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Rayth

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  1. I've actually been giving some thought toward trying my hand at more GMing here, and a solo game seems like a good way to get some experience. So I might be interested, as well. Out of the options you've given, the only one I'd be comfortable GMing is M&M3E. I've run a couple IRL sessions, and some brief stints here, though I've played in quite a few games. I've seen you bopping around the M&M scene here for years, as well; I think we've only played together maybe once though, many years ago. I'd be fine doing a high PL/PP solo game. That actually sounds like a lot of fun. I'd want to nail down details about things like setting and the character you'd want to play, but that could all happen if you want to take me up on the offer. More than that, I'd want to know the level of activity you're hoping for; I could likely commit to updates, minimum, once a week, but I'd aspire to more like a couple times a week. My work schedule is pretty screwy. You mention IRL finally stabilizing for you; this might be about the level of activity you're looking for. But if you want something faster, I might not be able to keep up. I also tend to write longer posts with a lot of description, which not everyone enjoys having to read through. For the trade, out of the games you list, the one I most want to learn is Shadowrun. I've wanted to play it for years, but never really had the opportunity; I've actually been reading through the 5th edition rulebooks lately for unrelated reasons, and have an okay grasp on it, but have never played or experienced the setting. But if that doesn't sound appealing(I bet a solo Shadowrun game can be quite difficult, both to play and run), I'd be fine with trading M&M3E games. I've got a couple of characters I haven't gotten to play as much as I'd like. Let me know if you're interested.
  2. I have not, unfortunately. It looks like they haven't been online in some time, as well. I'm around if things pick back up; I was excited for this game, and am getting through my own rough patch, availability-wise.
  3. It took me about a thousand years, but I've finally got this in something approaching a proper state. I prefer to avoid posting an application until I'm actually done with it, but in the interest of not missing the due date, I figured I'd post what I've got. I've been lurking on this game since before recruitment started, but I've had a hard time settling on a concept that didn't feel like it was stepping on toes. But M&M is my favorite system, and I have a critical nostalgia weakness for Digimon, so I had to make an attempt. So, here's Kyoka! I'm excited about how she turned out; interesting characterization, and fills a mechanical niche that I didn't see too much of. I also like that the art I found makes it look like she's wearing a classic Giants jacket, which she probably got from her dad. And, I think Lopmon has the potential to be really fun to play, with a lot of room to grow. She's got a broad element spread available to her, too; between Ice, Wind, Dark, and potentially Earth depending on how her being an Earth element affects her regular punches. Not to mention, she's adorable, and along with Terriermon is among my favorite Digimon. Let me know what you think!
  4. I plan on making this look as nice as Kyoka's app, but it's getting late and I have work in the morning. So, a HeroLab statblock will have to do for now, and I'll pretty it up when I'm next able to. I plan on following the traditional evolution route for Lopmon, going to Turuiemon, then Antylamon, then Cherubimon. I'm leaving the possibility of following the 'darker' line as an option, but it isn't where I'm leaning. Lopmon - PL 8 Strength 2, Stamina 4, Agility 4, Dexterity 0, Fighting 6, Intellect 0, Awareness 4, Presence 0 Advantages Close Attack 2, Disarming (DC 16), Evasion, Ranged Attack 8, Teamwork Skills Acrobatics 4 (+8), Athletics 6 (+8), Deception 6 (+6), Insight 4 (+8), Perception 4 (+8), Persuasion 6 (+6) Powers Attack Moves Blazing Ice! [Ice]: Damage 8 (DC 23; Increased Range: ranged) Lop Punch!: Strength-based Damage 6 (DC 23) Spinning Slap!: Strength-based Damage 6 (DC 23; Multiattack) Tiny Twister! [Wind]: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited Degree) Lopmon! Big Floppy Ears: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Affects Others; Gliding, Wings) Durable: Protection 2 (+2 Toughness) Great Big Bunny Leaps: Leaping 3 (Leap 60 feet at 16 miles/hour) Speedy Little Feet: Speed 1 (Speed: 4 miles/hour, 60 feet/round) Stuffed Animal-Sized: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Permanent) Offense Initiative +4 Blazing Ice! [Ice]: Damage 8, +8 (DC 23) Grab, +8 (DC Spec 12) Lop Punch!: Strength-based Damage 6, +8 (DC 23) Spinning Slap!: Strength-based Damage 6, +8 (DC 23) Throw, +8 (DC 17) Tiny Twister! [Wind]: Cumulative Affliction 8, +8 (DC Fort 18) Unarmed, +8 (DC 17) Languages Native Language Defense Dodge 10, Parry 10, Fortitude 8, Toughness 6, Will 8 Power Points Abilities 42 + Powers 34 + Advantages 15 + Skills 15 (30 ranks) + Defenses 14 = 120 Validation: Complications: At least 2 Complications are required Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.
  5. Endoh Kyoka Appearance Kyoka is tall for her age; always has been, and that's held true even through high school. She has light brown eyes, and wears her hair long. It's the one aspect of traditional femininity she allows herself, and she applies herself to it's maintenance as thoroughly as she does everything else. Her hair spends most of it's time bound up in baseball caps or tied in buns to stay out of the way for martial arts practice, but when she lets it down she's been told it's quite beautiful. She's built surprisingly solidly compared to many of her classmates. Long hours spent between the baseball diamond, judo dojo and just general gym-going have given her a surprising amount of muscle; not that you'd know it, given her propensity to wear more concealing clothing, opting for slacks over skirts, and wearing longer sleeves. It isn't exactly a secret; she competes on Takigawa High's baseball team, and participates in Kendo Club. But the looks she gets make her a little self-conscious, or maybe just annoyed. Kyoka's expression is usually rather neutral; or perhaps, placid is the right word. Not unapproachable, but a little distant. She dresses well, but comfortably, preferring sportswear and things that are easy to move in. Personality Kyoka is a girl best measured in degrees. Her first impression can be a little misleading. She's serious, but not stern. She's quiet, but not shy. She's confident, but not conceited. It takes a lot to get a reaction out of her, and whatever reaction you get will likely be a little muted. But she isn't depressed, though maybe a little repressed. She's very focused, and can be a little intense. But she can be perfectly friendly; in fact, one might go so far as to say she's pretty popular, as you might expect by being one of the best baseball players in the school. She has no problem talking to people, though she doesn't always have a lot to say. Put her on the field, or on the mat, though, and her demeanor changes. She can be downright fierce when she's got a challenge in front of her, and relentless in pursuit of conquering it. Any challenge is an opportunity to prove, and improve, herself, and she treats it with the severity that deserves. She's been called older than her years, sometimes no-nonsense, and she's known to be dependable by her teammates. She doesn't hang out with many people besides them; her schedule is just too busy. But if she calls you a friend, she means it, and is doggedly loyal. Her relationship to sports is a little fraught. It started in the way it does for many, as an after-school activity, but she always felt the pressure from her parents to commit, to excel. It helped that she was naturally quite talented; she did commit, and she does excel. But she hasn't spent much time thinking if she really wants to be doing this; she's wrapped up in the inertia and momentum. Her father's passing has made this more thorny; no one has said that she can't drop baseball without disrespecting her father's memory, but she certainly feels that way. And why should she drop it? She's good at it, very good. She could even go pro one day, if she wants to. Does she? Who's to say. It's hard to avoid thinking about the fact that there isn't as much room to grow in women's baseball as there is in men's; a fear she's not spoken much about. But if she's good enough, talented enough? She can't be ignored. Backstory Kyoka was born to mother Himari, and father Minato. They themselves were once quite in the public eye; Himari was a professional figure skater with Olympic prospects, and Minato was a professional baseball player, having a well-regarded but not exemplary tenure as part of the Yomiuri Giants. They were something of a power couple in their day; not the apex of their respective sports, but very driven to succeed, well-known and popular. Even more so together. Himari had largely retired by the time Kyoka was born, the rigors of Olympic competition having taken their toll. Minato continued to play well into Kyoka's childhood, supporting the family and earning the admiration of his daughter. Kyoka, for her part, excelled in sport from an early age, spurred onward by her parents. She favored soccer, though her father always wanted her to switch to baseball. She also started practicing kendo and judo quite young; it looks good on college applications, and is well-respected. Her parents