Aveline: Steampunk Fantasy Pathfinder: Recruiting Closed

Started by eBadger, September 05, 2014, 02:44:16 AM

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eBadger

The previous Interest Thread has shown promise and given some good feedback; so begins the Recruiting Thread!

Recruiting is Closed!

Aveline - Steampunk Fantasy Pathfinder

1. Please read the entire introduction before signing up.
2. This is NOT first come/first serve.  There is no claiming a spot, class, or concept.  Nor is there a point; I have no problem with a group that's 75% rogues or entirely half naked elven maidens with daddy issues or whatever else doubles up. 
3. Characters must be submitted by 10 pm PST Thursday, September 11th.  That gives a couple days for potential tweaking and confirmations before the planned start by September 14th. 
4. I expect at least two posts per week. 
5. Yes, of course I'm open to questions, comments and feedback!  Things are still in flux. 


History:  Long ago, the world was lush and rich and bounteous; the High Races flourished in vast cities and empires.  But in their hubris, they wanted more, always more: clockwork armies marched to expand the borders, but were inevitably left leaderless and mad; new weapons eradicated cities, but blackened and twisted what was left behind; great factories darkened the skies with ash until the sun was blotted out. A man known only as The Alchemist created the worst of the Weapons that ravaged the world, killing machines which used the souls of the slain to power themselves. Even as the empires crumbled, the Lords and Archmages fought over scraps like rabid dogs, until all was lost. 

The land was overrun with evil.  Dark races such as the drow – elves twisted by chemicals and magic – and worse things still not understood, things which move in the dark like death.   

As the ivory towers were brought low, those who survived the Wars found an unlikely savior: the Alchemist turned his necromantic machinations to the salvation of the High Races, designing massive engines to raise entire cities above the clouds of ash, chemicals and disease.  Floating cities such as Aveline have successfully preserved humans, elves, dwarves, gnomes and halflings for two centuries.  They served less well as redemption: once complete the people turned upon the Alchemist; he became the first soul of many to feed the new machines. 

The world: Aveline is a cramped, decaying Renaissance/industrial city floating above the world by necromantic power; below, an omnipresent layer of clouds has left the surface in perpetual dusk.  It is given over to mushroom forests, races twisted by magic and corruption and mad automatons bent on the slaughter of anything living.  The world has a strong steampunk fantasy element: it features clockworks creatures, airships, and the worst of mad science, but retains a basis in swords and sorcery.  Necromancy is also considered a necessary evil: the undead are less common than traffic in souls, which power nearly every form of machinery and many magical devices. 

The crew: The adventurers will form a mercenary crew escorting a band of miners and engineers to an automated shaft below the Ash.  The initial adventure will open during the brief journey to the work site and end with the return to Aveline.  There is definitely potential for a long term campaign as the crew continues to gather souls, explore ruins or any other purpose that brings coin and fame, but I’m planning on a couple very short and simple sessions to begin with. 

Smut-o-meter: the adventure will be in the Extreme forum, mostly to cover all possibilities.  I'm not planning to have this become an orgy interspersed with monster stabbings, but I expect some fun along the way.  I'm open to more feedback on this, though.  It is E, after all. 

Newbies:  I'm after good role players, not rules gurus; that said, I'm not going to coach anyone through a system, either.  Players should be familiar with the basics of Pathfinder or D&D 3.5, or willing to do a lot of their own reading (the stuff is happily all online and free). 

Rules:
We will be using the Pathfinder system.  The rules are online and free for use:  http://www.d20pfsrd.com/

Despite the flavor, I'm not currently planning any major rules modifications, although some things (like Knowledge: Engineering or Alchemy) may take on more uses based on the setting.  Most flavor-specific stuff will be based on existing frameworks to maintain balance (a combat automaton might use the stats for an Ogre, for instance, with a couple added perks or weaknesses). 

Early Firearms are Commonplace (and therefore are Martial weapons), but there are no Advanced Firearms. 

New Gear:
-Gas Mask (10g): Made of leather and brass, with a pair of round glass lenses, this non-magical item includes a charcoal filter that will reduce the threat of most airborne toxins.  (Damage Resistance 5 v. gas based attacks; -2 to attack rolls and most skill checks when worn)
-Alchemical Air (10g): This canister is designed to attach to most gas masks in place of a filter and includes two separated liquids; when combined, they release oxygen for about five minutes.  (Increases a gas mask's Resistance to Immunity when worn)
-Soul Battery (50g): The glowing green gas within this glass tube is able to contain energy gleaned from the souls of the dead to power various gear and equipment.  Size can vary dramatically for larger machinery, but most portable devices use batteries the size of a typical vial or test tube.  A full (single) charge typically costs around 100g. 
-Soul Catcher (300g): A silver rod inscribed with unpleasant runes and trailing wires, this acts as a magnet to rapidly draw in the energy of a death for collection in a Soul Battery; the soul itself is significantly weakened but not absorbed or destroyed. 

Making Characters:
1. Character Sheet
Beginning characters will be limited to Core races and Core and Base classes (although I may consider something else with a great concept that requires it).  Archetypes will be on a case by case basis.  No third party stuff, please. 

Characters are level 3; ability scores are point buy (20 points/High Fantasy); 2 traits; start at max hit points for all levels. 

Starting kit for characters includes a pack with spare adventuring clothes, toiletries, simple writing gear, two days of rations, bedroll, canteen, tinderbox and a gas mask (see Rules, above) as well as 3,000g for gear. 

2. Background and History
Why is your character here?  What is their normal occupation?  What limited experience do they have?

3. Personality
How do they interact with the world?  Keep in mind that the strong silent type is great for Bond flicks, but not so much for PBP's. 

