I'll lay-on-hands / (tofu) BBQ then.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Hey Whycalibur, doesn't color spray hit 1d4 targets? The mushrooms are close enough that they're in the same group.

Whycalibur
Oct 17, 2013
I rolled a 1 on my 1d4 anyway!

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
Was talking to Earthorn who made the Stalwart, and he mentioned that Limbs of Iron should work in light armor; now would be the time to rule on whether I can get the +2 AC from the talent. If not I'll figure something at the next full heal-up.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Well, if that's what earth horn said, that's what works, it's not like the other benefits are earth shatteringly overpowered. +2 AC in light armor it is.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Right, before we kick this thing off, I'd like to know if Twelve wants to split off to find Corporal Peddy. Don't worry, you'll get the chance to make a sweet entrance later in the fight if you do so.

Adbot
ADBOT LOVES YOU

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
Yeah, just let me know if anyone had a better plan and I'll retcon accordingly. Just wanted to get the show on the road.

  • Locked thread