weren't harsh, but they expected a lot from Kyoka, and she strove to meet their standards. Things began to change when Kyoka was in middle school. Her father, now having retired from the Giants, fell ill. His disease progressed quickly, though the family got to spend as much time together as possible. Kyoka, following her father's wishes, switched clubs to baseball; Minato got to see her play shortly before he was hospitalized, and she remembers the grin on his face well when he watched her slide to home. He passed shortly after. The time after her father's passing was turbulent; arrangements had to be made, and she was still young. It was hard to accept, hard to deal with. She retreated into athletics, both as a way to get away from the grief, as well as a way to feel closer to her father. She redoubled her focus, and she improved by leaps and bounds. By the time she entered high school, she was already better than many of her upperclassmen; a fact they took no pleasure in. It was difficult for any of them to do anything about it, though. Her talent spoke for itself, and she was largely immune to social pressures. What, were you going to bully the daughter of Endoh Minato, professional baseball player, because she was better than you at baseball? Come on, be serious. And even those who tried found a girl who was, frankly, unflappable. Even physical intimidation was fruitless; Kyoka's bi-weekly judo classes no secret. Things progressed as such until now, her senior year at Takigawa High. Kyoka is one of the team's star players; maybe the star. Her future looks bright, having already secured some athletic scholarships to prestigious schools. But her social calendar is a little sparse. One of her teammates, Haru, has gotten really excited about the new Digimon GO! game, and is bound and determined to get everyone else on the team to play. Kyoka has preregistered, though knows functionally nothing about Digimon outside of it's existence. Talents & Expectations Kyoka is meant to fill an interesting role on a Digimon cast; someone who is physically capable, both in athletics and in theoretical combat. The Digidestined are frequently imperiled, but it's not often that the threat can be punched into submission by a normal human. This is not a trend I intend on bucking with Kyoka. The premise of the franchise is that the human partners empower their Digimon to conquer foes through The Power of Friendship(or Courage, Sincerity, etc), and that still holds true for Kyoka. I don't anticipate her dukeing it out with Kuwagamon and such. Though, maybe a Numemon or Gotsumon. My hope is to explore her characterization and relationship to sport, her femininity, and her willingness to form friendships outside of her teammates, not obviate the need for a Digimon partner. However, to outline her talents and where I expect she'll fit in a team, she's fast, maneuverable, and reasonably strong. She's able to fight as a full PL5 character unarmed, excels in a grapple, and when equipped with a baseball bat, bokken, or similar club-like implement she deals higher damage. If we ever have to square up with some nefarious humans, or some low level Digimon who want to eat us while our partners are otherwise occupied, she's your gal. She also has high Acrobatics, Athletics, reasonable Perception and Insight, competent Throwing due to her sports background, and is capable at Stealth. When dealing with others her own age, her ranks in Cool give her quite an edge in Deception and Persuasion, falling back on her reputation, style, and status as an upperclassman. Adults still just see her as a kid still, though, so it doesn't work on them. Depending on team makeup, I could see her taking on something akin to a leader role, though that isn't where I excel as a player. But with some points to spend, I could see her taking ranks in Inspire or Leadership, to fill out that Gogglehead position. ABILITIES DEFENSES Strength 2 Dodge 6 Stamina 4 Parry 6 Agility 4 Fortitude 5 Dexterity 0 Toughness 4 Fighting 4 Will 5 Intellect 0 Awareness 2 Presence 0 POWERS Practiced Runner (1pp) ... Speed 1: 4 miles/hour, 60 feet/round; Check Required: Athletics DC 10 Vaulting (1pp) ... Leaping 1: Leap 15 feet at 4 miles/hour; Check Required: Acrobatics DC 10 ADVANTAGES & SKILLS Close Attack 2 Cool (Deception) Cool (Persuasion) Extraordinary Effort Fast Grab Improved Grab Improved Hold Improved Trip Equipment 1 SKILL RANKS BONUS Acrobatics 4 +8 Athletics 6 +8 Close Combat: Grab 2 +8 Close Combat: Unarmed 2 +8 Deception 4 +4*+9 vs Teens Expertise: Academics 6 +6 Expertise 6 +6 Insight 4 +6 Intimidation 0 +0 Perception 4 +6 Persuasion 4 +4*+9 vs Teens Ranged Combat: Thrown 8 +8 Stealth 2 +6 EQUIPMENT Baseball Bat / Bokken / Etc. ... Strength-Based Damage 2 Remaining 3 points unspent OFFENSES Initiative +4 Unarmed Strength-based Damage +8 vs Parry; DC17 vs Toughness Grab Special +8 vs Strength/Dodge; DC17 vs Athletics/Acrobatics Baseball Bat/Bokken/Etc Strength-based Damage +6 vs Parry; DC19 vs Toughness Abilities 32pp / Powers 5pp / Advantages 7pp / Skills 23pp / Defenses 8pp COMPLICATIONS: • Quirk - Kyoka isn't famous by any stretch of the imagination, but her parents were fairly well known in their time. Occasionally that can be a benefit, and occasionally it makes her life a little more complicated. • Relationship - Kyoka is very close to her mother, and does her best to help her when she needs it. • Responsibility - Between school, her extracurricular activities, and the classes she takes outside of school, Kyoka's schedule is pretty busy. Her mother expects her to do well in all of them, and would notice if things started slipping. • Rivalry - While not as fiery as her teammates, she takes the rivalries between Takigawa High's baseball team and the teams from other schools seriously. She wants to make sure her school does well.
  6. Mikaela Garrett - Psion DODGE: +8 | PARRY: +8 | TOU: +4 | FORT: +8 | WILL: +12 HERO POINTS: 1 ACTIVE EFFECTS: Mental Shields CONDITIONS: None Edward's positivity was a little infectious, and Mikaela found herself laughing at his story. "Right, exactly. It's easy to use force; nuance is more difficult, but usually more useful." Mikaela seemed a little hesitant at Edward's next question, but his apology smooths over any anxiety. She doesn't seem to mind sharing the story, but Edward's keen eyes can tell she's being careful with how she phrases things. "No, it's fine, it's fine. I did have a teacher. My dad found him for me, a little after my talent first manifested. He... made me into who I am now." She says that with a sort of resolve, tinged with some more complicated emotions. She's about to turn the question back to Edward, when Zhou's voice comes across the mental network. Mikaela's expression turns pensive. The fact that Zhou can somehow detect the nuances of the raider's life energy patterns only gives her pause for a moment; it sounded similar to, though different from, the way she could perceive the minds of others. That was very interesting. <An echo...? It could be that the three stronger sources are controlling the echoing ones. I've... seen that sort of thing before. We'll have to be careful until we know for sure if they're combatants, or just civilians with puppet strings.> The idea seems to make Mikaela anxious, but she echoes Edward's sentiment herself, sending a feeling of cautious confidence across the network. Zhou seemed very capable, but that was no reason to be rash. Her demeanor changes a little; she moves from the congeniality she'd had a moment ago, to something much more businesslike. As they neared the building, Mikaela switches primarily to telepathic communication; she does it almost reflexively, though she hopes the others will acclimate. For now, she's itching to get a better idea of what's going on in there; the possibility of the criminals being under mental control seems to have increased her urgency. <I agree; this seems... wrong. Edward, can you keep an eye on me for a second? I'm gonna see if I can't get a better look in there.> As she says this, she's already taking a seat on the sidewalk, legs crossed, back against the building behind her. She places her coffee next to her, then puts her hands on her knees, eyes closed, and takes a deep breath. On the inhale, she focuses, imagining a door in her mind. On the exhale, she releases the tension, opening the door and expelling her mind from her body. Her posture is relaxed, as is her breathing; it's hard to tell what she's just done, but evidently it wasn't terribly difficult for her. <I won't be able to hear you with my actual ears like this; you'll have to use the network to talk to me. If that's still a little tricky, I can still feel, so tap my shoulder and I'll wake up.> She rises, imperceptible to mundane senses, like some kind of phantom. With a thought, she propels her perception through the wall behind her, searching for the galleria Zhou is in. She hopes to be able to use her extrasensory perception to try and aid Zhou's own, and diagnose what's going on with these people. Stealth:1d20
  7. I've mostly been at work 😧 but catching up on things now. I feel a little bad not moving things forward more than I have, but Calder does not excel in social situations, nor do I feel like he'd be the first to initiate that sort of thing. Stranger in a strange land, and all. But I can have him do so, if needed. He's much better at Insight than he is at any Charisma-based skills, though; one of his runes gives him Advantage on Insight checks. I feel like he'd do better accompanying someone else going to talk to the adventurers, or Dwarves, or whoever. And, he's able to act as muscle if needed.
