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The January 2024 Character Creation Challenge is all about making characters for your RPGs. There are no actual "rules" beyond have some fun making and posting characters. There are no actual requirements that you have to do one every day, or they have to live up to some standard. Just make some characters and post them!

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01/31/2024

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Hey everyone, hope you're ready for the

January 2024 Character Creation Challenge

There are no "rules" or any requirements besides to have fun. Just make some characters. Share them here. Share them on your own personal blog. Share them over at RPG.net (where I found out about it) Share them anywhere you can with #CharacterCreationChallenge

 

  1. What's new in this game
  2. Last, and probably the least because there's no good way to build it in vanilla WWN: Bigby the Abomination Attributes Str: 14 (+1) Dex: 10 (0) Con: 12 (0) Int: TBD (0) Wis: TBD (0) Cha: TBD (0) HP: ??/?? Background: Wanderer Skills (total): Stab-0 (free skill) Survive-0 (Wanderer free skill) Punch-0 (Wanderer learning) Sneak-0 (Wanderer learning) Class: Skinshifter? Focus: ??? Focus: ??? Other stats: BAB: +??? Melee chain +??? / 1d???+0 (shock ??/??) Fisticuffs +?? / 1d2+0 (shock 0) AC: ??? Physical saving throw: 14 (15 -0 Con) Evasion saving throw: 15 (15 -0 Dex) Mental saving throw: 15 (15 -0 Wis) Luck saving throw: 15 Equipment (Armored Warrior package)<WIP> Readied (6/6): Chain 1 Stowed (9/12): Backpack 1 Rations, 1 week 4 Tinder box and 3 torches 2 total Waterskin 1 Design and Progression Notes I can't think of a good way to build this in vanilla WWN (maybe some weird Vowed build?) short of a Unique Gift focus, but I understand the Atlas has the Skinshifter class which can be used (limited to one form). TBD Attributes depend on any requirements or skill dependencies in the class. Str/Con could be swapped as well. I don't see him as being particularly dexterous.
  3. Like, zoinks, Scoob, it's: William the Houndmaster and his best boifaithful hound Fergus Attributes Str: 12 (0) Dex: 9 (0) Con: 10 (0) Int: 11 (0) Wis: 14 (+1) Cha: 7 (-1) HP: 9/9 Background: Thug Skills (total): Stab-0 (Thug free skill) Notice-1 (Thug learning, Alert) Punch-0 (Thug learning) Heal-0 (free skill) Class: Warrior/Expert Focus: Spirit Familiar (gains familiar as evoked servitor) Focus: Spirit Familiar 2 (familiar gains attack) Focus: Alert (+Notice) Other stats: BAB: +1 Melee mace +1+1 BAB, +0 Stab, +0 Str. / 1d6+0 (shock 1/18) Fisticuffs +1+1 BAB, +0 Punch, +0 Str / 1d2+0 (shock 0) AC: 13 (ImpDef 15 +1, -1 dex) Physical saving throw: 15 (15 -0 Con) Evasion saving throw: 15 (15 -0 Dex) Mental saving throw: 14 (15 -1 Wis) Luck saving throw: 15 Equipment (Roguish Wanderer package)<WIP> Readied (6/6): Buff Coat (AC 12) 2 Mace 1 Stowed (9/12): Backpack 1 Rations, 1 week 4 Tinder box and 3 torches 2 total Waterskin 1 Design and Progression Notes Not really sure if Thug is the best background for a sheriff-type character, but it seems to fit a little better than straight Soldier. There was some discussion on the WWN Reddit about emulating beastmaster characters with the Spirit Familiar focus, although it predates the Atlas, which I understand has a class fitting the archetype, which would free up some foci. Spirit Familiar 2 is used to allow the familiar to swarm, rather than being a direct source of damage. If using the beastmaster class, then Shocking Assault or Whirlwind Assault might be worth adding in. He could be built for a more protective role, adding in Valiant Defender (and Impervious Defense?) for Screening Allies. He is given a mace instead of the DD-named blackjack, because due to its size in the artwork and the WWN mace allows for nonlethal hits.
  4. Touching things with his noodley appendages: Alhazred the Occultist Attributes Str: 7 (-1) Dex: 9 (0) Con: 10 (0) Int: 12 (0) Wis: 11 (0) Cha: 14 (+1) HP: 5/5 Background: Scholar Skills (total): Stab-0 (scholar learning) Magic-1 (Accursed, free skill) Know-1 (scholar free skill, scholar learning) Connect-0 (Cultured) Class: Accursed?/Mage Focus: Cultured (+Connect, language and NPC bonuses) Accursed Arts: Accursed Bolt Tendrils of Night Mage arts: TBD Other stats: BAB: +0 Melee dagger +0+0 BAB, +0 Stab, +0 Dex / 1d4+0 (shock 11 base, +0 Dex/15) Thrown dagger +0+0 BAB, +0 Stab, +0 Dex / 1d4+0+0 Dex (shock 0) Fisticuffs +0+1 BAB, -2 Punch, +1 Dex / 1d2+2+1 Dex, +1 Warrior (shock 0+0 Str) AC: 14 (armor 13 (small shield), +1 dex) Physical saving throw: 15 (15 -0 Con) Evasion saving throw: 15 (15 -0 Dex) Mental saving throw: 15 (15 -0 Wis) Luck saving throw: 15 Effort: 2/2 Equipment (Scholar package)<WIP> Readied (6/6): Dagger 1 Swanky Robes (AC 10) 0 Small Shield 1 Dagger 1 Stowed (9/12): Backpack 1 Rations, 1 week 4 Lantern, tinder box, and 2 pint flasks of oil 3 total Waterskin 1 Writing kit & 20 sheets of paper 1 Healer’s pouch 1 80 sp Design and Progression Notes The Occultist might be able to be built as a high mage or necromancer, but the seems a more natural fit. Since that is a partial class, adding another partial mage class makes sense, although neither the high mage nor necro seem to be that applicable. His high attribute could be either of Int or Cha, but Cha seemed to fit better for someone who negotiated a deal with an eldritch power. Accursed Bolt was selected as his starting attack art, since he uses a normal knife, and Bolt can emulate his ranged attacks. I think Bolt can be used for swarm attacks and can work for emulating his buff/debuff skills. Tendrils of Night was selected for his second starting art due to Abyssal Artillery, but any of them could work, really. Cultured or Well-Met could apply for his focus, based on my headcanon as to his background. There's no good spell or art that can emulate Wyrd Reconstruction, so Crit-0 Bleed won't be happening without some custom bespelling work.
  5. There we have it 31 characters in 31 days each one from a different system or setting. When I took on this challenge I wasnt sure if I could meet that second goal, I knew I knew a lot of systems, but I wasnt sure how many or which ones I was really interested enough in to do some good characters. Im not happy with all of the characters as some have writing flaws or need more detail but for most of them I only had about 2 hours real time to work on them. There are also a few systems Ill likely never touch again but overall I had fun with this If anything I hope that Ive given you all some good character reading and most of all if Ive inspired anyone to look at some of the amazing TTRPG settings and systems that are out there then I did what I set out to do.
  6. We are at the last day so lets do one last oldie but goodie. Come join me as I walk down nostalgia lane before the franchise got run into the ground. Lets do some Star wars Revised d20! Show this
  7. That Time I Became Level 300 By Driving a Wagon Off a Cliff, Cutting Off My Hand and Making Frenemies With a Snake: Amani the Shieldbreaker Attributes Str: 11 (0) Dex: 14 (+1) Con: 7 (-1) Int: 9 (0) Wis: 10 (0) Cha: 12 (0) HP: 7/7 Background: Performer Skills (total): Stab-1 (performer learning, Shocking Assault) Perform-0 (performer free skill) Exert-0 (performer learning) Heal-0 (Poisoner) Survive-0 (free skill) Class: Warrior Focus: Poisoner (+heal, poison shenanigans) Focus: Shocking Assault Other stats: BAB: +1 Melee spear +3+1 BAB, +1 Stab, +1 Dex / 1d6+2+1 Dex, +1 Warrior 1 (shock 42 base, +1 Dex, +1 Warrior/10) Thrown spear +3+1 BAB, +1 Stab, +1 Dex / 1d6+2+1 Dex, +1 Warrior 1 (shock 0) Fisticuffs +0+1 BAB, -2 Punch, +1 Dex / 1d2+2+1 Dex, +1 Warrior (shock 0+0 Str) AC: 14 (armor 13 (small shield), +1 dex) Physical saving throw: 16 (15 +1 Con) Evasion saving throw: 14 (15 -1 Dex) Mental saving throw: 15 (15 -0 Wis) Luck saving throw: 15 Equipment (Armored Warrior package)<WIP> Readied (6/6): Light Spear 1 War Shirt (AC 11) 0 Small Shield 1 Light Spear 1 Stowed (9/12): Backpack 1 Rations, 1 week 4 Tinder box and 3 torches 2 total Waterskin 1 Design and Progression Notes Background could also be Courtesan or Slave, but Performer seems to fit better. Not sure how to mechanically represent her missing hand other than a flat Dex malus, which runs contrary to the build's intent. An origin focus could be an option, restricting her from using two-handed items and granting a small boon. Poisoner was selected to go with her serpent theme, supplemented by Shocking Assault to ensure the poison hits. An alternate build might focus instead on Impervious Defense 1 and 2 to emulate her aegis ability.