4. Please include a short narrative (two or three paragraphs) of your character coming aboard the Melancholy Zephyr, a small airship carrying about a half dozen crew, a dozen engineers, and you mercenaries.  Include a brief physical description. 

5. A photo or image isn't strictly required, but is highly recommended. 




eBadger

#1
The First Adventure: Hell's Ridge, Shaft 13:

Captain Marylebone has hired the crew as protection for a regular expedition to an automated mine several days journey from Aveline.  You'll protect the airship en route; secure the area and mine upon arrival; protect the expedition during a couple days of maintenance, repairs and loading of the ingots; then once again protect the ship during the return flight.  You are not necessarily hired together or from any organization, and may or may not know one another already. 

Character ideas: Making your character fit in: 

Any character could be along simply to earn some coin, either as regular work or just a unique opportunity or need.  It could be purely for a sense of adventure, or to be away from authorities on Aveline for a while.  Religious characters may be drawn by the hope to visit lost holy sites or recover forgotten relics; rangers and guides who frequently visit the surface to supply the floating city can become the center of penny dreadfuls or newspaper serials, earning fame and respect, while a good bard might see the opportunity for a romanticized adventure; magic users may need to collect the energy of souls to power their own magic devices or those of their mentors; a rogue's skills are both useful and legal on the surface. 

Submitted Characters: This is just a reference - no selections have been made!
TheGlyphstone, Nibbler Barbarian
Interdiction of Words, Aurifar (by PM) Sorcerer
KirbysFolly, Paige Allbright Bard
OyabunKyuubi, Rachel Roth Ranger
Chulanowa, Mharni Keddle Alchemist
Jaded, Savina Yvette Rogue

NPC's:

The crew of the Melancholy Zephyr consists of Captain Marylebone and five sailors, all permanently employed by the ship.  The engineers consist of Foreman Hargreave, Apprentice Branwaithe, and ten engineers from the Municipal Miner's and Metallurgists Union, based out of Aveline. 

Stella Marylebone, Captain of the Melancholy Zephyr
 
Captain Marylebone is lovely, polite, and as withdrawn as her ship's name might imply.  She took over command of the airship following her husband's death three years ago; she has been moderately successful since then and has a good reputation for a talent at the wheel, a knack for navigation, and a light hand with leadership.  She interviewed and hired each of you at good wages.  As seasoned veterans, she's made clear that she expects you to take the initiative for the expedition's protection rather than seeking her out for routine decisions. 


Victor Hargreave, Foreman of the Municipal Miner's and Metallurgist's Union
   
One of the many dwarves who dominate the MMMU, Victor seems brusque and short tempered, but also capable and experienced.  He has had little interaction so far with any of the new mercenaries and seems to prefer it that way. 


Everett Branwaithe, Apprentice Engineer

 
Unlike his foreman, there seems little capable of making the most junior engineer stay silent for any length of time.  He is outgoing, energetic and eager to help, although a certain cloud of mishaps seems to follow him.  This is his first expedition outside of Aveline.  His father is a foreman, his mother an alchemist, he has four brothers and two sisters and his favorite color is brown.  He likes your weapon, jacket, shoes, and hairstyle.  He can show you where to go, will help you carry anything, and he can fix that for you.  The other engineers have already warned you to never let him near the coffee. 

Chulanowa

Well, at first I was a little disappointed at the race / class limits; I've got a Kitsune / Sylph Investigator idea that would be yummy for this. but then I remembered i actually have a handful of other concepts I could use. So, there's that!

TheGlyphstone

#3
As briefly mentioned in the interest thread, I'd like to play a Half-Orc Barbarian, but with the Urban Barbarian (city-oriented skills instead of nature-oriented skills, a weaker rage that isn't mindless), and Invulnerable Rager (more focused on soaking hits than dodging them, trades Uncanny Dodge for extra Damage Reduction). Both are on the PFSRD.

Can I get up/downs on these before progressing further in planning?



EDIT: And question. What is Resistance 5 to Gas? Gas is not an Elemental damage type...does that give a bonus on saves vs. gas-based spells/abilities?

eBadger

#4
Damage Resistance 5 (ignore the first 5 points of damage per round) to gas based attacks, like having a mustard gas grenade thrown into the party or being exposed to polluted rain that turns to chlorine gas on impact.  The surface is a nasty place - Aveline didn't go airborne just because some clouds rolled in.  Also effects on stuff like stinking cloud, acid fog and the like that I'll deal with as/when they arise.  Basically, though, the point is that it helps but can be overwhelmed. 

Those archetypes look okay.

OyabunKobold

Will probably throw together a Ranger for this. Ill get a more In depth application in after I make the character sheet on myth weavers just woke up so I'm a bit sluggish.

A quick question though. For the 2 traits do we gain a 3rd if we take a flaw? Some gms rule that its just 2 traits but I thought Id be sure before I just assumed.

Currently owed posts: 0/0 | Currently owed Pms: 0| Currently owed offline posts: 0/0
Current Roleplay capacity 0/0

Re Z L

Putting together an Alchemist using the Grenadier archetype.  Here's what I've pieced together so far, obviously very rough around the edges for now:  http://www.myth-weavers.com/sheetview.php?sheetid=996643
A&A

eBadger

Quote from: OyabunKyuubi on September 05, 2014, 07:07:20 AM
A quick question though. For the 2 traits do we gain a 3rd if we take a flaw?
Nope.  I wasn't aware there were flaws in pathfinder :P

Looks good so far, Re Z L!

TheGlyphstone

Is there a specific person 'in charge', or someone onboard identifiable as having hired us? My character-in-progress has a very dependent attitude towards authority figures, so writing up a narrative of arriving on the boat requires knowing who, if anyone, is 'in charge'.

eBadger

Yup, ships captain hired you.  I'll be working on npcs this weekend.

