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Phntm888

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  1. The Vykronan Crescent Region 5 Kingdom of Tumir (Flag Goes Here) Geography Tumir is a kingdom located in the Vykronan Crescent on the sub-continent of Regner, situated between the Ephoristes River in the South, the Kaldores River in the north, the Ortassa Sea in the east, and the southern end of the Vykronan Mountain Range. Much of the area surrounding the two rivers is farmland, while mines dot the southern parts of the mountains. Much of Tumir is fairly flat and prone to flooding from particularly heavy rains or mountain snow melt. These lands are lush in agriculture near the two rivers, with some more arid desert in the distance between them. In the west, however, it grows hilly and more rugged. Here, the more arid climate is much more pronounced, and what plant life grows here is mostly scrubgrass, grazed upon primarily by mountain goats. There are six major cities in Tumir: Dur-Bargaz is the northeastern-most city, lying in the foothills of the Vykronan Mountains. This fortified city is where the output of much of the country’s mines is concentrated before being shipped to other parts of the country. Sarum is located at the headwater of the Ephoristes River. What mines don’t feed into Dur-Bargaz feed into Sarum, and much of the region’s stone is quarried here. Pilgar is located at the mouth of the Ephoristes River, where it meets the Ortassa Sea, and is one of two port cities in Tumir. Pilgar is home to the Royal Palace, and is the center of Tumir’s glass-blowing industry. Sebass-Ur is predominantly an agricultural city, located halfway down the Kaldores River. This area is most prone to flooding, so buildings are typically built raised off the ground to minimize damage. Enkasru serves as the predominant port of Tumir, being built on the westernmost peninsula and surrounded by the Ortassa Sea. There is a thriving fishing industry in the city. The Wall of Torgamesh, built where the peninsula meets the mainland, is a massive construction that has held against every land army that has tried to conquer it. However, it can be circumvented by a sufficiently powerful naval force, as its people have learned numerous times - most recently by Dejan. Doran-Tir is the smallest of the major cities, yet also one of the most important. Standing at the midpoint of the Ephoristes River, it is here that the Great Ziggurat of Sareth-Fal stands, where kings must come upon assuming the throne to ensure their reign has the blessing of the gods. Government Tumir is a Kingdom, ruled by King Giramas IV of the Asmurid Dynasty. Giramas IV is a relatively young man in his late 20’s, who just took the throne last year. As such, he is neither beloved of nor hated by his people as they wait and see what kind of king he will be. The King is the most dominant power in Tumir, issuing decrees and laws governing the entire Kingdom, as well as setting taxes and levying soldiers. The king also appoints royal overseers for each region and city, to ensure the decrees and laws are followed. Each city also has a hereditary governor who has the ability to pass laws and decrees for their city, so long as they do not conflict with laws passed by the King. The hereditary governor is permitted to levy a small defense force for the protection of the city, if needed, but is not permitted to use them against either the king or another city. Up until the past one-hundred and fifty years, inheritance law favored male-only primogeniture. Following the reforms of King Tilbanshar I, however, the law was changed to male-preference primogeniture. While this has not yet led to Tumir having a Queen as its ruler, it has hopefully eliminated the possibility of wars of succession, should the King or a hereditary governor die without a male heir. People and Culture The Tumirean people are humans and tend to be on the shorter side, with bronzed skin, dark brown eyes, and brown to black hair. It is considered fashionable for adult males to sport full beards - the longer and more elaborately braided a beard, the higher the social class of the male. Among women, long hair takes the place of the beard, with longer and more elaborate hair signifying the same as beards. Laborers, farmers, and fishermen typically wear knee length tunics of wool with relatively simple embroidery, while craftsmen and merchants wear ankle-length wool tunics with more elaborate embroidery or even linen, if it can be afforded. The aristocracy wear brightly dyed wool and linen with elaborate embroidery. It is also not uncommon for women to wear headdresses, becoming more elaborate at higher social ranks. Jewelry is worn by both men and women, typically made of colored glass, quartz, and bronze. Gold, silver, and other precious metals are rare in Tumir, so what is mined is typically used for coinage. Precious gemstones are all but unheard of. Food in Tumir tends to vary somewhat by region, but the diet typically includes goat, sheep, fish, lentils, peas, cucumbers, dates, figs, and melons. There are also olive groves along the