  8. Before this wraps up I realized this would be a great place to put characters I've made for a 3.5e character-making challenge put to me by a friend. It's up to me to explore the setting of Faerun and understand the lands these people are from or find themselves in mostly on my own. Unfortunately the document I kept them all in is not the latest so I lost the picture I used for this guy's description (thankfully I love jabbering about my characters on a private Discord server, so I can piece them back together) Name Uaros Jolfa - Lvl 9 Classes Bard 4, Ranger 1, Harper Agent 1, Harper Paragon 3 Languages Chondathan, Turmish, Thayan, Elvish Stats HP 77, BAB +6 AC 15, Fort 6, Ref 13, Will 9 Abilities STR 0, DEX +3, CON +1, INT +3, WIS +1, CHA +3 Strength 10, Dexterity 16, Constitution 12, Intelligence 16, Wisdom 12, Charisma 16 Skills Appraise +14, Bluff +14, Diplomacy +17, Climb +12, Swim +17, Motive +14, Songs +14, Dance +4, Survival +4, Knowledge Local (Sea of Fallen Stars) +9 Class Features Track, Wild Empathy, Harper Knowledge, Aura of Good, Detect Evil, Favored Enemy (Evil, Humanoid-Aquatic) Feats Mercantile Background, Negotiator, Sacred Vow (Lliira), Vow of Obedience Gear Merciful Hand Crossbow (Humanoid-Aquatic) +2, Masterwork Rapier, Ring of Swimming, Bracers of Armor 2, Traveler's Outfit, Dagger Master, Hand Cross Bolts x30, Cloak of Resistance 1, Harper's Pin Greater Transport: Sailing Ship Money 9075g Story Born to a wealthy merchant family in the capital of Turmish, Uaros wanted for nothing. He had all a young boy could ever need or want, including the affection of his adoring parents. They impressed upon him the importance of storing up wealth and spending wisely, and he drank in their lessons in the business of business. They were also devout followers of Lliira and lovers of dance and song, and enriched Uaros' life with their church's values, and the church is where Uaros found his life's calling. A kindly leader mentored him in the true power that lay in melodies. She ushered Uaros forth to spread joy in the name of Lliira and all she delights in, and in his excitement, Uaros all but threw himself into the sea. Since he was a child, he always held an inquisitive fascination with the mysterious waters bordering Turmish, the sea so named for the legend of forming from a falling star, so he pivoted from the church and found work on the docks, learning to sail on the trade routes, and eventually joined crews on expeditions away from the safety of civilized ports of call. It was on one of these ventures that he and a handful of onetime adventurers were nearly party to a slaving transaction, as he and a fellow snoop found the slaves in a magically concealed section of the hold, and decided to free them and turn them on the crew. The survivors of the fight turned the ship around and were intercepted by a navy vessel, who escorted them back to Alaghon. Praise and reward were heaped on the adventurers and Uaros, and word of their heroics spread through the city, reaching the ears of his old mentor, who found him and offered him a commendation for the Harpers. Uaros accepted. Since that day, he has acquired and captains his own ship, accruing wealth for the Guild and keeping an eye on the region alongside his noble peers while exploring the mysteries of the Sea of Fallen Stars, even funding other explorers willing to brave the waters. Personality Uaros is a lover first and a fighter second. He is happiest when meeting new people and partaking in their customs. He approaches the world as a student, learning new things as he goes. The only serious subject he devoted time to study in advance was the region of the Sea of Fallen Stars. Portrait A swarthy, gentlemanly fellow, whose cheeks are full and darker still, betraying his love of food and drink. A long robe goes down to his knees, concealing a strong and somewhat hammy stomach. Like many of Lliira's patrons, he wears his hair out long and flowing free, and a short braided beard held together with gilded silver twine. In addition to the twine, plain silver and gold rings on his fingers glitter in the sun. What I was told to make: a Turmish Bard turned Harper, with a Turmish regional Feat, who is captain of a merchant vessel, traveling around the Sea of Fallen Stars. A polyglot of the tongues of this region and has collected a lot of songs in their travels. Skills must be balanced to aid in adventuring and business. Needed to have at least 1 level Harper Agent and 3 levels Harper Paragon, with a 9 or lower Character Level. It turned out that he had to be Level 9 because of skill requirements.
  9. Antoine d'Or Arcana: Overconfident (-10) Background: Lost Love (2) Accent: Paix Advantages: Dangerous Beauty (free w/Paix) Languages: Montaigne (r/w), Castille (free), Vodacce (r/w 1), Vendel (1) Traits (48) Brawn: 2 Finesse: 3 Wits: 3 Resolve: 2 Panache: 2 Capputina Knife School (35) Pin: 2 (3) Trick Shooting: 2 (one Free Knack) Throw Knife (buy as Basic): 3 Exploit Weakness: 1 Knife (free w/Capputina) Attack: 3 (2) Parry: 3 (2) Throw Knife: 3 (2) Performer (free w/Capputina) Acting: 1 Dancing: 2 Oratory: 2 Singing: 1 Acrobat (2) Balance: 3 (2) Footwork: 3 Juggling: 2 (6) Breakfall: 1 (3) Swinging: 1 (3) Leaping: 1 (3) Courtier (2) Dancing: 2 Etiquette: 2 (1) Oratory: 2 Fashion: 2 (1) Seduction: 2 (6) Athlete (2) Climbing: 3 (2) Footwork: 3 Sprinting: 1 Throwing: 1 Pugilism (2) Attack: 2 (1) Footwork: 3 Jab: 1 Antoine is a libertine, pure & simple. He cheerfully looks forward to see what pleasures the day brings him and who could best benefit from his "wisdom & experience" (as well as the inherant superiority of being Montaigne naturally). To him, the only person he's ever met who's matched his equal has been Francois. While he doesn't match Francois' way with animals (insert joke here--Antoine is blissfully unaware of such a joke), he prides himself in thinking he's a consumate showman, and a natural athlete & acrobat. The Lost Love background (should it come up) was the Cymbr girl who taught Antoine the Vodacce tongue (again, insert joke here) and Capputina. In return, he broke her heart...he's hard pressed to remember her name actually... Notes about Muffin: Muffin is an ill-tempered cat who only seems to tolerate Francois & Antoine. The cat (who may or may not be a purebred) has been spoiled rotten by those two. Muffin is probably also smarter than the two of them and sees no problem staying on this gravy train for as long as possible. Pyeryem wielder: Those Montaigne are oppressing you! Come, be free! Muffin: Mrrrr... ("Like hell....They give me donuts and caviar!")
  10. Back to Shadow of the Demon Lord, for a Ferren and it basically reads like someone talking about their cat. No portrait, but just imagine Puss in Boots without the boots/hat/sword. I lost a bunch of sheets last year to computer problems so no stat block for this little scamp. I like to post the summaries anyway. Jacari, Ferren (a cat felid blessed with the power to take a human form) Story Jacari got where he is today after getting bored with an ordinary life, growing up in a large community of his kind away from cities. In a dark twist of fate, after chasing a bird into an abandoned building, he wriggled his way into a tight corner and ended up crawling out in Hell. Trapped, he took a devil's bargain for his freedom, a contract with a "nondisclosure" agreement, and was coughed back up miles away from the city and his home. Deciding to make the most of his new surroundings, Jacari familiarized himself with the lay of the land, and then offered his knowledge at a nearby town to serve as a guide. Today, he is the only guide option in his new surroundings, and not a very dependable one. Personality Jacari is a tailless, orange longhair with a trusting attitude. Striving to find the best in every situation or person, he will warm up to just about anybody, but gets exhausted after too much attention. He will try to do the right thing when given the chance, and will do whatever he remembers to do - in other words, he won't go looking for opportunity, and will only be held to task if reminded of a promise, but he is always looking for ways to improve himself and try new things. He is easily distracted by sudden movement, enough to leave a conversation to go and observe. He's also taken apart insects and small birds by accident. ========================================== ...And another character from Shadow of the Demon Lord, a robit, no stats but it's a threadbare system as it is. Ayefor, "Clockwork" - planet Urth's version of non-magical constructs possessing a soul conjured from Hell itself to think/feel/work. (Yes his name is a play on the keyboard combination Alt-F4) Dossier Ayefor never got to meet the man he was made to kill. One thousand pounds of walking machinery, capable of marrying a man's brain with five square feet of a stone-paved street. Such was the design of the genius who created Ayefor and conjured his soul from the ether. He was one of many backups, whom his maker loaned out to the city for various tasks. The people's favorite thing for him to do was to move objects of colossal weight or size, or simply demolish buildings to make space for new ones. Ayefor never got to carry out his original purpose because his maker never gave the order. He had been pulling a wagon full of heavy materials to a nearby hamlet when his key stopped. He awoke to a group of boys playing on him. After questioning them, one confessed to turning his key, and that the year was far ahead of the time he "froze" in. His maker must have died, for indeed, he felt no compulsion to complete his task that had been interrupted many years ago. He was "free". But what did "freedom" mean? He thought about it while the children ran away, and continued to think until several residents from a nearby village gathered around him. A few finally mustered the courage to ask a favor of him, which he interpreted as tasks. In tasks, there lay a purpose for him, so he agreed to their requests, ranging from porting, bracing or lifting objects during construction jobs, and eventually, killing wolves, bandits, and any other threats to the peace. The Villagers would not get to enjoy their newfound peace for very long. One day Ayefor overheard them talking about people who had left their homes. When he asked them why, they explained that the young often yearn for "something" greater, to see the world beyond their small lives, and to be remembered for great deeds, which Ayefor simplified to "meaning" and "purpose". The machine giant thought about this for a few days, weighing his service to the villagers against the prospect of changing the world at large. He wondered what would happen if he failed in either task, and decided that a more widely felt change upon the world held greater meaning, and that he should seek it out beyond the small lives of the villagers. Sensing that the villagers were unhappy with those who left without saying goodbye, he made sure to tell them that he was going to leave. To his amazement, they were saddened, and some were even angered. In spite of their pleas, even feeling estranged by their disappointment, he held fast to his logic and left them behind, looking to make his mark on the world. Personality Matrix Ayefor strives to find meaning and keep it, and is fearful of an existence without any at all. He follows cold logical thought patterns, strives to do what is right, honoring agreements and making amends for causing any direct harm to an innocent. While this makes him seem quaint and inoffensive, he is slow to open up. He holds no beliefs in divinity, and harbors strong doubts over the religions practiced by the meat-and-bone denizens of the world. However, he keeps a fortune-telling card deck, a curiosity that combines the abstract of future potential and purpose with a simple, amusing game, as though the high concepts were meant to be laughed at. Facial Profile
