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Chylopan

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  1. No worries, I just saw that you were cool with Beast Barb in an earlier post and didn't know if WF was kosher or not. I can change it to something else; will workshop it.
  2. Karina is ready for review whenever you're free and have the opportunity! Thanks in advance.
  3. I think I've cleaned it up pretty neatly. Let me know if I'm missing something or need to add anything!
  4.   Karina "Hedonism Personified" Entertainer, Consort, Gypsy         Druid - Wildfire 3 Medium humanoid female (human), chaotic good Armor Class 13 (leather) Hit Points 21 Speed 30 ft Senses Nothing unusual Languages common, draconic, druidic, infernal Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 8 (-1) Save -1   Dexterity 16 (+3)  Save +5 Acrobatics (+4), Sleight of Hand (+4), Stealth (+5) Constitution 13 (+1) Save +1   Intelligence 10 (+0) Save +0 Arcana (+1), History (+1), Investigation (+1), Nature (+1) Wisdom 10 (+0) Save +0 Animal Handling (+1), Insight (+1), Medicine (+1), Perception (+1), Survival (+1) Charisma 17 (+3)  Save +5 Deception (+5), Intimidation (+4), Performance (+7), (Persuasion +7)     PROFICIENCIES & ABILITIES  PROFICIENCIES Tools  N/A Instruments Finger Cymbals, Harp, Lute Weapons Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons Armors Light Bard CLASS ABILITIES Bardic Inspiration d6 PHB, pg. 53 As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome Song of Rest +1d6 HPPHB, pg. 54 If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.   Mantle of Inspiration 5 temp hp XGtE, pg. 14 As a bonus action, spend one use of Bardic Inspiration to grant 5 temporary HP to up to 3 creatures you can see and that can see you within 60 ft. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.   Enthralling Performance XGtE, pg. 14 Once per short rest, you can choose 3 creatures that watched and listened to you perform for 1 minute. Each target makes a WIS saving throw (DC 13) and is charmed if it fails for 1 hour, or until it takes any damage, you attack it, or it sees you attack or damage its allies. FEATS Fey Touched TCoE, pg. 79 Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the misty step spell and one 1st-level spell of your choice from the divination or enchantment school of magic. Once per long rest you can cast each of these spells without expending a spell slot. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.   WEAPONS WEAPONS Moon-Touched Rapier +5 to hit for (1d6+3) piercing, magic. Dagger +5 to hit for (1d4+3) piercing damage.   SPELLS SPELL SLOTS 2 cantrips, 4 1st, 2 2nd Bard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6 CANTRIPS Mage Hand, Viscous Mockery FIRST LEVEL Dissonant Whispers, Hex, Sleep, Unseen Servant SECOND LEVEL Dissonant Whispers, Hold Person, Invisibility, Misty Step, Phantasmal Force, Sleep THIRD LEVEL       EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (13 lbs.) MONEY POUCH Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0 * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (0/3) | |    APPEARANCE Age 23 | Height 5' 4" | Weight 107 lbs. | Hair Auburn | Eyes Brown | Complexion Olive     BACKGROUND Noble Personality Traits: Womanly wiles, weaponized! A fiery, free-willed spirit. Ideals: F-R-E-E-D-O-M; I dream of the day I owe not my freedom to another, or need no longer fight tooth and nail for it. Bonds: The order and balance of nature has gone awry; when it's this far gone, sometimes it a cleansing fire is necessary. Flaws: Hedonistic tendencies often distract; fiery temper can exacerbate problems Background Feature:  All Eyes on You Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. BACKSTORY Originally from a nomadic tribe who wandered the harsh outskirts of Thay, Karina was sold into servitude at an early age — bartered away for naught more than a goat and some barrels of fresh water; an altogether fortunate outcome considering the usual fate for spare children in the region. Now under the care of a local warlord and his cohort, Karina was tasked with menial labor until such a time that her beauty and allure began to attract the attention of prominent figures within the cohort. Having taken a personal interest in her, the reigning warlord sought to "protect" his investment by placing her under the tutelage of their resident mystic, a seer and medicine woman whose venerable age and status made her untouchable amongst the rabble — and her flock by proxy. While such tutelage was certainly beneficial in familiarizing Karina with the arcane traditions of desert tribesmen, the spirited young woman longed for excitement and splendor beyond what her indentured servitude offered. She envied the traveling dancers and consorts who weaved in and out of the cohort during their travels; they who flaunted their freedom, grace, and extravagance; they who made their wiles work for them, who conquered the conquerors with naught more than flesh, song, or dance! Alas, she was stuck in her lot by the whim of a possessive warlord. What could she do? Why... run away with the troupe, of course! A fleeting group of veiled dancers and temptresses would not notice one more in their flock if she looked the part, nor would the warring cohort be wise to the disappearance of their most lovely seer so deep in the depths of a drunken night — until it was too late. Thus, Karina fled her captivity and mingled amongst entertainers, consorts, and artists in lands far-flung from her home. And for some time this was how she made her living; by fleecing the unsuspecting, exploiting her natural wiles, or — at the very last resort — plying her arcane trade. Until such a time that she had earned the attention and affection of a particularly perceptive and entrepreneurial man whose endless pockets were not the only form of ingenuity he expressed. He told Karina of an academy whose teachings could lead her to a life e're more exciting, adventurous, (and possibly hedonistic) than the meager one with which she presently dwelled. Intrigued by the prospect, she leapt at the chance. All the while wondering what she might owe this man once he called in her debt. A problem for another time...    
