Heavy Story-Focused Fantasy Adventure: Closed

Started by King Serperior, November 10, 2016, 01:21:08 AM

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King Serperior

Interest Closed for Now;  Current Parties should complete character sheets for analysis before possible approval.

"Four Heroes, great and small, were destined for successes higher than mountains and defeats lower than valleys,
The first is the master of madness and death, but will always defend his allies,
The second is.....  (NOTE:  this part of the prophecy has been worn away too much to read),
The third is.....  (NOTE:  this part of the prophecy is written in an undecipherable language)
And finally, the fourth is.....  (NOTE:  this part of the prophecy was broken away long ago, thus cannot be read),
Only together can the land be saved, but do these heroes know it?
They could be you or I, the bartender or the merchant, or even a prince or even unsavory sorts.
Whatever the case, the land will soon find itself in need of these cohorts!


~  Prophetic song sung by an oracle bard three ages past where it was written in stone.  The stone has been heavily damaged in a previous war and no one knows of any written versions that might exist.  Thus, the prophecy is widely debated and many bardic songs were written, each one more different than the last....




Welcome, curious eyes!  I am currently looking for a group of four, including myself, to engage on an epic journey inspired by Tabletop Pen-and-Paper Roleplaying Games such as 13th Age and Dungeons & Dragons in a more freeform format with some possible minor dice rolling, depending on the circumstances.

In all honesty, I have not crafted an amazing set adventure nor have I molded the land that the characters will be traveling through.  However, I know a few details:

  • Races:  There will be
    13 races

    Races:  This land is inhabited by numerous races.  Some races are more friendly with others, some are prejudiced against some, and some generally don't like to work with others.  Each individual doesn't have to follow the generalized thoughts of their people.  In fact, it is entirely possible for a Dwarf to be good friends with an Orc!  Or a High Elf to be as down and dirty as any 'lowly human.'  Heck, even an Orc can be as civilized as a Wood Elf!  However, these are usually the exceptions, not the norm.