  11. 2 days left. Well lets go back to exalted 2nd edition and go with my personal favorite exalted type the Sidreals. Show this Name: Silver tongued Nightingale Nickname: Silver Gender: female Caste: Chosen of Serenity Concept: Peace bringer Motivation: To end factional conflicts in the five fold fellowship Faction: Independent Description: Silver stands a full five feet eight inches in height and has an incredibly toned build for a woman of her size. She keeps her dark brown hair long enough so it falls almost down to the middle of her back and the way she frames it only draws people to look into her eyes more. Unlike people from the south her skin remains a healthy peach color, sometimes tanned but people can always tell the lighter tone of her skin when compared with natives She has many modes of dress but she tends to favor fabrics and dresses that are close against the skin, simultaneously showing off her figure and making it difficult to grab hold of her. Her most common mode of dress tends to be a black kimono with a stylized floral pattern that is cut to allow her great maneuverability. Personality: Silver seems quite happy most of the time whether in the middle of a heated argument with a god or sidereal or practicing kata’s. No matter what the situation she always seems to have what others call a healing smile on her face. The kind that just make the problems of the moment go away in her presence. She has strong beliefs about most things, especially when it comes to factional business but shes never one to let it bother her and thus makes it hard for any expressed opinions to bother most other Sidreals or even gods. Her strongest belief is quite abstract in the form of trying to do the right thing and never falling short of that. Its earned her the ire of other Sidreals a few times but as friendly and welcoming as she seems to be she also becomes that kind of person that you just cant hate for long. No matter what the situation she often seems talkative though her way of talking often gets others to start talking and then she becomes the listener. She often does so so the person can use her as a kind of release valve to get questions, concerns, or emotions off their chest and soon after helping them to feel a bit better about themselves or a given situation. Silver doesn’t have very many personal interests because shes often far to busy working but she is known for her skill at telling stories and writing or reciting poetry. She also takes great strides to take care of her body and when asked helps others improve their own. Usually this involves vigorous excersise or martial arts training Background: Silver was born on the blessed isle nearly twenty years ago, the daughter of two renowned instructors within one of the many schools that educated dynast children. She was the first of three children, the other two both boys and who would not come for years later. Before she could barely walk she was spirited away to heaven. Silver is one of those few exaltations that have gone right for the five score fellowship. When it was examined the loom of fate was read correctly and said that the previous owner of her exaltation would die from old age and the woman to possess his exaltation would exalt less then a year later. While the fellowship waited for the coming day Silver was placed in the care of some minor matron gods who raised her to the age of six. Then she was turned over to the Division of Serenity, serving primarily Uvanavu as a messenger and secretary however one day each week one of the Joybringers would take her away for special training. It didn’t take long before her smiles and hard work ethic endeared her into the hearts of the Joybringers and several of the gods, even her prior exaltation. Fourteen years later the oldest Joybringer in existence passed on, surrounded by friends, coworkers, and even Silver. Only a month past before her turn came, she knew nothing of the destiny that had been foretold years ago but she did know that she was no longer the little girl that made others smile. At that moment she became one of them Only a few days after her Exaltation she went to the Bureau of heaven to requisition some things she would need as a Joybringer. They handed over the hearthstone bracers easily enough but as she applied for a manse she found something odd. She knew exactly who to talk to, what to say and how to say it, as well as who to bribe with how much. What she didn’t understand at the time was her previous exaltation had seen his death coming and made an effort to keep the golden pagoda that housed his manse in the hands of his protégé. Eventually she was given the manse, to the surprise of many lower ranked gods and Sidreals alike When she came to the Pagoda she could only look around stunned by its majestic beauty as it soaked up the light of the Unconquered sun. Inside she found the halls empty but when she reached the center chamber she found a small hearthstone glowing brightly as well as a sealed wooden box. Inside was a note from her predecessor that explained his life from the day he was exalted, through his service to the primordials, through his choice to help the Bronze faction destroy and imprison the Solars, through his help in making the dragonblooded the power they are today, and even in his last moments as he questioned whether the decisions he made in life were the right ones. Silver took his story to heart, memorizing the entire scroll before she fulfilled his final request: each year on the first day of calibration she would lay flowers on his grave. Attributes Strength 3 Charisma 4 Perception 2 Dexterity 3 Manipulation 4 Intelligence 2 Stamina 3 Appearance 3 Wits 3 %Notes a caste ability *Notes a favored ability Archery* 3 Martial arts* 3 Melee Thrown War Integrity* 3 Performance% 4 Presence* 4 Resistance 1 Survival Craft (air)% 1 Investigation 1 Lore 3 Medicine 2 Occult 2 Athletics 1 Awareness 2 Dodge% 2 Larceny Stealth 1 Bureaucracy 2 Linguistics% 3 Ride Sail 1 Socialize% 4 %Notes a caste skill *Notes a favored skill Specialties Languages Old realm(Native) Riverspeak Compassion 3 Conviction 2 Temperance 2 Valor 2 Flaw: Backgrounds Artifact 2 (Hearthstone bracers) 2 Backing (Convention of fire) 1 Backing (Convention of plague) 1 Backing (Division of serenity) 3 Celestial manse (Gem of inhuman beauty) 4 Connections (Bureau of Heaven) 1 Connections (Bureau of Humanity) 1 Salary 3 Savant 2 Sifu (Righteous devil style, crane style, Dreaming pearl courtesan style, Quicksilver hand of dreams style, border of kaleidoscope logic style) 3 Willpower 5/5 Essence 2 Personal / Peripheral / Committed Soak B L A Health levels 0 [] [] -1 [] [] -2 [] [] -4 [] Equipment 2 flame pieces Charms Ox body technique Absence (2m) Second performance Excellency (2m per success) Heart-Brightening Presentation style (2m) Perfection in life (5m) Second bureaucracy Excellency (2m per success) Second socialize Excellency (2m per success) Shun the smiling lady (7m) Second martial arts Excellency (2m per success) Icy Hand (1m) Righteous devil style charms Kiss of the sun concentration (1-3m) Blossom of inevitable demise technique (3m) Colleges The lovers 2 The musician 2 The pillar 1 The gauntlet 1 The peacock 1 Combos Second martial arts Excellency + Blossom of inevitable demise technique (3m + 2m per success) Bonus points Celestial manse 4 = 2 Connections (Bureau of heaven) 1 = 1 Connections (Bureau of Humanity) 1 =1 Savant 2 = 2 Salary 3 =1 Athletics 1 = 2 Performance 3 = 1 Performance 4 = 1 Presence 3 = 1 Presence 4 = 1 Socialize 4 = 1 Craft air 1 = 1 Linguistics 3 = 1 Combos = 2
  12. Wrestler Name: "Visconte" Nico Villanova Height: 6'5" Weight: 232lb Hometown: Venice, Italy Gender: Male Alignment (Please choose either Fairplay [face], Aggression [heel], or Free Spirit [tweener]): Aggression Ring Attire: Shoulder-length, wavy black hair slicked and pulled back into a ponytail paired with a properly-trimmed matching goatee. White bracers, white boots, white tights with the image of a black viper coiling around a thorny red rose on each thigh. Down to the ring, Nico wears a black velvet cloak, an elaborate black & red doublet (
  13. *BLOOD FOR THE BLOOD GOD*: Damian the Flagellant Attributes Str: 11 (0) Dex: 10 (0) Con: 14 (+1) Int: 9 (0) Wis: 12 (0) Cha: 7 (-1) HP: 9/9 Background: Thug Skills (total): Punch-1 (wanderer learning, Shocking Assault) Pray-1 (free skill, Vowed bonus skill) Connect-0 (Connected) Survive-1 (wanderer free skill, wanderer learning) Class: Warrior/Vowed Focus: Shocking Assault (+punch, shock vs AC 10) Focus: Connected (+Connect, NPC contacts) Other stats: BAB: +1 Melee flail +2+1 BAB, +1 Punch, +0 Dex / 1d6+0+0 Str (shock 22 base, +0 Str/15) Fisticuffs +2+1 BAB, +1 Punch, +0 Str / 1d6+1+0 Str, +1 Punch (shock 1+1 Vowed 1, +0 Str/15) AC: 13 (Unarmored Defense 13, +0 dex) Physical saving throw: 14 (15 -1 Con) Evasion saving throw: 15 (15 -0 Dex) Mental saving throw: 15 (15 -0 Wis) Luck saving throw: 15 Effort: 2+1 Pray, +1 Con Arts chosen: Style Weaponry: Flails Equipment (Armored Warrior package)<WIP> Readied (6/6): Scourge (short sword) 1 Stowed (9/12): Backpack 1 Rations, 1 week 4 Tinder box and 3 torches 2 total Waterskin 1 50' rope + grappling hook 3 total Design and Progression Notes The Vowed bonus skill is Pray. His starting art is Style Weaponry, so he can use his canonical weapon, but it may also make sense to swap out for some of the healing arts like Revivifying Breath or Master's Vigor. There are no spiked balls on chains or flails in core WWN, and the shock characteristics of maces seems a bit high, so I refluffed a short sword (medium shock and AC threshold) into a scourge. YMMV. Combat focus is Shocking Assault, due to his emphasis on bleeding. I chose Connected as his second focus to represent an association with other flagellants or like-minded religious folk. An argument could be made for Gifted Chirurgeon to emulate his Suffer ability. Other applicable foci are Close Combatant or Die Hard to represent his ability to soak beatings (as shown in his comic). His background comic shows him as a beggar, which fits with the Wanderer background. However, background (and his non-combat skills) could be almost anything, since so little is known about him and historically flagellants came from all classes.
  14. Next is a goblin made for Shadow of the Demon Lord... Ratbag Goblin lvl 0 Attributes: Strength 8, Agility 13, Intellect 9, Will 9, Perception 11, Defense 12, Health 8, Heal Rate 2, Size 1/2, Speed 10, Power 0 Damage/Insanity/Corruption 0 Languages Common Tongue & Elvish Professions Ratcatcher, Thug Traits Iron Vulnerability, Shadowsight, Sneaky Appearance Age 22, short build, red eyes, wrinkled skin. Goblin Odd Habit: "Rats are tasty. Stomachs are spicy. They all different - mostly. What, you want one? What you done for Ratbag? Scram!" Background "Ratbag grew up in plague. Ate lots of rats in sewers, sometimes on the street. People start throwing them, call me 'Ratbag'." He puffs his chest with pride. "Now Ratbag wonder when next plague come. Good time for Ratbag. Maybe not so good for you. Eh." Personality: Irascible "Talk quick, Ratbag not your pal. Don't touch Ratbag stuff, stay outta shed. Ratbag break your kneecaps." Lifestyle Dagger, fine clothing, backpack, coil of rope, tinderbox, torches x2, healing potion, small shield, pouch with 3cp Interesting Thing: a bag of rotting chicken parts Portrait Background Not much to this guy at the time I made him. He's just an unlikely hero, in that nobody has called him to adventure but he is most notable for helping eliminate a plague in the city he lives underneath, by eating the rats that carried the plague. ============================================================= ...and a Fallout ghoul made with the Dweller's Guide, Vaults and Deathclaws docs on Google Drive. Macy Grey Ghoul lvl 1 SPECIAL 0/28+4 Charisma from Traits & Perks ST 4 PE 6 EN 6 CH 8 IN 8 AG 6 LU 6 Secondary Characteristics Action Points 8, Armor Class 18, Carry Weight 120, Critical Chance 1-7 97-100, Detection 60 Hit Points 35, Melee Damage 4, Personality 80 ft, Radiation Resistance 117, Sequence 3, Skill Points 34, System Shock 3, Vault Limit 9 Damage Threshold 2-all Vices and Virtues 1. As long as caps are involved, I’ll do the job. 2. I will try to use my words before seeking violence. Traits and Perks: Good Natured, Bloody Mess, You're RADical Languages: English, Sign Language, Tribal Language (TBD) Skills Tag: Small Guns 65, Chemistry 51, Doctor 71, Charm 71, Deception 71, Insight 61 Other: Throwing 50, Gambling 24, Sneak 30, Survival 26 Starting Gear Tag: Pocket Pistol, Medical Kit, Brewing Kit, Guitar, Bass, Banjo Other: Leather Rags, Canned Food 3/day, Purified Water 3/day 0/25 Caps: .32 bullet x16, Irradiated Water, Sunglasses, Cigarette x2 Portrait Story The story of Macy Grey, a wastland doctor... Growing up on a farming town in the middle of the desert, growing cactus for water and fruit and not doing much else, spurred Macy to dream of muddier brahmin trails. Because she had been born during the witching hour, in her presence all manner of misfortune was blamed on her, but the real curse manifested itself in the way death was visited on the small community. Cattle taken out to the big ranch in the sky died messily. Rodent pests sprayed their gore all over the crops if they were hunted in the fields. Most disturbingly, when she visited the doc's clinic to learn his trade, dying patients would violently seize and shriek in pain as they shuffled off the mortal coil. She always ran ahead whenever she heard that the caravans were coming to trade, so at 11 years old, her parents sold her to a kindly caravanner, who raised her as if she was his own, and taught her the caravan trade. She grew bored with the places they visited, as they were always the same, but their route would at times change, and there were always curious sights to see in the wastes, and danger to navigate around. Sadly, they couldn't outrun it forever. A band of half-starved, half-mad ghoul raiders lied in wait for them and dumped barrels of toxic waste, knowing whatever became lethal and useless to the poisoned dead would be safe for them to handle. To their shock and grim fortune, Macy had survived amid the grimy and grisly remains of her new family, ghoulifying rapidly, her skin peeling and hair falling off in clumps. After taking turns violating her, the raiders dragged her along to be sold at a mutant town, where she became a doctor's assistant again. Deciding she would rather not let that happen to her again, she bent her willpower over the doctor's lessons and "practice" patients, absorbing knowledge and then deliberately failing on "real" patients. Gore flew about the clinic with each failure, and this earned her master's ire for seemingly being unable or unwilling to learn, and messing up his domicile to boot. When he threatened to sell her off again, she returned fire, asking him who would buy an immature, ghoulified, cursed assistant. He took the bait, and cast her out on her own, granting her freedom. And so she wanders the wastes to this day, hawking her wares and doctoring as she roves.
