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Azure Kestrel

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  1. I like that merger - good idea! I am struggling with the trouble; sometimes, that is the easiest part of a character, but not this time. Would you be willing to help? The current one reflects two things at least: First, there are many nobles and courtiers who do not like the influence of the church and would like to see it remain humble; they actively set her up to fail. Second, she is awful (or thinks she is awful) at court intrigue. Maybe it is: I Can't Do Politics! Another option for a trouble could be to capture that je ne sais quoi of, "well, we accomplished the fabled goal, and now what...?" E.g., In Search of Purpose. Or Adrenaline Junkie, Heroism Junkie. (Is that last a thing?) I also toyed with one around her lack of rigorous clerical training--she learned in the underground and on the fly, not at an academy. I could drop her culture down and have one like Embarrassingly Uneducated or Shaky Theologian.
  2. All great points and questions! The druids are a holdover from an earlier iteration--I think I'll take them out. I am working on the background. I've done some revisions... If you liked the prior trouble more, I am all for being less forgiving, a drive to hunt evildoers, or a need to be the hero, but those already seem available if one compels the high concept as a trouble. Name | Astrid Séverin Class | Cleric Refresh | 3 High Concept | Cleric of Solrae and Amaia Trouble | Political Intrigue Aspect III | Decorated Veteran Aspect IV | Former Revolutionary Aspect V | TBD Backstory “With Queen Kosma's guidance, Alfaharia has rebuilt itself from the ruins of it's dark past. Though traces of that darkness yet linger at the corners, Alfaharia is well on the way to recovery.” - Game Background Clerics of the twins in Alfaharia are different from their kindred in other kingdoms. Astrid Séverin grew up during those early dark years, when worship of the twins was a dangerous act, and she was a member of the underground church. In those days, fighting back required a good ear, a light step, and quick wits--novices were often revolutionaries. When Hieronymus brought an army to bear against his brother, Ultán, in open conflict, many members of the resistance joined his army and learned to lift a sword. A novice by then, Astrid trained primarily with the healers of Amaia, then, toward the end, as a squire to a paladin of Solrae. The first taught her the healing arts; the second taught her the mystical fighting style of their ranks. Many were the fell places and denizens of Ultán’s power, and many of the faith fell to support Hieronymus’ march. The uneasy coalition that united to fight for Hieronymus has since shattered into disparate interests and factions now that the greatest threat is over. While the Queen has kept her people together, there are many visions for the future path of the kingdom, and like it or not, Astrid finds herself just favored enough in the Queen's graces to face conflict with nobles and her own church, which does not always practice what it preaches. The church is in a period of rebuilding. There are yet places of evil yet to subdue and fled necromancers to hunt. There is also a need to gather teachings from other churches abroad and to bring back knowledge and tools to revive the old ways. Astrid finds the political struggles complex and foreign. She does her best to serve Queen and country. Great (+4) | {Divine} {Wit} Good (+3) | {Swift} {Phantom} Fair (+2) | {Culture} {Occult} {Unity} Average (+1) | {Body} {Lore} {Reflex} Stress | [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] [1] Mana | [1] [1] [1] [1] Mild Consequence (6) | - Moderate Consequence (10) | - Severe Consequence (16) | - Stunts Healing You may use Divine to perform Recovery Actions. Additionally, you may spend an action and a Mana Point to touch a creature and clear up to 4 Stress Boxes on a target, or to reduce the severity of 1 Consequence they have by one step (Severe to Moderate, Moderate to Mild, or Mild to nothing). Holy Weapon Channel the light of Solrae to summon a divine weapon; use Divine as if it were Smite. Spend a Mana Point to smite an agent of Disorder with +2 Weapon Rating on a hit. Divine Aegis Channel Amaia's light to provide divine intervention. When a character within 2 Zones of you would be harmed, you may spend a Mana Point and roll Divine to Defend in their stead, treating this new roll as if it was a Full Defense action. Inventory A clasp of Solrae and Amaia TBD Extras Relationships - Treasure - Magic Items - Note: Do not delete this line. Insert new items above this line.
  3. (Edited to avoid overlapping ideas with another character.) If I could be permitted an application, I have a WIP idea for a cleric of Solrae And Amaia who hails from Alfaharia. I am imagining a veteran of the war against Ultán Sault. Some notes. Race and Kingdom: Human (Alfaharia) High Concept: Itinerant Cleric of Solrae and Amaia. Trouble: Jaded by the War Aspects: Decorated for Valor Friend of the Wilderveld Druids Well-Traveled Likely Stunts: Healing, Holy Weapon, (Open) Skills: Divine +5, Wit +4, Shepherd +3, Swift +2, Occult +2, Phantom +1, Unity +1, Culture +1, Survival +1 Name, gender, picture, and full backstory TBD.
