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Cyberspark

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  1. Flip a coin and using your gut feeling about the result is always a decent way to go
  2. Sounds like we might have an underserved desire for PF2e =P
  3. Just a quick FYI. I'm going to be very busy Tue/Wed/Thurs this week for my Sister's wedding. If there's urgent need to contact me, direct discord messages are probably the best way to get straight to me for instant answers. You can find me on the mw discord I ended up putting a pathbuilder2e share link as my stat block heading. I also updated it with a couple of details (languages & alignment)
  4. If you're going to do that you can just let us share from PB rather than put it all in manually
  5. From what you've said it does sound like a cleric with the Warpriest doctrine would suit your character better, but legacy didn't really treat Warpriests all that well really. Another alternative is a Fighter or other class with the Cleric Dedication as their Free Archetype. There's a few ways of handling it really.
  6. Yeah, I'm not interested in using HP for this, I don't think it makes a huge amount of sense. You might be onto something with the Records side, but I do in particular like the scene requirements of Growth. Records are distinctly more concrete and I've had several players that don't like the rolling to grow aspect, so I can sympathise with that side.
  7. To a degree that depends on what we want to focus on specifically. As you know the set up of the game determines a lot of the feel of play, it's why I want the players to be onboarded at this stage rather than when I've already set it up. Powers is an obvious set to implement for one. I'm envisioning essentially both material and shadowrun matrix components to the world so probably nanite power supply as a Stress track with the ability to Push Stress. Though being Stressed Out would only drop you from the material component of the world. Growth to represent growing freedoms, shaking off shackles of their corporate restrictions. Perhaps Crisis Pools to represent suspicion and/or corporate control in a more mechanical form. For ease of PbP I'll probably implement some house-rules, like having each 'session' be a week or two depending on pace, but I'll have to think on that a bit. That in itself should rule out some stuff, like I don't think Doom Pool fits, but I'm not against anything at this stage.
  8. I don't know how I forgot about Deekins. I saw a primary-caster/support hole and thought I'd go stick a finger in it. Besides I've somehow never played a Kobold. Hopefully you'll feel we both have distinctly different definitions of 'merchant'
  9. Ok, I think I'm done setting up stuff as best as possible without any intervention. I'm loving the characters everyone's putting together. If there's any issues, or if anyone else wants to talk characters let me know :)
  10. Just set up a thread for a Kobold bard concept. I have some backstory ideas, but let me know if you have any issues or constraints for the uncommon heritage
  11. 1. What is your experience with Pathfinder 2e? Most of my experience has been with running the game from the GM side with only a few opportunities to get my hands on the players side. So most of it has been on designing enemies, encounters, balancing and trying to approach the players at their tactical level. I have all the books and have made many characters with both the legacy and the remaster ruleset. (I'll admit I think the remaster ruleset does a lot to improve on some major sticking points in the game, but I totally understand why you're not using them) 2. What is your experience with PbP? I've played a bit in a couple of games that quickly fell apart, and run some of my own with friends to varying degrees of success. I do in particularl really like the ability to go in depth and detail with a scene and tell the story in a way you just never can with a live game. I love being descriptive and adding narrative flair. 3. What is your Role-playing Experience (overall, PbP and otherwise)? And, what makes a game "good"? I've been roleplaying consistently with ttrpgs and outside for almost two decades now, and been a GM for the vast majority of that time across a large array of RPGs. For the most part if there's a system I probably own the books and might have run a game of it at one point. A game is 'good' if everyone is enjoying themselves, but I don't think that really what you're asking. Everyone comes for different things, broad narrative, world exploration, personal narrative etc. I love character arcs, building a narrative together, big and small. Personally I really like the tactical and more mechanical character-building aspects of specifically PF2e. In generally I'm a big fan of personal character arcs and development, in particular inter-character relationships as well as having aspects of a character's mentality, personality and view challenged. 