  15. So yesterday I decided to try out the city of heros homecoming server. Its pretty sweet if you like that game. So I decided I would take my favorite city of heros character which was made for pure comedy reasons and then he became my main long ago. There is no city of heros TTRPG though so I will be using the only super hero themed game Ive ever used Icons assembled Show this Name: Poppycock Background: Poppycock was just a normal chicken living out his chicken life on a small farm destined for for a short life before being turned into a bucket of KFC. However as Colonel Sanders was experimenting with new processes to raise chickens something in Poppycock mutated. The steroids worked impossibly well as his muscles swelled to a massive degree and a combination of drugs made his skin nearly invulnerable to physical damage. The mutations continued though until he became much more manlike with massive hands, chicken feet, and a pair of strong feathery wings like that of an angel but most of all his greatest mutation was that of individuality and intellgience. Not knowing how Poppycock became a sentiant being and left his farm behind. For a long time he wandered through the rural farmlands and wilderness. Eventually he came to the city and one of his first experiences was seeing a young woman getting mugged and begging for help. Poppycock was quick to assist, punching the thug in the gut and dropping him to his knees. The woman profusely thanked him, giving him a red shawl as a gift which he still wears over his face, to unsuccessfully hide his inhuman appearance. Yet that experience inspired something in Poppycock as it made him feel good to help others, it was food for the soul. Since that day he continues his patrols through the streets, taking out criminals, and helping others with his super strength, and assisting other heros that require a near industructable chicken man's help. Origin: Transformed The hero was a normal creature but became superhuman through some outside agency, often an accident or experiment. One of the character's abilities of your choice (attribute or power) is increased by +2 to a maximum of 10. Attributes Prowess 7 (Incredible) Coodination 3 (Average) Strength 10 (Super human) Intellect 2 (poor) Awareness 4 (Above average) Willpower 6 (Great) Powers Flight 3 (average) Strike 8 (Great) Resistance to Damage 6 (Great) Specialties Leadership Linguistics Qualities Indomitable Heart of gold Helper of people
  16. Name: Geneviève Bellande Age: 19 Occupation: Knight of Rose & Cross (Poor Knight level) Nationality: Montaigne TRAITS (56) Brawn 2 Wits 3 Finesse 3 Resolve 2 Panache 3 Arcana: Reckless (-10) Membership: Knights of the Rose & Cross (5) Swordsman School: Desaix (25) Exploit Weakness 1 Double-Parry 2 Feint 1 Lunge 1 Backgrounds: Hunting (1) -- Evidence regarding the truth of her sister Phoebe-Marie's death, Vow 2 (Free w/Destiny Spread) Languages: Montaigne (R/W, Bascone accent, Literacy in Montaigne & 2 other languages for free), Castillian (R/W), Vodacce (R/W) (2 HP total) Advantages: Keen Senses (2), Indomitable Will (1 -- 2pt discount as R+C), Rose & Cross Patron (0 Lucian Sant-Michel, Genevieve's Domini and distant older cousin), Linguist (Free w/Destiny Spread), Syrneth Artifact (2HP worth, free w/Destiny Spread) Fencing (Free w/Desaix) Attack 3 (2) Parry 1 Knife (Free w/Desaix) Attack 1 Parry 1 Athletics (4) Climb 1 Footwork 3 Sprint 1 Throw 1 Servant (3) Fashion 2 Menial Tasks 1 Etiquette 2 Unobtrusive 2 Courtier (3) Fashion 2 Etiquette 2 Oratory 2 Dancing 1 Doctor (2) First Aid 1 Diagnosis 1 Scholar (2) History 1 Math 1 Philosophy 1 Research 1 Spy (2) Shadowing 1 Stealth 1 1. What country is your character from? Montaigne, just outside the town of Bascone. 2. How would you physically describe your PC? About 5'4", 135lbs, with long light brown wavy hair and hazel eyes. Her teeth are slightly crooked and her physique, though athletic, is average. If she had a bit more confidence in herself, she would come across as more attractive. She wears a red tabard and a pin bearing the seal of the Knights of the Rose & Cross. 3. Does your PC have recurring mannerisms? When Genevieve is deep (or lost) in thought, she has a tendency to click her tongue in her mouth. 4. What is your PC's main motivation? To find out the truth of her sister's death and bring to justice whoever was responsible -- even if that means her own family was involved somehow. 5. What is your PC's greatest strength? Greatest weakness? Genevieve's greatest weakness is her tendency to overcompensate for her lack of self-confidence. Her greatest strength is her drive to see the right thing done. 6. What are your PC's least and most favourite things? Her least favourite thing is being ignored. Her most favourite thing is a genuine compliment for something she's done (not about her appearance though -- she gets uncomfortable about that) 7. What about your PC's psychology? Genevieve was the third child and never really got the love, affection and positive attention her older siblings got. Phoebe-Marie was the oldest, the Golden Child Who Could Do No Wrong; Eric was the man who would carry on the family name and also spoiled rotten...and Genevieve was just there. Never encouraged, never paid attention to by her parents and was constantly berated by her brother and sister. If it wasn't for Lucian's influence and then being accepted into the Rose & Cross, Genevieve's self-esteem would probably be much worse than it already is. Right now, she's determined to prove her worth as Somebody Good -- a bonafide Hero. Of course, sometimes that leads to her taking unnecessary risks. 8. What is your PC's single greatest fear? To die as a nobody. 9. What is your PC's highest ambition? To wear the blue tabard of a Wandering Knight 10. Her greatest love? She hasn't found it yet, but the rush of positive accolades is getting addictive. 11. What is your PC's opinion of her country? There's too much tension and double-talk, too much preening and false fronts. 12. Does your PC have any prejudices? Against anyone who thinks she's merely a dumb country bumpkin for being from the Bascone regions. 13. Where do your PC's loyalties lie? To the Knights of the Rose & Cross 14. Is your PC in love? Is she married or betrothed? Not at this time, especially since being married would force her to leave the Knights. However, if her mother and brother have their way... 15. What about your PC's family? "Estranged" would have been the polite term for it a few years back. Genevieve's father passed away when she was eight, but she really didn't have any good memories of the man. Her father Noel had made the family wealthy with a successful glassworks shop and spent a majority of his time there, even dying of a heart attack while at work. Her mother Sophie-Chantal, determined not to let this "little setback" stymie the family's fortunes, expanded the business, showing cutthroat business savvy she knew her late husband would have been proud of. She groomed her son Eric to follow in her footsteps, hoping one day he'd prove himself worthy to take it over. Eldest daughter Phoebe-Marie, meanwhile, was sent away to the finest finishing schools in Charouse. It was Sophie-Chantal's ambition that her eldest would be courted by nobility, adding the status of a title and access to the Montaigne courts to their wealth. As for her youngest, she was more a bother than anything else. Not as pretty as Phoebe-Marie, nor as pragmatic (her mother's word) or opportunistic as Eric. Genevieve didn't really fit any of Sophie-Chantal's plans for the Bellande family. Enter Lucian Sant-Michel. A distant cousin of her mother, "Uncle" Lucian was a member of the Knights of the Rose & Cross, something that caused Sophie-Chantal no end of embarrassment. According to Genevieve's mother, the Knights were an outdated relic "playacting in the past". But to Genevieve, Lucian's stories of heroism and derring-do fascinated her. Even moreso, Lucian encouraged her to think outside her mother's strict boundaries, even training her the basics in fencing (which Genevieve actually showed a talent for). When Lucian offered her the opportunity to become a Knight once she turned 17, Genevieve jumped at it, not even bothering to tell her mother. "Uncle" Lucian soon became Domini Lucian and her trainer in the Rose & Cross. Which Sophie-Chantal didn't care about one way or the other. Either Genevieve would come crawling back when she failed (more likely in her mother's mind) or, if by some miracle, Genevieve succeeded, the Bellandes could then leech off the young woman's reputation. What was important to Sophie-Chantal was that Phoebe-Marie was engaged to the Comte Pierre Dutroux, a member of noblesse chevalresque and descended from one of the oldest families in Montaigne. Though Dutroux's holdings were not as great as most nobles, his name still held prestige. More importantly, he had connections with the Alchemist's Guild -- and was already in discussion with Sophie-Chantal and Eric about certain business opportunities that could advance the fortunes of all interested parties. Phoebe-Marie's wedding had been a grand affair. Neither Genevieve nor Lucian had been invited. Two years later, Genevieve had passed her initiation and became a Poor Knight. Three months after that, Genevieve had received a surprising letter from her sister, expressing vague fears and hinting at dangerous, suspicious matters involving the Comte. Even as children, Genevieve had never been close to her older sister, but something about the tone of the letter made her think Phoebe-Marie's concerns were genuine. But before she could act one way or the other, Genevieve received news of her sister's death. Her mother claimed it was the White Plague, though no other outbreaks of the disease had been in the area. When Genevieve pressed for more details, Sophie-Chantal stonewalled her. When she started asking about the Comte, both her mother and brother insisted that she not bother the "poor widower". Then her mother's attitude towards her changed a tad. Rather than ignoring her, Sophie-Chantal started fawning over her youngest child -- but now, rather than not care one way or the other about her being a member of the Rose & Cross, her mother wanted her to leave the silly Knights and come back home for good. And to meet with Comte Pierre Dutroux, who was SO eager to make her acquaintance now. 16. How would your PC's parents describe her? "It's time to grow up and come home. Don't embarrass your family anymore with this nonsense about being a Knight. It's not like you'd get far in it anyway. And stop asking so many foolish questions! Just come home and meet with the Comte yourself...it'll be all right. Dear Phoebe-Marie would have wanted it this way..." 17. Is your PC a gentleman or gentlewoman? But of course! 18. How religious is your PC? What sect of the Church does she follow? Nominally Vaticine, though with the current political situation in Montaigne, it's best not to be too public about that in court. 19. Is your PC a member of a guild, gentleman's club, or secret society? Knights of the Rose & Cross 20. What does your PC think of sorcery? Awed and a little scared of it, to be honest. Porte especially is just downright creepy!