    • Drow (Dark Elf):  One of the three 'sub-races' of an original race of Elves, they are known for their dark skin and snow-colored hair (though there have been rare instances of silver colored hair) and are most often encountered in the subterranean tunnels and caves known only as the 'Underdark.'  90% of Drow have red eyes, but a select few have green or blue eyes, indicating a recessive gene from when the race once lived on the surface.  Drow generally stand between 5'4" and 6'0" and weigh between 130 and 175lbs.  They are known to live long natural lives averaging at 500 years with an upper limit somewhere between 800 and 1000.  They worship the near god-like being known only as the 'Spider Queen,' ' Lolth,' or 'The Mother.'  They are best known for their abilities of the night, a gift granted by the Mother to her followers.  The Drow are known for silent, swift attacks that often utilize poisons and ambush.
    • Dragonborn (Human/Dragon Hybrid):  Standing between 6 and 7 feet tall and weighing up to 300lbs, these humanoid dragons are never mistaken for any other race.  They possess rough, scaly skin, hands and feet that have three claws with a fourth opposable claw, and always have golden, cat-like eyes.  Where scales don't cover, there is a leathery skin.  Dragonborn are known to possess what is known as a 'Breath Weapon,' which depends on their heritage and have a range of up to 30ft.  The Dragonborn's color denotes what they can breath:  Black - Acid, Blue - Lightning, Red - Fire, Green - Poison, and White - Frost.  There is a recessive trait that few Dragonborn possess that allows them to magically sprout wings from their back to allow for flight.  All Dragonborn are known for being honorable and even the most evil Dragonborn will not stab an opponent in the back and give them a fighting chance.  Of the races, the Dragonborn is among the least numerous since Dragons and Humans rarely reproduce.
    • Dwarf:  It is hard to mistake a Dwarf for any other race because they are short (rarely taller than 4'5" and never taller than 5'0") and stocky (most easily weigh between 160-230lbs).  Females are typically taller than males and males are typically more stocky.  Dwarves are a long-lived group who live average lives of 150 years, though some have been recorded to live up to 400.  Dwarves are known for their resistance to heat and fire and their smithing skills as well as their extreme resistance to poisons and alcohols, making Dwarven brews some of the strongest in the lands.  Most Dwarves favor heavy plate armor and weapons such as hammers and heavy crossbows.  Of the races, Dwarves tend to get along best with humans and don't like the Orcs or any Elven race, the High Elves in particular.  The Wood Elves are the only Elf they respect due to the race's love of hard work.
    • Gnome:  The Gnome is an often forgotten race due not only for their small stature (rarely taller than 3'0" and rarely weigh more than 75lbs), but also for their intense preference for illusionary magic above all others.  Despite that, none will deny that Gnomes are in possession of an eccentric sense of humor, inquisitiveness, and engineering prowess.  Gnomes live in nomadic tribes in the Underdark and it is known that spiders are their mortal foes, which often places themselves at odds with the Drow and their Drider goddess.  Most Gnomes prefer hit-and-run tactics with bows and their illusion magic allows allies better suited for combat to gain the upper hand.  Of the races, they are the most peaceful.
    • Gnoll:  More than any other, the Gnoll is a very tribal-oriented race that resembles humanoid hyenas.  Standing at full height, they can reach up to 7'0", but most hunch over to 6'0".  Though lean and muscular, they are heavy at nearly 300lbs.  The Gnolls have a natural rivalry against the Orcs and often try to outdo them in terms of strength and combat prowess.  Though a Knoll can live for nearly 80 years, most don't live longer than 40 due to their nature.  Unlike the Orcs, the Gnolls often reinforce their combat with tribal magic in the form of objects known as 'fetishes,' which can give an individual a temporary combat boost once a day.  Of the races, Gnolls and Humans get along well, though they distaste the humans' preference for large cities.
    • Half-Elf:  Born of the union between an Elf and a Human, Half-Elves generally take on the traits of the culture they were raised in.  High Elves generally view such individuals as being 'corrupted' and refuse to acknowledge them in most circumstances.  The Half-Elf is usually a little taller than humans, but slightly heavier than Elves.  Due to the mixing of the blood, they live longer than humans, but shorter than Elves averaging at 200 years.  Because they are caught between cultures, they are known for their enduring nature and refuse to send an ally into a situation that they themselves would not walk into.  In terms of general equipment, it depends on the individual and how they were raised.
    • Half-Orc:  The Half-Orc is born of a union between an Orc and a Human, thus combining much of the strength of Orcs with the agility possessed by Humans.  However, they are shunned from Human and Orc societies for being 'too human-like' or 'too Orc-like' in appearance.  The Half-Orc stands on average about 6'0" and usually weigh 180-220lbs.  Their tusks are smaller than those of their Orc brothers and are of more fair skinned like their human lineage.  This unique blending of blood has become the closest thing to culture to Half-Orcs who take great pride in their uniqueness.  The Half-Orc usually combines the ferociousness of their Orc blood with their opportunistic human blood to make them a formidable foe.  In terms of general equipment, they can take on any weapon or wear any armor, though they generally prefer heavier objects.
    • Halfling:  Rarely standing taller than 4'0", they appear to be 'half-sized humans' in appearance.  Of all the races, the Halfling gets along the best with others due to their quick wit and curiosity, which makes them great bards and peddlers.  Halflings are known for being ambidextrous and are very resistant to illusionary magic.  They live slightly longer than humans, but other than those key differences, Halflings are very much like Humans, though they prefer simpler lives, taking pleasure in the here-and-now.  Due to their size and quickness, Halflings prefer sneaking and stealth rather than engagements up front.
    • High Elf:  One of the three 'sub-races' of an original race of Elves, they are known for being tall and graceful and their pupil-less eyes.  They typically stand taller than humans, but are lighter in build.  Unlike the roguish Drow and the hard-working Wood Elves, the High Elves value magic and knowledge above all else.  Of the three races, High Elves view other races with disdain as 'lesser beings.'  In fact, the High Elves have fought wars with the Dwarves, Humans, Wood Elves, Drow, Orcs, Gnolls, and Halflings.  Only the Tieflings, Dragonborn, and Gnomes have never fought the High Elves, if only because the former two don't have an actual nation and are so widespread and the latter are so adept at avoiding conflict in the Underdark, thus making any war costly.  Regardless, the magical power of the High Elves are not questioned, despite their arrogance.
    • Human:  Humans are the most populous of the races and can be found just about anywhere in the land.  Humans are fierce and many races look at them with some contempt, but none will ever argue the fact that Humans will get back up again and again and again when other races would give up.  They are respected in the sense that, while they excel in nothing, they are diverse and adaptable in ways that no other race can boast.  It is not easy to break the human spirit and even when one is certain they are broken, they must always expect a surprise as the human nature comes forth with a fury.  This diversity allows humans to specialize in any weapons, armor, or magical talents.
    • Orc:  Tall and strong, the Orc race is one of the largest and strongest.  Their clan system leaves them seemingly fractured, but each clan leader will meet in times of need.  Because of their war-like nature, the Orcs often find themselves in conflict with the Gnolls, the High Elves, and the Dwarves.  Orc Males are by far the strongest, but Orc Females are more inclined to become shamans and lead the small groups in rough strategy.  Orcs have an odd partial alliance with Humans and Gnomes for the former are so similar to themselves and the Gnomes because....well.....no one actually knows!  Orcs prefer melee weapons and combat to ranged weapons and their battle magic is focused solely on combat-oriented specialties.
    • Tiefling:  Born of the union between Humans and a Demon, Tieflings are known for their cunning and personal allure, which makes them excellent deceivers as well as inspiring leaders when prejudices are laid aside.  Despite their appearances, Tieflings, like humans, can be good, evil, and everything in between.  Despite their rough human appearance, they possess a somewhat unsettling air about them as every Tiefling possesses 1-6 physical features that represent their demonic ancestry and blood.  The most common features are horns, prehensile tails, and pointed teeth, but other features can include:  Eyes that appear to be pupil-less orbs of solid black, red, white, silver, or gold;  a sulfurous odor or the scent of brimstone;  cloven hooves;  unique skin colors such as red, green, blue, purple, and other noticeable colors;  forked tongues;  leathery or scaly skin;  unusually warm flesh;  sometimes the inability to cast shadows or reflections;  furred skin;  feline eyes;  antlers instead of horns;  and many, many other traits!  No matter the appearance, a Tiefling is easily picked out in a crowd unless they are able to hide their demonic features.  In fact, a rare few Tieflings could even magical sprout demonic wings to allow flight!  In any case, Tieflings have a preference for the mystic arts of magic, though a Tiefling can be anything from a sword-wielding warrior to a bard to smiths and politicians.  Tieflings have no true culture and are found wherever humans may be found, but once one befriends a Tiefling, they are considered to be family.
    • Wood Elf:  One of the three 'sub-races' of an original race of Elves, they are known for their copper skin and bright, green eyes.  Wood Elves are most often encountered in their forest homes and generally dress simply.  They rarely wear any armor except what is natural, such as wood or leather.  Other than their fine physical features, they are similar to humans in height and build.  In terms of physical strength and endurance, they are the strongest of the three, yet are known to be among the most calm and level-headed of the Elves.  If there is one thing that signifies the powers of a Wood Elf, it is their bowmanship and their extremely fine craftmanship when it comes to creating bows.  In the forests, nothing can move more silently than a Wood Elf.  Compared to the other Elven 'sub-races,' Wood Elves generally don't enjoy magic and value the strengths of one's own hands and hard work.
    that live in the land, be it in kingdoms or simple towns.  Four of these races will be represented by the player characters.  I will personally be playing a Tiefling Necromancer who utilizes chaotic magic.
  • Starting Point:  The characters will meet in a tavern for similar reasons, which will draw themselves together.
  • Prophecy:  There is a prophecy, as seen above, but unlike so many stories, this prophecy will NOT be the focus since the words itself are mostly lost and there are hundreds of versions spread around.  Nevertheless, the four the prophecy refer to will be the player characters.
  • Character Strength:  The player characters can be as green as a beginner or they may be a veteran adventurer.  However, the adventure will assuredly test them all for there are always beings who are stronger than others.
  • Magic:  Magic is easily a very overpowering thing, but don't let that make you feel like you must make one or be weak.  Non-magical characters have their own strengths as well.  I will personally be playing a magic user, though most spells rely heavily upon chance and may even backfire!
  • This is simply a check to see who might be interested:  I am the world's slowest writer, so I won't put a serious post rate.  Besides, this is currently a check to see who MIGHT be interested.
  • Story-over-Smut:  Just to make it clear, this game will focus primarily on the story aspects instead of smut.  I won't say that there won't be any, but I will say that I highly doubt that smut will happen on the first in-game month, let alone the first day!  If your goal is smut, I am afraid that I must point you elsewhere.  If you are here for the adventure and story, then please ask questions!




Character Sheet

[float=left][img height=150 padding=10]IMAGE URL HERE[/img][/float]
[b]Name:[/b]
[b]Race:[/b]
[b]Age:[/b]
[b]Sex:[/b]
[b]Affiliation:[/b]  [i]Who or what is your character affiliated with?  A government?  A school?  A guild?  Themselves?  A Town?  No one at all?[/i]
[b]Class:[/b]  [i]What class is your character?  A Sorcerer?  A Rogue?  A Cleric?  A Necromancer?[/i]
[b]Important Notes:[/b]  [i]Just a handful of key notes about the character.  No need to go into lots of detail unless specifically asked or if that is what you want.[/i]
[b]Specific Items / Weapons:[/b]  [i]No one person can be a walking arsenal, so list only specific items.  Everything here will be subject to GM approval.  All characters are assumed to possess the following items:  A small money pouch, a pack/traveling satchel, rations for a handful of days, sleeping roll, and a water/wine skin/flask.[/i]
[b]Notable Spells:[/b]  [i]Only fill out if the character is a spellcaster of some sort.  List no more than FIVE specific spells that the character will use most often.  Basic spells such as a simple spark spell for lighting campfires don't need mentioning.[/i]
[b]Ons/Offs:[/b]  [i]Please link your Ons/Offs thread here.[/i]


So, with that said, if anyone has any questions, please ask and I'll answer!