TheGlyphstone

#10
My Intro Narrative will have to wait then. But here's everything else:

Sheet: http://plothook.net/RPG/profiler/view.php?id=13769

Background

Nibbler was, for all intents and purposes, raised on the streets. His parents were slum-dwellers, living in a filthy, overcrowded tenement downwind of a necroalchemy factory near the edge of the city. The toxic polluting fumes affected both his mother and the unborn child; he was born disfigured, and internal injuries from his overdeveloped tusks at birth caused his mother to bleed to death. Abandoned by his grieving father, another tenement family took him to nurse, but he was dumped to the streets as soon as he was weaned and walking.

There, he might have died - but instead found a strange affinity with the overbred rats that infested Aveline's allies and underbelly. Already half-feral, rats were first a food source, then companions. He learned to think like a rat; to fight like a rat. Before long, he was being recruited by Aveline's street gangs for his savage ferocity and bulk. Humanoids became his pack, instilling by gradual absorption the social skills and knowledge absent from his upbringing. But he never forgot the rats. He is muscle for hire, pure and simple - contacts and acquaintances abound through the warrens of Aveline's undercity, and many will recommend him as a capable, if unimaginative, enforcer.

Personality

Nibbler is, quite bluntly, a toady. Possessed of great strength and a distinct lack of self-esteem, he is uncomfortable acting for himself, and will by habit try to attach himself to the most dominant personality in a group. The Boss is King; he listens to the Boss, agrees with the Boss, and solves problems for the Boss. Groups in general are comforting; he's perfectly capable as a lone operator, but being around other people is soothing.

In combat, he fights with the controlled, savage cunning of his beast totem; less capable at absorbing punishment as a more primal warrior might be, but just as strong, and possessed of a narrow-minded deviousness.

Intro


Nibbler shuffled aboard the airship, looking around for the captain. She wasn't visible anywhere he could see, though - uncertain, he wandered off to stand in a place that looked out of the way from the various people loading supplies and equipment. Bored, he scratched at his massive protruding tusks with stubby fingernails and squirmed until his chain shirt stopped chafing against hard-to-reach places. It was new, as was the massive longbow on his back, and didn't sit quite right yet for all of its quality.

The lack of the Boss didn't worry him unduly, nor did the fact that she had supplanted Big Fingers O'Leary as 'The Boss' in his mind. O'Leary had plenty of other enforcers, and Nibbler wandering off to do some work on the side wasn't a concern as long as it wasn't in the employ of a rival crime lord. At least Nibbler had a set of clear directives, which was all he needed to do his job; protect the ship, protect the crew, kill anything that disagreed. His kind of work, and Rat chittered with glee in his heart at the scavenging potential he would find down there in the wastes.


Florence

O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

KirbysFolly

Hmm. Too tired to throw together a complete character here, but I'm definitely interested. I'm not familiar with Pathfinder, but I did play D&D 3/3.5 for a few years, and I'm capable of reading.

I was thinking about an artist. Somebody who mainly focused on dreary, emotional scenes featuring the lower class. She feels she's done all she wants to on that theme, and decided that going to the surface, and capturing what she sees there, would be the best next step.

Class-wise, I was thinking bard, as it's more support-focused, but I'm not sure how I feel about the bardic performance ability. It's always felt pretty goofy to me, and I didn't really see her as a singer/dancer/musician.

How does the Archaeologist archetype look? http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/archaeologist

On the downside, it does lose pretty much all the team support. Hmm. I just wish there was a less goofy bardic performance-type option.

I'll think on it some, but if anybody has any good ideas, totally feel free to drop them on me.

eBadger

Quote from: TheGlyphstone on September 05, 2014, 06:40:54 PM
My Intro Narrative will have to wait then.

I've posted a bit more detail on the next adventure and a couple key NPC's (see post #2).  Great looking character, btw. 

In response to a PM, I've also clarified firearms: as Commonplace, they are martial weapons, not exotic. 

Martial Artist and Archeologist both look fine. 

Quote from: KirbysFolly on September 06, 2014, 05:00:56 AMClass-wise, I was thinking bard, as it's more support-focused, but I'm not sure how I feel about the bardic performance ability. It's always felt pretty goofy to me, and I didn't really see her as a singer/dancer/musician.

I like to imagine this as a highlander piping his troops into battle with the hair raising screech of bagpipes, but it usually ends up looking more like breakdance fighting.  I'm fine interpreting it as a more inspirational/advisory sort of monologue, as long as you actually RP it a bit: "Watch your footing, Jake, there's loose tools!  Drow approaching on your right, Alice!  These automatons have weak joints, go for the legs!  Great move, keep pressing the attack, you can catch your breath later!"  - not necessarily leadership, but an application of charisma, knowledge, coordination and inspiration that explains the buff. 

Kimmy

Eee! This is a thing now! *noms on house rule cupcake quietly* If I eat the cupcake about the core races... Can I play a magicless pixie? Because I kinda already thought up this idea about a Treeant trapped in the forest when the world goes to hell - and having no way to escape, the treeant uses it magic to protect the last pixie of the forest, sealing her inside an amber cocoon. Only the forest never heals, so the pixie is trapped until some wizards start harvesting the petrified treeant's wood as a magical reagent. And thus, they unleash one poor pixie. Only her magic is so weak she can barely fly now... And has to turn to the power of steampunk to regain her former glory. And she might have a bone to pick with all the evil things that ruined the surface. Thus you get a alchemist or gunslinger Pixie engineer... And she might be plotting to build some sort of giant armor automaton (it would be giant from a pixie's perspective so medium or even large sized!) so that one day Pixie Power can be unleashed upon the world as a ... not all that giant PixieZilla monster...

