Conan RPG 2nd editio~*~Extreme~*~

Started by Elven Sex Goddess, July 21, 2017, 05:01:14 PM

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RubySlippers

How about bed one hundred women from each race?  :-*

That's motivation.

TheSithChicken

I'm still interested but I am also heavily sedated on muscle relaxants for the moment. Once my brain clears up I'll get a character together. Still leaning towards a Stygian sorcerer though.

RubySlippers

A scholar obsessed with power, sounds good.  >:)

Elven Sex Goddess

No problem DarkPrince, a Stygian sorcerer sounds good.

Again no problem Wander,  let your muse flow.  Sit back ask yourself a few questions.  Simple goals,  lofty goals where do I see the character going.  What motivates my character.   

T'Zhara looks good tormentedmale.



wander

Quote from: RubySlippers on July 25, 2017, 07:54:20 PM
How about bed one hundred women from each race?  :-*

That's motivation.

Lol, maybe bedding a lady (or pretty fem-guy) from each region... ::)

Yep, I try to think with motivations what I myself as a player would like from a game and build that into something plot relevant the character wants. I know I'd love to explore and see the sights of the Hyborean age, experience the cultures and such. I feel I can add that into his motivations. Troupe motivations may be harder to place for me exactly... There's gaining fame, coin and an audience for his show, of course. I'll add these in actually as a placeholder, I thought more today on his backstory and if anything else crops up through that, I'll edit accordingly. :)

Elven Sex Goddess

Fate points - each character starts with three.

Also list three actions/scenarios that allow a character to get back a fate point.   This will be at my approval after a discussion.   Example Rajni may gain a fate point after she successfully spoils a plot of a enemy agent.  However, if I say she gains a point because she tricks a guard to gain excess.  That is stretching it.  Or that she seduces a enemy agent.  That also is pushing it and I tell myself not allowed.   Final note the regaining of fate points is not automatic.   

Hit points will be max at first level.   Half +1 + CON bonus each level thereafter. 

Magic is vary limited so no starting magical equipment.

There is no common tongue.   Keep that in mind when selecting languages.   As each nation has its language and related languages that are similar allowing them to understand and communicate with.   Since the two most richest nations is Aquilonia and Nemedia.  Each character in the troupe should have at least one of these languages. 

Language:  Aquilonian
Related Languages: Bossonian, Nemedian, Brythunian, Ophirean, Corinthian, Hyperborean, Kothic and Argossean


Favoured and prohibited classes will be used for the races.

Ok those that have submitted the preliminary can start their character sheets.

RubySlippers

I plan to take magic as my characters secret art, so by magical equipment does that exclude a spell component pouch I'm taking Nature magic so will be subtle. Until she can get a pet sabre tooth cat or something at 7th Level.  ;D

wander

Right, did my character backstory finally. It's very basic though I included a few potential plot seeds in there for later down the road and may tweak it around once the character sheet forms up.

TheSithChicken

Question for the group. I am leaning towards a Khitai Scholar who deals in divination and hypnotism who plays the part of fortune teller but I also feel like we should have someone who's good at the violent end of the spectrum as we have plenty of social (noble & temptress) and stealthy action (thieves). What do you all think?

RubySlippers

#34
Name: Ankhrimun
Race: Stygian (Common)
Class: Temptress
Level: 4
Armor Damage Reduction: 5
Hit Points: 25
Fate Points: 3
Corruption: 0
Reputation: 9
Home City: Luxur, The Capital of Stygia
Patron Deity: Derketo
Allegiance: Religion of Derketo

ABILITY SCORES
Strength: 12 +1
Dexterity: 14 +2
Constitution: 14 +2
Intelligence: 12 +1
Wisdom: 12 +1
Charisma: 16 +3
4th Level +1 -> Charisma

FEATS
[Bonus 1st Level] Martial Weapon Proficiency - Short Sword
[1st Level] Perform
[3rd Level] Two-Weapon Combat

RACIAL ABILITIES - STYGIAN/ZINGARAN MIXED [MODIFIED]
1. +2 racial bonus to all Knowledge (arcane), Perform
(ritual) and Craft (alchemy) checks: The Stygian ruling
caste is steeped in arcane lore from a very early age.
2. Learned her mother's language as added starting
language free.