  5. Samuel HP:   10/10 AC:   14 Init:  +2 PP:   11 FeaturesSneak Attack: 1d6 Languages: Common, Elvish, Thieves' Cant ConditionNormal Luck♧ ♧ ♧ IC Spells were cast, party negotiations had gone underway, and now there was an ominous mist. Alas, the aged wizard was unable to illuminate them any further to the mysteries of these people, and everyone else seemed content merely to wander in, to make light, or have their presence be relatively unknown thereabouts on the periphery of the camp, to watch, to wait — who could blame them?    Samuel, however, paid no attention to much of this and, instead, focused on the role he was destined — nay, born —  to play, that for which he had volunteered. It was an attempt at civility before any impending mortal threat, and it seemed one appreciated ( and even reciprocated ) by the light hearts who huddled around their wagons and the roaring flame between them; indeed, the warmth and immediate hospitality fostered by these vagrants was... alluring, perhaps deceptively so; it felt real, but so, too, could many things that were not, Samuel had come to know. For now, it seemed best to play one's cards close to chest.   Old wizard, Shazzar, feel free to interject if there's anything you might think might be lost in translation.   "From Daggerford, aye," the rogue acknowledged through a disarming smile. "No surprises with you lot, are there? I'm Samuel, Samuel Blessing — a sailor, of sorts." This is but idle conversation, and was added in coy recognition of the fact that these vagrants may know full-well of how they've earned the Duchess's ire. "I 'n we come to parlay and steal a little revelry since you're so obligin'." He steals a seat somewhere around the largest crowd, specifically wheresoever the noted driver of the caravan might reside, and begins the idle ministrations of shuffling the deck of playing cards in his hand. "This here is my interpreter, Shazzar — wise beyond his years; and, believe me, he's been through a lot of them." Presumably, the wizard was nearest, followed closely by: "The dour-looking fellow is... " The rogue was searching for a name. Khalid? Abiz? Zabir? "... Altair, of course!" On to the next, the dark-clad youth with a chip on her shoulder. "Juliette." Wrong. "— don't ask her about Romeo, aye?" Another sly joke. "Let's see: she's Red," it was Dynaheir, "and Blue be around here somewhere." Giselle. "Who am I forgetting?" How anyone could forget the stone wall with horns... "Oh yeah, Sully."  Had all of the eclectic lot been made known? Were they now past the necessary introductory phase of the encounter? Samuel thought so, as he shuffled the cards with dexterous precision, like a bonified shark. "Anyhow, look, I know 'tis might uncomfortable — and a little uncouth on our part — but I won't shine the light in your eyes: the Duchess, she wants ye gone." Rrrrrrip, the cards fall into a final stack within the rogue's hands. "Instead of makin' this a nasty-ugly thing, I thought: y'know what, these folk look mighty keen to play the odds." Play being the key word. Cards, specifically. "Why not play for it? Blackjack. We win, you leave — unmolested, of course — and, if you win... " He trails off, playfully uncertain. "... well, I'm not really sure what you'd want, but rest assured negotiations are open." Already the sailor is divvying up his own hand, doling out cards. OOC Trying to persuade the vagrants to play cards, leaving if they lose. Trusting in the heart of the cards, and Samuel's quick-talking.   ♧♧♧    
