Author Topic: From the Ashes (OOC)  (Read 10897 times)

ludomastro

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From the Ashes (OOC)
« on: August 22, 2012, 08:12:02 PM »
This is the OOC thread for the From the Ashes game.  It has three players, though more might be added IF the game progresses well.
Link to recruiting thread which contains some setting information.

Spoiler: Campaign Qualities • show

Complex Heroes
Deadly Combat
Fast Interests
Greater Magic Items
Rare Magic Items
Savage Wilds
Sorcery (Corrupting Magic)


Question for the players: Do you want to roll for loot, etc?

spinningdice

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Re: From the Ashes (OOC)
« Reply #1 on: August 24, 2012, 02:15:57 AM »
Unless anyone has anything that affects it, I imagine it will just slow down a pbp game.

MikeS

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Re: From the Ashes (OOC)
« Reply #2 on: August 24, 2012, 07:01:37 AM »
I'm not sure I understand the question. Do you mean rolling for loot before the game starts (kind of to determine what we start out with), have random loot during the game rather than pieces that you select, or have us do the actual rolling when we get to an encounter with loot?

If the last one, the answer is a definite no. As spinningdice already said, that takes way too much time and I don't see the benefit.

ludomastro

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Re: From the Ashes (OOC)
« Reply #3 on: August 24, 2012, 08:06:34 AM »
Understood.  I'll either predetermine what there's or roll for anything out of the ordinary.

MikeS

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Re: From the Ashes (OOC)
« Reply #4 on: August 26, 2012, 12:30:51 PM »
Working on my character, and I have a few questions:

1) Can the Gore I attack be used with Pummel? I assume no, since pummel says the damage can only be subdual.

2) If my Int increases to an even number, do I retroactively get the associated bonus skill points?

3) What kind of reputation is most appropriate for a ruin delver? I would assume Adventurer, but I can see Military as well, depending on the delving.

4) What kind of alignments are available? How common is religion?
« Last Edit: August 26, 2012, 03:36:19 PM by MikeS »

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Re: From the Ashes (OOC)
« Reply #5 on: August 26, 2012, 01:18:03 PM »
Bronn

"Bronn? Yeah, I know him. He's the guy wrapped in the travel cloak back in the corner over there. No, he never takes it off, and he always pulls the hood in his face, even in here where there is no sun. Yeah, he's an orc, they don't like the sun so much. Wouldn't dare tell him to take it off, either. He's six-and-a-half feet tall, and weighs twice of you. You don't often see that much muscle in one place. Keeps to himself most of the time, but if you start talking about the ruins like you know 'em, he'll edge a bit closer and listen. He's been there quite a few times, and I heard say that he's a great guide. Quiet, but reliable. Hardly takes any other jobs."

BACKGROUND

Spoiler: show

Bronn's only childhood memories are nightmares filled with fire, smoke, and screams. Real memories only start around the age of 8, memories of tramping through the countryside and stealing to eat. Bronn new he was different, and everyone else could see it, too, from the spikes that protruded from his lower arms, and the unnatural orange in his eyes. Nobody would have him around, and he would frequently be chased from the hamlets by enraged farmers with pitchforks. Eventually, a tight-knit group of sellswords adopted him to carry their supplies, since he was very strong already at young age. They had seen worse than the spikes, or they simply didn't care. He learned to hide his deformities, and he took their abuses when they were drunk, particularly those of Big Mag, who hated him with a passion. Several years past in which Bronn grew and learned the mercenary trade, until one night Mag attacked him again and beat him savagely. That night, something in Bronn snapped, and he grabbed one of the big man's punches, broke the wrist and arm, then threw him to the ground and kicked him until Mag stopped moving. The leader of the band, Marcus, found out first what had happened. He sympathized and sent Bronn away to protect him from the revenge of the other mercenaries.

From here, Bronn kept himself afloat with a variety of odd muscle jobs around Riverton, now savvy in the ways of keeping his features concealed. Eventually, Bronn escorted a group of treasure hunters to the demon-infested ruins. The group found several minor treasures and then encountered a hideous monster, which led them to abort the expedition early on and return to Riverton. But Bronn knew he had to go back. Something in the ruins resonated in him, something that drew him back there, something that might hold a key to his past, and, possibly, his future. Thus, Bronn has been seeking out explorer groups and offering his services to them, and built a reputation as a reliable guide.

