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Wondertain

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  1. Yanmo grits his teeth at Fang's question. "I think it's inevitable we have to leave. It's pretty clear we aren't welcome here. They care more about this stupid festival than making sure people don't starve in the-" Yanmo catches himself and clears his throat. "Uh, sorry. It's bene a rough few weeks. Are you traveling, or... or running?"
  2. Yanmo grins politely at Fang and gives her a quick bow. He doesn't quite notice Fang's intentions, instead averting his eyes sheepishly. It'd be rude of him to assume someone's nationality based on their appearances.  But Yanmo couldn't help but wonder...  "I'm Yanmo. Nice to meet you." Yanmo looks around at the festival. This village had recently chased off the refugees begging to stay... electing instead to hold this big festival. Apparently, maintaining the status quo was more important that helping people in need. Disgusting. Yanmo sighs at the thought. No, there was a new person here, and from the looks of it, someone from not around here. Maybe this young woman would be more sympathetic to Yanmo and his family. "I was just about to suggest to Father that we should get some mooncakes. Care to join us...?" he says, subtly asking for the woman's name.
  3. Yanmo sighs. The Mooncake Festival is all well and good, but something about his situation makes him not feel the festivities. Oh, right - he's a refugee, chased out of his home by a foreign army.  "Dad, I'm going to-" Yanmo looks to the side. He notices Khulan. Wait, she looks... Fire Nation... Yanmo grits his teeth, his jaw set in fury. No... it couldn't be...
  4. Yanmo The Hammer You talking to me? Training: Waterbending | Background: Urban | Demeanour: Loud, Blunt, Playful Stats Creativity (+1) Focus (-1) Harmony  (0) Passion (+2) Resources (+0) Balance Force -3 -2 -1 0 +1 +2 +3 Care ( ) ( ) ( ) ( ) (X) ( ) ( ) Conditions [ ] Afraid     [ ] Angry     [ ] Foolish     [ ] Guilty     [ ] Insecure   Fatigue: [ ] [ ] [ ] [ ] [ ] Bringing Them Down You always have an adversary, one who represents the things you’re trying to smash through—tyranny, inequality, war; larger and more dangerous concepts that, to you at least, this one person embodies. Your adversary is someone significant and powerful— someone who actually deserves the amount of force you can bring to bear. Adversary: The Fire Lord Goal: To depose them Take -1 ongoing to plead with, trick, or guide and comfort your adversary. Changing your Adversary  You can change your adversary any time you mark a condition, or at the end of each session. When you do, choose an appropriate goal, and the GM shifts your balance twice to match your new adversary and your new goal. When you successfully accomplish your goal and defeat your adversary, take a growth advancement and choose a new adversary. Fighting Your Adversary When you enter into a fight against your adversary, clear all fatigue and become Inspired. When you select any combat approach against your adversary, mark fatigue to roll with conditions marked instead of your normal stat.   Moves Fueled by Anger Mark Angry to use an additional basic or mastered technique when you advance and attack, even on a miss. While Angry is marked, take +1 ongoing to intimidate others. Walls Can't Hold Me When you rely on your skills and training to dangerously smash your way through walls or other obstacles, roll with Passion instead of Focus.   Fighting Techniques Fighting Style: Waterbending, specifically ice-based. Overwhelm (Advance & Attack, L [x], P [x], M [x]) Throw a punch with all your weight behind it; mark 3-fatigue to inflict Stunned on an engaged foe.   Flow as Water (Defend and Maneuever, L [x], P [ ], M [ ]) Use a jet of water to propel you smoothly around obstacles. Mark 1-fatigue and move to a new location. If you engage with or disengage from a foe, they are Impaired   Details Home Town: Wolf Cove History   • What injustice has driven you to use your strength for good? The Fire Nation commits regular raids on my people. One day, I will personally end these raids with my own power and a fighting force of elite waterbenders. Until then, all loyal to the Fire Nation are my enemies. • Who represents the kind of positive strength and force you want to embody? Builo is my best friend in this village and the only one I can think of who is willing to stand up to the Fire Nation, no matter the cost. Strong, willing to do what must be done. She didn't beat around the bush and she wasn't afraid to stand her ground when she needed to. She's my only confidant.  • Who tried their best to teach you restraint, calm, and thoughtfulness? My father, the coward. He keeps telling me that I need to calm down. How can one calm down when war criminals out there still need their ass kicked? • What fragile trinket or heirloom do you keep and protect? A small necklace made out of Arctic Hippo tooth. It used to belong to my baby sister. We had to leave her behind when we fled Fire Nation soldiers this one time. She's gone now, I presume. • Why are you committed to this group or purpose? Any chance to get out there and screw over Fire Nation is good enough for me. Plus, this seems like good people.  Connections   • Khulan has a way to solve problems with words instead of fists—it’s really impressive! • I worry Taral won’t be able to hold their own when things get tough. I’m going to toughen them up!   Moment of Balance   You can knock down every wall in the world, but balance isn’t found in conquest and destruction. You know some walls need to stand to keep people safe. Tell the GM how you put yourself directly in the path of an inescapable threat to completely protect someone or something from harm.   Growth [] [] [] [] Growth Question At the end of each session, answer this question with the other growth questions: • Did you make progress towards your goal against your adversary?   Growth Advancements • Take a new move from your playbook [] [] • Take a new move from another playbook [] [] • Raise a stat by +1 (maximum of +2 in any given stat) • Shift your centre one step [] [] • Unlock your Moment of Balance [] []   Background Yanmo is the son of waterbending master Teflek and healer Ahn. Both of his parents come from long lines of waterbending masters. Their marriage was celebrated as a joining of two traditional and powerful benders. Yanmo and his sister Yuen both showed strong signs of waterbending mastery ever since they were little.  NPCs Teflek Yanmo's father; used to be a  RP Traits: Gentle and kind. Generally miserable.   
  5. As mentioned in my backstory, Yanmo and his father are refugees from the Southern Water Tribe. Maybe they're just in Xidi Village to look for somewhere new to settle?
  6. I’m excited to be part of the game! I’ve had a bit of a crazy week but I’ll set up my sheet soon. 
  7. Yanmo’s something of a Punchbender himself.   also this is exciting! Lot of cool apps out there
  8. Here you go! @Stengleronymous   Cooperative Narrative: This was supposed to be easy.   Easy job, they said. Miyah had spent the past two weeks traveling with a shady caravan. The other actual earthbenders would do the hard job, which was faking a raid on the caravan while not getting killed. They would steal some supplies, Miyah would "scare them off," and then Miyah would get paid for the job. That all would have been too intimidating for Yanmo, but his job was simple. All he needed to do was make sure Miyah got away. Back her up if she did something stupid. Chances are, Sae said, she wouldn't do anything that stupid.   So what the hell is all this noise?   Yanmo grit his teeth. He had no idea whether to be grateful for the fight... or annoyed at its setting. When you're a waterbender in the desert, you learned to be resourceful. Quickly. This was a place where water came to die, and if you weren't careful, so would you.   "You had to piss them off," Yanmo snapped at Miyah, "Now I'm supposed to cover you."   Luckily, Mo had come prepared, Yanmo quipped to himself. He was equipped with an entire waterskin. That should be enough to stop the whole town from catching Miyah.   Yanmo sighed as some Fire Nation guards started rounding the corner, towards the pair. "Alright, yeah, run."   Yanmo took off into a sprint, yanking Miyah with him. Yanmo waved a few fingers at his waterskin, scooping out a bit of water. He clenched his fist, turning the globule of water into a tiny shard of ice - too small to do any real damage. Yanmo cursed under his breath as he heaved the pellet behind him. It pinged uselessly off of a Fire Nation guard's helmet, scattering off into the sand. Yanmo cursed again. He would have to devote a lot more water to knock out even one of the guards.    Mo glanced around as he ran, looking for solutions. Miyah had sprinted ahead of him, presumably to get one of the beetles ready for evac. Mo needed to slow down the guards somehow. Ugh, he felt so useless-   As the pair sprinted out of the gates, Mo turned to his right and noticed a trough where some camelephants were slaking their thirst.   That'll do.   "Sorry!" Yanmo shouted as he lowered his arms.   He felt the tug of the water in the troughs. In one fluid motion, Yanmo threw the water out of the trough and onto the ground. With a fierce grip of his fists, he froze it. Ugh, this only works in stories. Hopefully it would work here too.   Yanmo didn't turn around to watch the Fire Nation guards slip and slide on the sudden sheet of ice that had appeared in the middle of the desert. Two of them even fell completely on their rears as the others slipped and slid around on the slippery ground.   Yanmo jumped up on a beetle and snapped, "Grease berries, would you GO!"
