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Author Topic: The Long Road: OOC  (Read 10387 times)
foproy
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« Reply #30 on: January 31, 2012, 01:09:07 PM »

i did offer up 15 reputation. this is going to be a really nice caravan.
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« Reply #31 on: January 31, 2012, 02:35:05 PM »

Spreadsheet updated. We need 6 more Reputation for Scale 8, I think we could justify a 3 Challenge Fortification, there's a couple Rooms that could fit into a caravan and we could always use more Tradesmen.
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« Reply #32 on: January 31, 2012, 02:47:22 PM »

I just finished up my character, and can kick at least 10rep to the pool.
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Antilles
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« Reply #33 on: January 31, 2012, 03:23:44 PM »

Alright, that leaves us 11 away from a Scale 9 large caravan, or if no more Rep can be acquired, a 3 Challenge Fortification. (If we go with Fortifications, I'd suggest Blend, Investigate and Prestidigitation as the tasks involved.)
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Mister Andersen
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« Reply #34 on: January 31, 2012, 05:14:30 PM »

Hm I could be wrong (and often am) but if you're running that character and the PL with mounted combat rules, won't the sword need to have a Defense value? Mounted combat uses the lowest bonus for defense.

Then again maybe a +0 defense was intentional for stylistic reasons.  Wink

Absence of a value isn't a value Tongue It's a slight degree of handwavium to avoid the situation where the incapable-of-movement-sword has to have a higher defence in order for it to work the way logic and common sense says it should.

Also, wikied
« Last Edit: January 31, 2012, 05:45:02 PM by Mister Andersen » Logged

Jigger
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« Reply #35 on: January 31, 2012, 07:55:15 PM »

Wow, that's a lot feats. Shocked

Maybe I did my math wrong, I'm not sure how you got to seven?

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Mister Andersen
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« Reply #36 on: January 31, 2012, 08:13:19 PM »

Talent (Gift)
Specialty (Misdirection Basics)
1st level bonus feat (Ogre Blooded) allowing for the purchase of additional 1st level species feat (Sea Brave)
Captain 1 (Personal Lieutenant)
Captain 2 (Night Training)
3rd level bonus feat (Sea Elder)
« Last Edit: January 31, 2012, 08:15:36 PM by Mister Andersen » Logged

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« Reply #37 on: January 31, 2012, 08:47:20 PM »

Ah, I missed the one for Captain Level two.

That explains it.
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LordKruelos
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« Reply #38 on: January 31, 2012, 10:14:43 PM »

Kieri Vane
Mischievous wandering skald with larcenous habits and honeyed words

Human Intelligent Bard – Burglar 2 Courtier 1
Type: Medium (1x1) Folk; Reach 1 Action Dice: 3d4

Attribute Modifier
Strength 12 +1
Dexterity 14 +2
Constitution 12 +1
Intelligence 16 +3
Wisdom 12 +1
Charisma 14 +2

Skill Bonus Mod Rank Notes
Acrobatics +4 2 Dex 2 *20 + Burglar level
Athletics +5 1 Str 4
Blend +5 2 Cha 3
Bluff +6 2 Cha 4
Crafting +7 3 Int 4
Disguise (O) +8 2 Cha 6
Haggle +2 1 Wis 1 *20 + Courtier level
Impress (O) +8 2 Cha 6 *20 + Courtier level
Intimidate +4 1 Wis 3
Investigate +7 1 Wis 6
Medicine +4 3 Int 1
Notice +4 1 Wis 3
Prestidigitation +8 2 Dex 6
Resolve +3 1 Con 2
Ride +4 2 Dex 2
Search +4 3 Int 1
Sense Motive +5 1 Wis 4
Sneak +6 2 Dex 4 *20 + Burglar level
Survival +2 1 Wis 1
Tactics +4 3 Int 1
(O) = Origin

Base Speed 30 ft (climb ¼, ½ w/ Gear)
Vitality (24) Wounds (12)
Initiative (+7)
Defense (15) ~ Flat-footed [13]
Damage Resistance (3)