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Silver Phoenix

Count me interested!  I'm thinking half-elven arcane warrior type or paladin (if the don't have to be of lawful-type).
My O/Os: Elliquiy, F-List

Current Game Capacity: 11/11; Full

King Serperior

Thanks for the interest, Silver Phoenix!

I'll go into more racial detail should others show interest, but a half-elf is possible.  That said, I don't believe in the 'Lawful Good' and  'Chaotic Neutral' type of system.  Granted, I don't want evil characters in that sense, but I don't want to limit characters to those select few points.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Lynnette

I'll need time to read through it all (at work at the moment), but I've been looking for something like this for a while, and knowing you, I'm sure it'll be a blast ^^
I'm available on Discord!
Feel free to message me if you want to chat
Lynnpai#4726

My O/O     My guide to set up a home server and Plex
My request thread

King Serperior

Hey!

No worries at all.  I'm just glad to see that you're interested!  I'll be putting up the 13 races, though a couple are 'half-races' such as half-elves, in a couple of hours so you and Silver and any other possible interested parties can get a feel for possible characters.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

King Serperior

I added a list of those races I mentioned before if you are interested, Lynnette and Silver.   :-)

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Silver Phoenix

My O/Os: Elliquiy, F-List

Current Game Capacity: 11/11; Full

Sally Aces

Color me interested. I like the backstory and story focus, going to look at races next. SO torn, I love magic wielding characters, but it could be fun to reverse type and go more swordy-slashy-hacky in this game.

Decisions, decisions...

Blythe


Lynnette

Currently leaning towards a dark elf huntress type, though I'm still thinking on the matter.
I'm available on Discord!
Feel free to message me if you want to chat
Lynnpai#4726

My O/O     My guide to set up a home server and Plex
My request thread

King Serperior

Quote from: Sally Aces on November 10, 2016, 01:08:41 PM
Color me interested. I like the backstory and story focus, going to look at races next. SO torn, I love magic wielding characters, but it could be fun to reverse type and go more swordy-slashy-hacky in this game.

Decisions, decisions...
Quote from: Blythe on November 10, 2016, 01:24:31 PM
Tossing in tentative interest~
Wow, so much interest already!

Now, although I initially said four, I am flexible enough for a maximum of six characters mentioned in this prophecy.  So, I suppose the big question is if you, who may be interested, have any questions of me?  Do you have tentative character concepts?  I'm going for a part-time Tiefling Magic Instructor who is a Necromancer who has the 'gift (some would call curse)' of Chaos Magic.

With the four of you having showed interest, I'll work on the character sheet and see if I can get it posted later this afternoon to early evening.

Quote from: Lynnette on November 10, 2016, 01:48:57 PM
Currently leaning towards a dark elf huntress type, though I'm still thinking on the matter.
That's perfectly fine.  A Huntress would be quite useful and a Dark Elf brings useful night advantages considering their heritage.   :-)

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Silver Phoenix

In general, still favouring the half-elf arcane warrior idea.  I may come up with a rough concept idea by tomorrow.
My O/Os: Elliquiy, F-List

Current Game Capacity: 11/11; Full

Blythe

I was vaguely thinking of a half-orc monk or martial artist-type of some kind--someone who has been isolated for a while working on controlling his natural rage-filled instincts with the monastic lifestyle, but has finally found he's ready to get himself back out there. ^^

King Serperior

Quote from: Silver Phoenix on November 10, 2016, 01:56:22 PM
In general, still favouring the half-elf arcane warrior idea.  I may come up with a rough concept idea by tomorrow.
So, something like a Spellsword, who uses some magic to bolster their bladesmanship?

Quote from: Blythe on November 10, 2016, 02:29:40 PM
I was vaguely thinking of a half-orc monk or martial artist-type of some kind--someone who has been isolated for a while working on controlling his natural rage-filled instincts with the monastic lifestyle, but has finally found he's ready to get himself back out there. ^^
A Half-Orc monk would make for a perfect character!  After all, Half-Orcs have to either balance the opposing natures of their blood or focus on mastering one aspect.  Such an adventure would be the perfect fire to test the strength of what that character would have forged in their isolation.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

King Serperior

I went ahead and added a character sheet code.  This will be the character I will use and will be a good example as to what a completed sheet will look like:




Name:  Zarrik Volomeer (Zar-ik Vol-o-meer)
Race:  Tiefling
Age:  28
Sex:  Male
Affiliation:  Riverwall Magic Association Guild
Class:  Chaos Necromancer
Important Notes:  Doesn't know his birth parents, human or demon;  Raised by human crypt-keepers;  Instructor at the Riverwall Academy;  Decently skilled at bladesmanship;  Demonic Features:  Horns, clawed hands and feet, casts no shadow, and a prehensile, tail; Doesn't wear robes like a normal mage;  Is skilled with throwing knives;  Tail seems to be able to use a dagger and/or throw them.
Specific Items/Weapons: 
Staff of Madness

An unbreakable, enchanted staff that is said to entrap the mad spirit of a sorcerer from a previous age, the owner of this staff can use it to focus either his own energies through it OR channel the magic that the mad spirit with wields.  In doing the latter, the energies within the staff do completely random things, all on the whims of the sorcerer within.  The staff is topped with a purple gemstone that pulses like a heartbeat.  It glows a bright purple when the spirit within is allowed to use its power.  An individual can only be affected by the staff's power once per day. 
Roll 1d100 for Staff's Effects