  6. You're free to get as creative as you want with vices.
  7. I'm thinking we're pretty close, likely 2070's.
  8. Samuel HP:   10/10 AC:   14 Init:  +2 PP:   11 FeaturesSneak Attack: 1d6 Languages: Common, Elvish, Thieves' Cant ConditionNormal Luck♧ ♧ ♧ IC Samuel expertly deflected Giselle’s question. “O’ this sea and that,” he explained. “Been on too many ships t’ count, and after a while most the waves start t’ look the same, y’know?” Give or take. There were certainly some waters more treacherous than others, but far be it from him to get too loose-lipped without a drink or two.   They were shooed away to their errand by the Duchess before much more could be said. At least they weren’t going away empty-handed, now that each of them jingled ever so gently with a purse full forwarded coins. Samuel passed one between his knuckled, idly; a prelude to future dexterous tricks, mayhaps? Then, once the covered wagons were in sight, that dark-haired youth in the wide-brimmed hat — Joliet, right?— began to talk strategy, and inquired about which of them were going to try their hand at fast-talking.   “Ain’t exactly a smooth talker,” he confessed, smiling a handsome smile. “I do make it a point to be cordial, however.” The sailor moseyed up to the front of the pack as a somber tune began to emanate from his pursed lips. “Never met a nomad who didn’t like a song,” he interrupted. “Or a gambit.”   Where once there was a coin Samuel now packed the back end of a deck of cards into his leather-clad palm. OOC Volunteering. And scheming!  Samuel has many skills, including persuasion. And sleight of hand... 😈   ♧♧♧  
  9. I believe you use the dice tower options new to Baldr. They'll roll and you'll follow up.   Does that answer your questions?
  10. Not a problem, so long as you're actively trying to learn!   I, too, am not the most familiar with this system — we'll learn together! 
  11. They are more than likely completely separate, unrelated characters. I'd prefer you keep the rolls in the same post, if possible.
  12. NCPD is not responsible for personal luxuries or housing.   And they definitely don't have dental, unless you've got a TT subscription plan out of pocket. The copay is terrible, of course.
  13.   Yes, this is RED.   I just used the old vernacular. I believe they call it "LAWMAN" and "EXEC", respectively, in the new book; I'd have to double check real quick.
  14. I'll be honest: I kind of like rolling and working with what you get. That said, I also understand not jiving with one or two roll outcomes for the sake of keeping a character concept consistent/cohesive. I'm cool with picking and choosing here and there, if that makes sense.   Does that make sense?
  15.  APPLICANT / CHARACTER CRITERIA & EXPECTATIONS   Application Requirements Applicants will need to create two (2) characters. A Senior Detective and a Rookie Detective. If selected for the game, you will only play one (1) of the two characters with your co-player being the other half. Applications will be judged based on format neatness, coherency, and character mood / feel / fit.     Basics: Name, age, race, sex, badge number (format: NCPD-#####), senior or rookie, etc. Vice: Your character has a vice, be it illegal, exotic, or mundane. What is it? How did you develop it? Appearance: Detail what you think necessary and leave out what isn’t. I’m fond of cool or interesting pictures that help bring a description to life, if you're looking for bonus points. Background/Lifepath: Overall backstory. How you joined the force, how long you've been there, memorable cases, how do you feel about the job, etc. Be sure to include events in your Lifepath. Hierarchy Preference (ANSWER SEPARATELY FROM CHARACTERS): Would you prefer to be the Senior or the Rookie in this partnership? Why does this appeal to you? FYI: This is not a guarantee.   Character Creation Role: Any. You are not required to pick Cop. You may pick any role available so long as it is, thematically, tailored the position of an NCPD homicide detective. For example, if you pick Corp then you might be a liaison-detective who has special authorization to investigate murders within areas that are usually considered corporate jurisdiction. A Fixer could be a criminal that flipped informant or was deputized. Rockers might be rising stars within the department who've developed a cult following or have learned to navigate the trench of bureaucracy with relative ease. So on and so forth — be creative! Lifepath: Complete Package. Stat Allotment: 62 Points. The only limit is that no STAT may be higher than 8 or lower than 2. Skills: Complete Package (Calculated) Characters get almost complete control over their Skills. Like Edgerunners, these Characters get 86 Skill points to raise up any Skills they want. But unlike Edgerunners, except for Basic