Kaldores River, but these are typically used to make cooking oil, making them a delicacy more commonly enjoyed by the aristocracy. Spices typically include garlic, cardamom, turmeric, and coriander. Sesame is fairly common as well, with the seeds used for many different applications. Wheat and barley are also cultivated, allowing for the baking of flatbread and the brewing of beer. Cheese is made from both sheep’s milk and goat’s milk. The people of Tumir are descended from 7 nomadic tribes which lived in the area prior to settlement - the Pilgar, the Bargaz, the Enkasru, the Doran, the Sebass, the Sarum, and the Assuni. For the majority of their settled history, there has been no unified kingdom of Tumir, and as a consequence, its people tend to be rather independent and competitive between each other. When introducing themselves, Tumireans from one of the cities or regions surrounding it will often include the name of the city they are from in their introduction. Merchants from different cities in the same market will often compete against each other directly, with their success being directly tied to the honor of their city. Past kings have attempted to channel the spirit of this competitiveness into formal sporting competitions, but nothing particularly notable has come of it. Most buildings are constructed from clay bricks, strengthened with marsh reeds in them, although particularly important buildings use stone, brought in from the quarries near Sarum. While the first the other tribes would go on to found the major cities of Tumir, the Assuni have largely kept to their nomadic ways. The Assuni typically travel with pack animals and their herds of sheep and goats between various grazing areas, usually along the same routes and to the same places they were traveling between before the idea of a united Tumir even existed. Assuni do not value precious metals or currency, often making payment for manufactured goods, services, or taxes in the form of livestock and other animal products. Whenever a Tumirean citizen feels like protesting a new tax levied by the King, they will pay tax in “the Assuni way”, giving livestock and animal products in lieu of coin or more easily portable goods. There is also a small Avakonian population, descendants of the soldiers led by the Avakonian General Typhonus when he claimed the title King of Tumir after the Dejan’s death. They are found almost exclusively among the laborers and craftsmen, and are forbidden from carrying weapons by royal decree. History Much of Tumir’s early history was passed down orally from one generation to the next, so it is just as legendary as it is historical. What the legends all generally seem to agree on is that there were seven nomadic tribes within the area, all inhabiting different areas and generally coexisting peacefully. Eventually, six of those tribes founded settlements within the area they lived, which eventually grew into six independent city-states, typically with some number of smaller settlements nearby. While the Tumirean people lack hard founding dates for the city-states, it is generally agreed that all six were established approximately 2000 years ago (around 1900 BD). The city-states would spend the next 300 years alternately trading with and fighting amongst each other, with particularly notable rivalries between Pilgar and Enkasru over orange lumefish fishing grounds, and Dur-Bargaz and Sarum over mining rights. In 1600 BD, the King of Sebass-Ur, Sebestes, marshaled his forces and succeeded in conquering the other five city-states over the course of a 20-year campaign, which ended in him crowning himself King Sebestes I of Tumir. He ruled for 7 more years before he was followed by his son, Sebestes II, who sought to conquer lands south but was rebuffed militarily. He died in battle after only 12 years, leaving his 11 year-old son to take the throne as King Cal-Basid I. The rulers of the other five city-states, sensing weakness, rebelled, and within three years, the Kingdom of Tumir was no more, leaving only the city-states in its wake. Sebestes I had not bothered with the Assuni people, nor did his son or grandson, and so the Assuni people were largely unaffected by the brief unification of Tumir. It would be 500 years before another ruler would succeed in unifying the country. Sometime around 1308 BD, the Priest-King of Doran-Tir, Sareth-Fal, commanded the construction of a Ziggurat, larger than any that had been built before, or would be built since, to be dedicated to all seven gods of the Tumirean Pantheon. It was here, he said, that the gods had told him those who would rule the Tumirean people must come to ask their permission to do so. The Ziggurat took 37 years to build, and upon its completion, Sareth-Fal called for a great celebration. During this celebration, it was noticed that he had disappeared. The next morning, his body was found lying in repose in the central chamber before the statues of the seven deities. It seemed to be smiling and at peace. To this day, no one knows how his death came about, or whether he posed himself before the gods or someone did it for him. 