  4. (Today and tomorrow may be hard for me to post. Don't let me hold anything up.)
  5. The tenebrate's ears twitch ever so slightly at the question--apparently they can do that, and it feels like scalp-tingling-with-frowning. She waits her turn, though, idly trying to figure out how to activate one of the icons in her field of view. "I'm a player like you, " she says, as matter-of-fact, or tries anyway. She eyeballs Ludwig. "My dad's AR setup is cutting edge, and it really is like being here if that's what you mean. Did all the beta testers get, like, special rigs?"
  6. Rinah Brightsilver floats above her head in a gilded script. Kelsey feels her stomach whirling, as she sinks to the grass, grabbing a handful, feeling the small, piquant sharpness of the blades, and takes in the glory that is Dynasty. Instinctively she reaches up to adjust her glasses, and there's a moment of panic--they are lost! No wait! Where's the headset?--and a faint sensation of disconnect: a smooth, too-thin nose that meets her questing fingers: a nose that suddenly catches the whiff of vegetable-sweet tuccanut tree, and she sneezes, with an disconcertingly melodious sneeze. Frantically, she pats her face, mime-like, grabs a bunch of her suddenly short hair, twisting the silver strands in front of her face, then gasps in realization. This is so cool! What have you been working on, dad? She is confident of rescue; that all will be explained in good time. She stands up, noticing the small grass stain on her knee, and realizes that the fidelity of this world is amazing. In a melodious voice, more the stuff of an up-and-coming Disney villain than Kelsey, Rinah Brightsilver points down off at the seaside, where it meets the town of Cherubim, and exclaims, "I bet there are barrels down there!"
  7. I agree and like the idea of learning this together. Let's give it a go and have some fun!
  8. I'm thinking to rewrite my background before tomorrow's cutoff. First to re-read everyone else's to avoid overlap!
  9. I've played around enough to have a better idea of what I am doing - once I see the NPC, I'll refine based on that example :-)
  10. Sounds good! I spent the 39d6, then a bunch of CP. So far, I still have roughly 252 left, though I'll want to check the math again. I think Mercy could be, in Pathfinder terms, like an Alchemist, Investigator, Arcane Trickster, Sorcerer (Seeker), or Wizard, depending on how much magical power she'd have. Help spending the remaining CP would be welcome! Feel free to use me as a teaching example for other prospective players.
  11. Mercy Name: Mercy Lykos Type: Lupine Occupation: Occult Explorer Environment: Dominions of New England Description: Mercy is a intrepid archaeologist from the Dominions of New England. A prodigy, she is often either on a field mission or planning one. When the Centralized Intelligence Office recruited her to find the Fountain of Youth and threw resources behind the offer, she was skeptical. She knew other explorers who had devoted their careers, even lives, to that chimera. Given her overt and progressive politics, a leftover from her study days, the Office has not always been a steady or reliable ally. However, whether the Fountain is real, the resources of the Office are immense, and this is an opportunity to make new discoveries.The mission is simple: locate the Fountain, study it as much as possible, and, if it is in danger of falling into non-Dominion hands, destroy it using a CIO bomb disguised as a pocket watch (what is it with the CIO and their weird gear?). Attributes: Coordination: 3D+2: Endurance: 3D+1 Reflexes: 3D+2 Strength: 2D Intellect: 5D+1 Knowledge: 5D+2 Magic: 5D+2 Mechanical: 3D Perception: 4D+1 Confidence: 4D+2 Psionic Power: Technical: 3D+2 Willpower: 3D CP spent = 12x4=48 Skills: (List specific skills and their corresponding dice values) Communications (9) Confidence: Public Speaking 2D (Class Lectures 3D) Perception: Radio: Basic 3D, Radio: Expert 3D Computer (13) Intellect: Computer Hacking 3D, Computer Language 3D Technical: Computer Engineer 2D, Computer Programming 2D, Computer Repair 3D Cowboy (10) Coordination: Breaking/Taming a Wild Horse 3D, Roping 2D Knowledge: Lore - Indians 3D Reflexes: Horsemanship: Cowboy 2D Cultural/Domestic (17) Intellect: Architectural 