  8. Calder Ivarson (Goliath, Beast Hunter, Giant, Rune Knight Fighter 3) HP: 36/36 | Hit Dice: 3d10 | AC: 19*With Shield | Init: +1 | PP: 13 | PI: 18 | Speed: 30ft | Langs: Valiki, Higher Bürach, Castinellan, Giant Stone's Endurance: 2/2 | Second Wind: 1/1 | Action Surge: 1/1 | Giant Might: 2/2 | Fire Rune: 1/1 | Stone Rune: 1/1 Buffs: None | Debuffs: None | Resistance: None | Inspiration: 1 | Exhaustion: 0 | Available Funds: 276gp Calder looks thoughtful as Ithillien speaks. He agrees that among the adventurers, he would stand out the least; however, he isn't sure if he trusts himself to lead their information-gathering efforts toward them. Even beyond his physical appearance, this isn't his first language, and he can be a little tongue-tied or uncouth. Not the best foot forward when gathering clues. Looking uncharacteristically unsure, Calder says, "I agree; the adventurers might be best. I would prefer if someone else took the lead, but I can act as backup or stand guard as you suggest. I think I would serve better as an extra set of eyes and ears, to discern the truth of what is told to others. And if anyone needs help, shout, and I will be there."
  9. Calder Ivarson (Goliath, Beast Hunter, Giant, Rune Knight Fighter 3) HP: 36/36 | Hit Dice: 3d10 | AC: 19*With Shield | Init: +1 | PP: 13 | PI: 18 | Speed: 30ft | Langs: Valiki, Higher Bürach, Castinellan, Giant Stone's Endurance: 2/2 | Second Wind: 1/1 | Action Surge: 1/1 | Giant Might: 2/2 | Fire Rune: 1/1 | Stone Rune: 1/1 Buffs: None | Debuffs: None | Resistance: None | Inspiration: 1 | Exhaustion: 0 | Available Funds: 276gp As Ithillien spoke, Calder did his best to keep up with the discussion. The finer points of magical theory and curse manipulation were a bit beyond him; the things he did came through instinct, and the limited education he'd gotten. The spellcraft of the Giants has largely faded from the world, so there are few first-hand accounts. It was, however, good to learn that it was possible to hide his curse from these wards. He had little reason to do so, but good to know it could be done. At Ithillien and Irata's praise, Calder smiles, looking almost bashful. He's glad it was a good idea, and makes mental note to craft many more plates. His skill at metalworking would be handy, and he could give the plates to the rest of the team. He'd been wary of doing so until he knew that just crafting the plate did not invoke it's magic somehow. He puts the plate back into a pocket, agreeing with Irata's assessment of the proper time and place to activate it. Ithillien then plucked quite a thick book from the bookshelf along the wall, bound in red leather. The other members of his team thumbed through it, but Calder refrained. It seemed the tome held information that could be useful for keeping control of his newfound urges, but it would take him quite some time to read through it. He'd grown more adept at reading during his training in Kandar, but it was still far from his strong suit. As the party moves through the Fork Gate, Calder's more than a little surprised at the sheer number of people here. He'd expected a few dozen refugees, scared and starving after fleeing their homes. But this was, while a little ramshackle and small, a functioning community. "Are all of these people from Rivenvale? Or have they mixed with others who already live outside the city gates?" His lack of knowledge of the Bürach Empire, and Altenheim in particular, is showing, and he doesn't like it. He's working from a deficit of knowledge, and the first step of a hunt is knowing your prey. His attention turns to those outside the Church; another building he wasn't terribly familiar with. But the quantity of the wounded was odd, as well. "What's going on here, that has caused so many to be injured? And yet, no one seems worried. If they'd been hurt fighting the thing stalking the Rivens, wouldn't more people be afraid?" Conversation now turned toward splitting up, and how to properly gather information. Calder frowned, looking pensive. He's pretty well-spoken, but only because he learned High Bürach from a bunch of diplomats. He's not dumb, but he remembers where he comes from; an isolated community in the Valikan wastes, scratching out a living through hunting and gathering. He also knows he cuts an intimidating figure, which limits his usefulness in social situations. This is not the type of hunting he was skilled in, and he has no shame saying so. "I am not clever in thought or speech; I would perhaps help most by accompanying someone who is, or speaking to someone who doesn't expect me to be. A place where my size and martial appearance would benefit, not hinder. The adventurers, perhaps?"
  10. Calder Ivarson (Goliath, Beast Hunter, Giant, Rune Knight Fighter 3) HP: 36/36 | Hit Dice: 3d10 | AC: 19*With Shield | Init: +1 | PP: 13 | PI: 18 | Speed: 30ft | Langs: Valiki, Higher Bürach, Castinellan, Giant Stone's Endurance: 2/2 | Second Wind: 1/1 | Action Surge: 1/1 | Giant Might: 2/2 | Fire Rune: 1/1 | Stone Rune: 1/1 Buffs: None | Debuffs: None | Resistance: None | Inspiration: 1 | Exhaustion: 0 | Available Funds: 276gp Calder hadn't expected, when the mists cleared, to find himself standing outside the door of what passed for the Kandarian embassy in Altenheim. He'd known the mists were laced with magic, but to whisk him from outside the Atelier to his lodgings? It was impressive, if a little intimidating. He'd felt bad for leaving Irata before he'd been able to tell the woman where to meet him; they would have to reschedule their luncheon, it seemed. In the time between their parting and the meeting, Calder ensured his weapons were sharp, examined his armor with Caspar to guarantee it's integrity, and indulged in quite a large lunch. His compatriots from Kandar know of Calder's appetites; they'd begun preparing a roast sheep after he'd left, though due to his teleportation, it wasn't quite ready by the time he returned. No matter, he had one final task that took up the remaining time, and he ate greedily once it was fully cooked. Later, he entered the Red Masque Atelier, gingerly navigating the too-small aisle to reach the door to the back room. Ducking under the head of the door, he entered a little sheepishly, before taking a seat. He delicately lifted a cup of coffee, sipping at it with a quizzical look on his face. He'd never had coffee before, and was trying to decide if he liked it or not. When Irata arrived, he gave her a look of apology; he hadn't known where to find her, either. "Hail, Ithilien. I am glad to have you with us." At her pause, Calder grinned, almost a little embarrassed. "Yes, an Ogresh. If anyone asks, that is probably the best thing to call me." When Irata offers a few questions, particularly regarding the Thaumaturgy basics the Ringmaster had given them, Calder perks up. "I also had a question or two about that, if it's alright. I took the liberty of preparing a plate," he says, trailing off for a moment as he pulls out a small square of metal into which he chiseled the thaumaturgic engraving. This was the task that took his remaining time before lunch. "I haven't drawn the pattern yet, because I wasn't sure if it would activate immediately or not. But I thought we could place this in the refugee camp somewhere, maybe buried near a common path. It might find something, even after we leave." He gave a look towards Irata and Lady Underwood, and nodded towards the plate. "When I place it, you can see if you feel anything. But if it draws on my own strength, I would not want to activate it until it's placed correctly." OOC Poet, let me know how much gp I owe for the metal plate. Calder has proficiency with Smith's Tools, so I presume this is within his ability to create. If that isn't true, or I've misunderstood the process somewhere, let me know. I'm also deducting the 2gp for my food intake for the day, since Calder is a big boy with a big appetite.