165 years later, the city of Dur-Bargaz were able to smelt tin and copper together to create a stronger, harder metal - bronze. The King of Dur-Bargaz, Giramas, equipped his armies with weapons and armor made of this new metal and set out to unify Tumir. First, he went to the Assuni and demanded their allegiance, which the nomads readily gave. He then conquered the city-state of Doran-Tir. Upon his conquest, he entered the Grand Ziggurat, knelt before the statues of the gods, and asked them to grant him rulership of all Tumir. He then went on to conquer all of the other city-states in the next five years, crowning himself King Giramas I in 1100 BD, later to be known as King Giramas the Great. He ruled Tumir for 37 years, expanding its borders north and south. His son, Avashili I, also went to the Great Ziggurat to ask the gods permission to rule Tumir. He reigned for 26 years, and built the first network of roads between the city-states, facilitating trade and allowing him to move his armies more quickly. He was followed by his son, Giramas II, another who journeyed to the Great Ziggurat. He ordered the copying and distribution of knowledge to all the city-states, to better educate and unify his people. Upon his death 33 years later, his son Kurnezzar I followed him on the throne. Though his 34-year reign was mostly unremarkable, it was also generally prosperous and successful. He, too, had journeyed to the Great Ziggurat upon taking the throne. 5 years into the reign of his son, Avashili II, a plague swept through Tumir, claiming not only Avashili’s life but also those of his wife, children, siblings, nieces, and nephews. Avashili II had not presented himself at the Great Ziggurat. War between the various descendants of Giramas I broke out, and within seven years, the Kingdom had collapsed yet again into city-states in 958 BD. The Assuni were, once again, relatively unaffected by the civil war and collapse of the kingdom. The Kingdom of Tumir would remain fractured for another 330 years, during which time the High Lord of Enkasru, named Torgamesh, built a great wall to defend his city-state on the peninsula from conquest by the other city-states. It was his grandson, Giramas, who would go on to conquer the other city-states in 628 BD to be crowned King Giramas III, who held his coronation ceremony in the Grand Ziggurat of Sareth-Fal, so that the gods could bear witness to his ascension and grant their permission to rule. Though his reign lasted a mere 7 more years, his son Kurnezzar II would go on to conquer all the lands along the Kaldores River in his 24 year reign. His son Cal-Basid II would go on to begin the conquest of lands south and around the coast in his 33 year reign, although the conquest would be finished by his son, Sebestes III. After his 28 year reign, his son Kurnezzar III took the throne. In his 31 year reign, Kurnezzar III had the idea to send forth boats along the coast, to explore and meet other peoples for the possibility of trade and the settling of foreign lands, which led to open trade with the city-states of the Choras River. Kurnezzar III was followed by his son, Avashili III, who, unfortunately, was vain and arrogant. He refused to present himself at the Grand Ziggurat, famously saying, “The gods should be so lucky I have become King of Tumir, for I am as they are.” He believed that by becoming King, he had placed himself on equal footing with the gods, and thus had no need to ask them to rule. This sat very poorly with both the priests and the aristocracy, and it was but 3 years later a coup was launched and he was executed in order to place his infant son, Mashda I, on the throne. However, the aristocrats who came together to form Mashda I’s regency argued amongst themselves, and eventually infighting turned to full on civil war a year later when Mashda died of fever. The Kingdom once again fractured into its various city-states, and Tumir lost control of the lands they had conquered. The Assuni remained unaffected in following their way of life. This third civil war gave rise to what is known as “the Assuni period”. Some of those who lived in the city-states, seeing how unaffected by the collapse of the Kingdom the Assuni people were, began saying that it had been a mistake to found the city-states in the first place, and left to form their own nomadic groups in emulation of the Assuni. For the next 150 years it became fairly common for those disgruntled by the fighting amongst city-states to abandon their lives and join a group of wandering nomads. Sometimes entire groups of soldiers would simply abandon their posting to do so. This became less common as, two Kingdoms rose in the region through diplomatic alliances. The first was the Kingdom of Northern Tumir, consisting of the city-states of Dur-Bargaz, Sebass-Ur, and Enkasru. The other was the Kingdom of Southern Tumir, consisting of the city-states of Sarum, Doran-Tir, and Pilgar. The Assuni traveled between the two unimpeded. These two Kingdoms would exist in an occasional state of war for the next 304 years. During this time, traders from both Kingdoms would make contact with