  • 1% Coin Shower:  Foe explodes into a shower of gold coins that scatter all over a 10 foot area;  Total coins equals about 500.
  • 2% Mice:  Out of every conceivable pocket and pouch of the target come many tiny, squeaking mice!  This lasts for 10 minutes and the mice continue to come out of pockets and pouches even though the amount would never have fit there in the first place!
  • 3% - 4% Chain Link:  The target is suddenly wrapped up in about 50 feet of chains that weigh about 500lbs!
  • 5% - 9% Turn into Harmless Creature:  The target changes into a random, nonthreatening creature;  The target retains all memories and intelligence they originally had.
    Roll 1d100 for Resulting Creature
    1-10 = Pig;  11-20 = Bunny;  21-30 = Rooster;  31-40 = Cow;  41-50 = Horse;  51-60 = Mutt;  61-70 = Donkey;  71-80 = Deer; 81-90 = Small Cat; 91-100 = Goose
  • 10% - 12% Bad Luck (Minor Curse):  The target experiences firsthand that whatever can go wrong for them WILL go wrong for them!  Praying to a deity is generally the best way to remove this curse, depending on the deity.
  • 13% - 14% Halfling:  The target becomes half their normal size;  Weapons, armor, and items remain the same size.
  • 15% - 17% Werewolf:  The target suddenly transforms into a Werewolf, even if there is no full moon at the time of transformation;  The target is forever a Werewolf unless a cure is found!
  • 18% Mute:  The target suddenly loses the ability to speak, or make any verbal sounds for that matter!
  • 19% - 21% Scared:  The target suddenly begins to fear everything, from their own friends and family to children to puppies to even doors and houses;  Target is extremely scared of tunnels, caves, puppies, kittens, and children in the same way that someone would be afraid of a 100ft dragon!
  • 21% - 23% Cross-Eyed:  The target loses all depth perception, so they cannot judge distances further than five feet.
  • 24% - 25% Disbelief:  The target suddenly believes NOTHING that anyone says, even if proof is in front of their face.
  • 26% - 29% Hangover:  The target suddenly feels like like they have the WORST hangover in their life, even if they have never had anything to drink!
  • 30% - 31% Itchy:  The target feels an almost uncontrollable urge to scratch themselves, going so far as to drop weapons, shields, coin-purses, and other valuables in order to scratch that itch!
  • 32% - 34% Believing:  The person effectively becomes the most gullible person in the land, believing everything that is said to him, no matter how crazy it sounds!  Everything they hear is a fact, which is confusing if someone tries to correct him since everyone always tells the truth!
  • 35% - 36% Shrink Weapons:  ALL weapons and shields of the target shrink down to 1/10th their size!
  • 37% - 41% Change Species:  The target suddenly changes into another species!
    Roll 1d100 for results
    1-10 = Human; 11-20 = Orc; 21-30 = Dwarf; 31-40 = Elf
    Roll 1d100 to determine species
    1-33 = High Elf; 34-66 = Dark Elf; 67-99 = Wood Elf; 100 = Roll Again
    ; 41-50 = Dragonborn
    Roll 1d10 to determine Dragon Heritage
    1-2 = Black - Acid; 3-4 = Blue - Lightning; 5-6 = Green - Poisonous Gas; 7-8 = Red - Fire; 9-10 = White - Frost
    ; 51-60 = Kobold; 61-70 = Tiefling (random demon features); 71-80 = Gnoll; 81-90 = Goblin; 91-100 = Gnome[/i]
    Sometimes, the target is lucky and are not changed (human target rolls a 1-10);  Target animals can also be changed this way;  All targets retain memories and intelligence of their previous form;  As far as the mad spirit is aware, these changes are permanent!
  • 42% - 43% Weapons to Beasts: The target's weapons change into beasts:  Swords to Snakes, Daggers to Spiders, Hammers to Bears, Maces to Wolves, Staffs to Big Cats, and Bows to Predatory Birds.
  • 44% Gender Swap:  Males become Females and Females become Males!  If the creature is neither, roll 1d100:  1-50 = Male; 51-100 = Female.
  • 45% - 46% Massive Fireball:  Summons a huge ball of fire that explodes in a 10 foot area upon impact.
  • 47% - 51% Chest of Loot!:  The target's weapons, armor, magical items, and valuable trinkets (coins, necklaces, rings, and the like) all disappear from the target's person and a large, wooden chest appears at the caster's feet;  The chest is full of the items removed from the target.
  • 52% - 54% Return to Master:  The target is cursed so that, upon their death, their body comes back to undeath as a ghoul and seeks out the one who did the killing blow as their servant.
  • 55% - 57% Vampire:  The target falls to the ground, dead;  Once it becomes night, they rise again as a Vampire;  If it is already night, they will rise again in 10 minutes.
  • 58% - 59% Purify:  The target is instantly purified of all that ails them!  If they were changed in any way (species changed or became a vampire/werewolf for example), they are returned to their original forms;  If they are undead, they regain a new, pure body and become living again.
  • 60% - 61% Go to Sleep:  The target falls into an enchanted sleep and will not wake up for 8 hours, or until the sun rises, whichever comes first.
  • 62% Fear of Magic:  The target becomes deathly afraid of all things magical and will throw any magical items on their person on the ground and run from magic users in terror.
  • 63% Tentacles:  1d4 limbs of the target become disturbing, yet functional tentacles.
  • 64% - 67% Confused Protector:  The target suddenly doesn't recognize anyone or anything around them, but thinks the caster is their friend and will do all in their power to protect the caster, even sacrifice their life.
  • 68% - 71% Death Mark (Curse):  Bullies, bandits, and all other unsavory types instantly dislike the targeted person.  They are always the target for animal bites, muggings, brawls, pranks, and everything else that is bad.  The target may or may not live a long life, but they will always be a target.  Clerics and Priests can sense this and only conversion to a religion can save this person from this curse!
  • 72% - 73% Hunted (Curse):  The target will now be attacked, tormented, and eventually killed by creatures and beings of evil:  Vampires, Ghouls, Ghosts, Spirits, Zombies, and all forms of Undead.  Victims of this curse rarely survive for longer than a month.  Clerics and Priests can sense this curse and only conversion to a religion can break the curse.