  9. 1. Tell me a little about yourself Hi, I'm WonderVis. I live in Korea but I speak fluent English. I have quite a bit of PbP experience. I only have experience with Masks, but I believe that still gives me an idea with how PbtA works. I was attracted to the game because I thoroughly enjoyed my time with PbtA, and I (like many) loved the world of Avatar.    2. How familiar are you with the world of Avatar? I'm thoroughly familiar with the original series, and I waded through the first season of Korra. I've ingested a bit of the other content, but not enough to be familiar with it.   3. What's a favorite Avatar moment, and why? Honestly, it's the scene where we see Mako working at the factory in Korra. The idea of magic becoming a part of infrastructure is so fascinating to me. It's also a sign of how things have evolved since Aang's time, since lightning-bending was initially pretty rare.    4. Is there a playbook (or several) you're especially interested in? I'm personally a fan of Hammer! Though I also like the look of Rogue.   5. Tell me about the character you'd like to play in five sentences or less Yanmo "Mo" Wei is essentially an angry himbo. His father is, by his definition, a coward who forced his family to flee the Southern Water Tribe (I mean, they don't know anybody in Ba Sing Se) and his mother too weak to fight back. He values strength above all else, and is loyal to those he deems strong. Fortunately, his definition of strength is flexible enough to include intellectual strength and moral strength - this results in a diamond-in-the-rough refugee with a bone to pick against the Fire Nation. He's an aggressive waterbender with a fondness for ice constructs.   6. Fiction Narrative Mo tumbled to the side as another fireball narrowly missed him. His fingers planted in the mud next to him, and he jerked his hand up. As he did, a column of ice rose out of the ground, snaking its way through the air. Mo slapped both his hands into the mud, causing the column to spin, sending shards of frost flying every which way. Firebenders by the dozens screamed as they were pelted with sharp ice like shrapnel. Gritting his teeth in a furious smile, Mo felt his arms get wrapped in gross mud. It was far too little water for him to be doing too many fancy tricks. Another flurry of fireballs were heading his way. Mo raised his arms, and the mud around his arms crystallized into ice. He started punching at the fireballs. Though they were gigantic boulders coated in hellfire, they were no obstacle to Mo, whose fists of justice were unyielding against-   Mo woke up. Ugh, what a fun dream that was. But alas, the mud he was gripping between his fingers was the ground he was sleeping on. His coward father was shaking him awake, his pale grey face shadowed by the ragged tarp they were sleeping under.   "Wake up, Yanmo," his father said, "Two strangers have arrived. They might help us with our food shortage."   Mo groaned and rose to his feet, brushing off his father's hands. His father glanced at him sadly.   "I know you don't agree with my decision to leave, Yanmo-"   "I can fight," Mo growled, "I'm of age. I'm a waterbender. I could've stayed and-"   "And gotten yourself killed-!" Yanmo's father stopped himself. "Never mind. Let's not rehash this argument. Come meet the strangers."   Yanmo grunted and crept out from under the tarp, the sun in his eyes. 
  10. Hey, I think I finished my app for Miren Brinelli. She also didn't make the cut in that other game. This would be my first PF2e game. I'm very excited to try it out. 