the Avakonians. After a prolonged period of peace, King Asmurus of Southern Tumir and King Zimbir of Northern Tumir both held ambitions of uniting all of Tumir under their rule. Both were wary of prolonged conflict, however, so the two came to an agreement. They would enter the Grand Ziggurat together, and whoever the gods chose would be King of Tumir. It was a trick by Zimbir, however, who stabbed Shar-kali once they were alone in the Grand Ziggurat. He thought this would be the end of it, but the wound was not immediately fatal, and as he was announcing the gods had chosen him over Shar-Kali, the latter staggered from the Ziggurat, bleeding, and accused Zimbir of his treachery. Zimbir was killed attempting to flee, and the armies of both Southern Tumir and Northern Tumir met in the open field outside of Doran-Tir. Asmurus’s son Tilbanshar and Zimbir’s son Shal-kiri faced each other in personal combat as the battle raged around them, until a stray arrow took Shal-kiri in the throat, slaying him. The armies of Northern Tumir routed. Tilbanshar ordered the armies of Southern Tumir to hold in their pursuit, and he entered the Grand Ziggurat to ask the gods for their permission to rule. Afterwards, he led his armies to Sebass-Ur, where he demanded the surrender of the Northern Kingdom to him as punishment for both Zimbir’s treason. They capitulated, and Tilbanshar married Zimbir’s daughter to unite all of Tumir together again, becoming King Tilbanshar I. The Assuni did not partake in the fighting. Well educated on the history of the region, Tilbanshar I began a series of reforms. First he changed the laws of succession to allow for female inheritance, then he made the traditional rulers of the city-states the hereditary governors. He then established the Royal Overseers, who would ensure that the laws and decrees passed by the King were followed. He also properly codified Tumirean law, and reconquered the lands along the Kaldores River. It was in his 42nd year of reign (5 BD) that word reached Tumir of Dejan beginning his conquest. With time to prepare, Tilbanshar I marshaled his forces to defend his kingdom. Dejan arrived a year later, and it took him all of a month to conquer Tumir. Tilbanshar I and his sons were all killed. However, when Dejan’s army seized the Royal Palace in Pilgar, Tilbanshar’s 9-year old grandson, Atabesi, was nowhere to be found. He had vanished. Upon Dejan’s death, one of his Generals, Typhonus, seized control and declared himself King of Tumir. Refusing to ask “inferior” gods for permission to rule a conquered land, he defaced the Grand Ziggurat, and declared Perijanism the official religion of Tumir. What followed was a rebellion against his rule, as none of the city-states voluntarily followed him. It took him five years to finish subduing the rebellious city-states, and it was only through an iron-fisted rule of terror he was able to do so. Having finally done so, Typhonus led his armies back towards Dur-Bargaz, where he had set his government. During the journey, his weary forces were ambushed by people he had dismissed as irrelevant. The Assuni had risen up against him, and the ambush was so effective, that Typhonus’s army was quickly routed, and Typhonus himself was captured and executed by Atabesi, who had been in hiding with the Assuni. Typhonus’s death set off yet another revolution against the lesser generals who claimed succession from him, and in 6 AD, Atabesi had consolidated his rule and been crowned King Atabesi I of Tumir, to the rejoicing of his people. His first act as King was to repair the Grand Ziggurat, and when it was done, he entered and asked the gods for permission to rule. He then set about repairing the damage from Dejan’s conquest and Typhonus’s rule. Atabesi I ruled for 49 years, much of that time spent rebuilding Tumir. His son, Atabesi II, ruled for 17 and finished the rebuild. He considered expanding Tumir’s borders, but such a war was considered unpopular at the time after the violence previously, so he did not do so. He was followed by his son Asmurus I, whose 37 year reign was spent re-establishing trade with their previous trading partners. After his death just last year, his son Giramas was crowned Giramas IV, and with the permission of the gods, is prepared to set about defining his reign. Economy Tumir possesses abundant foodstuffs, but the most valuable are the different varieties of lumefish. Called such due the faint glow they give off even in daytime, lumefish can not just be eaten, their scales can also be used to make dyes for fabric or to color glass, as well as what Tumireans call “lumebulbs”. Lumebulbs are glass balls, filled with an oil made of the lumefish scales that provide illumination during the night. The lumefish oil eventually loses its glow after about a month, and can then be drained from the ball to be used as cooking oil. The ball is then refilled with fresh lumefish oil, repeating the cycle. Resource: Lumefish While colored glass and copper jewelry are one thing, the Tumirean people have seen traders bring back gold, silver, and precious gemstones. Shiny, sparkly, and beautiful