Saves
Fortitude (+2) Reflex (+5) Will (+3)

Attacks
Unarmed (+2) 1d3 sub
Melee (+2)
 Scholar’s Sword; +3
• Dmg 1d8+2 L; Threat 20; (S/1h)
• Finesse Use the higher of Strength or Dexterity
modifiers when rolling damage.
• Lure +2 gear bonus with Feint actions.
• Poisonous
Ranged (+3)
 Throwing Knife (10); +3
• Dmg 1d4+4 L; threat 19-20; (D/1h)
• Range 15 ft x3 (Hurled)
• Poisonous: The weapon may be poisoned with 1
half action and exposes a target with a hit that inflicts at
least 1 damage after Damage Reduction and Resistance
are applied. Unless otherwise specified it may carry only
1 dose of poison at a time.

PROFICIENCIES 3 (starting) + 1 (level)
Edged (forte), Hurled
Tricks: Parry

INTERESTS 2+2 (starting) + 1 (level)
Knowledge Bonus = [INT mod] + [#Studies]
Languages: Damaran (Common), Dwarven
Studies: Damara, Narfell,
Alignment: The Old Gods of the North

LIFESTYLE 2(+2)
Panache 2 (Appearance Bonus +1)
Prudence 2

LEGEND: +2
Reputation
This represents your standing in the world. You begin play
with Reputation equal to your Career Level × 10 and gain
more from each adventure you complete. (see page 186).
Renown
• 1 Heroic

Advanced Actions / Tricks
Parry - Initiative Action (Forte): Once per round when the character’s not flatfooted,
after he’s been hit by a melee or unarmed attack but before damage is rolled,
he may make a Reflex save (DC equal to the attack check result). With success, the
damage drops to 0 (though any special effects from the attack are still felt). The
character may take this action a number of times per combat equal to the number of
Melee Combat feats he has (min. 1).

En Garde! - (Fencing Blade Total Defense Trick): Each opponent who
moves into a square adjacent to you must make a Reflex save (DC 10 + your Dex
modifier + the number of Melee Combat feats you have) or be automatically hit by
your fencing blade.

Work the Line (Stance): Each time an adjacent opponent attacks you and
misses, you may move 5 ft. and draw the opponent into the square you previously

Origin and Class Abilities
INTELLIGENT [Origin]
• Attributes: +2 Intelligence
• Base Speed: 30 ft.
• Double Boost: You may spend and roll 2 action dice to boost Intelligence-based skill checks.
• Split Decision: As a full action, you may simultaneously take 2 Ready actions, each with separate triggers and reactions. After the first trigger occurs, the
other Ready action is lost.

BARD [Origin]
• Bonus Feat: Well-Rounded
• Beguiling: When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special
characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from
multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain
the benefit).
• Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of
the current scene.
• Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
• Practiced Impress: If you spend an action die to boost an Impress check and it still fails, you gain the die back after the action is resolved. Against multiple
targets you only regain the die if the check fails against all of them.

Burglar [Class]
• Dextrous (Core) When you spend 1 action die to boost a Dexterity-based skill check, roll and add the results of 2 dice
• Very, Very Sneaky (1) each time you fail an Acrobatics or Sneak check and don’t suffer an error, you still succeed as long as the check DC (or your
opponent’s check result) is equal to or less than your Class Level + 20.
• Evasion I: (2) Whenever not flat-footed and make a successful Reflex save to reduce damage, suffer no damage at all.

Courtier [Class]
• With a Word: (1) each time you fail a Haggle or Impress check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s
check result) is equal to or less than your Class Level + 20.
Feats

WELL ROUNDED (Origin)
Benefit: You may always purchase the first five ranks for each skill, even if they aren’t Origin or class skills for you. Typical skill rank maximums still apply.

FENCING BASICS (L1)
Benefit: Once per round, you may make a free attack with a fencing blade against an adjacent flat-footed character. You inflict only 1/2 normal damage
with this attack (rounded up). Also, you gain a stance.