CLASS ABILITIES
Comeliness
Savoir-Faire
Seductive Art +1
Compelling Performance 1x/Day
Secret Art - Politics
[3rd Level] Entertainer
Seductive Savant [half class level] +2 to Bluff

LANGUAGES
Aquilonia
Stygian
Zamorian

SKILLS
Appraise (Int):  2 Ranks + 1 Int  +3
Bluff (Cha):  7 Ranks + 3 Cha  + 2 Seductive Savant +12
Craft (Alchemy) (Int):  1 Rank + 1 Int + 2 Racial  +4
Diplomacy (Cha):  4 Ranks + 3 Cha + 2 Bluff Synergy  +9
Disguise (Cha):  1 Rank + 3 Cha + 2 Bluff Synergy (conditional) +4 / +6
Escape Artist (Dex):  1 Rank + 2 Dex  +3
Forgery (Int):  1 Rank + 1 Int  +2
Gather Information (Cha):  1 Rank + 3 Cha  +4
cc Handle Animals (Cha):  2 Ranks + 3 Cha  +5
Heal (Wis):  1 Rank + 1 Wis  +2
Hide (Dex):  1 Rank + 2 Dex  +3
Intimidate (Cha):  1 Rank + 3 Cha + 2 Bluff Synergy +6
cc Knowledge (Arcane) (Int):  2 Ranks + 1 Int  + 2 Racial +5
Knowledge (Local) (Int):  2 Ranks + 1 Int  +3
Knowledge (Nobility) (Int):  1 Rank + 1 Int  +2
Knowledge (Rumours) (Int):  1 Rank + 1 Int  +2
Listen (Wis):  1 Rank + 1 Wis  +2
Move Silently (Dex):  1 Rank + 2 Dex  +3
Perform (Dance) (Cha):  7 Ranks + 3 Cha + 2 Feat + 2 Class Feature +14
Perform (Rituals) (Cha):  2 Ranks + 3 Cha  + 2 Feat + 2 Class Feature +9
Perform (Oratory) (Cha):  2 Ranks + 3 Cha + 2 Feat + 2 Class Feature +9
Perform (Singing) (Cha):  5 Ranks + 3 Cha + 2 Feat + 2 Class Feature +12
Perform (Stringed) (Cha):  5 Ranks + 3 Cha + 2 Feat + 2 Class Feature +12
Profession (Courtesan) (Wis):  4 Ranks + 1 Wis  +5
Search (Int):  1 Rank + 1 Int  +2
Sense Motive (Wis):  4 Ranks + 1 Wis  +5
Sleight of Hand (Dex):  1 Rank + 2 Dex + 2 Bluff Synergy +5
Spot (Wis):  1 Rank + 1 Wis  +2
Swim (Str):  1 Rank + 1 Str  +2
Tumble (Dex):  4 Ranks + 2 Dex  +6
Use Rope (Dex):  1 Rank + 2 Dex  +3
Includes racial background skills Handle Animals, Knowledge (Arcane) and Perform (Rituals)

COMBAT
Base Attack Bonus BAB: +3
Melee BAB: +4
Ranged BAB: +5
Weapons Carried
Daggers (p) Attack Bonus +5, Damage 1d4+2/1d4+1, Critical 19-20/x2, Armor Piercing 1**, Range 10 ft., Hardness 10, Hit Points 1, Weight 1 lbs., Type Piercing, Other Light & Finesse.
Hunting Bow +1 (c) Attack Bonus +5, Damage 1d8+1, Critical x2, Armor Piercing 2**, Range 50 ft., Hardness 5, Hit Points 2, Weight 2 lbs., Type Piercing.
HQ Short Swords (p) Attack Bonus +5, Damage 1d8+2/1d8+1, Critical 19-20/x2, Armor Piercing 2,  Hardness 11, Hit Points 3, Weight 1 1/2 lbs., Type Piercing or Slashing, Other Light & Finesse.
p = often used paired
c = kept with the caravan normally with quiver of twenty arrows