to behold, the Tumirean people desire more of these precious metals, with which to better distinguish status amongst themselves. Required Resource: Soft metals (gold, silver, etc). Faith The vast majority of the population worships the ancient gods of Tumir, the Seven-Fold Heavens. The church teaches that each of the seven gods was the creator of one of the seven original tribes. Each of the seven gods has areas of focus, and each is considered the patron of a different city (or, in the case of Jan-tiri, the Assuni people). The gods do not rule over each other. They are equals, in all things, as they have no need of hierarchy - even if the mortals who worship them do. Jan-tiri: Jan-tiri is the god of journeys and oaths. For Jan-tiri, travel is its own reward, no matter the destination or purpose. Oathbreaking is considered an offense worthy of death, in Jan-tiri’s teachings. Jan-tiri is said to have created the Assuni people, and is considered their patron. Most Assuni worship them, and they are associated with the color white. Dorkal: Dorkal is the god of metals and war. It is he who blesses miners, smiths, and soldiers. He expects soldiers to comport themselves in war with bravery and discipline, as well as moderation. Dorkal is said to have created the people who would found Dur-Bargazu, and is considered that city’s patron. His worship is largest in that city, and he is associated with the color red. Nellini: Nellini is the goddess of fishing and trade. It is she who guides the fishers to lumefish schools and who guides the traders to new ports. Her faith teaches that we must not fish too much, else there will be no fish left. Nellini is said to have created the people who would found Enkasru, and is considered that city’s patron. Her worship is most commonly found in that city, and she is associated with the color blue. Farqinu: Farqinu is the god of the night and rulership. He makes the stars and moon travel across the sky at night, and gives Kings wisdom to rule. It is said that a King who rules without wisdom is one who has been spurned by Farqinu for some flaw in their character. Farqinu is said to have created the people who would found Doran-tir, and is considered that city’s patron. His worship is most commonly found in that city, and he is associated with the color purple. Meshitar: Meshitar is the goddess of agriculture and rivers. She caused the rivers to flow and ensures the crops grow. It is said that famine is a sign of her displeasure. Meshitar’s worship is probably the widest spread of all the gods, but it is centered on Sebass-Ur. She is the patron of that city and believed to be the creator of the tribe which founded it. She is associated with the color green. Sherakhan: Sherakhan is the god of craftsmen and music. He inspires musicians to write great songs and craftsmen to create not just items but works of art. Sherakhan is considered to have created the tribe that founded the city of Pilgar, and is that city’s patron. He is associated with the color orange. Ingsha: Ingsha is the goddess of the sun and weather. She crosses the sky each day on the sun, looking upon the Tumireans, and sends the rains to water crops - or to flood if it is needed. She is believed to have created the tribe that founded Sarum, and is that city’s patron. She is associated with the color yellow. Rituals: The gods of Tumir grant miracles only when asked, and rarely to individuals. Priests of multiple gods must come together in a ritual to request a miracle. The more variety among the priests, and the more of them there are, the more powerful the miracle. Miracles exact a heavy toll on those who call upon them, however - mortal bodies can only take so much divine energy. Typically, a priest can only participate in one such ritual per year - more than that, and they are likely to fall over dead. This typically means rituals are typically saved for specific purposes, and there are almost never more than seven priests (one dedicated to each deity) involved in the ritual. Examples of frequently used rituals include one for reinforcing weapons and armor, healing severe wounds or disease, and restoring fertility to a fallow field. Other Religions: While the majority of the population follows the Seven-Fold Heavens, no religion is truly outlawed. There is a small minority who follows Perijanism, mostly among the small Avekonian population - although royal decree forbids them from building large temples. Dejanism sees little traction in the nation, as most Tumireans care little about Dejan’s ultimate fate. Kings of Tumir who fail to ask the gods’ permission to rule have short reigns - they have seen that time and again with their own kings. Followers of Jalyeong-Bo and Abhidi are unheard of; Jalyeong-Bo would likely view the Seven-Fold Heavens as incompatible with their belief in spirits, and Abhidi has never spread to Tumir. Offical Religion: The Seven-Fold Heavens (Tumirean Pantheon) Majority Religion: The Seven-Fold Heavens (Tumirean Pantheon) Minority Religion: Perijanism NOTES Okay, I think I've got everything here. Please review and let me know if this looks good.