Work the Line (Stance): Each time an adjacent opponent attacks you and misses, you may move 5 ft. and draw the opponent into the square you
previously occupied. Also, each time an adjacent opponent moves away from you, you may immediately move into the square he just left.

FENCING MASTERY (L3)
Benefit: Each of your fencing blade attacks may inflict your choice of lethal or stress damage instead of the weapon’s normal damage (no penalty or
damage decrease occurs). Also, you gain a trick.

En Garde! (Fencing Blade Total Defense Trick): Each opponent who moves into a square adjacent to you must make a Reflex save (DC 10 + your Dex
modifier + the number of Melee Combat feats you have) or be automatically hit by your fencing blade.


Gear Weight Cost
 Partial Studded Leather – (DR) 2+1; (DP) 0; (ACP) -0 12 40
Bracers (Light fitting:+1 DR -1 ACP 30s) 6 30
Upgrade: Fitted (DR/ACP penalties reduced by 1) 80
 Scholar’s Sword 3 30
 Throwing Knives (10) 5 25
 Lute (Musical Instrument) 5 50
 Actor’s Props (Disguise/Mask Kit) 5 15
 Thieves’ Tools (Prestidigitation/Disarm Kit) 1 20
19 290
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Mister Andersen
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« Reply #39 on: January 31, 2012, 11:22:02 PM »

Alright, that leaves us 11 away from a Scale 9 large caravan, or if no more Rep can be acquired, a 3 Challenge Fortification. (If we go with Fortifications, I'd suggest Blend, Investigate and Prestidigitation as the tasks involved.)

Bear in mind that judging by the maximum guests entry, "Caravan" is I think referring to an entire wagon-train/traveling retinue, not an individual vehicle.

Presumably being big butch adventurrs we're providing a good deal of the thing's security, so what happens to it and any minions purchased to staff it while we're off dungeon bashing / getting whisked off to shadow realms / whatever may happen "this week"?
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Fiendbasher
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« Reply #40 on: January 31, 2012, 11:39:14 PM »

Mmm hmm, we should make sure it has its own guards and/or defenses... but we are of course the best defense, the icing on the cake as it were.

NPC guards are expensive... at least as far as I've read, I've not dealt with holdings yet so I don't know much on the subject.

Would explain why not all of us are present every adventure (whoever's running the adventure, their character would presumably be staying with the caravan).

It doesn't have to be huge, either... just big enough for the group.

Things happening with or to the caravan can also make excellent story hooks.
« Last Edit: January 31, 2012, 11:50:06 PM by Fiendbasher » Logged

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foproy
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« Reply #41 on: January 31, 2012, 11:52:44 PM »

actually i thought of the extraneous peoples guarding the caravan was an idea i said earlier. i just think that the group constantly splitting up and coming back together would seem to convenient.
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Antilles
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« Reply #42 on: February 01, 2012, 01:49:07 AM »

If we're scale 9, then I believe it's fair to say we're more a 'travelling circus' than 'travelling band of performers'. As for NPC's... unless we're planning that an adventure will take place in or involving the rest of the caravan, then we don't really need to define 'background' NPC's. If we do, then I'd suggest 2x Guards, selecting either 2x Entertainers or 1 group of Entertainers and 1 group of Laborers. This is bloody expensive, however, at 68 Rep for the first option and 61 Rep for the second.
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Mister Andersen
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« Reply #43 on: February 01, 2012, 03:07:02 AM »

You know, people teaming up each week as needed wasn't a problem for Hercules and Xena Tongue

I think this is getting towards the ridiculously large
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Antilles
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« Reply #44 on: February 01, 2012, 09:21:19 AM »

It changes the tone of the game somewhat, sure. We'd be going from 'you're ambushed by a band of bandits on the way to the next town' to 'you're ambushed by an army of bandits on the way to the next town.'

But in all seriousness, while it would change some of the basic premises of the game, I don't see it as any less doable than if we were a small, 1-2 wagon caravan where the PC's make up 75% of the people in it.
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