I know... the answer is no... But I already thought it up and wanted to share what your missing out on! And also... My brains just scrambled for ideas for other characters at the moment... Life's kinda heavy & you have a timelimit & I don't know if I'll come up with anything before then... *pouts* If theres any roles you'd like to see filled - or maybe some ideas to inspire you have to share, I'd love to hear them... This next week is kinda heavy for me...
Posting rate: Moderate       Currently Chasing: Playful, Romance & Something Rough.
A&A           RL Issues: Some Insomnia.
Offsite RP's: 2 online + 1 RL. Currently Craving: Romance and just a touch of something darker...

Interdiction of words

Posts are currently: Medium
Darn work and school is getting in the way. I will get posts out as fast as I can but it is going to be hard on me as for you.

Oh my, I haven't posted on our thread? PM me or check out my A&A


TheGlyphstone

Quote from: KirbysFolly on September 06, 2014, 05:00:56 AM


Class-wise, I was thinking bard, as it's more support-focused, but I'm not sure how I feel about the bardic performance ability. It's always felt pretty goofy to me, and I didn't really see her as a singer/dancer/musician.


When people express interest in Bards but don't want to be a goofy battlefield singer, my suggestion is always Dwarf. Strap a set of war drums around your waist, carry a pair of maces that can double as drumsticks, and march into battle beating a heavy-metal refrain off the skulls of your enemies.


TheGlyphstone


Interdiction of words

Bards, an interesting subject but not the best caster. In the end it is all depended on what you like in a caster but it is all good for a controller
Posts are currently: Medium
Darn work and school is getting in the way. I will get posts out as fast as I can but it is going to be hard on me as for you.

Oh my, I haven't posted on our thread? PM me or check out my A&A


eBadger

Quote from: Kimmy on September 06, 2014, 06:56:58 AM
Eee! This is a thing now! *noms on house rule cupcake quietly* If I eat the cupcake about the core races... Can I play a magicless pixie? Because I kinda already thought up this idea about a Treeant trapped in the forest when the world goes to hell - and having no way to escape, the treeant uses it magic to protect the last pixie of the forest, sealing her inside an amber cocoon. Only the forest never heals, so the pixie is trapped until some wizards start harvesting the petrified treeant's wood as a magical reagent. And thus, they unleash one poor pixie. Only her magic is so weak she can barely fly now... And has to turn to the power of steampunk to regain her former glory. And she might have a bone to pick with all the evil things that ruined the surface. Thus you get a alchemist or gunslinger Pixie engineer... And she might be plotting to build some sort of giant armor automaton (it would be giant from a pixie's perspective so medium or even large sized!) so that one day Pixie Power can be unleashed upon the world as a ... not all that giant PixieZilla monster...

I know... the answer is no... But I already thought it up and wanted to share what your missing out on! And also... My brains just scrambled for ideas for other characters at the moment... Life's kinda heavy & you have a timelimit & I don't know if I'll come up with anything before then... *pouts* If theres any roles you'd like to see filled - or maybe some ideas to inspire you have to share, I'd love to hear them... This next week is kinda heavy for me...

...you have intrigued me.  As I mentioned before,

Quote from: Me"...with GM approval, and requiring a very good basis in your back story that makes it necessary"

Point me to what you want to use for a Pixie racial template. 

As for roles, you can peek at the 2nd post "Character Ideas" but with only two submissions so far things are very open. 

Quote from: Interdiction of words on September 06, 2014, 12:00:52 PM
Bards, an interesting subject but not the best caster. In the end it is all depended on what you like in a caster but it is all good for a controller
Role playing is quirky; trying to be the Best usually ends up less fun for everyone.   

KirbysFolly

Well, I still need to add equipment, but this is what I've come up with so far. http://www.myth-weavers.com/sheet.html#id=27049

Man, it has been an age since I've done anything with a d20 system.

I'll probably finish the sheet and then actually type up the backstory tomorrow, since I've finally got a day off.

Kimmy

For pixies I don't have a direct template. But you can use the Strix and modify them to suit. Their a winged race so make a great starting point. Make them smaller, reduce their str and up their dex. Trade their racial abilities for pixie like ones - weapon finesse or improved initiative if you like the idea of fast quick witted pixies, trade any skill bonuses for natures ones, maybe give them a little Damage reduction and slow their land speed to 20' or less.
If you want something using the advanced race guide, I put two builds below.

Using race points to build a Pixie

Fey type, 2 rp, gain Low light vision
Tiny Size, 4rp, become Tiny (1ft to 2ft tall), -2 Str & +2 Dex. Gain +2 size bonus to AC and +2 to hit. +8 to stealth and -2 to combat manevours. You have 0 reach, so must move into an opponents square to attack them in melee combat, suffering an attack of opportunity.
Advanced Ability Scores, 4rp, -2 Str, +4 Dex, +2 Int, +2 Wis & +2 Cha.
Slow, -1rp, base land speed of 20'.
Flight, 8rp, 50' (good manevourability)
Damage Reduction, 3rp, 5/Cold Iron
Total cost: 20  Race points, which translates to 1 level adjustment.
Btw, You can add greater invisibility at will and a bonus feat or another spell like ability for another level/10rps. If you ever wanted to play a proper magical pixie.