3D (Ruins 3D), Economics 3D, Sculpture 3D (Ancient 3D) Perception: Cook 1D, Drawing Pencil/Ink/Chalk 1D, Fishing 2D, Spelunking 2D Espionage (28) Confidence: Intelligence 2D, Communism 2D Perception: Detect Ambush 3D [Jungle 3D], Detect Concealment 3D, Fieldcraft 2D, Jungle Survival 2D, Land Navigation 3D, Perception 3D, Track 2D, Trap/Mine Detection 3D, Wilderness Survival 2D Medical (19) Intellect: Diagnostic 2D, First Aid 3D, Field Surgery 3D, Medical Doctor 3D, Nurse 3D, Paramedic 3D, Veterinarian 1D Physical (5) Endurance: Swimming - Basic 3D, Swimming - S.C.U.B.A 2D Rogue (11) Perception: Concealment 2D, Dice Rolling 1D, Hide/Sneak 2D, Locate Secret Compartments 3D, Pick Locks 3D Science (35) Intellect: Anthropology 3D, Archaeology 3D, Astronomy 2D, Biology 2D, Botany 2D, Cartography 2D, Chemistry 2D, Chemistry - Alchemical 3D, Ecology 2D, Geology 2D, Mathematics (all 4) 2D, Paleontology 2D, Xenology 1D, Zoology 1D Technical (35) Technical: Antiquarian 3D, Chinese Antiquarianism 2D, Chinese Calligraphic Codes and Code Breaking 2D, Chinese Classical Studies 1D, General Repair/Maintenance 3D, History - Ancient Civilizations 2D, History - Native American 3D Intellect: Language Latin 3D, Advanced Chinese 3D, Lore - Alchemy 3D, Lore - Demons and Lines of Power 2D, Lore - Folklore and Mythology 1D, Lore - Geomancy and Lines of Power 3D, Lore - Technology 2D, Philosophy 2D Weapon Proficiencies (11) Reflexes - W.P. Claws 3D, W.P. Sword 3D [Machete 3D], W.P. Bolt Action Rifle 3D [Hunting Rifle 3D] Wilderness (14) Perception - Hunting 3D, Identify Plants & Fruits 2D, Rope Works 3D, Sense of Direction 2D, Skin and Prepare Animal Hides 1D, Tame Animals 1D, Trap Construction 1D, Winter Survival 1D Magic (see d6 Magic) (33) Conjuration 3D+2, Alteration 3D+2, Divination 3D+2, Apportation 3D All four have a specialization: Technomancy +3D+2 (except Apportation is only +3D) Spells All Technomancy and Wizardry (d6 Magic) Countermagic (see d6 Fantasy, p. 99) (DC 19) Special Abilities: (Describe any unique abilities, magical powers, or special attacks) : [Description of what it does, any dice rolls needed, effects, and limitations] Weaknesses: (List any vulnerabilities or weaknesses) : [Description of the weakness and how it can be exploited] Equipment: To be assigned [Item/Material]: [Description or Value] Wound Levels: -0 (x1)/-1 (x1)/-2(x1)/-1d6(x1)/-1d6+1(x1)/-1d6+2(x1)/-2d6(x1)/-2d6+1(x1)/-2d6+2(x1)/3d6(x2)/-3d6+1(x2)/-3d6+2(x2)/-4d6(x3)/-4d6+1(x3)/-4d6+2(x3)/-5d6(x4)/-5d6+1(x4)/-5d6+2(x4)/-6d6(x5) Remaining Character Points Quick Study (3) Enhanced Sense (12): Smell +6, Hearing +4 Extra Body Part (Tail) (0) Natural Armor (Fur) (6): 2D armor Natural HTH Weapon (Claw) (6): STR+3D Hypermovement (Fleet) (2): +2 m/s speed Environmental Resistance (Fur) (1): +3D vs heat and cold Skill Minimum (Old World Occultist) (4): Conjuration, Alternation, Divination Skill Minimum (Loremaster) (4): Lore: Alchemy, Lore: Magic, Antiquarian Skill Bonus (Archaeologist) (3): +3 to Anthropology Archaeology, History - Ancient Civilizations Skill Bonus (Explorer) (3): +3 to Land Navigation, Trap/Mine Detection, Architecture 474 - 48 (attributes) - 207 (skills) - 33 (magic) - 42 (remaining deductions) = 142 Design Notes/Facts: * Intrepid archaeologist * Brilliant prodigy * Old World Occultist * Allied with Dominions of New England * Seeker of the Fountain of Youth Troubles * Scientific curiosity (Quirk - must study artifacts) * Rival scientists (Enemy) * Political views (Minor Stigma) * Cultural Allergy - esp. slave courts * Has her own agenda (Devotion R3) - needs more of a writeup * Prejudice? (wolf) * "For the greater good" * Proud (Achilles Heel - failure as a scientist)
  12. In that vein, how immersive is the VR? Will it feel like being there? Only some senses? AR HUD? No HUD? P.s. I'm thinking about a small rewrite to pitch more of an obsessive fan character, since I have overlap with another PC's backstory.
  13. Break RPG. It's a Kickstarter campaign. It's still possible to buy the PDF. Others may have different opinions, but I think of it as a modern rpg with the feel of Fabula Ultima with rules and customization dialed back.
  14. The write up is incredibly helpful! Thank you for sharing, Cairo.
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