Skills that all Character types must have (see below), the Complete Package Player can put the rest of their 86 points in any Skills they want. In the Complete Package Method, four things should be kept in mind: No Skill can be higher than 6. The following Skills must be at least Level 2: Athletics, Brawling, Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion, and Stealth Skills marked in the Master Skill List with a (x2) cost two Skill points to increase in Level by one. All other Skills cost one Skill point to increase in Level by one. Don't forget the 4 Levels of Language you get free based on the Cultural Origin section of your Lifepath Guns / Gear / Gadgets: You get 2,550 Eurobucks (EB) to buy any weapons, armor, gear, and cyberware you want. Just hit the lists and start shopping. Keep what you don't spend. Eurobucks will be dispensed in-game on a semi-regular basis ala a paycheck and bonuses.   BONUS The following are not in any way required, but will likely garner favor in the selection process:   Character Drive: What motivates your character to work for NCPD? The pay is trash, the hours are long; you're constantly understaffed, you're constantly avoiding being flatlined by some chromed out psycho, or a punk looking to bump his street cred (by bumping you); people don't trust you, and those that do still see you as an arm of the government, or a slave to corporate interests; and, trust me, there's far too much to say and not enough time to say it when talking about department politics and widespread corruption... — basically, it's pretty much a lose-lose no matter how you cut it. So, why bother? What keeps your characters punching that time clock and risking life or limb?   Tonal Fit: As already mentioned, the game will lean heavily into the classic Noire/Hardboiled crime genres, with a Cyberpunk twist. We'll still see plenty of the same Cyberpunk staples, too, as well some unexpected outliers that may surprise you, but an appreciation and a comfortability for the former will net an excited second glance. Play it cool!    Character Art: I just like seeing all the cool character references, simply put. No special reason here.   Roleplay Sample: Keep it brief. A vignette at most! A little goes a long way here. I need just enough to get an idea of who your characters are and what they're all about. These are always fun to read, and they help give me an idea of what your style is!   
  16. ROLL YOUR LIFEPATH HERE. ONE POST PER APPLICANT, PLEASE.   Lifepath Information Role: Any. You are not required to pick Cop. You may pick any role available so long as it is, thematically, tailored the position of an NCPD homicide detective. For example, if you pick Corp then you might be a liaison-detective who has special authorization to investigate murders within areas that are usually considered corporate jurisdiction. A Fixer could be a criminal that flipped informant or was deputized. Rockers might be rising stars within the department who've developed a cult following or have learned to navigate the trench of bureaucracy with relative ease. So on and so forth — be creative! Lifepath: Complete Package.  
  17. Samuel HP:   10/10 AC:   14 Init:  +2 PP:   11 FeaturesSneak Attack: 1d6 Languages: Common, Elvish, Thieves' Cant ConditionNormal Luck♧ ♧ ♧ IC Whilst the hens were a-cluckin' about the scent of evil, Samuel moseyed on over towards the wizard and that verbose, horned fella. "Gents," he interjected, quite literally situating body between the pair. Then, whilst the sailor looked about ready to continue with some spiel, even halfway mouthing it out, he was suddenly halted by the realization that Sulimann was, in fact, really really big — more, too, that Shazzar was, in fact, far older — upon closer inspection. But far be it from him to point that out, at least directly; in fact, the charming thing to do would be to downplay those notions, or outright reverse them. So he did!   "I'll be." Samuel sucked at his teeth, feigning disappointment. "Really am the mutt in the mix here!" A gloved hand rose to rub at his stubbled mug, ponderously. "Got brain." His eyes cut to the wizard, slyly. "Got brawn." Then to the Tiefling, in mock awe. "Not sure what niche that leaves for I. Guess it's out to prove, hah." And then a cordial, if not perhaps too familiar slap on the back came for both of them — to varying degrees of success, likely.   Ice, consider yourself even broken-er.   Now, that out of the way, on the comedown from his slightly forced, self-amused laughter, Samuel glanced between the pair with a blonde brow set aloft. "Just wonderin', either of you have a smoke? If not, I'm fishin' that one of the vagrants does." OOC Just roleplaying! And bumming a smoke, hopefully. Res'pekfully.   ♧♧♧  