Now for your campaign, you probably want a pixie that's about as powerful as a regular elf, so here's something even lighter:
Fey type, 2 rp, gain Low light vision
Tiny Size, 4rp, become Tiny (1ft to 2ft tall), -2 Str & +2 Dex. Gain +2 size bonus to AC and +2 to hit. +8 to stealth and -2 to combat manevours. You have 0 reach, so must move into an opponents square to attack them in melee combat, suffering an attack of opportunity.
Weakness Ability Score, -1 rp, -4 Str, +2 Dex & +2 Cha.
Slow, -1rp, base land speed of 20'.
Flight, 4rp, 30' (Clumsy manevourability)
Damage Reduction, 3rp, 5/Cold Iron or a bonus feat, 2rp, Weapon finesse or improved Initiative.
Total cost: 11 or 10 Race points, which translates to a core race level of power and no level adjustment.

On the numbers and things, I don't mind what they are, high or low. I just like the idea of a tiny/diminutive pixie with wings, a complete lack of melee combat ability but a dangerous love of guns. For feats and things ranged feats with improved initiative- because pixies should be fast to react. I'd pick a high Dex for shooting and high charisma so a can get away with things, low wisdom and strength. I would like a decent intelligence  too - so she can craft herself tools, guns or spotter things. If she has spare skills, perception, stealth and survival would seem appropriate. And maybe a knowledge skill learnt from the city. Or perhaps something more geared towards alchemy and throwing concoctions at bad folk.

Anyway, hopefully you find a way to have fun with my special unicorn request. If not... @sad pixie eyes@
Posting rate: Moderate       Currently Chasing: Playful, Romance & Something Rough.
A&A           RL Issues: Some Insomnia.
Offsite RP's: 2 online + 1 RL. Currently Craving: Romance and just a touch of something darker...

eBadger

Sure, that seems workable; put together a character with the second (no level adjustment) version

KirbysFolly

Okay, here's the sheet. http://www.myth-weavers.com/sheet.html#id=27049

Background and History

Paige was born to a simple human engineer, who had a brief fling with an elven woman. After her birth, her mother disappeared, and she was left with her father. He married a baker's apprentice a couple of years later, but he and his wife have not had any other children. Paige's parents love her dearly, even if they don't always understand why she does what she does.

She always displayed an interest in art, but that was a pursuit saved for the rich. When she was old enough, she began working as a waitress at a local bar, The Two Steps. Her parents were concerned initially, but she seemed to do well enough. She did have to deal with the occasional groper and the like, but the bar patrons shared a deep sense of community, and protected their own. Anybody who tried to go to far was quickly shown the door, and their own teeth while they were at it.

She sometimes sang at the bar on her nights off, since it was good for a quick coin, and she was rather good at it, but just as often, she'd be caught  sitting at the table near the stairs, sketching on some paper she'd wasted her coin on. It was here that she met somebody who would change her course in life. While sketching the bar's reaction to a group of middle-classers slumming it, one of the men got up when he noticed her drawing. The other patrons grew increasingly on-edge as this man who didn't belong approached a young woman, but when he reached her he merely asked to see her picture.

He was quite impressed with it, and told her that he was a block carver, and would love to see her sketch turned into a woodcut. He promised to come back the next week to discuss it further, and then his group left, before any violence could break out. Sure enough, the man, Lucas Spree, came back. With his help, advice, and influence, her artistic skills grew, and she became more and more successful. That first sketch, Interlopers at the Two Steps, became a minor success.

Paige focused on scenes showing the lower class and their conditions. Her style, generally realistic, makes an exception in exaggerating to display emotion. Her art is usually dark and dreary, much like the lives of her subjects. She usually paints, but sometimes still makes more simplistic pieces for production. Two years ago, a piece of hers was on the front page of one of the major newspapers. Along with the newspaper piece, and the recent appearance of art imitating her style, she decided to move on to another subject. She wants to show the destruction of the surface, and wants to witness it first-hand, to give the best impression.

She has spent the last two years studying with a mercenary who has been to the surface many times. The grizzled old veteran may think her reasons are ridiculous, but the artist was a quick study, and she seems earnest enough.

Personality

Despite the grim subject matter of her art, Paige is a fairly cheerful person. She appreciates a good joke, and is seldom blue. She lacked any ambition when she was younger, but now she wants to show people things they otherwise never would see, whether it's the grinding poverty and despair, coupled with an intense sense of community, of the lower classes, or now, the ruins of the surface. She works hard and is patient, but doesn't often stop to examine other's motives, and sometimes sets down courses of action without fully thinking them through.

Boarding the Melancholy Zephyr
A rattling, clattering noise preceded the arrival of the half-elven woman carrying a loaded bag. Her wheat-colored hair hung in breads around her pretty face, and her lips were parted in a smile. Her pale blue eyes darted back and forth along the ramp. She wore nice, but sturdy, clothing, a dark brown top with a hood and small mantle, knee-length skirt in gray, and black leggings beneath that. Behind her, a young boy pushed a small wheelbarrow, loaded with some canvas and a collapsible easel. She preceded the boy over the loading ramp, checking the slope and bumps with her feet as she went. "Careful," she called back. "There's a drop here." Once the boy stopped, she unloaded the wheelbarrow and handed him a coin with a smile and her thanks.

Pushing her braids back behind her shoulder, she headed toward the captain with an excited smile on her face. When she reached her, she extended a charcoal-stained hand to shake. "Paige Allbright. I must say, I'm very excited to be aboard." Her accent would fit in great in just about any working-class area, despite her soft hands and nice gear. "I've been waiting for this for a very long time." She returned for her gear, and headed below-deck to stow it with at her bunk, nodding to the engineers, saying hello in Dwarven to one of them, and introducing herself to a grizzled orc who seemed to be another one of the mercenaries aboard.

After introducing herself, and stowing her gear, she seated herself near to where she'd boarded, a small book and a piece of wrapped charcoal in her hand, already sketching the view of the city from one of the airships that traveled to the surface. Even from here, still attached to the city, she could see all sorts of mistakes other artists had made. This journey was absolutely going to be worth it.