  17. Late to the game, but just joined. I abandoned an old account many years back that I can't access anymore, but oh well, fresh start. I have had this character bouncing around in my head, never sticking to one class but always for certain a Dhampir who is, or will soon dedicate herself to a Good/Neutral god of the afterlife and not an Evil one, with the intended conversion serving as a personal story hook and adding a bit of mystery to her interactions. I dislike the skill list of 3.5, I prefer the pantheon of Toril over Golarion, so it'll be Kelemvor I really love that there are an elite class of holy warriors in the Church of Kelemvor called which is also a prestige class. I'm itching to play her but for now she goes here. The background names Cyric as her patron god, but could easily be switched to Myrkul. My main concern is how that might raise a red flag: "Let me introdue you to the pale-faced red-eyed daughter of a reclusive noble, who worships the god of undeath." So this is Pathfinder 1e rules in Toril, a dhampir anti-paladin using the standard array from 3.5, portrait is not mine. Priela Nightwood Dhampir, Anti-Paladin 1 Stats HP 11, BAB 1, AC 18, Fort 3/Ref 0/Wil 2 Abilities STR +2, DEX 0, CON +1, INT +1, WIS 0, CHA +2 Strength 14, Dexterity 10, Constitution 13, Intelligence 13, Wisdom 10, Charisma 14 Skills Bluff 8, Intimidation 6, Kn. Nobility 7, Knowledge (Religion) 5 (Alternative with Background Skills rule: Bluff/Intimidation/Religion/ and background skills Knowledge (Nobility and Profession (Emissary) Feats Noble Scion (War) Starting Gear Chainmail, Longsword, Shield Portrait Background Voices are hushed and eyes are averted in the wake of the lofty Nightwood noble family wherever they darken the door of the landed gentry of Amn and abroad. A strange and disdainful lot, it is suspected that the pale, grey-and-white-haired progeny of the evergreen patriarch Lord Nightwood share blood not with their mortal mother, but that of a near cousin, or even of scandalously nearer blood relations. Few would dare repeat the rumor in the presence of the scions, let alone Lord Nightwood himself, on the rare occasion he deigns to leave his demesne, often sequestering himself in his mansion in the city of Amn. Often he sends his spawn to answer for him in absentia, is his ghostly-pale daughter Priela most peculiar among them, a fleering devil who shares a striking resemblance to her vibrant albeit lush mother. Priela is inexorably called to the entropic energies of death. It was whispered to her on the day of her birth, and it spills from her insincere lips between her vexatious jabs at her perceived lessers and her father’s slighted neighbors. And what is more, rumors swirl around Lady Priela’s behavior changing just a couple of years after coming of age. Having been an impetuous tearaway far less disinclined to sup with and share the company of the Nightwood’s rivals and lessers, she was the only outstanding black sheep in the family, though some believe that casting off this behavior is only an act, playing a sheep in wolf’s clothing in a bizarre reversal of the overused turn-of-phrase. She is truly a confounding mystery - the key to the hidden lives of the Nightwood family, some have even said. Priela was born and raised in Amn to a noble family of vampires, vampire spawn, and a smattering of dhampirs, among whom have the honor of putting on a front for the evil hiding in the midst of the population and the noble peerage of the city. Bearing this burden led to resentment quickly and acting out, frivolously spending money from their treasury, cavorting with and even having a tryst or two with rivals of the family, but still bound by a compulsion to never reveal their secrets. Suddenly she had an about-face, transforming her attitude for the worse (or the best?) and severing long friendships and distancing herself from past loves. Even her spiritual views are different, dedicating her worship to Cyric.
  18. Tristan St. John Traits: 48pts Brawn: 2 Wits: 3 Finesse: 2 Resolve: 3 Panache: 2 Hubris: Star-Crossed (-10) Advantages 22pts Keen Senses (2pts) Sidhe Blood: Above Average Appearance (4pts) University (4pts) Legendary Trait: Wits (1pt) Linguist (2pts) Vodacce Valet (6pts) Scoundrel (3pts) Languages (8pts) Avalon (r/w) Eisen (r/w 1) Vendel (r/w 1) Montaigne (r/w 2) Castille (r/w 2) Vodacce (r/w 2) Scholar (4pts total) Research 1 History 2 Math 1 Philosophy 1 Occult 1 (3) Bard (1pt) History 2 Etiquette 3 Oratory 3 Singing 3 Merchant (1pt) Scribe 2 Artist (1pt) Singing 3 Courtier (4 total) Oratory 3 Dancing 2 Fashion 2 Etiquette 3 Lip Reading 1 (3) Performer (4 total) Oratory 3 Dancing 2 Acting 1 Cold Read 1 (3) Servant (1 total) Fashion 2 Etiquette 3 Menial Tasks 1 Unobtrusive 1 Spy (1 total) Stealth 2 Shadowing 2 Criminal (4pt) Gambling 1 Stealth 2 Shadowing 2 Ambush 1 (3) Streetwise Street Nav. 1 Socializing 1 Underworld Lore 1 (3) Athlete (3pts total) Footwork 3 (1) Climb 1 Sprint 1 Throw 1 Fencing (2pts) Attack 2 Parry 2 Pugilism (2) Footwork 3 Attack 1 Jab 1 25 HP to spend Finesse from 2 to 3 (8HP) Membership: Merchant's Guild 4HP (Scribe) Rank 1 of Gossip, Breakfall, Conceal, Sincerity (12 HP) Raised Footwork to 3 (1 HP) 1. What country is your character from? "Avalon, right in the heart of Carleon itelf." 2. How would you physically describe your PC? About 5'9" and 170 pounds, blond straight hair, clean shaven, blue eyes, good teeth, fair complexion. Looks to be in his late 20's. Usually dresses in the fashion of the day as tasteful as possible, mostly muted tones accented with one flash of colour. 3. Does your PC have recurring mannerisms? An easy grin when trouble's afoot. It's not the eagerness to jump into conflict, it's more to help reassure others who might be of a more fragile nature. 4. What is your PC's main motivation? "Some people shouldn't need to dirty their hands with the ugly things life can hold. Mind you, I'd rather not do it either, but better me than to see Avalon or its allies fall!" 5. What is your PC's greatest strength? Greatest weakness? Greatest strengths: A keen eye for detail, a winning smile that can open a lot of doors and a tremendous singing voice. Greatest weaknesses: Can be condescending towards those he thinks aren't as smart as him; sometimes it's hard to balance the rational and the emotional around the right/wrong women. 6. What are your PC's least and most favourite things? Favorite things: A grateful smile in a lady's eyes. Least favorite things: Senseless violence, unnecessary deaths. 7. What about your PC's psychology? A self-made man who's hoping he lives up to the ideals of Avalon's cleverest heroes and a bit of a thrillseeker. While he tries to find the good in people (Balthazar is a "reclamation" project after Tristan caught the man during a previous case. He's encouraging the Vodacce to use his "questionable" skills for more worthwhile causes while working in St. John's service), he's not so naive to think that sometimes mercy isn't an option anymore. 8. What is your PC's single greatest fear? That innocents die in spite --or perhaps because-- of his immediate efforts. 9. What is your PC's highest ambition? "That perhaps one day I'll have earned my own title and the love of a good woman regardless of who my parents were." 10. His greatest love? The thrill of adventure and the rush of victory after a successful case. 11. What is your PC's opinion of his country? "Avalon -- for Queen and Country!" 12. Does your PC have any prejudices? Not really...except towards violent types and those who choose to stay willfully ignorant, which unfortunately can be found in any country. 13. Where do your PC's loyalties lie? To Avalon and to those he considers his friends (and that would include his manservant Balthazar). 14. Is your PC in love? Is he married or betrothed? "Love?" *a lopsided grin crosses his face* "I've been accused of falling in love too easily. They make it sound like it's a bad thing." 15. What about your PC's family? He was raised in an orphanage. The priest running matters gave annoyingly vague hints about the possibility of Tristan being related to nobility, but whether it was true or just a joke gone too far remains to be seen. 16. How would your PC's parents describe him? "I hope they would find me worthy of their lineage." 17. Is your PC a gentleman or gentlewoman? He strives to be a gentleman, but for now at least is a gentle man for the most part. "Nobility of birth is not a true measure of inner worth." 18. How religious is your PC? What sect of the Church does he follow? He pays respectful lip service to the Church of Avalon. 19. Is your PC a member of a guild, gentleman's club, or secret society? The Merchants' Guild. Running "The Subtle Pen", a scrivener's office, provides suitable cover for those seeking the help of a purveyor of discreet inquiries. 20. What does your PC think of sorcery? "I've never depended on it. Probably for the best." 21. If you could, what advice would you give your PC? We are not defined by our origins. It's what we choose to do with what we are given that shape us.