Bronn covers himself with a traveling cloak, both to shield his eyes from the light and to conceal his features. He wears vambraces that fit around his spikes and make them look like they are part of the armor. His dark complexion and black hair emphasize his otherworldly orange eyes. He keeps to himself, even when traveling with a group, but shares responsibilities and is dependable.



STATS

[spoiler]
Bronn (MikeS)

XP 2,500
Orc Warden
Scout 1/Soldier 2
Type: Medium biped folk, reach 1
Speed: 30 ft. (25 ft in armor)

STR:   18
DEX:  14
CON:  16
INT:    11
WIS:   11
CHA:  12

Vitality: 42
Wounds: 16

Melee Attack: 6 = 2 + 4
• orcish flail +6 (1d8+4 lethal, AP 2, 1 stress on miss, threat 18-20)
• metal shield +6 (1d4+4 subdual, Guard +2, threat 18-20)
 
Unarmed Attack:  6 = 2 + 4
• Punch +6 (1d3+4 subdual, threat 18-20)
• gore I +6 (1d6+4 lethal, bleed, threat 17-20)

Ranged Attack:  4 = 2 + 2
• military pistol +5 (3d6 lethal, 20 ft x 3, bludgeon, load 7, unreliable, threat 16-20)

Fortitude save: 7 = 4 + 3
Reflex save: 3 = 2 + 2 -1 (DP)
Will save: 3 = 3 + 0

Defense: 15 = 10 + 2 (class) + 2 (dex) – 1 (DP) + 2 (shield)
DR: 4 (5) =  2 (chain mail) + 1 (light fittings) + 1(2) (Fortunes of War I)
Resists: edged 2

Initiative: 10 = 3 (class) + 2 (dex) + 5 (specialty)

Action dice: 3d4

Lifestyle: +1
• Panache: 1 (+0 Appearance, 10s income)
• Prudence: 0 (15% Money saved/earned)

Legend: +1
Reputation: 30 (30)
Renown:
Adventurer 1

Origin Abilities:
• Always Ready
• Enlightened Intimidate
• Grueling Combatant
• Light Sensitive
• Restricted Actions: Calm, Decipher, Influence
• Decisive
• Practiced Investigate
• Unbreakable

Class Abilities:
• Trailblazer
• Stalker
• Fight On x1
• Fortunes of War I

Skills: Total = Ranks + Attribute Modifier + Misc
• Athletics          +7 = 3 + 4
• Blend               +5 = 3 + 1
• Crafting           +0 = 0 + 0
• Intimidate        +5 = 5 + 0
• Investigate       +3 = 3 + 0
• Medicine         +2 = 2 + 0
• Notice              +4 = 3 + 0
• Resolve           +6 = 3 + 3
• Ride                +2 = 0 + 2
• Search             +4 = 3 + 0
• Sneak              +5 = 3 + 2
• Survival          +2 = 2 + 0
• Tactics            +2 = 2 + 0
Total ranks: 32 = 0 (Int) + 24 (Scout) + 8 (Soldier)

Origin Skills: Investigate, Sneak

Feats: (1 Origin, 3 others)
• Pathfinder Basics (Settled)
• Devilish Heritage
• Night Fighting
• Flail Basics

Stances:
• Whirling Serpent (Flail Basics)

Interests: 5
• Language: Catela
• Language: Najafo
• Study: Riverton
• Study: demon-infested ruins
• Study: delver and delving patron favorite hangouts

Proficiencies: 5
• Unarmed
• Blunt Weapons
• Edged Weapons
• Black Powder Weapons (forte)

Advanced tricks:
 

Gear:
partial chainmail
fitted light fittings
metal shield
orcish flail
military pistol
Powder & shot (20)
backpack
lantern with 2 units of oil
traveling cloak
blanket
50' of rough hemp rope
one unit of rations

Money in hand: 0s
Stake: 0s

Prizes


[\spoiler]