  • 74% Last Breath (Curse):  The target will die within the week (roll 1d6 + 1 to find how many days the target has to live before the curse kills them), usually by violence!  Clerics and Priests can sense this curse and only conversion to a religion can save them.
  • 75% - 76%Petrify:  The target becomes stone, like a statue!  The target remains a statue for one week before returning to normal.  Damaging the statue will cause damage equal to the target's original to the target upon returning to normal (breaking it's arm off will cause the person to come back without an arm).
  • 77% - 79% Vortex:  A tall, thin tornado is blasted at the target and anything between the tornado and the target.  The tornado seeks the target until it engulfs the them and flings them in a random direction.
  • 80% Blindness:  The target suddenly goes completely blind!
  • 81% - 83% Holy Lightning:  From the heavens, a massive boom of thunder sounds and a large lightning bolt falls from the sky and strikes the target;  Undead and evil beings are hit with twice the bolt's intensity;  Beings of good take no damage.
  • 84% - 86% Sonic Boom:  A blast of pure, sonic energy is sent at the target;  Upon impact, a massive sonic boom centered on the target expands for 20ft in all directions, hurting both fiends and foes with sound;  There is a 50% chance that everyone caught in it will be knocked off their feet and all who are caught in the blast will be temporarily deafened.
  • 87% Horns: If the target has horns or spikes, they loose them all;  If the target has no horns or spikes, they grow 1d20 horns and spikes all over their bodies.
  • 88% - 89% Lightning Arc:  The target is blasted with a bolt of lightning that, after striking the foe, will leap to the closest person within 100ft and continue until it has struck five people.  The arcs will not hit someone it has already struck.
  • 90% Minor Inconvenience (Curse):  The target is suddenly afflicted with a minor physical disorder:
    Roll 1d100 for results
    1-10 = Has a 102 degree fever and feels tired, drained, and uncomfortable; 11-20 = Has gas, indigestion, and feels bloated; 21-30 = Has a dull, throbbing headache, that makes sleeping and concentration difficult; 31-40 = Hiccups constantly, making it annoying, hard to speak, and sneaking becomes impossible; 41-50 = Gets an ingrown toenail, thus the target limps, has trouble walking, and balance and speed are greatly reduced; 51-60 = Has an itchy rash that only vigorous scratching can relieve, making the target extremely distracted; 61-70 = The victim now has dozens of nasty-looking pimples all over their face and arms; 71-80 = The target now has nausea, which leaves them with a stomach-ache, loose bowels, and vomiting; 81-90 = The target now has a nagging, constant cough, watery eyes, and a runny nose, thus sneaking is almost impossible and talking is difficult; 91-100 = The target now has major vertigo, making fast movement nearly impossible and the target becomes near helpless at heights greater than 10ft.
    ; The curse lasts as long as one would expect a natural condition would last given proper treatment, or lack thereof.
  • 91%Giant:  The target grows into a ten foot taller, 1000lb heavier version of themselves and are rippling with muscle, but their armor, weapons, and clothing remain the same size; Their skin is thick, making arrows and bladed weapons difficult to harm the target, but magical attacks are twice as effective!
  • 92% Disharmonious:  The target will soon find out that right is now left and vice versa as well as arms are now legs!  This is because when they try to move their right arm, their left leg moves instead!
  • 93% Doppleganger:  Creates an exact copy of the target in every single way;  If the target moves, so does the Doppleganger;  In order to do anything, the target must kill his Doppleganger, but that will be tough because the Doppleganger will do the same things the target does against it at the same time.
  • 94% Deafen:  The target is now completely and totally deaf!
  • 95% Annihilate:  A black orb flies at the target and, on impact with anything, it explodes and vaporizes everything in a 10ft blast radius, leaving a crater that is three feet deep in the ground!
  • 96% Gust of Wind:  The target is blasted with a 70mph gust of wind that will likely knock them off their feet and send them stumbling backwards.
  • 97% Turn into Deadly Beast (Normal):  The target changes into a random, deadly creature;  The target retains all memories and intelligence they originally had. 
    Roll 1d100 for Resulting Creature
    1-10 = Wolf; 11-20 = Grizzy Bear; 21-30 = Giant Spider (think Skyrim-sized); 31-40 = Large Crocodile; 41-50 = Giant Scorpion (Think as large as Skyrim Spiders); 51-60 = Giant Snake (~40ft long); 61-70 = Large, Predatory Cat (cat depends on environment, otherwise it is a default mountain lion); 71-80 = Giant Bat (About human-sized); 81-90 = Eagle; 91-100 = Giant Boar.[/i]
  • 98% Death Wish (Curse):  The target suddenly has no fear of death and will take unnecessary risks in everything, including combat.
  • 99% Water Spout:  A powerful geyser of water erupts under the target's feet and sprays water all over the battlefield and may send the target flying 50ft in the air, unless there is a ceiling for the target to hit.
  • 100% Turn into Deadly Beast (Monstrous):  The target changes into a random, deadly creature;  The target retains all memories and intelligence they originally had. 
    Roll 1d100 for Resulting Monster
    1-10 = Dire Wolf (a 9ft long, 800lbs wolf); 11-20 = Dire Bear (a 12ft long, 8000lb Grizzly Bear); 21-30 = Owlbear; 31-40 = Griffon; 41-50 = 51-60 = Chimera (10ft long, 4000lb beast with a Dragon's head, a Goat's body, and a venomous snake for a tail: 
    Roll 1d10 for Dragon's head color to know what it breathes (all breath attacks have a 20ft range)
    1-2 = Black - Acid; 3-4 = Blue - Lightning; 5-6 = Green - Poisonous Gas; 7-8 = Red - Fire; 9-10 = White - Frost
    ); 61-70 = Ogre; 71-80 = Wyvern (10ft long, 1 ton cousin to dragons, it has a poisonous stinger in it's tail); 81-90 = Minotaur (10ft tall and 700lbs); 91-100 = Young Dragon (20ft long, 2 ton dragon
    Roll 1d100 for color to find breath attack (all breath attacks have a 30ft range) and preferred attack style (may change depending on target's original preference)
    1-20 = Black-Acid-Ambush; 21-40 = Blue-Lightning-Attacks from above or below (Blue dragons burrow very well); 41-60 = Green-Toxic Gas-Strategic all out offense; 61-80 = Red-Fire-No strategy in attack; 81-100 = White-Frost-Hit and run.
    )
;  Short Dueling Sword;
Ring of the Servant