  19. Well lets move onto another oldie but goodie. Anyone like Mech games? Well Im not sure this one qualifies as just a mech game, I would say its more a sci-fi epic with mechs in it. I was first exposed to this game when I picked up a fun mech video game out of a bargain bin, took it home, and played the heck out of it (its got a pretty good soundtrack too, Im listening to it as I write this). It wasnt till several years later that I found out it had a TTRPG and a minitures line to go with it. Strangely this might be the one game I have only played in and never GMed myself. Welcome to Heavy gear! Setting: If you really want to deep dive heres a but Ill give you the cliff notes version. In the 62nd century the north and south sides of a previous colony world are at war, using all kinds of military firepower and having created mobile weapons platforms specifically for war: Gears. These walking tanks are able to carry vast amounts of firepower and able to be built with missions criteria and/or pilot skills in mind. The north is seen as more religious and the south more secular and as befits settings of that time religion = good guys and secularism = bad guys (although I would say in this day and age those ideas are flipped). That said, this conflict goes well beyond religious differences as theres a lot of bad blood on both sides and reasons that both sides are constantly fighting. Personally I've always liked the south a bit more because I feel like they have a little more character despite being recklessly expansionist and commonly painted as the bad guys. Between these 2 super powers is a planetary desert running along the equator commonly reffered to as the badlands. Its pretty much a massive demilitarized zone that both sides violate routinely. However there are also people that live in the badlands. People just trying to get by, law enforcers, merchants, cartels, smugglers, badlands revolutionaries, and so much more. It is a vast and sprawling setting that can be as deep as an ocean if you want it to. That said, Im all about the giant robot combat so lets get to my gear pilot Show this Name: Captain Sharish Stone Concept: Elite Gear Pilot Callsign: Demon Unit: 1st Black Dragons Personality: Duty above all else. Sharish is a patriot and a war veteran seeking nothing more then the destruction or willing surrender of her enemies. She is a tactician who uses her units to the best of their abilities and her company contains nothing but specialized pilots in varying fields so they may cover all wartime circumstances with experienced soldiers. She cares for the soldiers under her command and would never ask them to do something she would not be willing to do herself. Neither does she seek glory in the form of stories or medals eschewing recognition for results. When out of her element she is quick to seek advice from more specialized and/or experienced pilots and is always open to ideas to complete missions with less casualties or greater efficiency. However when she is commited to a plan she shuts down further debate and leads her soldiers often taking the head of the formation. She pilots one of the newest (and fastest) black mamba designs eschewing the standard auto-cannons for a far more destructive heavy auto-cannon with upgraded heavy actuators to compensate for the extra weight. In the battlefield she often takes the role of a shocktrooper. Charging into the enemy as her allies provide supporting fire, flank enemies, or cut of escaping soldiers and vehicles. She is quick to pick apart enemy gears when she can and takes prisoners of war whenever possible, treating them with the utmost respect and humility due captured soldiers. However she does not falter from utterly destroying enemy troops when the need arises. This is war after all Though she is a soldier through and through she hopes that one day the war with the north will end in their willing surrender. For she fears that after the last intergalactic conflict earth will return forcing both sides to band together yet again in a bloody crusade to kick them off Terra Nova. Yet there are even more murmurings of other ex-colonies that have unified and began to expand their influence across the stars. Background: Born in the far southern jungles of Terra Nova. Sharish comes from a very long line of gear pilots with both her parents tracing a lineage back several generations to the first gears built by the Allied southern territories. Having grown up a military brat she moved around a lot as a child with her parents receiving assignments all across the badlands till they eventually became test pilots for experimental gear designs and weaponry. Every time they would return home and regale her with exciting stories of warfare and conflict. This inspired both a patriotic side in her and desire to serve her people. At the young age of ten she began reading technical documents, scientific journals, and combat reports of incursions in the badlands and by applying herself through determination and hard work she moved through various schools quickly. As soon as she could she enlisted in the military at first serving as a maintenance operative in the 182nd armored core brigade. At nights she would go to school to further her education and knowledge earning a masters degree in electrical engineering by age 24. With her education firmly behind her she took the tests to become an officer and was promoted to lieutenant 2nd class and assigned to the 402nd mobile gear company. After many successful sorties she finally hit some bad luck as their battalion was pinned down by a number of striders with heavy firepower. Their initial losses were staggering but Sharish picked up the pieces, taking charge when her commander was killed in the line of duty. She ordered smoke grenades being deployed to make a hasty retreat and by the time they found cover in the mountains there were only five working gears left and seven pilots, 3 of them being injured. With those mobile weapons platforms looking for them Sharish ordered her soldiers to evacuate the area as she acted as a decoy to help them escape. She took the lightest gear, stipping it of all non-essential systems, knowing that one hit from the heavy firepower would likely kill her and she recorded a last will and testament for her family giving it to her soldiers, just in case. She was sure she was going to die on this sortie but as she took a position in the mountains the rain began. Rain, the bane of sensors and of sight. In those mountains she took a knee in her gear, lined up the shot with a snub cannon and fired. The loud sound echoing and the rain covering the muzzle flash before the bullet tore through the first weapon platform, its right leg destroyed and rendering it useless. A second shot rang out, this one piercing the cockpit of the next platform but now they were on her. Targeting sensors picking up her signal and weapons firing at maximum range. She dodged just in time, loosing the gear's left arm and main weapon as she engaged its wheels and rushed through the trees. Firing a salvo of rockets from her shoulder mounted rocket pack into the downed Strider till its chassis exploded "Just one more!" she thought as she moved down the mountain at break neck speeds. She couldnt believe she was going head to head with that monster in nothing but a scout gear. It started with a high explosive grenade as she zipped by, the platforms weapons firing and tearing down rocks and tree's. As she spun around she released a salvo of rockets into the weapons array destroying the left side. However she had no time to react before the striders hand reached forward grabbing her gear by the chest. She watched as the hydraulic hands of the monster began to squeeze, bending the metal and breaking the screens at the front of her cockpit. All she could do was switch to her heavy machine guns aim at the enemy cockpit and pull the trigger. The bullets bounced off the heavy armor, each one unable to penetrate the mobile weapons platforms armor and in one last desperate move she threw her final grenade into the machine guns firing line causing a massive explosion. She awoke, her gear and the strider destroyed as the rain continued to pour. Weeks later she would make her way back to the nearest military outpost on foot. Her exploits and bravery above and beyond the call of duty earning her a medal and a full promotion to captain. She quickly proposed a quick reaction force for such conflicts specialized in search and destroy tactics for enemy striders and gear formations and with some convincing the 1st Black Dragons company was formed. Attributes Agility 2 Appearance 0 Build 1 Creativity -1 Fitness 2 Influence 1 Knowledge 1 Perception 2 Psyche 0 Willpower 3 Secondary Traits Strength 7 Health 8 Stamina 70 Unarmed damage 11 Armed Damage 11 Skills Electronics 3 Heavy Gear pilot 4 Heavy Gear Architecture 2 Heavy Gear Gunnery 3 Mechanics 2 Small arms 1 Equipment Desert suit Military Communicator Gear Pilot helmet Rifle (20 rounds) Gear Black Mamba Gear Primary weapon: Paxton MR60 Heavy auto cannon Range 1200 M Penetration 150 MM Ammo 30 Secondary weapons: Vogel-8 Rocket Packs x2 Range 400 M Penetration 325 MM Ammo 32 Each Grenade: HE-C4 Hand grenade Range 20-50 M Penetration 225 mm Ammo 3 *Note: Character was made for Cinematic power level of play
  20. So todays a special one for me, we get to talk about a game Ive had for a few years and got on a daily deal at Drivethrurpg but also a game I did a year long political campaign with and had tons of fun. One day I will revisit it but its hard finding players for this one as its just as not well known. More then that though it made me ask a lot of existential questions and for me that is the mark of an interesting game. That game is Black Void Setting: Ignorance is bliss and humanity was in complete bliss in its ignorance at the vast cosmos beyond our world. In the days when babylon was the greatest of our cities the void came. Its blackened mist swallowing the skies as tendrils of misty blackness descended upon our world and humanity was sucked up into the hungry void. Earth was gone. Lost, perhaps destroyed, perhaps...changed. Whatever the answer our home was gone and those that survived traversed the void eventually coming to the center of all creation: The city of Llyhn. Years later you exist in a time and place where humanity is on the brink of extinction. With no homeworld and no colonies we only have 3 small but independent communities with their own philosophies that exist in the city and our race is a race of refugee's as we exist beside eerie beings from distant worlds, bizarre sapient entities, and otherworldly Daimons from beyond the Veil. We exist in dirty alleys and shanties while looking up at the opulent alien palaces beyond shadowy looming walls. We are at the bottom of Llyhn's hierarchy but we have one thing left to us. Hope. Hope that one day we might find a new homeworld. Hope that someone might raise humanity up in Llyhn's esoteric heirarchy. Its a game that asks hard but interesting questions. What are we and what is our place in this unfamiliar cosmos? What is humanity when it has lost everything? Where do we go from here? It is a game that is strange, terrifying, and beautiful in equal measure Show this Name: Rash'iek Description: Rash'iek stands a full six foot tall and has a simultaneously skinny and athletic build. His body is ever shifting as parts of him are covered in what look like black swirling tattoos that move with a mind of their own. His original body when these tattoos do not cover him appear and show a man that has spent years in study but when the shadowy blackness covers his skin its form changes to one of a natural athlete. Being in constant flux his body never looks the same from a few moments before, sometimes entire limbs or half of his face disappearing into the black before they return a few moments later. Oddly this manifestation also includes whatever clothing he wears but not items he holds. Thus he is often seen carrying a gnarled staff with strange esoteric symbols carved within it that Rash'iek claims he does not understand Just as odd Rash'iek never touches the ground. He always floats a few inches above the ground at all times and seems to move about by sheer determination or willpower. Even when he sleeps it is several inches above the covers. Background: I do not recall when I became me, or stopped being him. What I can tell you is he, my former self, was a scholar and scientist. A man with a wife and loving family swept into the blackness of the darkness and to a world deep in the void where it changed as often as the seasons. Our existence was hard with a community that had no more then fifty souls. Tight knit famalies working hard every day to grow food, to hunt predetors, and to create a life in an ever changing world. Then the real change came as our world was swallowed up by the void, torn asunder much like the stories of our homeland. I remember watching as it rent his beloved asunder, tore apart his children before my eyes, and then it was my turn. Again it was a world lost into the blackness of chaos and destruction and I do not know why but he did not die. The body seemed gone but the soul remained adrift in the infinite cosmos for time imemorable. At some point he lost hope and I became concious. Like a newborn babe I was endlessly curious and I tried many thought experiments and to my surprise I found I could reassemble