  2. I'm working on my region's history, and I've gotten to a King who sent ships exploring along the coast for the possibility of trade and settlement. Would North Baria have had enough of an economy for trade? What about if some of the humans who live there were descended from foreign settlements?
  3. Events Reflex 20 (FF 16) | Fort 15 | Will 15 | DT 15 | HP: 43/43 | Init: +3 | Perception: +8 | Force Points 6/6 | Destiny Points 3 | FeaturesSecond Wind: 2/2 Languages: Basic Combat Options: Point Blank Shot | ConditionsCondition Track: Normal "Probably a valid point...alright, let's go back in. But we should focus on finishing our food and drinks, first. If we look nonchalant about the encounter, it might give us a rep as people who shouldn't be messed with." Shade followed back into the cantina. OOC Going with the group.
  4. I would like to claim Region 5. I have an idea that looks like it would fit well in that area.
  5. CL 5 Male human from Naboo Medium Scoundrel 4/Scout 1 Force Points 1; Dark Side Score 1 Initiative +5; Senses Perception +8 Languages Basic, Bocce, Gunganese, Huttese DEFENSES Reflex Defense 21 (Flat-footed 17); Fortitude Defense 16; Will Defense: 16 Hit Points: 49; Damage Threshold 16 OFFENSE Speed 6 squares Melee unarmed (shockboxing gloves) +6 (1d6+4 B/E; Stun) Ranged blaster pistol +6 (3d6+2 E; Stun) Base Attack Bonus +3; Grapple +5 Attack Options Point Blank Shot Special Actions Surprise Strike BASE STATS Abilities Str 12, Dex 17, Con 12, Int 14, Wis 12, Cha 12 Talents Art of Concealment, Surprise Strike, Traceless Tampering Feats Cunning Attack, Martial Arts I, Point Blank Shot, Precise Shot, Skill Focus (Stealth), Weapon Finesse, Weapon Proficiencies (pistols, rifles, simple) Skills Acrobatics +10, Athletics +8 (+18 to Climb), Deception +8, Gather Information +8, Mechanics +11, Perception +8, Stealth +20 Possessions Blaster Pistol w/ Hip Holster, Shockboxing Gloves, Utility Belt (Ration Packs x3, Medpac, Tool Kit, 4 Power Packs, 3 Energy Cells, Glow Rod, Short-range Comlink, Liquid Cable Dispenser with small grappling hook), Security Kit, Camouflage Poncho, Earbud Comlink, Mechanical Interface Visor, Repulsor Boots, Pocket Scrambler, Credit Chip, 255 credits Backstory WIP Appearance and Personality WIP Level 4 Ability Boosts: +1 Dex, +1 Int
  6. Events Reflex 20 (FF 16) | Fort 15 | Will 15 | DT 15 | HP: 43/43 | Init: +3 | Perception: +8 | Force Points 6/6 | Destiny Points 3 | FeaturesSecond Wind: 2/2 Languages: Basic Combat Options: Point Blank Shot | ConditionsCondition Track: Normal "We probably shouldn't be asking questions around here, just in case the Vipers decide they want to collect from us after all. Still, we should probably go other places to ask questions. If we can find a public terminal, Remy, do you think you could slice it and run a search to see if there's any digital records of where we can find Raden?" Shade wasn't sure about spending money on accomodations, but he knew that if they asked enough questions, they could find him. OOC I vote we don't continue asking questions in the cantina, but we can go around asking questions.