Picture


TheGlyphstone


KirbysFolly

There's three NPCs posted in the second post now. One of them is the captain. Not sure if you'd seen them or not.


eBadger

Doh!  Yeah, put up those NPC's a couple days ago for ya.  Let me know if you need anything else, I'm still tweaking a few details. 

Quote from: KirbysFolly on September 09, 2014, 12:11:45 AM
Paige

Great write up!!!

KirbysFolly

Thanks! I wasn't super-detailed on her personality, because I find they develop way better for me in play than they do beforehand, no matter how much I try.

OyabunKobold

So I am sitting down and finishing my sheet atm going to submit it here in about an hour or two depending on how long it takes to get the background finished. Would you prefer PM or should I post it here like the rest?

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eBadger

Sweet!  Submitting it here is easiest for future reference, unless you have something you'd prefer to keep private. 

OyabunKobold

Sheet: Rachael Roth

Background
Rachael was born in Aveline in one of the overcrowded slums. Her mom is and was at the time merely a peasant to the industrial city and got by with barely enough food for the four children leaving them to mostly have to fend for themselves. This lead to her two older female siblings to sell themselves to outside their parents knowledge to get some extra money. Her older brother though joined in the excursions down to the surface with his father. As a child of such poor standing Rachael had it rough being picked on and bullied by the others around for her scrawny stature. This served to toughen her skin though as she slowly fought back making a name for herself as a troublemaker.

As she grew and her mother enrolled her in the school of the slums she met a girl much smarter than others about the area. She was the first real friend that Rachael had and together they made quite the team. She dulled the troublemaker portion of Rachael's personality as a child and helped mold it into the battlefield tactician she is today. The two were inseparable until they got transferred to separate schools. Well Her friend got transferred Rachel got drafted. Her father had recently been killed on the surface by a horde of undead causing Rachel's hardened exterior to show once more and she made her way to the militia to sign up. Being taught Gun bow and blade there she slowly started to raise through the ranks. Her commander pleased with her progress entered her into the ranger program where she had a much harder time excelling and made a rival.

The man in question looked down on her when she got there and was assigned at the time her trainer. Being the more experienced of the two he pulled the seniority card every chance he got. She became the spotter while he gained all the glory for the kills that wouldn't have happened if not for her. Eventually she got fed up and started to bide her time till they went to the surface. Waiting for the opportune time she watched as a raid got ever closer before it became too late for them. She got away from the battle sans an eye whereas he did not. He ordered her to go seek help for him as she escaped the enemies lying dead around them and she nodded. She made it back to the group and when the group asked she told them that he hadn't made it leaving him wounded to die on the surface. Afterwards she was awarded a sword of great quality to replace the one she lost and wrote to the family telling them that their son had died in battle valiantly allowing the group to escape.

Afterwards there was nothing said about the issue she felt relieved to be rid of such an insufferable prideful man and eventually found her academic friend. Apparently she had gone towards the more science field of wizardry and was off on leave. Glad to see her friend again she took the woman out for a drink before smiling fondly as she had to be carried back to the apartment for the night too inebriated to walk. The next morning when she awoke still clung to Rachael who was sleeping enjoying her time off she was surprised at first. It didn't last long apparently as Rachael awoke to the warm soft lips of the wizard pressed against her own. They eventually had to go back to their lives but kept in contact through pen and mail.

Rachael continued to flourish under the tutelage of the rangers and got another leave of absence during one of the festivals. While there she happened upon a artisans stall filled with quite a few works of art. Finding a bow she particularly liked she blanched a bit at the price. Not being one to give up though she sauntered over to the stall keeper and proceeded to flirt with him until he finally caved letting the Composite bow go for a much lower price than advertised. By the time he had realized what she had done she had left feeling a bit bad about cheating the man out of some money. It wasn't until later that she went back buying some arrows from the same man that she handed him a parcel. Walking out her  quivers full the man opened the package to find a good deal of money inside along with a note of thanks. The bow had saved her life more than once on the surface.

Eventually she left the Rangers and decided to become a Mercenary for hire. The captain of a ship procuring her services for the thing she enjoyed most. Going down to the surface where the real challenge is. The life and death struggle where men were made men and those who didn't follow the worlds rules ceased breathing.

Description
Rachael is a rugged woman quite experienced in the art of gathering the energy from the souls of the world below. The expeditions she went on in the past weren't always cut and dry though. The creatures from below the ash are fearsome. One still holds her eye as she was unable to kill the beast before escaping barely with her life. To those who have journeyed with her before they know of her rough demeanor and her sharp gaze. The scars about her body each tell a story and her fragile memories of a simpler time shatter and disappear with each expedition. Her one good eye has been known to at times turn slitted and shes able to see quite well in lower lit venues.

Slightly larger picture

Personality
Rachael above all else is a shrewd tactician. A bit eager to fight but all the more ready to back her claims up. She's honest to a degree but cross her and you meet a demon. Her reserved speech patterns add a bit to the mystique. She leaves the talking to those more suited to the task of diplomacy unless the diplomatic solution is an arrow in the throat or a blade in the stomach.

Everything should be in order let me know otherwise if there's things i need to fix.