Still needs equipment/refinement
« Last Edit: August 28, 2012, 07:59:11 PM by MikeS »

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Re: From the Ashes (OOC)
« Reply #6 on: August 26, 2012, 01:48:05 PM »
Mind if I resurect Brindlglib Nibstitch? I'd have to reset him back to how he was a character creation. THe version below has seem some play but I'll do the re-set if I get approval:
Spoiler: Brindlglib • show

Brindlglib Nibstitch: Gnome Artisan Keeper 3 [/b]
An average gnome: 2’2” tall, about 7.5 pounds, Eyes: green, Hair: trimmed, thick, wavy and white.
Small Folk with reach 1.

Brindlglib’s trimmed white hair and beard frame emerald green eyes and large expressive features. Pointed ears poke out from his hair. His nose is large like others of his race. Others in the warren exchange knowing looks when they see him and Gondardril the Warrenmiester together. To humans the gnome looks about 35, despite the white hair, but he is much older than that. At work his fast hands flit about stitching, hammering, and painting with speed and precision. He dresses much as a gentleman might as he moves in the some of the same circles as potential patrons and because he can afford to dress well. Brocade, carved buttons, and small embroidered details add a certain flair to his appearance. As far as he knows however he is not an aristocrat and real nobles easily determine that he is not ‘one of them’ from the slightly cheaper cut of his clothes etc. He wears glasses because he is a smidge short sighted, not enough to impede adventuring activities.
Spoiler: personality, background and other invisible things that he doesn’t talk about • show

Brindlglib was the born into the family of his warren’s smithy. Rumour and whispers began from the day of his birth, Brindlglib’s parents both have violet eyes but his a emerald green. This situation was not helped by the obvious increase in the family’s fortunes after his birth. Over his childhood Brindlglib slowly became aware that a mysterious benefactor had taken an interest in him. This patronage freed young Brindlglib. From an early age he was bright but tended to focus on his own meandering interests rather than his apprenticeship to his ‘father’ the smith. Using the patron’s funds he indulges in art, learning, and trades beyond what his father could teach him. He eventually settled into trying to become a ‘renaissance scholar’ but soon realised that the irregular funds from his current mysterious patron where insufficient for his projects, he needs wealthier patrons. He has two younger brothers, numerous cousins, aunts, uncles and so on but for now is a single gnome. He has adapted well to life in the city of the big folk making acquaintances among all the species of the city.

Brindlglib combines a creative flair and an open mind with focused persistence. Whether woeing a patron, crafting a machine, or facing foes Brindlglib tends to view the world through the lens of intellect, everything is either a problem, a solution, or an idea and all of these are a source of joy. He prefers to use his skills, intellect, and willingness to compromise to solve problems. Faced with a really difficult problem his first instinct is to imagine a tool to solve it. All his creations demonstrate his cultures flair for fine detailing and baroque decoration.

Where possible he avoids violence, perhaps through stealth (though he is not as sneaky as most gnomes). When violence is unavoidable he is a master at surviving using tactics, nimbleness, tactics, small size, and terrain to best advantage. Brindlglib is most useful to his companions after a fight when his studies make him a passable barber-surgeon.

Socially he has the cheerful, tolerant, optimistic nature common to his people. Though friendly he rarely discusses his family, personal life, or past. He loves to whistle sing and tell stories. He is also tireless self-promoter, though never pushy or crass, he is always on the look out for a rich patron or ways to promote the benefits of his works.

Not so deep down the gnome wants approval for his work; he never finished his apprenticeship to his father the smith and also grew to want to excel to repay his mysterious benefactor.