  11. Calder Ivarson (Goliath, Beast Hunter, Giant, Rune Knight Fighter 3) HP: 36/36 | Hit Dice: 3d10 | AC: 19*With Shield | Init: +1 | PP: 13 | PI: 18 | Speed: 30ft | Langs: Valiki, Higher Bürach, Castinellan, Giant Stone's Endurance: 2/2 | Second Wind: 1/1 | Action Surge: 1/1 | Giant Might: 2/2 | Fire Rune: 1/1 | Stone Rune: 1/1 Buffs: None | Debuffs: None | Resistance: None | Inspiration: 1 | Exhaustion: 0 Calder commits the name of the elven woman to memory; he had only spoken with Ithilien briefly, but it seems she is part of the Society, rather than just a cat's paw they used to make introductions. And it seemed they had their first objective: root out any hidden threats within the refugees, while gathering information to start their hunt. At the talk of handling things with silk or steel, and at the Ringmaster's direct cautioning, Calder raised a placating hand. "Aye, aye, I understand. I can be as canny as I am fierce; I have no intent to start a fight before it need be started." Then, it appeared as though they were being released to go attend to their own errands, before being contacted tonight. Calder nods, and joins his compatriots as they discuss their next steps amidst the swirling mists. Irata, it seemed, was eager to start forming stronger bonds between the hunters, though the reception from the others was a little chillier. Calder shrugged, settling his pack and his armor more comfortably on his shoulders, before responding. "We do not have many Inquisitors in my lands; you might be the first I've ever met. I wouldn't mind sharing information, but only to familiarize myself with this land and it's peoples. You've given me no reason to distrust you. However, I have some preparations to attend to as well; blades to sharpen, armor to inspect. And an appetite to sate, most of all. We could break bread, together? I have doubts I would fit through the door of your lodgings, so perhaps we could eat elsewhere." Calder gestures at the others, any who are still present. "Any who wish to come, may come. I fear I would eat all the food a tavern could offer, leaving them with nothing. So, I welcome you all to come eat with my people, travelers from Kandar. But if neutral ground is preferred, I will endeavor to... limit myself to a smaller meal."
  12. Calder Ivarson (Goliath, Beast Hunter, Giant, Rune Knight Fighter 3) HP: 36/36 | Hit Dice: 3d10 | AC: 19*With Shield | Init: +1 | PP: 13 | PI: 18 | Speed: 30ft | Langs: Valiki, Higher Bürach, Castinellan, Giant Stone's Endurance: 2/2 | Second Wind: 1/1 | Action Surge: 1/1 | Giant Might: 2/2 | Fire Rune: 1/1 | Stone Rune: 1/1 Buffs: None | Debuffs: None | Resistance: None | Inspiration: 1 | Exhaustion: 0 Calder is quiet as the Ringmaster speaks, intent on remembering what he's told. He was sent from his homeland for this purpose; he would not fail in it. The talk of curses, however, goes a little above his head. He finds it interesting that apparently Calder himself is considered 'cursed' by these wards the Ringmaster speaks of, and responds to the statement with a bit of a scowl. He isn't sure whether to consider that an insult or not. He had certainly been changed by the Ordning, and granted both boons and banes. But to imply that the ritual was a curse was almost offensive to him. It was a gift of his people, to be used in their protection, as it had been since time immemorial. Auda had told him that the Bürach did not know of the ways of northerners, and would consider him backward and strange. Perhaps this is part of what they meant. Calder decided he would let the sleight pass. He did not volunteer to learn the ward in question, but would consider it if the task was asked of him. As the wave of questioning passed, the Ringmaster moved the meeting to it's primary purpose, and Calder stood up a little straighter, as if coming to attention. This was what he had come for; to hunt monsters, and protect people. He began committing names and places to memory; the mining village of Rivenvale, two days away, the people in the refugee camp outside Fork Gate. He is glad to see that others of their Company get down to brass tacks, and start thinking of first steps. Irata in particular seemed adept at this, as befits someone working with the Inquisition. Their existence is mostly academic for Calder, having never met an inquisitor himself, but he's heard stories. He thinks her ideas are all excellent places to start. At Lady Underwood's question, Calder does raise a slight eyebrow, but others in their Company are quicker to respond: they are the muscle the Society is sending, perhaps himself most of all. This does not surprise him; it is the role he expected to play when coming to the City of Joy. But the trepidation in the Lady's voice implies a lack of experience in such matters. The idea seems to have brought some tension among their group, but it raises no ire in Calder. Zefelle, the Halfling with the grim countenance, says as much, and Calder agrees. "Aye. There are many types of danger, and many which I am not suited to stand against. Subtle things, of words and intrigue? The Lady Underwood would surely surpass me, keeping knives from her back as surely as my armor does, and striking back in turn. I will leave matters of negotiation and skulduggery to those among you who excel in them. As for matters of steel? Of blood?" At Zefelle's smirk and furtive glance, Calder gave a wide smile. He grasped one great fist in the other open palm and cracked his knuckles, each pop sounding like a bone snapping. He looks at Irata. "What was it you said? 'There is no need to fear danger when I am here.'"
  13. Calder Ivarson (Goliath Giant, Rune Knight Fighter 3) AC: 19 | HP: 36/36 | Initiative: +1 | Passive Perception: 13 | As the Ringmaster speaks, Calder is unsure that the person he describes resembles himself. He has faced hardship and tragedy in his life, to be sure; it's hard not to, living in the frigid north of Grarjord. But he hasn't faced horrors like the man describes. But, when he speaks of holding on to your humanity even as you become something else, it strikes a chord within him. Now that, he understands. Perhaps he could get along with this group, after all. When he speaks of the voice in the fog, Calder gives it a dismissive sniff from within his hood. Whispers in the mist, the voice of madness and temptation? He'd ignored it handily. And Calder's grasp on mathematics was not particularly firm, but it sounded like most of the work of the Society was hunting down other members of their own order, who had fallen to this "madness and temptation". He had thought he was to become a warrior against the darkness as a way to protect his own people, but now it was starting to look like he was to spend his time cleaning up the messes these Bürach had gotten themselves into? They would do better if they just left these forces alone. The Valikan clans knew better than to meddle with these sorts of things. Bah, regardless. He'd been tasked by his people to aid this group in exchange for Bürach aid; the time to complain had long past. As he dwelt in his thoughts, the others had been asking questions of their host, and the elven member of their band had revealed that he'd been touched by one of the dark forces they'd been assembled to fight against. Sparrow's visage provoked no fear in Calder; some trepidation, perhaps, but not fear. He'd faced stranger things than bears in his remote homeland, and had been taught of them as he prepared to come to Altenheim. Calder placed what he hoped was a reassuring hand on Sparrow's shoulder; the hand is nearly the size of a man's torso, but his touch is light. He could follow Sparrow's gesture of trust with one of his own; he had little to lose by revealing his own secret. He spoke High Bürach well, but with quite an accent. "This is a hard burden to carry; harder than my own, even. It speaks to your strength." The Valikan stood up straight, towering over the other members of their little group. He reached up and pulled his hood off, revealing his face; he was rather rough-looking, with blunt features and a shaved head. "I carry the blood of my forebears, and it has brought me strength. But awakening it did not leave me unchanged. You have my sympathy." Calder was not surprised by the distance some of the others in the group kept from discussing these matters; Irata seemed the only other to have herself open to some degree. But Calder's job was to join this group, so it behooved him to build bonds. He had little else to say, and so he turned his gaze back to the Ringmaster.