Getting hired
Rachael smiled as she nursed a bit of her Brandy. Another successful excursion down to the surface brought back quite a few rewards and thus she had to buy some more batteries for the next time she went down. She had yet to find the Horde that had killed her father. Something she was eager to do now that she was a free agent her pride demanded revenge but the fickle hand of fate kept her from getting it. She gazed about the tavern while she sipped on the drink slightly tipsy at this point before a soft cough sounded behind her. Turning a bit to see a somewhat younger looking man behind her she gazed at him a bit curiously. "G`day to you m`lady I am Everett Branwaithe apprentice Engineer for the grand Melancholy Zephyr. My good captain has heard of your exploits down on the surface and would like to requisition you as part of the crew. We are in need of a Expedition guard and you my fine lass have the experience for such an endeavor." The boy smiled a bit obviously trying his best to keep it short and sweet to the point something Rachael picked up on as she grunted and nodded a bit slightly. "I'll think about accompanying you back to the ship if you'll do something for me. Share a drink with me and explain to me about the expedition and Ill follow you back." She smiled as the boy seemed almost uncomfortable at the prospect of drinking but eventually agreed. By the first cup of rum he was coughing a bit new to the taste but put on a good show of at least attempting. By the third cup he was drunk and to the point of babbling and hiccuping a bit at times. The sight amused Rachael and she nodded finally agreeing to join. She helped support the boy as he led her back to the ship which was something to behold, A thing of beauty really. Smiling as his talking had been going for nonstop the whole way she chuckled ruffling his hair slightly. Sometimes it was nice to see what people were like with a bit of inhibition gone the boy was cute. She could see why others though might not enjoy his constant talking but to her it didn't bother. She first led him back to his quarters gaining a slightly admonishing look from the crew as she did so, apparently something was wrong with getting a boy drunk but she cared little for their thoughts. Afterwards she made her way to the where the captain was located to go over a few of the minor details like pay and the like.

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Chulanowa

Mharni Keddle
Race: Human
Class: Alchemist (Chirurgeon / Vivisectionist)



   Mharni grew up in the slums of aveline, where disease, death, and things worse than that wererampant. Though not born an only child, she ended up that way when the onset of black fever swept through the lower classes of the city some years ago. Her survival was no miracle though; her parents had scrounged what little silver they had to seek a cure, any cure, other than the benedictions of the priesthood; Three vials of potion cost them their savings, and the promise of their service. Mharni was that service. After the plague wound down, she went into training with the strange man in his alley workshop as an apprentice.

   Apothecary. Cutter. Leech-man. Autopsist. So many terms for those who fell between the respectable profession of "doctor" and the still-circumspect term "alchemist." Whatever the term you use, Mharni learned her trade from the old man. How bodies work, inside and out, what chemicals are cure and which are causative. How to put back together that which has been severed, and the different ways the different races are put together.

   It was good training, and Mharni found good work - as a battlefield medic. The great wars may be past, but the fights still happen, men and women still die, and there needs to be someone who can take off a gangrenous foot, poultice the gas burns, or just slap a cure-all tonic down someone's throat in a pinch.

Personality
Very little shocks Mharni anymore. If she's a little ground-down, a little bit prone to a thousand-yard stare, what of it? She's a professional, and odds are she's seen your problem before - or at least something close to it. Of course this visage of unflappable demeanor and droll, snide remarks is something of a cover; she's a young woman with a good heart who sees a lot of horrible things, but it's just best to not be seen as vulnerable.

Description
Mharni's a plain-looking woman, with an oval face, brown eyes and dark hair kept in a short braid. She's rarely seen without some accoutrements ofh er profession - a bandolier of vials, her cirugeon's kid, or even just the splash-goggles. She walks tall and with swagger, knowing she's going to be the most capable person in a situation. It takes a hell of a shock to make the unlit cigarillo vall from the corner of her mouth where she keeps it.




The sheet isn't 100% done - I haven't filled out skills, feats, or equipment. The idea behind her is pretty plain - battlefield medic, whether with a CLW infusion / potion, or a bonesaw and a splash of brandy. Understands anatomy well enough to tear things up in combat as well.

Green Goo Theory

Working on an adaptation of a semi-existing character of mine (I've built it several times but never got to play it).  A human alchemist raised by gnomes (there's a racial variant thing for it).  But I wanted to go with the Master chymist prestige class.  Since it specifically cites gender in the transformation I was thinking of the Dr Jekyll/Misses Hyde type of thing or vise-verse.  And going that route too means a mostly melee/buff orientated Alchemist so I won't feel bad for possibly stepping on Chulanowa's toes.

Yes, I did read the opening post about not caring about redundant classes.  That's just my own personal thing. 
Coming soon...

eBadger

Both of those characters look great so far!

Quote from: OyabunKyuubi on September 09, 2014, 07:56:51 PM
Everything should be in order let me know otherwise if there's things i need to fix.

The only thing I see missing is a short intro/narrative (I will be rolling these into the first post of the game, to get things moving along)

Quote from: Tonberryshuffle on September 09, 2014, 10:42:23 PMWorking on an adaptation of a semi-existing character of mine (I've built it several times but never got to play it).  A human alchemist raised by gnomes (there's a racial variant thing for it).  But I wanted to go with the Master chymist prestige class.

Feel free to add some appearance/personality changing as fluff, but keep in mind that peeps are level 3 - prestige classes are well in the future if ever. 

OyabunKobold

Ah i see well Ill edit that post and add in the introduction :3.

EDIT: and there you go Rachael's introduction post ;)

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Jaded

Hopefully I didn't miss anything, though I did rush through the creation a bit.

This character was made hoping that I can use the Sniper archetype, and that I can apply its features to firearms.