Concept/Build
Renaissance Gnome in the vein of DaVinci, Michelangelo and a little Newton. Scholar, painter, mathematician, sculptor and inventor. A competent, overconfident, tireless self-promoter. The existing crafting, comp, and upgrades rules provide lots of opportunities for an inventor; no special rules for ‘inventing’ are needed . I may dabble in alchemy and magic items too not sure yet. The gnome adventures to uncover fresh ideas and spread his innovations. Adventuring will also spread his fame and attract rich patrons. I hate tinker gnomes, this will be a gnome inventor done right.
Attributes
Str    6    -2
Dex   18   +4
Con   10   0
Int   18   +4
Wis   11   0
Cha   13   +1
XP: 2500
Action Die: 3d6
Feats
Crafting Basics Metalworking (origin)
Quickfinger Folk
Basic Skill Mastery: Tinker (Crafting, Prestidigitation)
Skills
Max ranks 6
Origin Skills
Prestidigitation 12=6rnk+4Dex +2Basic skill mastery (threat 19-20)
Ride 10=6rnk+4Dex
Class skills
Bluff 6=5rnk +1Cha
Crafting 17=11rnks + 4Int + 2Basic skill mastery (threat 19-20)(Trade Secrets,    practiced AD insurance).
Haggle, 6= 6rnk+0Wis
Impress 6=5rnk+1Cha
Investigate 4=4rnk+0Wis
Medicine 7=3rnk+4Int
Notice 5=5rnk+0Wis
Resolve 8=8rnk +0con(max rnk CL+5 pech)
Search 8=4rnk+4Int
Sense Motive 5=5rnk+0Wis
Survival 1=1rnk+0Wis
Tactics 6=2rnk+4Int
Untrained but used
Max15 error 1-2
Blend Y=0+1+ +4/size difference
Sneak X=0+4 +4/size difference
Riding Foci
Land vehicle, water vehicle
Crafting Foci
Including bonuses from Quickfinger and artisan.
Metal work, Inscription, carpentry, tailoring, stonework
Non-Combat
Hearty Appetite: You benefit from the first 2 food and 2 drink you consume in each day.
Teacher: as free action grant your teammates 1 of your Basic Skill Mastery feats until the end of the scene.
Man of Reason: auto success medicine and crafting if DC under CL+20
Bright Idea: At Level 3, once per session when making an Intelligence-, Wisdom-, or Charisma-based skill check, you may roll twice, keeping the result you prefer.
Interests
+1 level
Native Language: Dida dialect.
Study Native Culture: Gnomes of the Grey Mountains Foothills
Language: Catela
Combat
Vitality: 9 (Fragile Heroes)
Wounds 7
Speed 30
BAB +1,
Melee  -1=1-2Str
Finesse 5=1+4Dex
Missile 5=1+4Dex
Fort 1=1+0Con
Ref 5=1+4Dex
Will 3=+3+0Wis
Defence 17=10+3+4Dex
Initiative 5=+1+4Dex
Proficiencies
Hurled (Pech)
Edged
Pick on the big guy
Bow
Gear
Appearance +1(artisan)
Legend 5=3+2 (artisan)
Lifestyle 4=3+1Cha
Panache 4 Appearance +2, Income 40s
Prudence 0 Save 15%
Reputation 0
Light  with pack load to 40, Heavy load to 120.
Coins in hand:, 2
Equipment at home
Smith’s kit Crafting (Metalworking) S/2h Hard 2 7W 12 lbs. Ancient 15s
Stonecutter’s kit Crafting (Masonry) T/2h Hard 2 5W 10 lbs. Primitive 15s