  14. Calder Ivarson (Goliath Giant, Rune Knight Fighter 3) AC: 19 | HP: 36/36 | Initiative: +1 | Passive Perception: 13 | Calder Ivarson was normally hard to miss. Nearly twice the size of a normal man, he towered over crowds and almost wouldn't fit through the Red Masque Atelier's door. But fit he did; he was well-practiced at navigating a world built for someone smaller than he. He managed to stay mostly unnoticed by keeping to himself, and by moving with a degree of care that belied his size. He spoke briefly with the young elven woman who staffed the counter; she took his appearance with only mild shock, especially once he started speaking to her in High Bürach. Calder found some of the Valikan masks quite fetching, actually, but upon discussion, the woman feared she might not have a mask that would fit his... dimensions. He gave her a gruff laugh, and said he'd figure something out. When he started using a small knife to cut out a pair of eye-holes in a burlap sack, she convinced him to at least take the mask with him. As the fog swept in and swallowed the world outside, Calder gripped his spear a little tighter; the woman had given him a look when he'd carried it in, but evidently thought better of trying to ask him to put it away. Pulling the sack over his head, he gave the woman's warning a nod, before wishing her well. And so, through the blinding fog he trudged. He kept his focus ahead of him, and paid little heed to the wisps and tendrils. He gave even less to the whispers on the wind; the elf had just warned him to beware what his senses told him, and he paid heed to the words of the wise. As he approached the table, his steps heavy and mail jangling in the quiet street, he saw he was not alone. Others who had left the atelier had arrived before he had, and were evidently waiting. They all stood, surrounded by monstrous figments cast into the mist and darkness. The sound of him likely preceded him, and he likely resembled a monster as he emerged from the fog; around nine feet tall, clad in scale mail and furs, carrying weapons and shield, with a sack over his head and a Valikan mask hanging from his neck. Suddenly, the writhing shadows cast by that lonely candle stilled, and through it walked a man who he presumed was the Ringmaster. At the mention of the Society, Calder smiled from within his hood; he'd come to Altenheim knowing he would fight monsters, and it seemed that the time had finally come. He was ready. He waited for the others to go first; they seemed a varied bunch. This sort of work attracted that, he supposed. When it came to his turn, he spoke, slightly muffled from within his hood; his voice was deep and thickly accented, but quieter than you'd think. His size lent strength to his voice, but he seemed to make a conscious effort to not overwhelm with it's volume. He spoke in High Bürach. "Hail, Ringmaster, and you all. You may call me Ivarson." Mechanics & OOC I hope to have a character picture and icon, as well as more concrete post format, by my next post or so. In the meantime, I've borrowed Bob's. Excited to get started!
  15. Apologies for my delay, got out of work late last night and had an early morning today. Honored to be chosen! It was a pleasant surprise; competition was fierce.
  16. Hah, that was my thinking as well. He has the potential to be quite lethal in a way that I'm excited about; he'll take another level or two to really come online, but he seems quite competent already. I usually play casters, so it's been fun to put together someone totally different. Also, joining the chorus to say that I think I'm ready for review, now that I have some NPCs up.
  17. I'm a bit late, but that all seems fair. I've taken the increased pricing into account, as well as adjusted my damage dice. I also increased the item weight following guidelines I found online. And so, I think my character is done. I realize I forgot to ask if this rule applied to unarmed attacks as well; following your recommendation, and to focus on grappling as much as I'm focusing on spear and polearm use, I have the Unarmed Fighting Combat Style, so hopefully that'll suffice when in close-quarters. I'm assuming the damage dice will also increase, but will change that if you rule otherwise. And warning received. Navigating an urban environment as a giant is something I'm interested in dealing with, and I presume that if you thought it would be completely prohibitive, you wouldn't have included Giant as a Transformation Path. Calder is big, but not so big that I think he couldn't fit down a 5-foot-wide alley. Five feet is pretty wide. He'd be squeezing when it comes to the 5-foot grid, but I think it's physically possible. He might have a hard time swinging a halberd in there, but that's when the fists come out.
  18. GOLIATH FIGHTER (RUNE KNIGHT) 3 Large humanoid Giant male, Neutral Good Armor Class 17 (17 armor) / 19 (17 armor + 2 shield) Initiative +1 (+1 Dex) Hit Points 36 (10+6+6 Fighter, 3+3+3 Con, 5 Giant) Speed 30 ft Senses Passive perception 13 | Passive insight 18+5 due to Advantage from Stone Rune | Darkvision 120ftObtained from Stone Rune Languages: Valiki, Higher Bürach, Castinellan, Giant Proficiency Bonus +2 ABILITIES Strength 19 (+4) = 15 + 2 racial + 2 Giant Save +6 Athletics +6 Dexterity 13 (+1) = 12 + 1 racial Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +1 Constitution 16 (+3) = 15 + 1 Giant Save +5 No skills associated. Intelligence 8 (-1) Save -1 Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1 Wisdom 13 (+1) Save +1 Animal Handling +3 | Insight +3(A) | Medicine +3 | Perception +3 | Survival +3 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 (E) denotes expertise. / (A) denotes advantage / Bold denotes proficiency. PROFICIENCIES & FEATURES PROFICIENCIES Tools: Herbalism Kit, Smith's Tools Instruments: None Weapons: Simple weapons, martial weapons Armors: All armor, shields CLASS ABILITIES Fighting Style - Unarmed FightingYour unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you., Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again., Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn., Bonus ProficienciesWhen you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant., Rune CarverStarting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Runes Known Fighter Level Number of Runes 3rd 2 7th 3 10th 4 15th 5 Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest. Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest. Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest. Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest., Fire RuneThis rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest., Stone RuneThis rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest., Giant MightAt 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. RACIAL TRAITS Little GiantYou have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift., Mountain BornYou have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet., Stone's EnduranceYou can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., LanguagesYour character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. FEATS Polearm MasterYou gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. BACKGROUND (advanced) OUTLANDER PROFESSION: BEAST HUNTER Skill Proficiencies: Perception and Survival Languages: Higher Bürach Talents: Hard-WorkingWhenever you make a Constitution check for a repetitive task such as marching or laboring for hours without rest, you can add your Profession Die to the roll. Equipment: Common clothes, tinder box, several torches, waterskin, a hatchet, a herbalism kit, a net, a hunting trap, 30 feet of rope, one pouch of bait, 5gp Track QuarryUpon spending an hour examining your surroundings, and succeeding on a medium-DC Wisdom (Survival) check, you can track the movements of creatures that have passed through the area. You can ascertain the exact time and direction a creature went, if you are familiar with the type of creature. Rank 1 - Tracker You have shadowed an accomplished hunter to learn their methods of setting traps, stalking prey, and following tracks. When you aren't out hunting with your mentor, you busy yourself setting snares, practicing with a bow an arrow, and learning about the creatures you hunt. Holding: - You know where to find a Beast Hunters' Lodge that you can use in the wilderness to rest and escape danger. You have a lead as to the location of the lair of a powerful and dangerous creature. TRANSFORMATION Transformation Save DC = 8 + your proficiency bonus + your Strength modifier = 14 Giant level 1 Transformation Boon: Giant FormYour Strength score increases by 2 and your Constitution score increases by 1. You become a Giant in addition to any other creature types you are. Spells and abilities that affect giants of a specific CR have no effect on you. Transformation Boon: Growth SpurtYour body swells as muscles grow and bones elongate, a painful transformation that ends in a towering stature. If your size is smaller than Large, it is now Large. In addition, your maximum hit points increase by 5 and increase by 5 again each time you gain a new Giant transformation level. Transformation Flaw: Big AppetiteAs your body has grown, so has your appetite. While you once subsisted on a few pounds of food a day, you now must eat one livestock animal a day to feel nourished. You must eat at least 2 gp, or about 200 lbs., of food each day. You cannot gain the benefits of a long rest on a day where you have not