my body. It was not an instantaneous restructuring but a slow, painful, exhausting process where I came together. Molecule by molecule. By sheer force of will I rebuilt myself, failing so many times as I was once again torn asunder by the slightest mistake, only to be forced to start over. In such an existence time is an abstract concept and I know not how long it truly took. Hours, days, weeks, months, years, decades? To me it seemed like eons, it seemed like civilizations could rise and fall before I could combine even small parts of me together...and it was maddening. Eventually I was successful, or so I thought. Reassembled I looked about my surroundings and I could only see the black and sometimes a swirling darkness even beyond. It was then that something in the void spoke to me and offered me a way out. It would free me from that purgatory if only it accompanied me to somewhere beyond and I was a fool to accept its offer. A moment later I found myself here in the eternal city. I stood among other humans but I was not quite human anymore and I could hear that void being in my mind. I dare not speak the blasphemies it spoke of but I would not let it control me. I grabbed my knife, brought it to my own throat as I prepared to end my own life before I would allow it freedom to do as it pleased. My other hand, covered by the black grabbed hold and stopped me. In a stalemate we struck a deal, it would only observe through my eyes, taking over my body only when I allowed it. Since that day I have joined the rest of my...I was about to say kind but as I am no longer human perhaps cousins is the more appropriate term. I am still a scholar, seeking knowledge to understand the world we find ourselves in but I have also found I have strange powers that the being, the void, or perhaps both have granted me. The ones that will speak with me lament the loss of our homeworld...and though I did not loose mine I feel a sense of nostalgia to their plight. Perhaps I can help them find a new home out in the stars I only pray that the void will not take another home from me. Homeworld: Deep world Health 36 Sanity 30 DV 7 Traits Agility 2 Awareness 3 Stamina 4 Strength 2 Intellect 2 Persuasion 3 Presence 4 Willpower 4 Skills Acrobatics Anatomy Animal handling Athletics Commerce Cryptography Enquiry Expression Herbalism Intimidation Intrigue Languages Larceny Lore, common 2 Lore, occult 3 Lore, scholastic 2 Navigation Observe Performance Rituals Socialize Stealth Streetwise Subterfuge Survival Trade skills Combat skills Blunt weapons 2 Talents Imposing:The character casts a long shadow, metaphorically speaking. Their manner discomforts people a little, and they have learnt to use that to their advantage. Imposing characters gain a +1 on attempts to persuade or command others through oratory, intimidation or threats, or to interrogate them (though the bonus does not apply to torture). Guards and other alert people tend to keep a close eye on the imposing character, which allows their comrades to avoid attention when trying to avoid notice nearby, gaining a +1 die modifier if a roll is required. Composed: The character is naturally composed, remaining calm and in control even under tense circumstances. She is unlikely to panic and can keep a level head under the most trying circumstances, gaining +1 to resist all fear, awe, delirium and intimidation rolls. Flaws Distinctive Appearance (mild): The character has a distinctive appearance, such as albinism, short stature or great height. They are easily noticeable and stand out in a crowd of peers, making people take note of and remember the character. As a result, they have a -1 on Subterfuge rolls. During violent encounters, some opponents may even be inclined to target the character if given a choice. Backgrounds: Caste 1 (Baltu): This caste enjoys few privileges and is largely associated with unskilled labourers and slaves of negligible importance. Baltu are at the very bottom of society and largely confined to the slum areas of the Eternal City - unless in chains. Educated 2: The character is educated, has learned civilised manners and is somewhat versed in academic arts such as philosophy, languages and history. Due to the character’s obvious schooling, eloquence and etiquette he or she gains +1 to reactions when encountering high castes educated or scholarly people. Furthermore, the character only suffers a -1 penalty to lore skills he or she is untrained in Residence 3: The dwelling is a small chamber or other space with room for one occupant. Voidmarked: Human, but not entirely human; Voidmarked characters have been affected by the effects beyond the Veil of Cosmic reality in one way or another. There are several variants of Voidmarked, which are distinctly different from each other: Those who have been influenced by the strange warping effects in Llyhn or from Void-travelling, the offspring of human and Daimonic beings, and those few who have attained ascension. Because of their diverse backgrounds or parentage Voidmarked vary considerably in appearance and temperament. Those that retain a generally human form usually display several outlandish characteristics such as strange eyes, odd complexion or other faintly non-human characteristics. Voidmarked characters may have regular and esoteric attributes and acquire Mystic powers. Esoteric Atributes Aerial (5 points): A character with this Attribute is not restricted by gravity but able to fly by sheer will. The character can move in any direction she desires when in the air without the restriction of needing space for wings. The character can move at the normal rate and carry as much as her strength would ordinarily allow. Powers Mysticism(Furor) 3 Forces sphere 1: Acceleration, gravity, momentum, kinetic energy, fire, heat, wind, light, and darkness
  21. Giancarlo Fiore Vestini Minor nobility (Giancarlo's father is second cousin to the Prince), Giancarlo's family is based in the ancient city of Elena and has taken it upon themselves to try to stave off its decline, no matter what it takes. The third son (his older brothers are Marco and Lucius), Giancarlo would have been content to be a scholar in life, trying to return the University of Elena back to some modicum of respectability. Gifted in astronomy and a member of the Invisible College, Giancarlo hoped that building an observatory might breathe new life to Elena. For now, such dreams are only on the drafting board. Mindful of the Great Game however, a betrothal was arranged for Giancarlo with a daughter of the Argentos, distant relations of the Lucanis. While he did not yet love his bride to be, Giancarlo found the strega Viola Argento to be pleasing to the eye and of a sweet and mild temperment, ideal qualities in a Vodacce wife. Likewise, Viola found her prospective groom kind, respectful of her talents and (more importantly) of her opinions. There was only one problem, unfortunately. She had a younger sister. Faustine Argento was Senzavista. Where her sister was pleasant in mood, she was abrasive. Where Viola was fair of face, Faustine was off-putting in her appearance. And where Viola had at least the sense to know how to run a household, Faustine cared little for such things, preferring to delude herself in the idea that servants would tend to her wishes once she joined a household as second wife. And she had fallen in lust with Giancarlo, seeing him as an escape of what she saw as a dreary existance and fully believed than she would be taken in as well to serve as Vedova once her sister was married. Put off by such a woman, Giancarlo had other ideas. Fully aware that Faustine was more hindrance than help when it came to dowry, the Argentos agreed that their younger daughter would not be included in order for Viola's marriage to take place. Indeed, thinking it a kindness, arrangements were made by her parents behind the younger woman's back to send her to a nunnery after the wedding. Faustine found out though and didn't take the news well. Her mind hatched a desperate plan. If her sister suddenly grew ill, surely she would be asked to come along to Giancarlo's household to nurse Viola? But Faustine's mad ambition far exceeded any subtlety or skill in poison and the end result was that Giancarlo was made a widower on his wedding day. Not only was his bride taken from him, but Faustine had poisoned her own parents as well in her zeal. She made little effort to conceal her crimes, but it was with Legion's grace that she escaped the authorities, vowing still that one way or the other Giancarlo would be hers. Giancarlo's reputation now suffers as most Vodacce families don't want to risk associating with such bad luck and tragedy by another betrothal with him, even if he was innocent. In the meantime, he now has thrown himself back into his studies and into restoring the University -- a task made more daunting not only by the fact the Inquisition seeks to limit any and all scholarly advancement, but by agents of Villanova who will do whatever they can to increase Dionna University's prestige and influence. And all the while lurking in the shadows is an obsessed woman with nothing left to lose who still stalks him and is willing to do anything to make him hers. BUILD: 100 HP, 50xp & Free Swordsman School TRAITS (56) Brawn 2 Wits 3 Finesse 3 Resolve 2 Panache 3 Arcana: (-8 HP) Hedonistic (-8, mandatory as a Vestini noble) Advantages: (24HP) Noble (10) University (4) Scoundrel (3) Keen Senses (2) Linguist (2) Left Handed (1) Appearance: Above Average (Free as a Vestini noble) Connections (2x1pt connections free as IC member) Poison Immunity: Arsenic (1) Backgrounds: (3HP) Hunted -- Faustine Argento (2) Vow -- restore the University of Elena's prestige (1) Memberships: Invisible College (5) Swordsman's Guild (free with Lucani school) Engineer (1) Math 3 (1) Architecture 1 Drafting 1 Scholar (1) Research 3 Math 3 Philosophy 1 History 2 (1) Astronomy 3 (2 bought as Basic as an IC member) Nat. Phil 3 (2 bought as Basic as an IC member) Professor (1) Oratory 3 Research 3 Writing 2 *Occult 1 *Tinkerer 2 Teacher (1) Oratory 3 Research 3 Writing 2 *Cold Read 2 Courtier (1) Oratory 3 Fashion 1 Dancing 1 Etiquette 1 *Lip Reading 1 *Gossip 1 Artist (1) Musician (Violin) 3 (1) Composer 1 (1) Spy (1) Shadowing 1 Stealth 2 *Cryptography 2 *Conceal 1 *Bribery 1 Guide (1) Street Nav. 2 Stealth 2 Ride 1 *Ambush 1 *Direction Sense 1 Sailor (1) Climb 2 Balance 1 Knotwork 1 Rigging 1 *Cartography 1 *Navigation 1 *Swimming 1 Streetwise (free w/Scoundrel) Street Nav. 2 Socialize 1 Lucani (Apprentice, free from GM) Beat 1 Pommel Strike 1 Corps a Corps 1 EW: Lucani 1 Heavy Weapon (free w/Lucani) Attack 2 Parry 2 Pugilism (free w/Lucani) Footwork 3 Attack (pugilism) 1 Jab 1 *Uppercut 1 Athlete (2) Climb 2 Footwork 3 (1) Sprint 1 Throw 1 *Breakfall 1 50XP towards... Rank 1 in: Occult, Tinkerer, Swimming, Breakfall, Cartography, Navigation, Ambush, Direction Sense, Cold Read, Conceal, Bribery, Lip Reading, Gossip, Cryptography, Uppercut (30 XP) Rank 2 in: Tinkerer, Cold Read, Cryptography, Attack HW, Parry HW (20 XP)
  22. *snort* *points finger* : Tardif the Bounty Hunter Attributes Str: 14 (+1) Dex: 9 (0) Con: 11 (0) Int: 10 (0) Wis: 12 (0) Cha: 7 (-1) HP: 8/8 Background: Thug Skills (total): Stab-0 (thug free skill) Punch-0 (unarmed combatant) Exert-0 (thug learning) Notice-0 (Alert) Sneak-0 (free skill) Convince-0 (thug learning) Class: Warrior/Expert Focus: Shocking Assault (+stab, shock vs AC 10) Focus: Unarmed Combatant (+punch, unarmed attacks do more damage and apply Shock vs AC 15) Focus: Alert Other stats: BAB: +1 Melee axe +2+1 BAB, +0 Stab, +1 Str / 1d6+1+1 Str (shock 21 base, +1 Str/18) Fisticuffs +2+1 BAB, +0 Punch, +1 Str / 1d6+1+1 Str (shock 1+1 Str/15) AC: 14 (armor 14, +0 dex) Physical saving throw: 15 (15 -0 Con) Evasion saving throw: 15 (15 -0 Dex) Mental saving throw: 15 (15 -0 Wis) Luck saving throw: 15 Equipment (Armored Warrior package)<WIP> Readied (6/6): Axe 1 War Robe (AC 14) 3 Stowed (9/12): Backpack 1 Rations, 1 week 4 Tinder box and 3 torches 2 total Waterskin 1 50' rope + grappling hook 3 total Design and Progression Notes An all-rounder with a large variety of skills to cover both his combat and camping abilities, as well as what would be thematically consistent with his profession. Background could also be Soldier, but I get the impression that Tardif was never part of a larger organization, which fits the Thug description better. Shocking Assault was selected to emulate the ferocity demonstrated in his origin comic. Swarm Attacks can be used to emulate marking. He could also be a pure Warrior, and lean away from his non-combat skills. Assassin 2 may be a thematic focus to pick up at some point. Bonus new focus: Ranged Grappler I have no idea if this is balanced with other foci or not. The basic idea here is to add a new combat option via focus, instead of houseruling a general combat ability and simply having the focus remove any penalties, per comments KC has made elsewhere. Level 1: Gain Exert as a bonus skill. If wielding a whip, lariat, chain, or a restraining tool able to be applied outside of melee range, you may initiate a grapple a target as per the normal grappling rules, with Stab or Shoot substituted for Punch. Normal grappling constraints apply to both you and target; however, no damage may be inflicted, nor can the target be moved. Level 2: All grappling options can now be applied to a ranged grapple, substituting Stab or Shoot for Punch.