Equipment Carried 30.5Lb
*indicates this is his own creation
Actually were possible he carries only his traveller’s clothes, sword, and glasses.
Name          Effect                             SZ/Hand Const Comp Weight Era Cost
Backpack +2 Str for carrying capacity Special */— Soft 2 5D 3 lbs. Primitive 10s
Carpenter’s kit Crafting (Carpentry) S/2h Hard 2 7W 10 lbs. Primitive 15s
Doctor’s bag Medicine (all checks) D/2h Soft 1 10W 2 lbs. Primitive 20s
Scribe’s kit Crafting (Inscription) D/2h Brittle 1 7W 2 lbs. Primitive 20s
Tailor’s kit Crafting (Tailoring) T/2h Soft 2 5D 3 lbs. Primitive 10s
Blanket/bedroll Cold Resistance 4 Special */— Soft 1 5D 3 lbs. Primitive 5s
Canteen Holds 2 quarts of liquid T/1h Soft 1 5D 1/2 lb. ** Primitive 5s
Firesteel/tinderbox Starts fire in 1 round D/2h Hard 1 7D 1/2 lb. Ancient 8s
Purple tinted Glasses Flash Resistance 4 T/— Brittle 1 10W 1/2 lb. Primitive 20s
Traveller’s Clothes*
Ordinary looking clothing enhanced for warmth and protection on the road. The clothing has hidden within it a light metal mesh because ‘unfortunate incidents’ are all too common when travelling.
Moderate Padded armour with: Pech, lightweight, reinforced, & discrete superior materials. CMP11
Type    DR Resistances   DP ACP Speed Disguise Const Comp Weight *   Era   Cost
Padded 0 Cold3 Edge2      0      0       —        +8         Soft 3    18D      3 lbs. Prmtv   42s
Tempered Edge*
A new technique for forging and tempering blades, the result is a hard blade that can hold razor sharp edges and points but is somewhat brittle. This new method still needs` improvement.
Scholar’s Sword with: pech, small scale, armour piercing, bleed, keen, and crude. CMP17
Name             Dmg        Thrt Qualities                              SZ/Hand  Const  Comp Weight Era   Cost
Schlr’s swrd 1d6-1 lethal 20  Finesse, lure, AP2 Bleed Keen4  T/1h       Hard 1     17W      3 lbs. Feudal 98s
Error 1-2
Grants Cheap Shot trick (see page 221)
Prizes
Brindlglib’s workshop.
A typical renaissance Scholar’s Workshop located on a street of the Commercial Ward bordering the Residential Ward housing the wealthy. Outside large windows are filled with portrait paintings and sketches of inventions. Within there is a reception area with paint splattered chairs and all manner of paintings and curiosities hanging from the 15’ ceiling. Beyond this small area the gnome has reconfigured the two story building into three stories. The lower floor is a single long narrow workshop with a ‘tall’ six foot ceiling. This room is filled with a wild variety of tools, materials, sketches, scale models, and works in progress. The upper stories have 4’ ceilings. The second story holds a gnome sized kitchen, parlour, and office. The third story has three gnome sized bedrooms.
Size 3 holding with Inscription Workshop and Metalworking workshop (in actuality these two ‘workshops’ occupy a single room filled with an eclectic mix of tools and supplies). The holding can take ten guests if guests not only use the bedrooms but also sleep in servant’s cots in the workshop.
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Also check out RPG Review:
http://rpgreview.net

spinningdice

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Re: From the Ashes (OOC)
« Reply #7 on: August 26, 2012, 03:57:22 PM »
Working on my character, and I have a few questions:

1) Can the Gore I attack be used with Pummel? I assume no, since pummel says the damage can only be subdual.

2) If my Int increases to an even number, do I retroactively get the associated bonus skill points?

3) What kind of reputation is most appropriate for a ruin delver? I would assume Adventurer, but I can see Military as well, depending on the delving.

4) What kind of alignments are available? How common is religion?

Q2 at least has been in the FAQ before and it's been said that all stat changes apply retroactively.

ludomastro

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Re: From the Ashes (OOC)
« Reply #8 on: August 26, 2012, 08:29:31 PM »
Working on my character, and I have a few questions:

1) Can the Gore I attack be used with Pummel? I assume no, since pummel says the damage can only be subdual.

2) If my Int increases to an even number, do I retroactively get the associated bonus skill points?

3) What kind of reputation is most appropriate for a ruin delver? I would assume Adventurer, but I can see Military as well, depending on the delving.

4) What kind of alignments are available? How common is religion?

1) No, as you pointed out.  Now should you wish to make a Gore attack and in the process of pummeling something (that's lower case 'p') then be my guest.

2) spinningdice beat me to this.

3) Based on the back story you presented, I would say Adventurer.

4) Religion exists but there are no miracles.  (It just didn't fit with the world.)  I'll get something posted here in a bit.

ludomastro

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Re: From the Ashes (OOC)
« Reply #9 on: August 26, 2012, 08:30:33 PM »
Mind if I resurect Brindlglib Nibstitch? I'd have to reset him back to how he was a character creation. THe version below has seem some play but I'll do the re-set if I get approval:

Sure, why not.  He was an interesting character.

ludomastro

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Re: From the Ashes (OOC)
« Reply #10 on: August 26, 2012, 08:48:33 PM »
Faiths/Alignments and some useful information.
Spoiler: show

Alignment: Spirits
Opposed Alignment: None per se.  However, any abilities that target an opposed alignment instead target those who despoil the environment.