  7. AC 20 (19), T 15 (14), FF 16 (Enveloping Winds 25% miss chance vs ranged; 15% Fortification)| HP 74/74 (68) (Nonlethal 15) | Fort +11 (10), Ref +10 (9), Will +5 | Perception +11 | Initiative +4 (3) | Internal Buffer 0/1 | FeaturesBurn 4/7 Effects of Current Burn: Elemental Overflow +2; +2 size bonus to Dex, Con; Constant Effects: feather fall, air bubble, fly 60 ft. At-Will Effects: message/whispering wind Languages: Common, English | ConditionsConditions: Normal Prior to sleeping, Mike rubbed the little butterfly necklace that had magically appeared in his sleep when they were in the asylum. He still wasn't sure where it had come from or what it's purpose was, but it made him feel better. He even thought he slept more restfully. Of course, he still awoke with that feeling of fatigue deep in his bones - the one that he felt when his power seemed to drain him. He guessed that he would need to sleep longer for that to go away, but the power he felt coursing through him seemed almost stronger. He sat up, stretched and swung his legs over the edge of the bed. Wait. I did not sleep in a bed. Looking down, he saw that he was apparently floating a couple of feet off the ground. Just...floating there. The people around him were giving him funny looks, which was rather understandable. Putting the bedroll away, he looked down, then concentrated and lowered himself to the ground. He then concentrated again and floated himself back up, then left, then right, then back down. Walking over to where the others were gathering, he said, "I think I might be able to fly now. At the very least, I am capable of floating. Are we ready for cultists?" OOC OOC text goes here.
  8. 1. You're looking for characters of a slightly more flexible moral compass. How strictly will you be increasing Dark Side Scores? If a character accumulates a Dark Side Score equal to their Wisdom score, will their character become an NPC, per the standard rules, or will they be allowed to keep playing it? Can they increase their Dark Side Score beyond their Wisdom score, if so? Are there penalties to doing so? 2. Do we have to purchase licenses for our equipment, or are we not worrying about that? If we have to purchase licenses, do we have to roll the checks to do so? 3. Will we be operating entirely/almost entirely on Cademimu V, or will there be a lot of travel to other planets? Trying to determine how heavily to invest in space ship feats/skills/talents. 10k also seems a good price for the Mandalorian Combat Suit - the helmet package and jet pack are 4000 and 300 on their own, respectively. I'd give them 2 equipment slots, similar to Light Beskar'gam. Speaking of, will you allow the 30,000 credit reduction in the price of Beskar'gam for Mandalorian heroes ()? EDIT: One more. If we multiclass, can we take a Skill Training in one of that class's Class Skills instead of a starting feat?
  9. I recently tried to get the dice roller to multiply by 1.5 for Empowering kinetic blast damage in Pathfinder and got a Syntax error. Some things may simply be beyond it. There's this article on that may help. Maybe the way to do it is to use the CLI mode to roll 1d20 then use the keep function? EDIT: Could also put in a request to have the Essence20 system added to the dice roller. It wouldn't be instantaneous, but it might make it easier down the line.
  10. Events Reflex 20 (FF 16) | Fort 15 | Will 15 | DT 15 | HP: 43/43 | Init: +3 | Perception: +8 | Force Points 6/6 | Destiny Points 3 | FeaturesSecond Wind: 2/2 Languages: Basic Combat Options: Point Blank Shot | ConditionsCondition Track: Normal "A gamble that's got almost no chance to work, but needs to be taken anyway." Shade's voice seemed distant, as though he wasn't entirely speaking about the here and now. He was staring in the direction the Vipers went, but whether he was actually watching to see if they came back or just staring into space was hard to say with the helmet on. With a small shake of the head, he said, "I hope this Raden fellow is more amenable to conversation than Kessra." OOC
  11. AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal Mike nodded. "I understand. Thank you for offering to look through the files. I do not know if we found any sign of Accuser Omari or not, as I do not know what the Accuser looks like. However, the fort's dungeons did hold two bodies. We do not know who they are, but one could be Accuser Omari. Can you describe the Accuser? I'll see if the description matches my memory of either of the two." OOC OOC text goes here.