A magical ring that holds the spirit from a previous era;  When worn, the spirit is released and goes to the nearest complete humanoid skeleton and takes control of it;  The spirit then returns to the wearer and will do whatever he or she asks of it short of destroying itself;  The spirit returns to the ring if:  1).  The skeleton is destroyed, and 2).  If the ring is removed from the wearer.  If the skeleton is destroyed, the spirit must remain in the ring for 24hrs before it has the strength to seek another skeletal body.  The ring appears to be a simple, silver band topped with a small, green gem.
; 10 throwing daggers hidden in various locations on his body.

Notable Spells: 

  • Summon Undead:  A short chant is said and, when it is done, 1d4 + 1 group of undead beings rise from the underworld around their master.  This spell can summon the following randomly: 
    Roll 1d20 for Results
    1-5 = Basic Skeletons; 6-10 = Skeleton Soldiers; 11-13 = Skeleton Mages; 13-14 = Zombies; 15-16 Ghouls 17 = Masterless Vampires; 18 = Wights; 19 = Wraithes; 20 = Hellguard Skeletons.
    Basic Skeletons are regular skeletons with no weapons or armor that bite and scratch foes.  Skeleton Warriors are like basic skeletons, but wear light armor and carry basic swords and javelins.  Skeleton Mages are like basic skeletons, but wear ragged robes and cast ice magic.  Zombies are slow, unintelligent, rotting creatures that will continue to bite and scratch at foes mindlessly unless beheaded.  Ghouls are like stronger, faster Zombies that are less rotting that are weak to fire.  Masterless Vampires are extremely fast and vicious, but are vulnerable to sunlight, wood, and silver.  Wights are twisted spirits given physical form who float and cause chaos to any enemy, but don't cause direct physical harm.  Wraithes are incorporeal beings of cold darkness that use an icy blade to destroy their enemies.  Hellguard Skeletons are like basic skeletons, but are easily twice their size and have flaming eyes.  They are the elite guard of the underworld who possess heavy armor, greatswords that they can easily hold in one hand, and heavy shields.  This spell cannot be used more than once every six hours.
  • Whip of Agony:  After a few seconds of chanting, the caster enchants a small 'base' (can be a hilt, a small dagger, or similar) so that it extends a whip made of blue flames.  Though it behaves as a normal whip, being struck by it causes terrible pain and agony.  In many cases, survivors often come to fear whips, flames, the color blue, or the species of the caster.
  • Death Knell  The caster draws forth the ebbing life force of a badly wounded creature and used it to fuel his own power.  The drawn life force, which appears as a black wisp, can be absorbed in order to heal the caster or an ally (if the wisp of life force is directed to them).
  • Mage Hand:  A nonverbal spell, it allows the caster to pick up objects up to the weight of a small tome and either bring it to him or to throw it.  Useful when using throwing daggers.
  • Chaos Bolt:  A bolt of pure energy is fired from the hand of the caster and, upon striking the target, it affects them with a random effect:  Acid [acid], Frost [ice], Flame [fire], Force [kinetic energy knocks them back or down], Holy [good], Negative [evil], Lightning [electric], Poison [poison], Thunder [sonic/sound], or Psychic [psychic energy that assaults the mind].  (Roll 1d10;  The result is the effect).  Perhaps unreliable, but it allows a mage to use energy that they couldn't use normally (I.E. Necromancer using Holy attacks).
Ons/Offs:  Located Here

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Blythe

I wouldn't be troubling you too much to ask for some help finding cool male half-orc images, would I, KS? ^^

King Serperior

I can hunt for some, certainly!  I might also have to dig through your thread as I remember posting a couple of half-orcs there.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Sally Aces

Ooo since everyone's going 'big' I'll go small. What about a female gnome druid with a bear as a companion. Kind of based off this image?


King Serperior

Quote from: Sally Aces on November 10, 2016, 04:12:59 PM
Ooo since everyone's going 'big' I'll go small. What about a female gnome druid with a bear as a companion. Kind of based off this image?


Well, I wouldn't call a Tiefling 'big' since they are generally the size of humans, minus differences caused by their demonic heritage.  :P

That said, that idea could certainly work.  I will say that you'll have to be careful with Gnome (and Halfling) images to make sure they appear physically adult despite their obvious lack of height.   :-)

As for a bear being her Familiar/companion, that is also fine as well, so long as it won't go on rampages in towns and isn't a Dire Beast (Dire Beasts can never be tamed).

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

EndofDivine

Mmm. Maybe. It's worth lurking around until you've decided on a story anyway. Kind of a big part of a story-focused game. :P

AribethAmkiir

This sounds very interesting, and I would like to join if possible. 


King Serperior

Quote from: EndofDivine on November 10, 2016, 06:14:02 PM
Mmm. Maybe. It's worth lurking around until you've decided on a story anyway. Kind of a big part of a story-focused game. :P
Well, what I have in mind is a character-driven story as the adventurer group travel the land.  It would mostly be arcs like what you would find in a standard pen & paper campaign that leads up to recurring foes, some 'Big Bads,' and sprinkled with interesting quests.

I've had time to think and feel that the story will start up with the characters meeting a caravan guild leader who wants to hire guards since they have lost numerous shipments to a gang of bandits led by a druid, if the rumors are true.  Following that, other things, but a relatively simple start should work.

Quote from: AribethAmkiir on November 10, 2016, 06:45:01 PM
This sounds very interesting, and I would like to join if possible. 
Well, I am seeking a minimal of three players and a maximum of five.  I'm awaiting questions and character concepts and the like to figure out who to take on this slow-paced journey.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Blythe

Ah, you've got quite a lot of interest, KS. I'll bow out so that others can have a chance to play. :)

King Serperior

I'm sorry to hear that, Bly, but I understand.  Safe travels to wherever the muse takes you in your games!  Who knows, one of the remaining five spaces might be open in a few days and you can hop back in should you choose.   :-)

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Chreestafer

Interested if you still have room :)

I know you said this was free form for the most part.  However, for character creation purposes what "level" would you consider the players to be at?
“The Doctor: This is bad, I don't like this. [kicks console and yells in pain] Never use force, you just embarrass yourself. Unless you're cross, in which case... always use force!
Amy: Shall I run and get the manual?
The Doctor: I threw it in a supernova.
Amy: You threw the manual in a supernova? Why?
The Doctor: Because I disagreed with it! Now stop talking to me when I'm cross!”
Ons and Offs
F-List

King Serperior

Well, there's six people interested, including yourself, but I am only going to be able to take 3-5 characters.  Any larger, and it's less of a campaign and more of a military organization.

That said, I have no clue what levels.  My character above is an experienced part-time instructor at one of the land's more prominent magic academies.  That is why I am not putting 'levels' on characters.  The party will consist of people from all walks of life with varying levels of experience, though I will turn away those who might be considered overpowered.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Chreestafer

Let me know if space clears up :) definitely interested.

Debating on paying a psychic warrior.
“The Doctor: This is bad, I don't like this. [kicks console and yells in pain] Never use force, you just embarrass yourself. Unless you're cross, in which case... always use force!
Amy: Shall I run and get the manual?
The Doctor: I threw it in a supernova.
Amy: You threw the manual in a supernova? Why?
The Doctor: Because I disagreed with it! Now stop talking to me when I'm cross!”
Ons and Offs
F-List

King Serperior

Well, at the moment, none of the open 3-5 spaces are filled.  There have only been a few who have expressed their interest.  So, those who are interested feel free to ask any questions and if you have character concepts, feel free to consult with me to see if it fits.

As for that psychic warrior, it depends on what you mean exactly.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

EndofDivine

Quote from: King Serperior on November 10, 2016, 10:27:52 PM
So, those who are interested feel free to ask any questions and if you have character concepts, feel free to consult with me to see if it fits.

Man, I was just coming here to do exactly that. My timing is the best.

Any established religions/deities you want us to use or can I go nuts? Also, any idea what the city we're starting in is going to be named? I'm feeling pretty attached to the idea of a cleric that's convinced her god is sending her omens in her sleep. An initiate but with a lot of potential. That, or an elven archer with a lust for adventure and something to prove.

Chulanowa

hate to pile on, but I have to say I'm interested too. Any game that opens the door to a gnoll always has my interest (even if I always end up playing a halfling...)

King Serperior

It would seem that your timing is pretty good indeed.