eaten enough food. ATTACKS WEAPONS Unarmed Strike +6 to hit, 2d6+4 bludgeoning damage, Versatile (2d8)When not wielding a weapon or shield in the off-hand, damage die increases due to Unarmed Fighting Style. Large Halberd +6 to hit, 2d10+4 slashing damage, Heavy, reach, two-handed Large Spear +6 to hit, 2d6+4 piercing damage, Thrown (range 20/60), versatile (1d8) Large Javelin +6 to hit, 2d6+4 piercing damage, Thrown (range 30/120) EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (1,140.0 lbs.) Weight: 866 lbs. / 1,140 lbs. max. (15 x STR Score x 4 (Large Size + Goliath) Status: Unencumbered Penalty: None MONEY POUCH ( 5.56 lbs.) Copper: | Silver: | Gold: 278 | Obsidian: | Platinum: ( Coins x .02 lbs. = 5.56 lbs. Total Weight) EQUIPMENT READIED (734 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (512 lbs.) Large Traveler's clothes (3 gpStarting Equipment, surcharge for Large size) - 32 lbs. Large Splint mail (300 gpSurcharge for Large size) - 480 lbs. Weapons (120 lbs.) Large Halberd (30 gpStarting Equipment, surcharge for Large size) - 48 lbs. Large Spear (1.5 gp) - 24lbs. Large Javelins (3) (1.5 gp) - 48 lbs. Readied Items (104 lbs.) Large Shield (15 gpStarting Equipment, surcharge from Large size) - 48 lbs. Large Belt pouch (1.5 gp) - 8 lbs. Large Handaxes (2) (belt) (15 gpSurcharge for Large size) - 32 lbs Large Daggers (2) (belt, boot) (6 gp) - 16lbs EQUIPMENT STORED (127 lbs.) Stored items can be retrieved with an action. In Backpack (101 lbs.) A Large backpack, mess kit, tinderbox, and waterskin. - 96 lbs Herbalism Kit - 5 lbs. Strapped to Backpack (26 lbs.) Large Bedroll - 16 lbs. Hemp rope 50 ft - 10 lbs. EQUIPMENT NOT CARRIED (--) At Home Spare tinder box, waterskin, torches A net, hunting trap, another 30 feet of rope, pouch of bait Large Smith's Tools (30 gp) - 64 lbs MAGIC ITEMS NON-ATTUNED N/A ATTUNED (0/3)
  19. Appearance Calder Ivarson was... distinctive, even before his transformation. His clan claims to be able to trace their lineage back to ancient Giants, and it's hard to argue when you look at him. A young man just past the age of twenty, he stood nearly seven feet tall, heavy with muscle earned through hard labor even before undertaking the Ordning. His skin was fair, his hair a dirty yellow, his eyes deep brown. He was attractive, in the way of the rugged outdoorsman. He looked every bit the warrior from the furthest north, remote even by Valikan standards. Since his transformation, aspects of his Giant heritage have been made even more prominent. His body has grown, now taller than eight feet when standing up straight; a luxury his surroundings rarely accommodate unless he's outside. His proportions have shifted, his arms growing longer and his shoulders more broad, and he's gained even more muscle. His face has contorted, losing his boyish good looks; his brow is heavier, his eyes beadier, his features more monstrous. His skin is thicker, almost leathery, and his hair is kept short to prevent it from being grabbed in battle. It grows very quickly, now, so he frequently requires help to keep it managed, his own hands too big for any razor. He carries the weapons and armor of his people, crafted with care for someone of his great stature. He carries a spear most often, sized appropriately for him, and it sees frequent use as a walking stick. On his back, he keeps a traditional weapon that resembles a halberd; a great big axe-on-a-pole, to be wielded with both hands. He also has a quiver of javelins tied to his pack, with a shield on the other side. He wears padded garments underneath his splint mail; with broad plates and yards of tiny, hand-made chain links, such armor would be prized even for a normal human. For him, it was a great investiture of wealth by his people, and something he's obviously honored to own. Over-top his mail, he wears travelers clothing; sturdy leathers and dyed cloth befitting someone of his station. Counter to his brutish appearance, Calder comports himself as a visiting dignitary, because that is what he really is. He's not formally educated, but he knows his appearance can be frightening, especially to these Southern folk who are unfamiliar with giantkin. So he does his best to affect a calming demeanor, rarely raising his voice and trying his best to be polite despite the differences in culture. He's constantly aware of his own size, and steps like he's afraid of breaking most things he touches. Put him in a fight, though, and you see him in his element. Whether assuming a grappling stance or brandishing a polearm, he's visibly skilled and basically fearless. When he draws on his giant blood, he'll grow even larger, pushing to nearly ten feet, and takes on the appearance of a frost giant; his skin turns ivory pale, his eyes glacier-blue. His hair is normally cropped very close, but it too turns a pale blue-white, and his breath makes fog in the warm air. When he invokes a rune of giant magic, he will take on aspects of other True Giants, as well. Right now, he can use the runes of the giants of fire and stone, and these elemental influences can make themselves known physically, like smouldering eyes or gray, stony skin. Backstory The story of Calder Ivarson is tied closely to that of Kandar, and it's struggle for independence. Hailing from a remote tribe surviving in the Pale March, he spent his childhood learning how to survive in the inhospitable wastes of the far north. Hunting reindeer and other wild game formed the bulk of the tribe's activities; beyond that, they traded for resources with those who lived further south, or offered their services as hired warriors and smiths. They were not as versed in warfare as the Völgr, or at metalwork as the Sýr, but had survived in the frozen wastes for generations; they found those who would trade for their skills. In the southern reaches of Grarjord, in the province of Kandar, there are arguments behind closed doors about the future of their land. They are a people under many threats. Thrull, their neighbor to the west, sends frequent raiding parties to test their defense of their borders; they seek to consume them, to sacrifice those they cannot enslave, in their zeal to appease the Great Wyrm. In Frostmere, a perpetually frozen lake, lies the great fortress of the Melwarg, frost giants from across the western sea. In recent months, warriors of the Melwarg have joined forces with Thrullish raiding parties, likely purchased using the stolen lucre of Kandar's own people. The war chest of Thrull runs deep; they could afford the assistance of the Melwarg for months, perhaps years. In the warm, fertile lands of the South lies the Bürach Empire. They have heard of the struggles of Kandar, and have offered aid. It, as always, comes with strings attached. They would commit their military to the cause of ensuring Kandarian freedom, but at the cost of their independence; they wish to make them a protectorate of their crown, to consume them with a smile to save them from the hungry jaws of Thrull. There are those who would accept this arrangement. Eventually, Thrull will amass the force necessary to wage open war. Surely, swallowing their pride was better than annihilation? Queen Andrea Helsing, the war chief of Kandar, believes otherwise. And her clan, who maintains the history and folklore of the people of Grarjord, found a way to turn the tide. In the Lord Edda, the written sum of the Valikan's Clan's oral history, lies a story. In this tale, a family is beset by monsters and on the verge of oblivion. But by drawing on the Old Powers, they were able to forge a compact, the Ordning, with a clan of giants who still survived from the time the world was young. By following their instructions, a great hero was able to draw on the power of the giants, and vanquish their enemies. The ritual required the heart of a giant. And in the last skirmish with Thrull's forces, one of the warriors of the Melwarg was slain. His heart could be claimed. To ensure success, the folklorists of Clan Mithra searched what knowledge they held of the genealogies of Grarjord's people. This, eventually, led them to Calder's tribe. They held the blood of giants, perhaps descended from this very hero; if one of them undertook this challenge, they could grasp this power. One warrior on his own would not be able to face all of Thrull, but perhaps a deal could be struck with Bürach, who suffered under the threat of their own monsters. A more equal trade, one that would keep Kandar's independence, and show they could be peers with the Empire. Or at the very least, that attempting to conquer them may awaken monsters of their own. Calder did not consider himself from Kandar, but knew of the evils of the people of Thrull. He was not educated, but was no fool. The purpose of the ritual was explained to him, as well as the greater purpose should it succeed. He would be the first of hopefully many, who would fight against tyranny and darkness. He would travel to the south as a representative of Kandar and his own people, and in time grow in power. When the terms of his service ended, he would come home. In all, it sounded like a great adventure. Calder accepted. First, his body would need to be made ready. It began with a fast, as he went without food for an entire week, one day for each breed of True Giant. He survived only on water melted by his own body heat. Each day of that week, he fought against man and beast alike; first, warriors of his own tribe fought to test his mettle. Then, those of