Many, so called, primitive peoples worship the spirits - those of the ancestors and nature.  The priests - often called shamans - commune with the spirit world to ensure peace and tranquility as well as to ensure that balance between folk and nature is maintained.  Larger groups of ogres and some orcs follow this path; however, other folk have been known to follow this path.

---~~---

Alignment: Way of the Warrior
Opposed Alignment: Way of Peace

More a life philosophy than a religion, the Way of the Warrior points its followers toward constant self improvement.  It requires one to sharpen his skills in battle if not outright war.  Because it may allow the individual a chance at some form of glory, many orcs follow this path to delay - if not prevent - their rebirth and the consequent loss of the paradise between lives.

---~~---

Alignment: Way of Peace
Opposed Alignment: Way of the Warrior

Those who follow the Way of Peace have forsaken violence and seek to better themselves through meditation and their world through action.  While they do not normally raise arms against others they may protect those weaker than themselves.  Though few orcs follow this path, there are some who feel that the best way to end the cycle of rebirth is to bring Paradise to the living world.

---~~---

Alignment: Dwarven Pantheon
Opposed Alignment: Kell Soul-breaker (See Dark King)

The Dwarven Pantheon represents the holy family.  Hrothgar is the patriarch of that family and was the first dwarf.  He is considered to be the All-Father.  He is the patron of priests and the nobility.  Freya, his wife, is the bearer of his children and the patron of both mothers and caregivers.  Hamar, his oldest son, forges dwarven souls on the Anvil of Life and is the patron of craftsmen.  His priests also serve as confessors and council those in need of repentance.  Dalgar, the second son, is a mighty warrior and hunter and is the patron of the same.  Idona, his daughter, is mistress of the seas.  She is patron of fishermen and sailors.  All dwarves are known to pray to her for safety when upon the water.

NOTE: only dwarves may take this alignment.  The priests teach that the other (lesser) folk have their own deities but that the holy family concern themselves only with dwarves.  A convert is only entertained if he/she has dwarven blood and undergoes a quest to prove his/her soul is truly dwarven.

---~~---

Alignment: Moon Goddess / Green Man
Opposed Alignment: Oblivion (see Dark King)

Though known by many names and faces the Moon Godess represents the feminine elements.  Her partner is the Green Man, both husband and child.  He represents the masculine elements.  These deities are partners; however, their priests / priestesses focus on different elements.  Many folk away from cities make offerings to these intertwined deities.  Even in the cities - if nature can be found, there are those who follow their path.

Priestess concern themselves with questions of Life and Magic while Priests are concerned with the Beasts of the Wilderness.  Many teach survival to those that lack it.  More than one younger son or daughter in a noble house has erected a secret shrine to the Goddess and God in the house of their parents after taking a few survival classes from the local guides.

---~~---

Alignment: The Lord of the Purifying Flame
Opposed Alignment: The Lord of Darkness (see Dark King)

Though most think of it as the religion of the saurians, this faith has adherents of all races.  The Lord of the Purifying Flame is believed by his faithful to be the only true god.  He is often referred to as "God" or "The One" - with the capital letters well understood by tone of voice.  The great temple in the Catama desert is surrounded by flowing water while a bright fire burns at its center.  All adherents to the faith keep a small shire with a flame constantly lit in their homes.  To them, it is not mere fire but a spiritual reminder that The One must purge them of all uncleanliness before they will be ready to join him in Heaven.  Smaller temples also maintain sacred fires should a home-fire burn out.

---~~---

Alignment: Trickster
Opposed Alignment: Varies*

The Trickster is worship in the small things in life.  The boy who eggs a noble, the women who tells her married lover that she is with child just to see the look on his face, and the noble who sets puzzles and pranks on all his guests have all - knowingly or not - worshiped at the altar of the Trickster.  Not surprisingly, priests of this deity are often practical jokers, clowns and jesters.  However, some veer into far more dangerous games ...