In terms of established religions and deities, there are easily hundreds.  Most are minor deities, but there are some main ones.  Of course, some of these deities are demonic beings claiming to be gods and godesses, but of them, there is really one that is well known by everyone:

Lolth, the Spider Queen:  Not a true goddess, but rather a Lesser Deity that, although mortal in the sense of being kill-able, is ageless and powerful beyond that of any other mortal, the Spider Queen is worshiped almost exclusively by the Dark Elves, who are considered her 'children.'  The Gnomes see her as a great, evil demon however.  She is an extremely cruel and dominating being who promotes distrust and revels in how the Drow worship her.  Her lieutenants are the Driders, which are Drow who have been merged with large spiders, sacrificing some of their sanity for immense magical might.  Those clerics and paladins who worship her wear black clothes, robes, and armor marked with a blood-red spider motif.  It is known that those who wish to be under her favor must use blood sacrifice in their rituals and rites.

Other races have pantheons whom they worship.  For example, the Orcs worship a warrior tribe of gods and goddesses and believe that an Orc who dies bravely in battle gets to join their armies.  The Gnomes worship a 'Hill Deity' who they believe protect them from the spiders of Lolth.  Humans easily have hundreds of separate deities.

So, you can go nuts, but I would highly recommend you run them by me first.  I don't want just any god or goddess or demon or entity that is worshiped to me made on short notice.

As for the character ideas:  The cleric idea is interesting, though I would like to say that any actual omens and similar are to be GM-regulated.  Omens that add to roleplay that won't actually happen unless the character goes out of their way to make it happen would be acceptable.  As for the archer, that would be a good character type as well.

Quote from: RedPhoenix on November 10, 2016, 11:18:32 PM
Intrigued. Thinking of farmgirl turned paladin.
Quote from: Chulanowa on November 10, 2016, 11:22:29 PM
hate to pile on, but I have to say I'm interested too. Any game that opens the door to a gnoll always has my interest (even if I always end up playing a halfling...)
Hoooo boy!  There's a lot of people interested here then.  Very well, I'll just show everyone how it stands so far:

Current Character Roster:

  • Zarrik Volomeer, Tiefling Chaos Necromancer; King Serperior
  • Open
  • Open
  • Open
  • Open
  • Open

So, that is up to five spaces open.  There are eight people interested thusfar:  Silver Phoenix, Lynnette, Sally Aces, EndofDivine, AribethAmkiir, Chreestafer, RedPhoenix, & Chulanowa.  This is not to discourage anyone however.  I just want to make it clear that I cannot take everyone because a party of more than six characters is less of an adventuring group and more of a mercenary company.  Besides, looking at the pen & paper game similarities, I've not known a group larger than six.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

VonDoom

Hiya! Sounds interesting, let's see if I can make a character I've been dying to play in a longer game forever and ever fit … I've spoilered his full (old) writeup under the actual form, if it's of interest. I hope his item thing is alright as is, I know you wanted specific singular items -- if it can't be handled like that and you don't want a huge list (which I do still have from his Pathfinder incarnation) either, then it's probably better if I rethink my character choice.

Let me know if you like him. :)

Name: Edmund Aelvson
Race: High Elf
Age: 125
Sex: male
Affiliation: The Moonglow Circus, all manner of scallywags and scoundrels
Class: Investigator (Alchemist/Rogue hybrid, originally a Pathfinder class)
Important Notes:  
High elf raised by the gnomish ringmaster of a traveling circus. Highly intelligent, multi-cultured and very human-like in behaviour. A loquacious showoff and pathological liar. Despite this, he is not actively malicious and won't screw over people he views as friends (unless they are also incorrigible mountebanks, then it's a matter of friendly rivalry to see who can screw over whom as much as possible).
No aptitude for actual magic and instead uses wits, alchemy and mechanical tinkering to fake magic and pretend to be a powerful elven sorcerer.
Possesses a big ass. A donkey, that is. To carry his stuff.
Specific Items / Weapons:   his sword-cane, spring-loaded daggers, portable alchemy lab, various acids, poisons and explosives, an insane amount of trinkets and geegaws that may or may not have some manner of utility.
Notable Spells:: A skilled alchemist who fakes various 'spells' through the use of alchemical ingredients and reactions.
On/Offs: https://elliquiy.com/forums/index.php?topic=154586.0

Old Edmund Writeup

Personality:
Edmund Aelvson. Self-declared master wizard. A loquacious wonder, showoff extraordinaire and pathological liar, he is highly intelligent and verbose. Edmund has taken to the grand dramatics of the circus and made them his own, adopting a rather eccentric appearance and mannerisms that make all but certain he stands out in any locale he deigns to visit.

He has a penchant for lying whenever he opens his mouth and the very wizard-like  ability to think himself the smartest person in any given room and talk down to others accordingly.

All of this can make him rather obnoxious, but as a born showman, his actions are as much intended to entertain as to confuse those he intends to take advantage of. His keen wit often allows him to pick out who might be amused rather than annoyed by his antics and those he makes his allies.

His own motivations are as one might expect: he likes to soak up attention, he likes to feel clever and is quick to apply his skills and mind to try and solve problems presented to him, assuming that he feels doing so is to his advantage (of course, considering how he thrives on attention, it's surprisingly easy to motivate him).

A strong penchant to travel and curious streak have turned him into an adventurer -- wealth and a magical trinket or two are a strong lure as well, he isn't altruistic by any means, but he generally prefers to avoid or circumvent danger than face it -- when he has no other choice, he tends to err on the side of bluster: talking a lot and acting like he has little if anything to fear.

Background:
Found alone and taken in as an infant by a wandering circus, the Moonglow Circus Troupe, the young elf was raised by their ring leader, a kindly gnome named Scratch Moonglow. It was he who gave him his name, Edmund, though the wizened gnome often called him his 'elf son' instead -- Edmund used this as a point of inspiration to adopt the moniker 'Aelvson' when he took to traveling later in life.

As Edmund grew older it became painfully obvious that he lacked the magical talent of his brethren despite his particularly keen mind, so after many frustrations trying to learn from his foster father he received tutelage from another member of their troupe: Zhree, a goblin and alchemist. It was she who awakened his interest in alchemy and the many applications thereof, even as he spent much time learning from the other members of their illustrious assembly - in time, he even perfected his own act, acting as secondary ring master during parts of their show and performing various 'magic' tricks that were anything but.

However, the wish set out on his own and see where his luck and wits might get him, grew stronger and stronger and eventually he decided to part from his rather odd family-replacement and set about traveling on his own. On his way, he tricked, swindled, bamboozled and occasionally even helped out those he met. Between then and the present, he collected all manner of oddities and a reputation for chancing on adventure.
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

Chreestafer

Pertaining to the psychic warrior, what questions do you have? If you've played Dungeons and Dragons before it's a Psionic class that mixes the strength of a warrior and the mental aptitude of a psion.  Kinda like a spell sword.
“The Doctor: This is bad, I don't like this. [kicks console and yells in pain] Never use force, you just embarrass yourself. Unless you're cross, in which case... always use force!
Amy: Shall I run and get the manual?
The Doctor: I threw it in a supernova.
Amy: You threw the manual in a supernova? Why?
The Doctor: Because I disagreed with it! Now stop talking to me when I'm cross!”
Ons and Offs
F-List

King Serperior

Quote from: VonDoom on November 11, 2016, 06:01:24 AM
Hiya! Sounds interesting, let's see if I can make a character I've been dying to play in a longer game forever and ever fit … I've spoilered his full (old) writeup under the actual form, if it's of interest. I hope his item thing is alright as is, I know you wanted specific singular items -- if it can't be handled like that and you don't want a huge list (which I do still have from his Pathfinder incarnation) either, then it's probably better if I rethink my character choice.

