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Xerin

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  1. Laura "Panthera" Smith Panthera is the daughter of the Bama Bear and in the top 10 of the most dangerous adventurers of the United States, if not the Western hemisphere. She's argued in the top 20 of the world, but still can't claim the ability of being in the top 10 of the world like her father can.
  2. William 'Bill' "The 'Bama Bear" Smith The 'Bama Bear' has made several names for himself and adventurers in general. He has grown to nearly 7ft tall and is proportioned like a bodybuilder. The Bama Bear is known for having a solid set of rules that he lives by, and has proven to kill or die by as well. While he has shown himself to be proficient with several weapons, the Bear prefers to fight unarmed. It's rumored that the Bear is actually a shapeshifter who can turn into a 'bearlike human'. This is just rumored because no videos or pictures exist and those who were said to encounter it firsthand did not survive the encounter. The Bama Bear's daughter is also a well known adventurer.
  3. Guild Master: Rylin Wells Youngest recorded adventurer, awakening at the age of 8 on the first known Gate Crash. She has since joined the Bear's Guild at 18 and left 4 years later to form her own guild. She's still on good terms with both the Bear Guild and Bear. This is her first guild and as such is zoned in a small territory. The hopeful idea is for her to grow in guild recognition to cover the Texas/Oklahoma area.
  4. Due to being unable to keep up with post rates, I am stepping down. I apologize for the trouble this will cause but I think this will make gameplay easier in the long run. Please feel free to use Zhasi in any way or form that is needed as a NPC, I would rather the party not lose a healer just because the healer lost it's player. Best of luck to you guys and I'll see you on the weave.
  5. HP: Either, dice upper average (4 on a d6, 5 on a d8), or straight roll. May luck be in your favor. Languages: Either human languages (Spanish, French, ASL, etc) or Advanced Monstrous languages (draconic, giant, celestial, etc)
  6. Zhasi Yuan-Ti Life Cleric ACChainmail 16 + Shield 2 18 | HP1D8+3 No damage 11/11 (1/1D8+3) | Darkvision 60ft | Resistances Poison/Magic Str 16 | Dex 12 | Con 16 | Int 16 | Wis 18 | Cha 14 Spellcasting +6 DC 14 | CantripsAnimal Friendship (snakes only) Guidance Mending Poison Spray Sacred Flame| 1st Level SpellsBless Cure Wounds Healing Word Create/Destroy Water 2/2 Primary: Mace (+5, 1D6+3) | Secondary: Shield IC - “My words,” Zhasi said. | ‘My thoughts,’ Zhasi thought. | My actions. Zhasi had been somewhat miserable for most of the day. Apparently, the time in the cold and wet didn't get resolved with a single night's sleep in the inn, no matter how good the food was. And as such, he had been fighting a fever and a series of sniffles that made him both look and feel pathetic despite his size and well-cared-for body. He kept his misery to himself, however, no one cared for a whiner and Zhasi had survived harsher, even if it had been in distant memory. But truth be told, he was in his own little world when the group arrived at the village of Nightstone. With a sniffle he draws himself back to the world and retightens his cloak around his shoulders. With a practiced motion he draws his mace and starts strapping on his shield. "Dangerous times." With that, Zhashi mutters something to himself and then makes a deep inhale before spitting behind the rest of the group with a spit that leaves a burning acidic weep on the ground. That was neither polite nor proper, but Zhasi felt that he would need to be able to breath with how this village looked, and propriety and respect could wait when others were in need. "I agree with Yod. We stay together, handle the wargs so we don't get pincered, and then rescue the church folk." OOC Knowledge History Check To Whom It May Concern . . .