4. Please link me a couple examples of your Roleplaying here at the Weave (preferred). If no examples, be sure to post an "RP" in the open RP thread (when I get one up) I'd like to see a sample of your game-style writing. WIP 5. Tell me about a couple of your favorite characters you've actually played (in PBP or even in TT) and why you enjoyed those characters so much. The last few memorable characters I've played span a few games, though they've all had unfortunate burn-out, or gone on hiatus for varying scheduling, burn-out and mental health issues. I have an Against the Dark Master character. She's a Star Elf Alchemist, who's quite a bit bard-like now I think of it. Her story is one of being enamoured of tales of daring heroes doing good deeds, challenging evil wherever it lies. Fed up of the stagnancy of her elven kin she sees around her in her glade she struck out, not to become a hero, but to go find the heroes that remain, find the new tales not being told and perhaps to help new heroes find their feet. As thing developed she found herself slowly being looked to as the guide and knowledgable one and being socially pushed to lead. Unfortunately our game didn't get far due to normal game troubles, but I have it well in mind for her slowly discovering that she's not just the hero's support, or the writer of their tale, but fully entrenched in it and fully deserving of being a part of the tale herself as a hero in her own right. In a VtM game, I've had a bad-boy gang member turned-vampire simultaneously realise that life is too short only once he's lost his and, on one-hand desperately trying to turn his life around and really become the person his little sister things he is and looks up to. While on the other he's being pressured into becoming the face of a new coterie, responsible for not only the safety of some of the actively hunted members of the group, but also presenting a strong and menacing front in a world that doesn't care for the empathetic and good-nature that he's trying to kindle in himself. 6. Name (do not use the "mention" function) one or more players 'applying' for this game who you would like to be accepted. A good contrast of fun and straight. So Nico and Maggie across from Minerva, Boz and Razig. I think it's a good mix of personalities, complementary and conflicting.
  12. Concept Kiptani's concept is one of having been displaced from her tribe and, disappointed in her brethen and idolising the adventurers fancies herself a big strong dragon capable of being a hero herself. With an unfortunate habit for having sticky fingers and skill to match she's made her way by herself so far 'finding' treasures and reselling them at a mark-up for those who desperately need them. Between managing to 'find' valuable tools, healing items and knowing where there's danger and who might need them (now I write this I think she needs at level 3). Being a bold dragon she's looking for noble and strong friends to stand behind encourage and enemies to intimidate with her might. -------------- Personality Kiptani is (probably) the sole survivor of her clan. She has 'difficulty' with the concept of ownership, but she's slowly learning after becoming a merchant herself. It seems no one likes having their stuff taken, so sticking her hands in other people's pockets or forgetting to put stuff back is a bad habit she's trying to address. Being small and cute goes a long way to letting her out of trouble that she shouldn't really have gotten away with. She's young and knows full well the twists and turns life can take, ending included. She's fast to make friends, has a deep passion for life and making the most of every moment, but is just as quick to let-go. Edicts & Anathema Edicts Bring joy to the sorrowful - Life is already full of sadness and death, bring the light and life to the situations that need it most Defend the defenseless - Adventurers are bold, they put themselves in danger so that those less capable don't have to. Don't be a cowardly kobold, be a dragon. Seek adventure and glory - To tell better stories you have to experience them first Anathema Kill without cause - Death benefits no one, and shuts more doors than it opens Take something needed - Sometimes taking can cause more harm than good. Betray a friend - If you don't prize your friends, friendship means nothing Backstory Like many a kobold Kiptani was raised by the collective clan, not having much of an idea of who her birth mother or father were, but it never mattered. She was the mighty Kip of the Redscale clan (Which was a patently stupid name, because they didn't all have redscales. Not that they would listen, mind). They had made their home in the hidden caves long forgotten by the stupid villagers above and accumulated shiney trinkets like their dragon forebears, snatching and stealing from the prosperous humans. It all became troublesome when the dragon's egg was found. Of course, it was only natural that the tribe venerate it and look after the hatchling, but those things eat like