EQUIPMENT AND PROPERTY
Quilted Jerkin
Steel Helm
Four Daggers
Two High Quality Short Swords
Hunting Bow +1
Quiver with 20 Arrows

WEALTH
261 sp


Elven Sex Goddess

#35
Quote from: RubySlippers on July 29, 2017, 01:05:50 PM
I plan to take magic as my characters secret art, so by magical equipment does that exclude a spell component pouch I'm taking Nature magic so will be subtle. Until she can get a pet sabre tooth cat or something at 7th Level.  ;D

No in that yes she can have the pouch of spell components.   Magic is limited but not non existent.   An because I said that no starting the game off with having magic items.   Does not mean that possibly in the future with adventuring such items might not appear in treasure hauls.   

RubySlippers

Well good she is only a minor sorceress, enough to be an anointed priestess on the scrolls however well not seriously compared to the Scholarly version. I likely won't know many spells though anyway but I like the flavor of using a little sorcery.

wander

Quote from: DarkPrince on July 29, 2017, 03:03:43 PM
Question for the group. I am leaning towards a Khitai Scholar who deals in divination and hypnotism who plays the part of fortune teller but I also feel like we should have someone who's good at the violent end of the spectrum as we have plenty of social (noble & temptress) and stealthy action (thieves). What do you all think?

I'm very likely going to get some fighten feats and stuff to help that, so maybe you can keep the Scholar though have some fighten feats with them too.

RubySlippers

Well my character will need to charm with her flesh a big strong fighter to protect her.  ;D

RubySlippers

In the hospital be reliably back on Monday most likely. Will finish my character then.

greypsychman

#40
I am interested in joining the group. I have character information and a draft character sheet below.

Name: Eldgrim
Age: 25
Gender: Male
Race: Nordheimir-Aesir
Class: Soldier

Description: Eldgrim stands 6’ 1” inches tall and weighs 215 lbs. He has light brown hair and blue eyes. Eldgrim has an athletic, muscular body. He wears his hair short and has a close cropped beard. Because he finds this area rather warm after the frozen wastes he grew up in, he tends to wear minimal clothing (even though he does possess some clothes and armor). The battle axe is his preferred weapon. He has about a 5 inch diagonal scar that runs diagonally across his abdomen that he received in the Vanir rain that destroyed his village. He also has about a 4 inch scar on his right shoulder from a wound he received when he rescued an Aquilonian Captain from capture by a Pict raiding band.

Personality: ""Eldgrim has a generally friendly demeanor. He has a positive outlook and tends to believe the best in people. He is quick with a joke to lighten tense situations. Eldgrim is intelligent and possesses a very good memory. He enjoys retelling tales and other adventurous stories he has learned in his travels. After some drinks he enjoys singing bawdy tavern songs. Eldgrim truly enjoys good food, good drink, and good women!"           "

Sexuality:   "Hetrosexual"

Role in troupe:  After leaving the cold lands of Asgard, Eldgrim has served as a mercenary soldier in many different campaigns in Aquilonia. After he got the job as a guard for the troupe, he realized this is what he want to keep doing. Imagine guarding a bunch of beautiful women instead of around in some army campaigns or stationed in some lonely outpost. Because of his singing skills, he can join in the musical chorus for performances when needed.

Motivations: He has come to consider the troupe his family and considers it is job to ensure their safety. Eventually he does hope to settle down and start a true family.

