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Trayboar

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  1. Character Name, Pronouns, and Occupation Kahura (They/Them) Security officer (Yellow Guild) Biography Physical Description & Personality Age: Height: 178cm Weight: 77kg Species: Human Homeworld/Dimension: Kuwad Attributes Agility Good Perception Mediocre Strength Good Reasoning Fair Fortitude Good Will Good Skills Art Good Nature & Survival Poor Athletics Good Performance Fair Combat (melee) Good Piloting & Driving Poor Combat (ranged) Poor Stealth Poor Computers & Electronics Poor Thievery Poor Craft Poor Deception Poor Diplomacy Poor History & Lore Fair Magic (Elemental) Good Mechanical Use/Repair Poor Medicine & First Aid Poor Trait levels: Superb, Great, Good, Fair, Mediocre, Poor, and Terrible. Gifts Elemental Magic Flaws Wounds and Resources Current Wounds: Scratch Scratch Scratch Hurt (-1) Hurt (-1) Very Hurt (-2) Incapacitated Near Death Wounds Info 1-3 Scratched (no stat changes) 4-5 Hurt (-1 to physical attribute rolls) 6 Very Hurt (-2 to physical attribute rolls) 7 Incapacitated (same as very hurt, but also limited to only taking very basic actions and probably knocked prone until healed) 8 Near Death (the character is not only unconscious, but will die in less than an hour — maybe a lot less — without medical help.) Resources Magic Points 7 Experience 0 Fudge Points 3 Equipment and Property Character has (on person): Guildhall Communicator Return Orb Deepstone Maul Combat leathers Character owns (not on person): Prisma: 10
  2. Character ideas: A Kuwadi fighter imbued with elemental magic. Member of the Yellow Guild. Recent graduate. Name: Kahura
  3. Initial story hook ideas: shipwrecked and finding a way back to civilization Guild student working on their final exam and trial Missing person case for cosmic detective Guild adventurer gets called back to home and things are not as expected when they arrive
  4. Rules: Same as Base Churn setting Oracle rules: Using a Decktet Oracle along with a simple df based Yes/No table. Character will be randomly selected from a series of prebuilt options. For some reason I cannot create a table here. Every time I try it gets converted to two lines of text instead. So I have to import an image of the table.
  5. Placeholder for future storyhook and character intro...
  6. The battle to protect the ship is fierce, but the party and crew manage to make it through with no casualties and only moderate damage to the hull of their ship. After repairing what they can and sending a net full of the pirate invaders out the foamlock they continue onward to Amphira. Shanria tells the Guild party that she can't help them find transport to Beachlight, but wishes them luck. After landing on Amphira the group begin to research their options for transit to Beachlight. They decide a local Gatehoppers Express is their best bet and book an appointment there. While waiting they head to De Newphan, the largest city on Amphira. Ramiro protests greatly at the excessive moisture and never-ending rain. Viseli quickly suggests getting a drink at a place they are familiar with. With a mischievous smirk they lead the way to a business named "Saddler's Sweets". While enjoying themselves Viseli is made aware by the staff (who they are good friends with) that someone is watching the exits of the bordello. Bounty hunters all through the city have been looking for a four eyed woman with a Guild entourage that matches their description. The group decides to make a discrete exit out a hidden side entrance when the time comes. They make their way across the city to the Gatehoppers Express. While trying to get information on anyone potentially following them Marelvril spots another bounty hunter conversing with a Oozeling down the road. That Oozeling turns out to be Eyria, their assigned Gate mage. The group immediately throw suspicion at Eyria, but she professes to not know the man and despite his prying she did not reveal where she was headed. After some debate they decide to take the Gate to Beachlight after all. Upon arriving they find Beachlight to be a lonely and eerie world. Eyria states she can wait to take them back for three days, but after that they are on their own. Their rough handling of her earlier has made her indifferent to whatever inconvenience this may cause. The Guild party begins the short hike down to the nearby town of Plak Di.
  7. I'm here for as long as you're willing to be.
  8. Sorry all I can't read. I'll just delete the post.
  9. Shrew keeps a close eye on the road as they thoughtfully chew at their lip. They feel relief to be moving away from the site of past violence, but a growing knot of anxiety builds under that relief for what could lie ahead. When the road is smooth enough to allow it they spend their time studying the books in their bag.
  10. Shrew looks at Dan's map and nods. "Worse case if we find any sign of danger ahead of us I will stay back with the wagon while you all go ahead and investigate." They shrug and put a hand on their sword. "We all know I'm probably the worst with the blade of all of us. I'd probably only be getting in the way anyway if it comes to fighting again..." With another shrug they move to the wagon and begin doing what they can to get it moving again.
  11. I addressed how rolling for Magic works in my in game post if you wanted more info. Basically in most cases your spell will work as desired with opposed Magic rolls only being required when you are trying to overcome another spell or caster in some way.
  12. I'll cast my vote for this as well.
  13. Shrew gets a clean tunic from their bag and offers it to Abil. It was a bit big for her, but certainly better than the stained and torn clothing she had now. "If we're puttin' this up to a vote I say we try to get a wagon set up for the old man and Abil. I certainly would rather we take them with us if we can. At least until we can find more help for them." They pause and look thoughtfully at Moss. "Though I understand sir if you want to move fast. One of us could ride with the wagon while the rest go ahead."
  14. Shrew looks up at Moss' suggestion. "I can share my horse. Surely I'm the lightest of us and my horse will least mind the extra weight... For whatever that's worth." They continue to kneel and coax the child out from their hiding place.
  15. "Over here! I found another!" Shrew shouts to the others. They scramble out of the saddle as quickly as they can, nearly falling on their face. They dig as quickly as they can to the child. "Don't worry. No one is going to hurt you here. Please let me help you," they say breathlessly.
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