  18. Samuel HP:   10/10 AC:   14 Init:  +2 PP:   11 FeaturesSneak Attack: 1d6 Languages: Common, Elvish, Thieves' Cant ConditionNormal Luck♧ ♧ ♧ IC 8th o' Elient, 1490 Docked in Daggerford t'day.   Few days, maybe a week, 'till we're out again.   Main mast collapsed as we anchored; took our eldest deckhand, Sylas, and split him 'twain over the taffrail. Top half o' him fell into the bay.   We never did find it.   Took what was left of him out on the tender and laid him to rest  o'er the water proper. 9th o' Elient, 1490 Rhodes asked me to the market with his purse for some fresh ingredients. Nothing else to do until the new mast is rigged and portered anyway.   Found a watering hole on the way. Made friends with a braggart named Torvin.   Gambled the cook's purse on a game of cards. Won big.   Eventually made it to the market. Hope Rhodes can make a stew worth stomaching this time around. 10th o' Elient, 1490 Torvin told me about an illicit gambling house near The Shanties, said I should try my luck since yester'd went so well. Claimed they had a "little bit of everything for a little bit of everyone."   Not really my thing. Then again, 'tis bad luck to cool a hot hand, aye?   Will mosey by tomorrow. 15th o' Elient, 1490 There was no gambling house.   In prison for the past five days.   Everything confiscated.   Torvin, the slimy eel!     Yet, odd nuff, not a complete loss...   Word come down from a Duchess offering a pardon for proof.   Beggars can't be choosers, I guess.   On to the next!   At the Southgate…   Samuel had arrived in manacles, escorted by two low-rung guardsmen. Neither of his escorts were too pleased for having drawn this particularly vexing duty, to the point that they were unnecessarily rough and impatient with him. Perhaps the ward could have made it easier on them by singing a different shanty on their trek across town, but the thought never seemed to cross his mind, so now half of Daggerdale knew how much of a Randy Dandy-Oh Samuel was. Eventually, ire boiled over and a firm slap over the back of the head, as well a punch in the gut, set the sailor's sails right. All that to say: a punctual attendee Samuel was — the coercion and subsequent roughing-up were but minor details.   At any rate, as luck would have it — and to the effect that his pride nor reputation was any further sullied —  it did seem that the sailor arrived first on the scene and that, one-by-one, the others did heed their own call.   And what a motley crew they were, all things considered.   An out of place youth, either with a chip on her shoulder, something to prove, or both; and an Amazonian woman built like a brick sh— house; then, a wizened man of tome and scroll, likely a dabbler in the arts (which, exactly, it was too early too tell). Ah, still no ebb in sight! More still: the next a dour-looking, dark haired fellow clad in arms and armor; an equal in preparedness, what followed was a shadow-slinky phantom with a thousand-yard stare; and, last but not least, a towering… horned-person-thing — it was hard to tell, honestly.   Each gave some manner of salutation. A few politely — and not so subtly — put into question the Duchess and her sincerity, but none prevailed in prying from her stately lips anything to the contrary. Predictably so! Acquiescence, then, was consensus. "Samuel," he introduced. "Be ye sinners, saints, or of a different ken altogether, I'm obliged to service."   The devil was in the detail, of course. Since his march from a dank dungeon somewhere yonder had transpired long afore, it stood to reason that, unless one of this crew had seen his procession prior, none would any wiser to his seedy place of origin, or his dubious consent to the endeavor as a whole.   Besides, his present peculiarities could easily be mistaken for someone who was merely down on their luck: a heavy five o' clock shadow, some bags under the eyes, a few bruises here (around the wrists, notably), several scrapes there — could've been any manner of ne'er-do-well! If it weren't for his tell-tale attire or the implements adorned thereupon, that is.   Oh yes, Samuel is clearly a man of the sea. A cutlass sits on his hip as part of a sword-rig and belt, and a vessel-worthy lantern hangs its opposite. For those especially perceptive, too, one might note the boatswain's whistle hung on a small cord around his neck. "Best to move dreckly than not, innit," he broadcast through an everyman's humble grin. "Reservations about laundry aside."   What followed was a bit of an ice-breaker.   "Besides, if these vagrants sing, at the very least we'll put muscle to a tune, aye?" OOC You know exactly what this accent is! Yo-ho. 🏴‍☠️ It's a mix of Scouse, West Country, and ye olde Eastern Americana.   ♧♧♧
  19. Damn!   You are a whizz with HeroForge. Those all look amazing, especially the group shot.
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