  7. Level: 3 Stats: 2D6 + 6, point-buy, or common set stats. Starting Equipment: 300gp, 1 uncommon magic item, 1 *specialty item, starting class/background equipment Race/Classes: Almost all allowed, just make sure it isn't banned. If you're unsure, please feel free to ask. Specialty Item This needs to be something unique to your character. It can be a weapon, armor, ring, mount, whatever. This being said it needs to stand out for your character, something that people might comment on you about. Adventurers are the setting's modern-day celebrities. Many will have something that helps them stand out. The item should be of uncommon rarity or less, or of equivalent value. 'James the Crimson' specialty item - Mythril chain shirt that has been dyed deep crimson, looted from a hobgoblin gang boss. 'William ShadowStep' specialty item - Cloak of Elvenkind dyed deep black and makes him seem to blend with every shadow near him. "Sara of Sunlight" specialty item - circlet of blasting, looking of woven white gold "Carl, the a-hole" specialty item - wand of web - looks like a rapier hilt made of spiderweb.
  8. Anything that is mana-enhanced is practically immune to ordinary damage. This makes your magical cloth armor immune to most weapon attacks in the ordinary world and why there's a HUGE demand for even the most mundane things from a Gate trip. That said, the argument of 'why don't we modernize gate items for our adventurers' is harmed by how modernized our equipment is. To mass produce the weapons we need with the precision we need, requires quite a few machines to 'touch' the bullets. And each of those machines must be mana-enhanced. And any machine used to maintain the quality of those items must also be mana-enhanced. And while new gates showing is common, storing the amount of metal needed to make modern machines and keep the quality is often seen as inefficient especially when a Smith with a magical hammer and a good forge could make working weapons and armor of medieval quality with relatively no extra expenses. That being said, many home-made ammo enthusiasts and several military organizations have managed to craft modern ammo for the more commonly used weapons and are often used by cops or the military. But this means that most individuals on the ground only have a single clip, or at most two, to deal with gate crashes.
  9. Money Money in this setting is HARD to judge. Usually, 1 silver equals about 1 dollar, this isn't consistent across the board though, and will be subject to change and exchanges. Gold pieces may be provided by slain enemies, but more often Gates will have rewards based on certain things requested to be harvested. 'We're looking for metal, or crystal, or plant matter, etc.' Party members taking time to loot for correct items can improve money investment. Semi-Auto Pistol Weapon Firearm, modern, martial weapon, ranged weapon 3 lb. 2d6 piercing - ammunition (50/150 ft.), reload (15 shots) Range A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Rifle Weapon Firearm, modern, martial weapon, ranged weapon 8 lb. 2d8 piercing - ammunition (80/240 ft.), burst fire, reload (30 shots), two-handed Range A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Burst Fire A weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Hunting Rifle Weapon Firearm, modern, martial weapon, ranged weapon 8 lb. 2d10 piercing - ammunition (80/240 ft.), reload (5 shots), two-handed Range A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Ammunition Medieval Ammo is at the price in the book. Modern Ammo is at ~1 gp per bullet, So $10 per bullet, or around $150 per clip.
  10. So to make things typically easier, I won't be paying TOO much attention to weight, most people don't, but there is actually an in game reason behind this. In the setting of Gate Crash, the 'average human' stats are considered 6. 4 being weak, 8 being peak. This means that your average wizard with an 8 strength and an 18 int can read through ancient tomes and crack mystical codes in hours because they are literally just that much smarter than the average person. In turn, a wizard can hold their own physically against an Olympian athlete in carrying capacity and lifting capacity. This means any character can lift and carry any other character... just not necessarily that person's gear. Adamantine armor is like wearing a car. Second note, Adventurers are mana-enhanced. This means that they can't be injured by most 'non-mana' events. You are still subjected to physics, but if you get thrown through a few walls, you will come back fine. Most of your injuries would actually come from the impact causing you to accidentally hit yourself. This means that out of the gate, Adventurers are considered basically demi-gods, and the general belief that these gates existed once before and they are the origin of our gods and monsters is a highly argued debate.
  11. No backgrounds that provide feats. They aren't balanced off of other feats and don't work outside of their particular setting. No races that don't fit 'humanoid' descriptions. While I don't mind roleplaying the more bestial races as 'shifters' and needing an action to activate their special features. Or having the non-bestial races like elves, goliaths, and dwarves being hand-waved. I'm not going to try and figure out an in-game reason for how you suddenly grew a second pair of legs. No Artificer. One of the key points of this setting is that magic and technology DON'T work together. The class that blatantly ignores that rule is banned.
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