Kandar. Last, only captured beasts were strong enough to challenge him, and so they were used. With each victory, the beasts were prepared for feasting that Calder could not take part in; his place was to protect his people, and that meant that sacrifices had to be made. Each night, he sat in a sauna he built with his own hands, fed by both wood and herbs that could be burnt to induce visions and other hallucinatory effects. In these visions, he beheld the history and story of the giants; their dominance of the world before it was tamed by the gods, when it was new. Their struggle against the centuries and the changing of the world, as they became fewer and fewer. Awakening from the fugue meant he had to emerge from the sauna and plunge into the bitter cold lake, realigning his senses and his mind with humanity, with the fragility of the smaller peoples, and of his own history and lifetime. At the end of the week, starving and triumphant, Calder was brought into his tribe's feasting hall, and a meal finally placed before him. The giant's heart lie, the icy flesh uncooked, stuffed with alchemical compounds and mashed caterpillars to represent his coming transformation. Delirious from hunger and his trials, and with the chanting and singing of his people, he consumed the heart. The magic suffused him, driving bone-deep and wracking his body with pain. The chants of his people reached a crescendo, and his body changed. The days after the Ordning were hazy; Calder cannot remember them even now. He was nursed back to health by his people, and priests of Clan Limgri. When he was well, he bade farewell to his people, and began the long journey south. He spent time in Hrist, the capitol of Kandar, and here he was taught what he'd need to know for the journey. He was taught to read and write, as well as the language of the Bürach people. Those who could work magic taught him the fundamentals of runes; by drawing upon his giant blood, he could manifest the power of the True Giants. In the months it took to travel to Altenheim, he practiced and refined these skills, as well as practiced fighting with his new body. The dangers of the wilds gave him frequent opportunity. Upon arriving, he was brought to the Society of the Occult, and placed in their service as a warrior against the darkness. In exchange, Kandar has begun receiving increased military aid in their fight against Thrull. Personality Before his transformation, Calder was quick to laugh, eager for adventure and to test himself, but possessed of a strong sense of empathy, of right and wrong. The exact definition of those terms might be a little different for a Valikan Clansman, but he values loyalty and courage, generosity and compassion, modesty and self-reliance, but wisdom most of all. Part of the reason he was chosen to undertake the Ordning was because becoming a giant does more than make your body grow; it connects you to the primordial strength and vigor of the giants, which can have effects on your mind and spirit. Calder is more than a strong man; he was chosen because he was a good man, too. After his transformation, he is much the same, but different too. He is still possessed of a zeal for life and living, tempered by his commitment to his new calling. He is serious, perhaps overly so. He feels that his role as a protector is more important than things like fun and laughter, and that time spent not hunting for threats in the darkness is a waste of the power the Ordning has given him. He worries that, if he allows it, he'll begin to lose his ability to relate to the smaller folk; that he'll become closer to a giant than a man. He knows the Ordning has this ability, and is vigilant against it. So he does his best to surround himself with others, and is eager to connect with them. But he knows that many are afraid of him for what he's become. Those in the Society of the Occult who he works with are, therefore, very important to him. They're his best chance at having friends in Altenheim, and of cultivating his connection to humanity. Calder is someone who has sacrificed much for the benefit and safety of his people. His body is forever changed by the Ordning, all chance at a normal life forsaken for the ability to protect his people, and others, from darkness. This responsibility can make him rather somber, but he knew the risks, and what he'd lose. He is, occasionally, worried about what his future will be. One day, he will leave Altenheim, and return to his people. Will they accept him, and value the sacrifices he's made? He knows he will likely have to join the war against Thrull; is war all that awaits him? He was told that he would be the first of his kind; what if he's the last, too? Will anyone else survive the Ordning? Or will he spend the rest of his life alone like this? His body frightens him, sometimes. He's almost always hungry, only being sated after great meals of meat. He eats a sheep, goat or pig every day, though they're butchered and cooked first. But he's heard the tales of giants and their appetites, eating men whole and pillaging villages for captives. Could he become like that, some day? The instincts and propulsive energy of the giants lets him move forward, past these sorts of concerns. They are not a people who dwell on things. But in the quiet hours of the night, as he sleeps in a barn or under the stars, these are the things which trouble his mind. NPC Connections Auda, Representative of Clan Mithra A stern woman in her early forties, Auda has been tasked with managing negotiations between Kandar and the Bürach Empire in regards to continued military aid, on behalf of Queen Andrea Helsing. This means she is frequently occupied by meetings with members of the Bürach military, as well as members of the Society of the Occult to discuss Calder's contributions and requested tasks. She often does not have time to deal with Calder personally, relying on written missives and couriers from what passes for the Kandarian embassy to deliver instructions. However, this doesn't mean she feels coldly toward him; on the contrary, while she is much more metropolitan and does not truck with the ancient mysticism that has given Calder his power, she sees him as a young man who has sacrificed immensely for his country and his people, while also harboring concerns that he is being taken advantage of in the process. They have not spoken of it, but she shares his fears that there will not be a place for him in Kandar, once his work is done. Whether he wants a place in Kandar hasn't crossed her mind, and is another thing they haven't spoken of. However, out of respect for his sacrifice, she does her best to be kind to him. The Empire, and his work with the Society, will be harsh enough. Yngvild, seiðkonur of the Jǫkullhallrkind tribe Yngvild is a truly wizened old woman, and is one of the seiðkonur, a sort of combination medicine woman, diviner and religious leader. She is part of Calder's tribe, the name of which translates roughly to "children of the walking glaciers", living in the northern wastes of Grarjord. She, alongside her sister Magnhild, has held her position of leadership since time almost immemorial; at the very least, they were well-respected before Calder's parents were even born. They have helped guide the tribe through trials and tribulations using their glimpses of foresight, and have mended many wounds afterwards with their clever knowledge of herbalism. Yngvild helped lead the ritual of the Ordning that gave Calder his new gifts, and accompanied him to Altenheim to help guide him on his journey. She sees great portents in his future, affecting not just his own tribe, but Kandar and the broader world. Preoccupied with the future as she is, she occasionally forgets that Calder is still young and coming to terms with his situation. She expects much from him; he is the inheritor of a great power that was once worshiped by their people. Accordingly, she has been continuing his education in occult matters, teaching him of runes and herblore. Caspar Vannel, Retired Free Sword Veteran of countless hunts and campaigns, Caspar Vannel retired from the Company of Free Swords with honor after his injuries finally started to catch up with him. Through some manner of negotiation that Calder isn't privy to, Caspar has been hired by Auda to supplement Calder's self-taught technique with proper martial training. He is the one who trained Calder in how to move properly in heavy armor, and how to wield such an array of weaponry; while he prefers his traditional armament, Calder is lethal with anything from a battleaxe to a morningstar, and he has Caspar to thank. Gruff, terse, and fond of his drink now that he's retired, Caspar is nevertheless a force to be reckoned with, even hindered as he is by his old injuries. He's not able to personally spar with Calder due to the latter's increased size, but he makes sure the young man's drills and forms are flawless. Outside of those responsibilities, he works to make sure Calder's equipment is maintained, and advises where he's able in matters occult and monstrous. It was important to Auda that Calder not have to solely rely on the Society of the Occult when it comes to martial training; Kandar is already struggling to maintain independence from the Bürach Empire, the last thing they need is their trump card falling into their clutches. Caspar, for his part, doesn't care to get involved in this subtle conflict, but is happy to help so long as he's paid.