Sheet
Name: Savina Yvette
Level 3 Human Rogue (Sniper)
Alignment: Chaotic Neutral

STR: 12 (+1)  INT: 14 (+2)
DEX: 20 (+5)  WIS:  8 (-1)
CON:  7 (-2)  CHA: 12 (+1)

HP: 18
BAB: +2
Fort -1, Ref +8, Will +0
AC: 18, flat 13, touch 15

  SKILLS
Ranked
Acrobatics +11, Appraise +8, Bluff +7, Craft (Alchemy) +8, Disable Device +11
Disguise +7, Escape Artist +11, Perception +5, Sense Motive +5, Sleight of Hand +11
Stealth +11, Use Magic Device +7

  FEATS
Martial Weapon Proficiency (Firearms)
Point-Blank Shot
Rapid Reload (Musket, double-barreled)
Weapon Finesse

  CLASS
Sneak Attack +2d6: when opponent denied dex to AC or flanked, do additional damage.  Within 40 feet.
Accuracy: Halves all range increment penalties.
Evasion: If successful saving throw would allow half damage, she takes none.
Rogue Talent: Finesse Rogue
Deadly Range: +10 feet for sneak attack range.

  TRAITS
Hidden Hand: +1 trait bonus on sleight of hand to conceal light weapons,
             +1 trait bonus on attack rolls using a light weapon in surprise round.
Mercenary: +2 trait bonus on diplomacy, intimidate, and sense motive made while negotiating payment

  EQUIPMENT
Masterwork Double-Barreled Musket (+8, 1d12, x4, 40 ft', 1-3 (ft.), 2 capacity)
  10 Alchemical Cartridges, Paper (Bullet)
Shortsword (+7, 1d6+1, 19-20/x2)
Dagger (+7, 1d4+1, 19-20/x2)
Dagger (+7, 1d4+1, 19-20/x2)
Studded Leather (+3, +5dex, -1)
Thieves' Tools
Bandolier
Caltrops
Powder Horn
Rope (50ft.)
Oil (1sp)
Torch x5
Flint and Steel
Waterskin
Wrist Sheath x2
Whetstone
Backpack
Traveler's Outfit
Traveler's Outfit
Toiletries
Simple writing gear
Two days of rations
Bedroll
Canteen
Tinderbox
Gas mask

1 GP, 4 SP, 3 CP

Background
Savina is, before anything else, a mercenary.  There are two things she lives for.  The first is money and the dream of making enough to retire in comfort.  The second is the thrill of adventure and combat.  Morals, in her opinion, are for those who have already made it.  While she’d prefer not to do evil, money comes first. 

The earliest years of Savina’s life are a hazy fog of poverty and crime.  She can’t really remember her parents, just an Aunt Lilyana who gave her a place to sleep, even if it was just a worn blanket on a wooden floor, and a few bites to eat.  Savina was left to her own devices otherwise, and spent her days stealing and begging.

It was only when she was older that Savina realized that, if she didn’t want to end up being a whore, she’d have to do something with her life.  She had a few skills, just enough to get a job with a local who was hiring mercenaries.  She didn’t know what the job was, she didn’t care.  It was money, and it allowed her to improve her skills. 

The next few years of Savina’s life were spent working for various thugs and merchants, men who hired the scum of the city to do their dirty work.  It was a rough time for Savina, but she found herself thriving.  She made money, gained a reputation, and was finally able to move up in the world.

Savina’s prized possession is ‘Fang’ her masterfully crafted double-barrelled musket.  She used every copper she had made in years of work, plus a few she had to borrow, to purchase the weapon.  She doesn’t let anyone else touch it, let alone use it, and would rather have her hands cut off than part with it. 

To Savina, working with Captain Marylebone is just one more job.  She’s there because she is being paid.  If she doesn’t get paid, well, there is probably something she can take in payment. 

Savina is rarely cheerful, but she does have a sense of humour.  She can be quiet or talkative depending on her mood, which often changes in an instant.  Business is her preferred topic of conversation, followed by firearms, and finally wealth. 

Introduction
Savina had her backpack slung over one shoulder, her firearm over the other.  She travelled light, though she would have much preferred to have a keg of black-powder along, she knew that mobility was key to survival in her line of work.  She had a shortsword slapping against her thigh as she walked, and a careful observer might have noticed the bulge of a dagger beneath the leather bracers she wore on each of her arms.  On her head was her gasmask, ready to be yanked down at a moment’s notice.  Around her waist was a bandolier filled with small cartridges of paper.  She was, technically, wearing armour, but the amount of cleavage it showed was a bit more suited to a brothel than a battlefield.  It was a conscious choice.  The bare skin might distract an opponent, while the leather likely wouldn’t stop a bullet. 

The airship was different from any place she’d ever worked before, but that wasn’t necessarily a bad thing.  She had had her fill of under the table jobs that paid a pittance.  She was moving up in the world, and this was the start.  She didn’t pause as she headed up the gangplank and onto the ship, they knew she was coming and, if they didn’t, that wasn’t her problem.  She gave a polite nod to anyone she made eye contact with, but was more focused on the ship itself.  Was there good cover?  Good escape routes? 

“You!”  Savina suddenly boomed once she was on the deck, her hand outstretched and pointing at what looked to be a low ranking crewman going about some mundane task.  “Where is my bunk?”  When she got her answer, she turned and headed below.  She tossed her pack on an upper bunk, then turned and headed back up onto deck.  She wanted to observer the crew, see how they worked, and how they interacted.  She took a position near one railing and slumped down onto her ass, her firearm cradled in her lap as she gently cleaned and oiled it. 

eBadger


TheGlyphstone


eBadger


VonDoom

I'd love to submit a character still (and did denote interest to begin with), but I'm starting to realize that 2 group games and 7 1:1s concurrently may be just about my limit to keep track of. Sorry. :-\

If a slot opens up again and some of my current ones have gone inactive or (hopefully!) gotten finished by then, I'd definitely appreciate a chance at that.
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

TheGlyphstone

Initial post updated with intro paragraphs, so I'm all set.