  23. Pathfinder 1st edition has always been my greatest love for fantasy settings but it is not the only game Ive ever played or ever will play for the fantasy theme. Another one that I really like is Ironsworn a dark fantasy themed game where there are no massive cities or vast empires. The setting is small, down to earth, and intimate. Looking at the artwork you might think it is a heavily nordic realm of vikingesque warriors in snowy lands. However the people are heavily diverse because the lands they inhabit have just recently been colonized and I love seeing a reason for high diversity that makes sense in the world. Villages rarely number more then a dozen famalies and money is almost unheard of as the culture's economy works on a barter system. As an ironsworn you have made an oath to do something, to serve someone, or perhaps to destroy something. The oath is what empowers you, it is a promise to the old gods and while you can forsake your oath it is seen as the worst kind of failure. The game goes out of its way to tell you to make an awesome character, a highly competant adventurer, who has made vows that drive them to complete their personal quests or the quests of others. If you choose you can play as a simple peasant that becomes a great adventurer but I eschew that style of play. They should be larger then life. However I do have some criticisms, for one the pdf badly needs to be reedited as some of the info is all over the place and also some info isnt even in the core Pdf like equipment and assets so you have to look for it. That said to be fair you can get the core PDF for free Show this Name: Tallus Qestil Background: I remember the journey to the Ironisles though I was just a child at that time. The sweet salty air, the bitter cold winds, my people like a ship without a rudder. I do not know why my people left the homeland only that our people were seeking freedom. We sailed the stormy waves for months before someone finally called "Land ho!" They came upon the snowy peaks and dense forest of our villages home and we called it the Shadowhall. I grew from a small boy into a man learning to sail the high seas and fish our vast catches and my father groomed me and my borther Torgul to be warriors like him, one of the few town guards and hunters of dangerous wildlife. Our only defense against the wilds was my overpowering offense and Torgul's peerless tactics. Bears, packs of wolves, sharks, the massive trap door spiders, and the great avian's we called Thunderbirds were our only real dangers. Sometimes a young couple looking for some private time would disappear, sometimes we would find the desicated body of a small child, sometimes you find a small flock of livestock torn through by some huge animal. Life was hard on the frontier but we endured. We carved out a place in these woods and slowly Shadowhall grew into a true town. Our walls were high and thick, our warriors well trained to hunt and kill, our tradesmen talented, and our fishermen became sailors of legend. Our village was prospering when I met Olga, my soulmate and lover. I recall the day I pulled into port with the boat as her long blond hair flowed wildly with the sea's winds. A storm was coming and the salt in the air was especially fierce but I instead caught the hint of lavender upon her. Lavender, my favorite flower. I approached her and asked her to join me for dinner that night after my patrol. She agreed though she was shocked when I returned wounded, assaulted by a pack of wolves and nearly on deaths door, carried by my brother. Im told there was blood everywhere. My precious Olga, a talented herbalist and healer in her own right, sat by my bedside for days until I finally woke, refusing to leave my side. I woke to see her face over me and her first words were that I missed our date. A fact I could only laugh weekly at before apologizing. We both fell in love at that moment and life seemed perfect. Perfect, until she came. A great serpent with wings of fire rose from the volcano at the center of our islands home and it drew down on us with the fury of nature. Its breath blew open our gates with force and fury and the fires spread quickly. Its claws sliced our warriors in twain as a scythe to grain. It was the first time I saw a dragon and its terrible majesty still haunts me now as it murdered my people and burned our village to the ground. I heard her name as if in my mind: Velisthaturval. Flame and destruction incarnate that would rival the old gods. As she flew away I saw my father, bloodied and cut in twain, barely able to speak as I found him in the carnage and held him tight against my breast. He begged me to save who I could he begged me to promise him I would end this terror. I nodded as I took my sword in hand holding it aloft I made my first vow to the golds of old. I knew that as I was, I was to weak to face such a force of nature, but one day. One day I would slay the dragon. It would be my calling in life as I searched the world to find weapons, armor, magic, tactics, training, and allies in my quest. That moment I became an Ironsworn and with the old gods as my witness nothing will stop me from fulfilling my quest! Health: [][][][][] Spirit: [][][][][] Supply: [][][][][] Stats Edge 2 Heart 2 Iron 3 Shadow 1 Wits1 Momentum: [x][x][][][][][][][][] Assets Olga Sorris(Herbalist companion) Comunion (Ritual) Slayer (Path) Vows To slay the dragon Velisthaturval (Epic) To save as many survivors of Shadowhall as possible (Dangerous) Bonds Shadowhall 1 Torgul Qestil (Brother)1 Olga Sorris (Lover) 1 Equipment Bastard sword Heavy iron armor
  24. Mercutio Ramazotti Arcana: Rash (-10) Membership: Swordsman's Guild (free w/Bernoulli) TRAITS (56) Brawn: 2 Finesse: 3 Wits:3 Resolve: 2 Panache: 3 Bernoulli (28) Beat: 1 Corps-a-Corps: 2 Lunge: 1 Exploit Weakness: 1 Fencing (Free w/Bernoulli) Attack: 3 (2) Parry: 3 (2) Pugilism (Free w/Bernoulli) Attack: 2 (1) Footwork: 3 (1) Jab: 1 Athlete (2) Climb: 2 Sprinting: 2 (1) Throwing: 2 (1) Footwork: 3 Courtier (2) (11 total) Dancing: 2 (1) Etiquette: 2 (1) Fashion: 1 Oratory: 2 (1) Lip Reading: 2 (6) Merchant (2) Calligrapher: 3 (1) Guide (2) (13 total) Street Navigation: 1 Climb: 2 Ride: 3 (2) Stealth: 3 (3) Ambush: 2 (6) ADVANTAGES Left-handed (1) Keen Senses (2) Linguist (2) LANGUAGES (6) Vodacce (R/W Teramo accent) 1 Castillian (R/W) 1 Montaigne (R/W) 1 Thean (R/W) 1 Crescent (R/W) 2 BACKGROUND (3) Amnesia: Mercutio only recalls this most recent year. Family, friends, home...it's all in a fog, let alone what caused the memory loss. He's not even sure if his real name is what he's calling himself! He just recently has been accepted for membership in the SG (mainly for a need of connecting SOMEWHERE), but it seems he has had some prior training with a blade beforehand. And there's still the mystery of what languages he knows...and his skill with a pen... 1) What country is your Hero from? Vodacce--I'm pretty sure of that...I think... 2) How would you physically describe your character? About 5'7". Long, slightly wavy black hair pulled back in a pony tail. Looks to be in his early to mid-20's, clean shaven with thoughtful muddy-greenish eyes 3) Does your Hero have recurring mannerisms? (cocks head slightly in thought and bites lower lip) I'm not sure... (chewchewchew) 4) What is your Hero's Main Motivation? To know what my past is and how I lost it... I must know the truth of myself, no matter where the road takes me... 5) What is your Hero's greatest Strength? Greatest Weakness? Strength: I'd like to think that I have a good eye for details, both in finding them and in creating them. Weakness: Well, I do seem to have this penchant for sticking my nose in where it shouldn't be... 6) What are your Hero's most and least favorite things? Most: The scent of the countryside after a rainstorm...for some strange reason it seems to relax and calm me... Lavender's the same way. Least: Earwigs. Vile little creatures. Why Theus allows them to exist I'll never know... 7) What about your Hero's Psychology? Every day is a new experience and I must try to find my part in the story of it all. 8) What is your Hero's single Greatest Fear? My main fear is to die without memory...both to die unknown and without knowledge of my past. Would Theus cheat a poor soul of that? 9) What are your Hero's Highest Ambitions? His Greatest Love? To truly know myself. Hopefully after that, I will have a better grasp on what to strive for. 10) What are your Hero's opinions of his country? I know what people have said about Vodacce. That it is a country filled with lies and pitfalls. Where everyone uses everyone else. That everyone and everything is part of one Great Game. If failing at this Game has caused my condition, if there is something worse in all of it, then I fear I cannot call it my country anymore... 11) Does Your Hero have any prejudices? I don't know what they were, but I'm finding now that I like small-minded people less and less... 12) Where do your Hero's Loyalties Lie? I don't know yet. I don't know if I should even be trusting myself... 13) Is your Hero in love? Married or Bethroed? I don't know. 14) What about your Hero's Family? Again, I don't know. 15) How would your Hero's parents describe him? I hope that they would say that I am a good son and eager to learn new things. 16) Is your hero a Gentleman? I try to be one now. I hope I was in the past... 17) How religious is your Hero? What sect of Church does he follow? I do pray to Theus nightly, making donations when I can. I follow the Vaticine way. 18) Is your Hero a member of a guild, gentlemen's club, or secret society? The Swordsman Guild at least. Other than that, I cannot be certain. 19) What does your Hero think of Sorcery? I'm not sure what to think...sometimes I fear it. Other times, I feel a gnawing sense of jealousy. 20) If you could, what advice would you give your Hero? Keep your back to the wall, but don't be afraid to open the door to take risks in life. It's the only way you'll get anywhere...
  25. So were gonna talk about another cosmic horroresque game that you may or may not have heard of. The old Gods of Appalachai which is an adaptation of a really good podcast of the same name (or so Ive heard Im gonna check it out when I get some time). Set in an alternate timeline in the early 1900s with the poor and downtrodden people who have immigrated and survived in the mountain range for years. Its a game about uncovering and dealing with supernatural beings beyond our understanding but where Call of Cthulhu is often about globe trotting adventures Old gods of Appalachai takes a more nuanced approach with a people that dont have a lot of resources and are just trying to get by. I have one major criticism about it and thats that there are no rules, setting info, or even mention of native american tribes. When I first began to read the book I thought it would be cool to play a medicine man kind of character but the book focuses wholly on the small communities of non-natives. I feel like thats a missed opportunity because there were many tribes who were very active in that area during this time period. You could say "alternate timeline" and assume that fixes the oversight but that doesnt sit right with me and it bothered me enough that I wanted to mention it. If there is an errata, setting book, or something else that addresses my criticism then I am unaware of its existence Show this Name: Issac Oarth Background: Born just eighteen years ago as the oldest of two boys and two girls Issac has always been a mountain of a man. His father Oren and Mother Loretta owned a small diary farm tucked into the mountains that had been in their family since his ancestors immigrated from norway. Being a catholic family they were outsiders from a religious perspective though often viewed as cousins of similar beliefs by the more christian oriented families. Issac grew up on the farm and learned how to feed, breed, milk, and butcher cows from a young age and their small chicken farm was his personal pet project as he grew into a teeanger. Being a handsome and strapping lad he had the eyes and ears of many of the girls in the community and people quickly found that he was a gentleman that earned the effections of women easily. Before he was eighteen he had seriously dated four different girls in as many years. It was Sally May Macintire that had truely captured his heart in the end at the age of sixteen he was asking for her hand in marriage, something her family did not agree with. The Macintire's would not recognize such a union with Issac having nothing of his own and his father challenged him to make something of himself before he would give his daughter away. Issac agreed and since it would be decades before his parents were ready to retire he instead turned to the nearby coal mines for work. Over two years he skimped and saved, while living back at home with his folks and siblings and still helping out around the farm. Eventually Issac was able to buy a small plot of land and after more skimping and saving, and some help from his family, he built a four bedroom house on his land with a small garden and chicken farm. He returned head held high and asked for Sally May's hand in marriage once again and no one could deny him. In autumn under the golden leaves on his land he married his wife and within the first six months his first child was on the way. Every morning he would get up, cook breakfast for his wife, tend the chickens, and then leave for a long day in the mines, only to return home and revel in marital bliss. On Sundays he would go to church with Sally May on his arm, visit with his parents and siblings, and share in a sunday dinner at his folks home Issac has truly lived a blessed life built with hard work and determination, at least till he and Sally May began to see strange lights in the woods... Concept: A Hardy Miner who protects what matters Type: Protector Attribute/edge Might 18/1 Intellect 10/0 Speed 10/0 Effort 1 Skills Initiative tasks (Trained) Intellect Defense (Specialized) Might Defense (Trained) Mining (trained) Running (Trained Swimming (Trained) Abilities Just a scratch Danger sense Physical skills (Running, Swimming) Weapon Wielding Community activist Equipment $2 Clothing Lantern Thermos Rope, 50 feet Compass Travel Pack Shotgun (12 rounds) Miners pick
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