  20. Now that I have a bit of time to put an real application together, I think I've decided on a concept; I'm leaning toward the Rune Knight I mentioned before. I like the idea of being an outlander from a different culture, and of being a noble giant. There's also a decent amount of social characters already out and about, but not too many Big Strong Types. Since the Giant transformation lets me be Large size all the time, I wanted to ask: how does that interact with weapons and armor? I've seen conflicting decisions from different places, and figure it'd be best to just get your ruling. As a Large character, would I wield Large weapons, which do larger damage dice? Or would I still use the regular rules? And is the cost different, whether for weapons or armor? If they deal more damage, I could see the cost going up accordingly; I could see the costs for armor going up regardless, since I'm larger. I would plan on, eventually, upgrading to Full Plate, and would like to use the Smith's Tools that Rune Knight gives me proficiency with to make it. But the cost of the item factors into that, and I'm curious how you rule that all working. I'm obviously biased toward the option that increases my damage, but would be fine with either eventuality. I just figure it's best to have this hashed out before I finish the sheet. I'm also interested in how you see being Large sized affecting the social aspect of this game; I feel like it would make it impossible to go unknown in the city, but I wouldn't be opposed to the notoriety. Though, I feel like the Inquisition might have some qualms.
  21. Been eyeing this game for a couple days, contemplating builds I'd want to make. My initial idea has, due to my own dallying, been claimed by another applicant, and I think it'd be gauche to compete for the same niche so closely. So instead, I've got a couple other ideas I'd like to throw out for input: A Changeling, Fiend, Charlatan, Eloquence Bard, who obtained their shapeshifting and spellcraft by beating another fiend in a game of chance or a competition, allying with the Society of the Occult for protection; A Human/Goliath, Giant, Beast Hunter, Rune Knight Fighter, who descended from the frigid north for glory or to hunt some creature, or as a show of cooperation between their homeland and the Baruch Empire; For a while I considered an Armorer Artificer, possibly a Warforged who used to be Human, using their inventions to compensate for injuries sustained during a monster attack. But reading more about the setting, it seems much more low-magic than that, so I feel like that wouldn't work with the setting. I hope to get more of an application up in the next couple days, but am happy to hear comments or discuss specifics.
  22. Mikaela Garrett - Psion DODGE: +8 | PARRY: +8 | TOU: +4 | FORT: +8 | WILL: +12 HERO POINTS: 1 ACTIVE EFFECTS: Mental Shields CONDITIONS: None "Sure, no problem," Mikaela said. What Edward said next, though, made her pause a moment. In an expression too minute and brief for most anyone to read, except perhaps Edward himself, several emotions warred. Guilt, fear, determination and more. "I-... it takes quite a bit. I didn't used to have that kind of control. You're right; it took a lot of work. But enough practice, and it becomes second nature." She reaches out a hand, palm down, holding her iced coffee with her fingertips. "It's all about depth, is the thing. Reaching out to a mind with a feather-light touch is all it takes to make the connection. For just talking, you don't need depth so much as contact. As you go deeper, you..." She curls her fingers, and the plastic cup starts to dent and deform, disturbing the contents. She lightens her grip. "But when you start- or, when I started, at least, all I knew was pedal to the metal. It took time to learn how to do things properly." It feels strange, talking so openly. She'd discussed some of this with Nellie, but that was about it. Her parents were more concerned with her ability to control her talent, rather discussing the mechanics of it. Once she'd gotten control, they preferred to pretend it didn't exist. She couldn't blame them, of course, but it was almost... refreshing, actually talking about it.
  23. Just to chime in, I think I'm also ready. Excited to get started!
  24. Mikaela Garrett - Psion DODGE: +8 | PARRY: +8 | TOU: +4 | FORT: +8 | WILL: +12 HERO POINTS: 1 ACTIVE EFFECTS: Mental Shields CONDITIONS: None As the other members of their motley crew started sounding off through their telepathic link, Mikaela felt some tension leave her shoulders. She'd been worried that her intrusion would be met with hostility, but it seemed that the others took it in stride. They, being of the heroic persuasion, probably saw the benefit much as Edward had. As information filtered in, Mikaela sent out some quick replies. She'd gotten everyone's names from Edward, but it felt a little presumptuous to use them without proper introductions. It helped tell everyone's mental voices apart, at least. <Gotcha, big guy. Be careful, shout if you need help. And oh man, super speed? I'm jealous. Yeah, within a mile and we're good. I can push further if we need to, but things get less reliable.> Mikaela looks at Edward as he speaks, and gives a neutral shrug. "Nah, we can jog. Gives them time to sneak around; if things get loud, they'll let us know and we'll hurry over. I can give you a ride if it comes to it, but it might not be the most comfortable option. This way, we'll be mostly there by the time things get interesting." She gives a quick glance to Nellie, and sends her a brief message. <This should be quick. Stay safe, call if you need me. I'll keep the channel open.> As Mikaela jogged with Edward, moving closer to University Boulevard, Zhou's mental missive came through. The young man sounded efficient and professional, almost like she imagined a soldier might. It raised questions about him and his history, but maybe there'd be time to discuss that sort of thing later. <Jeez, melted through the building? This is more serious than I thought. Do you know what building it is? Are they robbing a bank or something? They sound dangerous, be careful-> Wait, did he say going in? This guy was fearless. Mikaela's pace quickened. "Hah, maybe this will get interesting faster than I thought."
  25. Yeah, I had similar thoughts. No way she isn't aware of him, though whether she recognizes him up close or by sight is a different question. I'm content letting you decide; either way, I doubt Twice would recognize Yu. Let me know if anything I set up for Jibei doesn't work with your vision of the place; it factors in to both of our character's histories, but ties much more closely into yours, so I'm game to hash things out. But I imagine if anything stuck out, you would've mentioned already.
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