  11. Miren Brinelli Grippli / Ranger / Local Brigand Backstory: Miren Brinelli is a female Grippli bandit. Separated from her family at a young age, she was adopted by a gang of bandits known as the Fury Branchmen, where it was tradition for every member to get an animal companion. In particular, she was raised by one Grendall Brinelli, who raised her as his own daughter. Unfortunately for her and the other bandits, she was always too nice to be a bandit. She kept insisting they spare their marks rather than rob them, let alone kill them. Finally, she was sick of it. Miren ran away with her cat Oblio. But she knows just leaving is no good. So she decided to find herself a new gang (perhaps one of more agreeable ethical values) to find safety from the gang she left behind.  Description: In terms of physical appearance, Miren is a tiny little green frog person. She has yellow eyes, and her fingers and toes are always covered in a sticky goop. That having been said, she has a very emotive face which is easily readable. She's covered in a number of scars from small, sharp weapons. Miren is a cheerful, happy-go-lucky frog. She's filled with a sense of optimism that just won't quit. She's not stupid, though - having spent time among bandits, she's seen the worst of humanity, and knows to keep a wide breadth of suspicious individuals. Despite all that, there's an innocence to her which is quite charming.   Future Plans: Miren will go into the Beastmaster archetype. She's naturally drawn to animals and they're naturally drawn to her. As for Leadership Roles, she's most likely to go into Warden. As someone who knows the Stolen Lands and is familiar with bandit operations, she's likely to be comfortable finding ways to defend against such activity. I can also see her being a Councillor or Viceroy. Grippli • Stickytoe Heritage • Ranger 1 Small • CG • Grippli, Humanoid Height: 2’6" • Weight: 25 pounds Background: Bandit Abilities Strength 12 (+1) Dexterity 18 (+4) Constitution 12 (+1) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 10 (+0) Boosts: Ancestry - +2 STR, +2 DEX, +2 WIS, -2 STR; Background - +2 DEX, +2 WIS; Class - +2 DEX; Free - +2 STR, +2 DEX, +2 CON, +2 WIS; Adventuring & Combat HP 17/17 Perception +7 • Expert 5 • Wis 2 • Item 0 Senses Low light vision Speed 25 Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Armor and Shields — AC 18 • Trained 3 • Base 10 • Dex/Cap 4 • Item 1 Trained: Unarmored, Light, Medium Shield none Saving Throws — • Fortitude +6 • Expert 5 • Con 1 • Item 0 • Reflex +9 • Expert 5 • Dex 4 • Item 0 • Will +5 • Trained 3 • Wis 2 • Item 0 Skills Acrobatics +7 • Trained Arcana +1 • Untrained Athletics +4 • Trained Crafting +1 • Untrained Deception +3 • Trained Diplomacy +0 • Untrained Intimidation +3 • Trained Lore: Forest +4 • Trained Medicine +5 • Trained Nature +5 • Trained Occultism +1 • Untrained Performance +0 • Untrained Religion +2 • Untrained Society +1 • Untrained Stealth +7 • Trained Survival +5 • Trained Thievery +4 • Untrained   ANCESTRY Stickytoe Heritage Your hands and feet exude a film that helps them adhere to surfaces. You gain a +2 circumstance bonus to your Fortitude and Reflex DC against attempts to Disarm, Shove, or Trip you. When ascending trees, vines, and other foliage, if you roll a success on the Athletics check to Climb, you get a critical success instead. Jungle Strider You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of plant material, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead. Hunter's Defense Prerequisites: trained in Nature Frequency: once per hour Trigger: A creature with the animal, beast, elemental, fey, fungus, or plant trait attacks you, and you can see the attacker. Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your Nature DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn’t remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, even though you wouldn’t take the –2 circumstance penalty against the attack. BACKGROUND Group Coercion When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary. CLASS Hunt Prey You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Hunter's Edge: Flurry You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10. Animal Companion [Cat] You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.
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