* He/she/it opposes everyone and no one as the situation requires.  Provided that tricks are played on others, the Trickster is happy.  If another moves to restrain this activity, then they have shown themselves to be in Opposition.

---~~---

Alignment: Seductress
Opposed Alignment: None

The Seductress is often worshiped in the cities.  Every brothel has a shrine for those who work there.  She is even given the occasional offering by married folk (both men and women) who seek a little extra in their lovemaking.  She also is a favorite of spies as they often rely on wiles to seduce secrets from others.  Her priests and priestess are universally lovely, and excel at removing things from others - a bed and clothing are optional.

---~~---

Alignment: Sun God
Opposed Alignment: Dark King

The Sun God is known by many names, Helos, Onus, Ra, but the world over he is seen a benefactor and protector.  His priests teach that he smiles on believer and non-believer alike granting his protection to all.  His shield is the sun and he watches over the earth for signs of decay and corruption.  His houses of worship are open to all who need them and many come and worship on the first day of the week.  Of all the faiths in the land, those who follow The Lord of the Purifying Flame have the most respect for those who follow any understanding of The Sun God.  Often followers of these paths feel that the other is a minor corruption of their own faith.

---~~---

Alignment: Dark King
Opposed Alignment: All (though not all see him as their opposite)

The Dark King is known by many names: Kell Soul-breaker, Oblivion, The Lord of Darkness.  If the Sun God gives the gifts of light, life and creation to the folk of the earth; if he protects them and offers them the chance to make something for themselves; then the Dark King seeks to bring darkness, death and destruction upon the folk of the earth; he seeks to tear down what they have built and enslave them to his will.  His followers blend into society, never showing their true faces.  One of his priests might be a beggar, another a blacksmith and still another a noble.  It is even whispered that some of his priests are brazen enough to pretend to the priestly mantle of another faith for a time.

Heroic characters should not take this alignment. 

---~~---

In general most people are happily polytheistic.  They only leave offerings when they feel something is truly important.  (Translation: un-aligned.)  However, there are other who primarily attend to one faith but occasionally make offerings to another deity.  Rare are those who are devout followers of only one faith.  The only exception are those who follow the Dark King as he will except no division in his ranks.

The average Joe on the street may leave an offering to the Sun God while on his way to a brothel so he can leave an offering to the Seductress before heading home to his wife.  She on the other hand may be leaving a saucer of milk out in honor of the hearth spirits before bowing to the Moon Goddess.  However, their neighbor might be visiting for the fifth time this month to talk about the joys of following the Goddess and the Green Man.


ludomastro

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Re: From the Ashes (OOC)
« Reply #12 on: August 26, 2012, 08:55:58 PM »
Standard adventuring gear
Whether your patron provided it or your put it together yourself, everyone gets (for free):
  • a backpack
  • a lantern with 2 units of oil
  • a traveling cloak
  • a blanket
  • 50' of rough hemp rope
  • one unit of rations



Also, don't forget to make sure your character is adjusted for the Campaign Qualities:
  • Complex Heroes
  • Deadly Combat
  • Fast Interests
  • Greater Magic Items
  • Rare Magic Items
  • Savage Wilds
  • Sorcery (Corrupting Magic)

Doublebond

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Re: From the Ashes (OOC)
« Reply #13 on: August 27, 2012, 01:56:44 PM »
Here's an initial draft of my character, Baxton Tinfoot. Still working on his fluff, and I'm uncertain with my selection of Ghost Basics over some other covert feat. This look all right so far?

Spoiler: show
Baxton always felt a bit out of place, growing up. The rural life never fit him well. It was too quiet. Accordingly, he undertook to search out and find the excitement he had always longed for: he explored the lands of the alliance, and even traveled as far as Andora, but still found himself unfilled. That same restlessness yet plagued him. It all came to a head when, one day, on a whim, he pilfered some trinket or item and started his criminal career. He found himself intoxicated by the fear, the adrenaline, and the power.