you wouldn't believe. You'd be surprised how long villagers will tollerate their livelihood disppearing and just look away. A sheep once a moon, a part of a barrel of fish every other week, some missing crops. A dragon though...turns out a dragon hatchling is ravenous... So, yeah, the villagers stopped looking away. The rest went as most would expect, adventurers were called, the culled the tribe, found the hatchling and slew it and returned home. Story over. Well... it would be if the adventurers had combed every inch of the tribe's den. But, being a kobold den it was trapped to excess. So it wasn't overly surprising that they didn't notice Kip peeking from her hiding place, nor bother to check it for treasure. For Kip though, it was like nothing she'd ever seen, the teamwork, the coordination. No kobold group worked like they did. Sure, they had tactics, rush in, surround, go for the back. But this team of four adventurers rolled into their den of hundreds and handled them easily. Kip was disappointed, but she had seen something of true majesty, something that had bested a dragon. She needed a team. Her team. And money, gear...and experience fighting. She packed up her stuff, fishing the tribe's more valuable things out of their hiding spaces. At least the stuff the adventurers hadn't noticed or abandoned. She set out on the road. It was hard, people don't take kobolds seriously, and usually suspect an ambush. So she learned to be charming, disarming. She added to her name. It had been tradition and it was about time anyway...probably... So it was Kiptani, the dancing and singing merchant, purvayor of all things shiney. Just maybe don't ask where they came from. Removing the markings from goods had been a painful lesson. But she was smarter for it. Slowly she bought what she needed, sought out danger from rumours, acquired items adventurers would need and tactfully skulked about waiting for adventurers to turn up. Usually most were fully prepared, but when they found there was something niche they needed, she was there to provide. At a significant mark up for their folly, of course. Some day though, some day she'd have her own team. A team worthy of a dragon.
  13. Bard 1 CN Small Kobold, Spellscale Kobold, Humanoid Perception +5; Darkvision Languages Common, Draconic, Goblin Skills Acrobatics +6, Athletics +4, Diplomacy +7, Intimidation +7, Lore: Mercantile +4, Medicine +3, Occultism +4, Performance +7, Thievery +6 Str +1, Dex +3, Con +0, Int +1, Wis +0, Cha +4 Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Musical Instrument (Handheld), Caltrops, Compass, Manacles (Simple), Writing Set, Signal Whistle AC 18; Fort +3, Ref +6, Will +5 HP 14 Speed 25 feet Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 P Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6+1 P Ranged Sling +6 (Propulsive), Damage 1d6 B Kobold Breath Kobold Breath (Arcane, Evocation, Kobold, Acid) You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line, dealing 1d4 acid damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see Table 1-1). This ability has the trait associated with the type of damage it deals. Occult Known Spells DC 17, attack +7; 1st , , (2 slots); Cantrips , , , , Arcane Innate Spells DC 17, attack +7; Cantrips Focus Spells (2 points) Counter Performance Inspire Courage Lingering Composition Additional Feats , , , Additional Specials ,
  14. Cyberspark About me: Early 30s, been running live games just under two decades. I have enough time each weekday for a couple of hours. I struggle with commitment to a concept, and generally need to be really interested and passionate about a game to stick with it and can easily be burned out by difficulties. I easily come up with creative ideas and concepts and specialise in throwing concepts at the wall. I love working on weaving a narrative or building up a living world, but the time commitments around creation of assets can be more of a task. I'm interested in being a: GM Assistant, or GM Mercenary depending on requirements. Systems I'm comfortable with: Pathfinder 1e/2e, D&D 3.5, d20 Modern/Future, BitD (and its hacks), PbtA, Cortex Prime, World of Darkness, Systems Without Number, and more... Systems that are a bit of a stretch: Starfinder, Against the Darkmaster (VsD), Delta Green, Forbidden Lands, 5e (but I really don't like it) Systems I'm interested in learning: Almost anything Skills/strengths/interests: If you're looking for character or monster creation, help brainstorming anything from plot, story-arcs, characters arcs etc. I'm happy to help, if you're looking for more consistent, long-term hands-on help, then I'll probably burn out quickly unless your core idea really lights a fire for me. Best way to contact me: Fastest is discord DM (cyberspark), but I'll probably notice PMs here too.
  15. Interested in throwing my hat in, but I'm a bit of a pleaser / filler so I want to see what others are thinking of playing/running with first.
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