Backstory: Eldgrim grew up in Asgard with his parents and 3 sisters who were 2 years, 4 years, and 6 years older than him. At the age of 14, a Vanir raiding party attacked the village and killed Eldgrim’s parents. The village was destroyed, Eldgrim was wounded in the abdomen and left for dead while his sisters were carried off as slaves. When he awoke he managed to make his way to another village and recovered from his wounds there. He joined that villages raiding party and over the next 3 years grew in size, strength, and warrior skills. Most of their raids were into Vanaheim but they made a few raids into Cimmeria. At the age of 18 when Eldgrim was in a raiding party that went to Cimmeria, the group was ambushed and most killed but some survivors were taken as slaves. He endured the hard work demanded of a slave but after a few months he managed to escape and make his way south into Aquilonia. After wandering for a period doing odd jobs, Eldgrim eventually joined a mercenary company. The company was hired on as skirmishers in the Aquilonian army. The company served in military campaigns along the Pictish border. He began his career with the company at the age of 19 and served well with them for another 3 years. On his 23rd birthday, the Aquilonian force was ambushed by a much larger Pictish force and took heavy casualties. During the fighting, he managed to rescue the Aquilonian Captain who was being taken hostage by the Picts to be sold back for ransom. In the rescue, Eldgrim was wounded in his right shoulder. To show his gratitude the Captain allowed Eldgrim to leave the army without being considered a deserter.  Eldgrim came to join the troupe around a year ago at the age of 24. He had noticed that the troupe didn’t have many guards, especially guards who truly looked like warrior. He simply asked if they were looking for more guards and was hired but required to prove his worth. So, besides handling patrons who were drunk and too forward with the entertainers, Eldgrim could lend his voice in the chorus when needed.

On & Offs Same as the players   

Character sheet

Name: Eldgrim
Race: Nordheimir- Aesir
Class: Soldier
Level: 4
Armor Class:
Hit Points: 34
Fate Points: 3
Corruption: 0
Reputation: (4 (level) + 2 (Cha)= 6)
Home City:
Patron Deity: Ymir

ABILITY SCORES
Strength:       15 +2
Dexterity:      12 +1
Constitution: 14 +2
Intelligence: 13 +1
Wisdom:       11 +0
Charisma:     13 +1
4th Level +1 -> Charisma

FEATS
[1st Level] Weapon focus- Broadsword
[1st Level Bonus Soldier Feat] –Weapon focus- Battle Axe
[2nd Level Bonus Soldier Feat] -Brawler
[3rd Level] Two-Weapon Combat
[4th Level Bonus Soldier] Feat Performer

RACIAL ABILITIES - Nordheimr
1. +2 racial bonus to Constitution and -2 racial bonus to Dexterity.
2. +1 damage bonus to any sword
3. Martial Weapon proficiency- Broadsword
4. Weapon Familiarity -War Sword as Martial Proficiency instead of Exotic Proficiency

Background Skills-
Craft-Weaponsmith
Knowledge- Local
Profession- Farmer
Survival

CLASS ABILITIES
Proficient in simple and martial weapons
Proficient in light, medium, and heavy armor
Proficient in shield
Bonus feats-1st, 2nd, 4th, 6th level


SKILLS
Balance (Dex):  1 Rank + 1 Dex  = 1
Climb (Str):  1 Rank + 2 Str =3
Craft (int) Weaponsmith: 2 Background Ranks +1 (Int)= 3
Decipher Script (Int): Rank 1 + 1 (Int)= 2
Handle Animal (Cha):  1 Rank + 2 Cha= 3
Jump (Str): 1 Rank+ 2 Str= 3
Knowledge (Geography) (Int):  1 Rank + 1 Int= 2
Knowledge (History) (Int):  1 Rank + 1 Int = 2
Knowledge (Local) (Int):  1 Ranks + 1 Int= 2
Perform (Singing) (Cha):  1 Rank + 2 Cha= 3
Profession (Farmer) (Wis): 2 Background Ranks +0 Wis=2
Ride (Dex): 1 Rank + 1 (Dex)= 2
Swim (Str):  1 Rank + 2  Str= 3
Survival (Wis): 3 Background Ranks + 0 (Wis)= 3
Tumble (Dex):  1 Rank + 1 Dex= 2
Includes racial background skills Craft- Weaponsmith, Knowledge (Local) and Survival