To Baxton every closely guarded treasure of which he learns presents a solemn challenge. The wealth to be gained in stealing it matters nowhere near as much to him as does as the difficulty to be had in the process. More than anything, Baxton seeks to be tested.



Spoiler: Stats • show
Baxton Tinfoot (theManUnknown)

XP 2,500
Pech Criminal
Burglar 3
Type: Small biped folk, reach 1
Speed: 40 ft. (40 ft in armor)

STR: 14
DEX: 16
CON: 12
INT: 16
WIS: 14
CHA: 10

Vitality: 21
Wounds: 8

Melee Attack: 4 = 2 base + 2 str
• Dagger +5 (1d6+2 lethal; bleed, hurl; threat 17)
• Hook +5 (1d6+2 lethal; hook; threat 18)
• Razor +5 (1d6+3 lethal; bleed, excruciating, finesse; threat 17)

Unarmed Attack:  4 = 2 base + 2 str

Ranged Attack:  5 = 2 base + 3 dex

Fortitude save: 2 = 1 base + 1 con
Reflex save: 6 = 3 base + 3 dex
Will save: 3 = 1 base + 2 will

Defense: 16 = 10 + 3 class + 3 dex + 1 size - 1 armor

Armor: lightweight moderate studded leather with light fittings (4 DR; 1 DP; 1 ACP; -0 speed; -6 disguise)

Initiative: 7 = 4 (class) + 3 (dex)

Action dice: 3d4

Lifestyle: +1
• Panache: 0 (+0 Appearance, 0 income)
• Prudence: 1 (20% Money saved/earned)

Legend: +2
Reputation: 0 (30 total)
Renown: Heroic 1; Noble 0; Military 0

Non-Combat Abilities:
• Darkvision 2 (dark-earth folk)
• Hearty Appetite (Pech)

Class Abilities:
• Dexterous
• Very, Very Sneaky
• Evasion 1

Skills: Total = Attribute Modifier + Ranks + Misc
• Acrobatics: 9 = 3 + 6
• Athletics: 8 = 2 + 6
• Blend: 2 = 0 + 0 + 2 insight (BSM pickpocket)
• Bluff: 3 = 0 + 3
• Crafting: 3 = 0 + 3
• Disguise: 0
• Haggle: 5 = 2 + 3
• Impress: 0
• Intimidate: 7 = 2 + 5
• Investigate: 8 = 2 + 6
• Medicine: 3 = 3
• Notice: 8 = 8 + 2 + 6
• Prestidigitation: 11 = 3 + 6 + 2 insight (BSM pickpocket)
• Resolve: 4 = 1 + 3
• Ride: 5 = 3 + 2
• Search: 8 = 3 + 5
• Sense Motive: 2 = 2
• Sneak: 8 = 3 + 5
• Survival: 2 = 2
• Tactics: 8 = 3 + 5

Total ranks: 66 (Burglar)

Origin Skills: Resolve, Intimidate

Feats: (1 Origin, 3 others)
• Basic Skill Mastery (pickpocket) - Criminal
• Dark-Earth Folk - Level 1
• Knife Basics - Burglar 3
• Ghost Basics - Level 3

Stances:
• Wicked Dance (Knife Basics)

Interests: 5
• Language: Ateso
• Language: Catela
• Study: The plains?
• Study: legendary treasures
• Study: fences

Proficiencies:
• Edged 2
• Hurled 1

Advanced tricks:
• Cheap Shot
• Mix-up (trip)
• Mix-up (disarm)

Gear:
• Lightweight Studded Leather Armor
• 2 Daggers
• 2 hooks
• 3 Razors
• Thieves tools
• Grappling Hook
• Purse
• backpack
• traveling cloak
• blanket
• 50' of rough hemp rope
• 7 rations


Money in hand: 85
Stake: 0s
« Last Edit: August 30, 2012, 10:04:00 AM by theManUnknown »

MikeS

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Re: From the Ashes (OOC)
« Reply #14 on: August 27, 2012, 09:19:26 PM »
OK, my character's all set. I have one more interest to blow, so if there is an appropriate language or local study, let me know.

The corrupting magic still makes me want to play a summoner, but this guy will work for now.