  12. Events Reflex 20 (FF 16) | Fort 15 | Will 15 | DT 15 | HP: 43/43 | Init: +3 | Perception: +8 | Force Points 6/6 | Destiny Points 3 | FeaturesSecond Wind: 2/2 Languages: Basic Combat Options: Point Blank Shot | ConditionsCondition Track: Normal Well, roast me and call me a nerf steak. I didn't think that would work. Shade watched the Vipers fly off as he switched his rifle back to single fire. "I've got to hand it to you, Nina. I was sure that nothing we could say would get her to back down. Of course, if it gets out that we don't actually work for the Hutt, they'll be back." Hitting the safety on his blaster rifle and slinging it over his shoulder, he said, "Let's track down this Warrick Raden fellow. That seems to be our best option, if that Nemoidian was telling the truth." Shade still had a certain amount of skepticism in his voice regarding the Nemoidian's information. It had been obvious to him that the Nemoidian was suffering from some kind of delusion, and Warrick Raden was just as likely to be a figment of that delusion as he was a real being. OOC
  13. AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal While Murd used his healing touch to restore Cesadia to consciousness, Miek and Jack unloaded the documents. With the documents removed from the bags of holding in Cesadia's presence, Mike turned to her and said, "I bring apologies for the troubles that have been delivered upon you due to any actions we have taken. We have taken this paperwork from the fort - there is still some there that we could not fit into the bags. It is the hope of us that some of this paperwork reveals more of the dealings of Count Lowls. If we are going to rescue townsfolk kidnapped and taken to the manor, we must do so after we rest for a short while, and do not have time to go through this paperwork now. While we rest and go do the rescuing, could you begin the process of looking through the information. We will assist you with this work once you are done, and there may be villagers here who can assist you, as well. Again, I am sorry we are being of such burden to you." OOC OOC text goes here.
  14. I was looking to see if there was a Perk or Grid Talent in the core rulebook that did so, but there isn't. There are Grid Talents to increase Zord Health, but not Ranger Health. I don't know if maybe one got added in the expansion books or not.
  15. I'm struggling a bit when it comes to time to post, so I think I will back out of the game once we finish up where we are. I've enjoyed playing with everyone, but we're fast approaching a point where it will be easy for people to leave, so that is my plan.
  16. From some of the reviews I've read online, level 1 (and low levels in general) in this game is dicey. It's easy for players to go down in one or two hits because you don't have much health to start. Requiring an attack to overcome both Evasion and Toughness would help with survivability, especially since being Morphed adds an armor bonus to your Toughness defense, which has a good chance of being the higher of the two defenses that way. Given how it could make combat drag on in PbP, however, the boost to survivability/feeling more heroic might not be worth the extra time. We'd probably have to experiment with it in actual play. I also noticed that when reading the monster stat blocks in the Core Book that it actually specifies what Defense a monster's attack targets. It looks like Energy-based attacks typically target Evasion, and physically damaging attacks typically target Toughness. That might be a better way to decide it, but it's up to you in the end.
  17. A week late on this, but the PDF I just bought last week from the publisher's website lists step 3 of the Attack Action (p. 163) as typically the GM or possibly the acting player choosing the Defense that an attack targets. My read on that is that the GM could choose to resolve the attack against either the target's Evasion defense or Toughness defense, depending on the nature of the attack. The Evasion Defense paragraph that goes more in depth on the Attack Action (p. 169) also says that the target must be aware of the attack in order to use their Evasion defense. Alternatively, the Toughness Defense paragraph on the same page says the target could choose not to actively evade the attack and use their Toughness defense for "absorbing the blow". As for the question of unarmed strikes, I'm guessing it's the traditional RPG reasoning of, "Unarmed strikes do nonlethal (or stun, in this case) damage by default."
  18. AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal "I concur. We do not have time right now to look through these files, but we should come back when the threat is dealt with. Perhaps it can shed more light on our lost memories." OOC OOC text goes here.
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