Languages: Nordheimir, Cimmerian, Pictish, Aquilonian

COMBAT
Base Attack Bonus BAB: +4
Melee BAB:    +4 (BAB) +2 (Str)= 6
Ranged BAB: +4 (BAB) +1 (Dex)= 5

Weapons Carried
1. Broadsword (p)  Attack Bonus +6, Damage 1d10+2 (racial ability), Critical 19-20/x2, Armour Piercing 3  + 1(superior quality) , Range Incr. 10 ft., Hardness 10 +1 (superionr quality), Hit Points 5, Weight 2.5 lb., Damage Type- Slashing
2. Battle Axe (p)  Attack Bonus +6, Damage 1d10+1, Critical x3, Armour Piercing 4 + 1 (superior quality), Range Incr. 10 ft., Hardness 7 + 1 (superior quality), Hit Points 5, Weight 3 lbs., Damage Type- Slashing
3. Knife   Attack Bonus +5, Damage 1d4, Critical x2, Armour Piercing 0, Range Incr. 40 ft., Hardness -2, Hit Points -1, Weight -1, Damage Type- Slashing
p = often used paired in melee

Soldier starting kit: 200 silver, Broadsword, steel cap, Quilted jerkin, Doublet and hose, shirt and braes, belt, work boots

Equipment Purchased:
Riding Horse, saddle-riding, bit and bridle, flint and steel, whetstone, Kothian superior quality scale courselet, loin cloth, grappling hoop, 50 feet of hemp rope, bed roll,  kit bag, sack, belt pouch, drinking jack, waterskin, chest, superior quality broadsword, superior quality battle axe, work horse, saddle-pack, bit and bridle.

Silver remaining: 35


TheSithChicken

And now I am reminded to write up my Khem Scholar.

Elven Sex Goddess

Alright,  hope everyone is good.   Like to get this moving and going.  Those that need to do up character do so,  if any more interest.    So we can get started in roughly a week. 

wander

Still here... I got to stat out my Zamorian Thief too. I'll make sure they're different to our other one, so there's less toe-stepping there.

RubySlippers

How much do we get for gear its not like my character needs too much.

Elven Sex Goddess

Silver pieces is the predominant form of currency.   

To simplify what each character has.  It is what your starting rate is.    For example a temptress starts with 100 sp + 10d6.   Then just x that total by 4 to get your starting wealth.   Also do not forget to pick one of the starting equipment packages listed on page 78.     Also on that page is listed the starting wealth packages for each class.   Again what you roll and what base is added times that by 4 to get what each player starts with. 

RubySlippers

Now can we own slaves or better have bought a slave or better bought one and freed her offering her or him a place as a servant for some share of her coins earned, I'm thinking my lass is not big on slaves unless they are marked criminals and she wouldn't trust one of those.

Elven Sex Goddess

Quote from: RubySlippers on August 11, 2017, 08:22:33 PM
Now can we own slaves or better have bought a slave or better bought one and freed her offering her or him a place as a servant for some share of her coins earned, I'm thinking my lass is not big on slaves unless they are marked criminals and she wouldn't trust one of those.

Yes you can own slaves or just a slave. 

Now such is not the case for every nation or culture.   The Hyborian kingdoms are serf feudal system.  Shem, Zamora practice open slavery.   While Hyrkanians markets in Turan are glutted and prices are at 1/10th for slaves. 



wander

I'm gonna have to take a raincheck on the game for the moment gang. However I am interested and when things quieten down for me, I hope I can join you at a later date if slots are open. Good luck with the game everyone.  :-)

RubySlippers

Quote from: Elven Sex Goddess on August 12, 2017, 05:36:42 AM
Yes you can own slaves or just a slave. 

Now such is not the case for every nation or culture.   The Hyborian kingdoms are serf feudal system.  Shem, Zamora practice open slavery.   While Hyrkanians markets in Turan are glutted and prices are at 1/10th for slaves.

Well Stygians have no issues with the practice so my character likely won't, but most likely would choose one who owed a debt or had a reason to enter the life, other than being a criminal and its a fortunate criminal in her homeland to be a slave over the other punishments being skinned alive or worse.