Let me know if you like him. :)
Ah, welcome VonDoom!  Thanks for your interest!   ;D

I'll go over the sheet and give my thoughts and opinions on the matter of items.
Quote
Name: Edmund Aelvson
Age: 125
Sex: male
Affiliation: The Moonglow Circus, all manner of scallywags and scoundrels
Class: Investigator (Alchemist/Rogue hybrid, originally a Pathfinder class)
Important Notes:  
High elf raised by the gnomish ringmaster of a traveling circus. Highly intelligent, multi-cultured and very human-like in behaviour. A loquacious showoff and pathological liar. Despite this, he is not actively malicious and won't screw over people he views as friends (unless they are also incorrigible mountebanks, then it's a matter of friendly rivalry to see who can screw over whom as much as possible).
No aptitude for actual magic and instead uses wits, alchemy and mechanical tinkering to fake magic and pretend to be a powerful elven sorcerer.
Possesses a big ass. A donkey, that is. To carry his stuff.
So, Edmond is basically a Snake Oil Salesman?  Now that could be entertaining!  Depending on his opinion of Necromancers, Tieflings, and Chaos Mages, he could have some fun interactions with Zarrik!

As for the Donkey, that would be very interesting since there are some situations where taking the pack animal with him might cause issues, such as if the group were to travel in the Underdark for some reason or another.
Quote
Specific Items / Weapons:   his sword-cane, spring-loaded daggers, portable alchemy lab, various acids, poisons and explosives, an insane amount of trinkets and geegaws that may or may not have some manner of utility.
Notable Spells:: A skilled alchemist who fakes various 'spells' through the use of alchemical ingredients and reactions.
On/Offs: I'll fix the link here once I'm home. For now, it's in my signature.
A sword-cane is very interesting.  By spring-loaded daggers, you mean the blades shoot out?  As for a portable alchemy lab, about how large would that be?  The size of a suitcase when compacted?  In terms of acids, poisons, and explosives, a small list of them could be useful.  In regards to the random trinkets, there's no need to specify them, but if there are any that are specifically amazing in terms of utility, please run them by me first since the vagueness leaves open the possibility to always have an out to a situation.
Quote
Old Edmund Writeup

Personality:
Edmund Aelvson. Self-declared master wizard. A loquacious wonder, showoff extraordinaire and pathological liar, he is highly intelligent and verbose. Edmund has taken to the grand dramatics of the circus and made them his own, adopting a rather eccentric appearance and mannerisms that make all but certain he stands out in any locale he deigns to visit.

He has a penchant for lying whenever he opens his mouth and the very wizard-like  ability to think himself the smartest person in any given room and talk down to others accordingly.

All of this can make him rather obnoxious, but as a born showman, his actions are as much intended to entertain as to confuse those he intends to take advantage of. His keen wit often allows him to pick out who might be amused rather than annoyed by his antics and those he makes his allies.

His own motivations are as one might expect: he likes to soak up attention, he likes to feel clever and is quick to apply his skills and mind to try and solve problems presented to him, assuming that he feels doing so is to his advantage (of course, considering how he thrives on attention, it's surprisingly easy to motivate him).

A strong penchant to travel and curious streak have turned him into an adventurer -- wealth and a magical trinket or two are a strong lure as well, he isn't altruistic by any means, but he generally prefers to avoid or circumvent danger than face it -- when he has no other choice, he tends to err on the side of bluster: talking a lot and acting like he has little if anything to fear.

Background:
Found alone and taken in as an infant by a wandering circus, the Moonglow Circus Troupe, the young elf was raised by their ring leader, a kindly gnome named Scratch Moonglow. It was he who gave him his name, Edmund, though the wizened gnome often called him his 'elf son' instead -- Edmund used this as a point of inspiration to adopt the moniker 'Aelvson' when he took to traveling later in life.

As Edmund grew older it became painfully obvious that he lacked the magical talent of his brethren despite his particularly keen mind, so after many frustrations trying to learn from his foster father he received tutelage from another member of their troupe: Zhree, a goblin and alchemist. It was she who awakened his interest in alchemy and the many applications thereof, even as he spent much time learning from the other members of their illustrious assembly - in time, he even perfected his own act, acting as secondary ring master during parts of their show and performing various 'magic' tricks that were anything but.

However, the wish set out on his own and see where his luck and wits might get him, grew stronger and stronger and eventually he decided to part from his rather odd family-replacement and set about traveling on his own. On his way, he tricked, swindled, bamboozled and occasionally even helped out those he met. Between then and the present, he collected all manner of oddities and a reputation for chancing on adventure.
I only glanced at it, but the information seems pretty good!

Now, I can't guarantee that Edmond will be accepted, but as this is the only completed character sheet, he's got a very good chance of it!  :P  I mean, I really, really like Edmond!


Quote from: Chreestafer on November 11, 2016, 07:55:23 AM
Pertaining to the psychic warrior, what questions do you have? If you've played Dungeons and Dragons before it's a Psionic class that mixes the strength of a warrior and the mental aptitude of a psion.  Kinda like a spell sword.
I've never played any pen & paper game before.  Rather, I just read a lot of various, so I have a jack-of-all-trades kind of knowledge.  I know more of 13th Age than Dungeons and Dragons.

So, in my mind for this setting, psychic abilities are typically physical in nature.  More telekinesis than telepathy, though some forms of that work.  In all honesty, mixing psychic powers and magical abilities in this setting just feels messy...

O/O's
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VonDoom

Glad you like it! It's the English version of the name, just to note -- Edmund, not Edmond.  ;D

Spring-loaded daggers ... basically are hidden in your sleeve and shoot out into your hand -- basically a mechanical quick draw and hidden weapon in one. I guess you could make them actually shoot if you built it with enough force behind it, but that's a bit of a 'may cause deep slices in your own arm if misfired' insanity that he'd avoid.  ;D

Between one and two suitcases for the lab -- I figure the regular portable lab you'd find as a Pathfinder item is a suitcase, but over time he expanded it to his needs.

As for the items ... the basic notion was that he's 'prepared for any eventuality' and pull out crazy stuff like skis or ice skates when needed, with the occasional thing that might actually also be practical, but mostly not. Or little portable chairs and tables and then brew some coffee for everyone. Or pour some absinthe so that all those non-gnome raised people can grow some proper hair on their chest (if high elves normally do not have this in the setting, it's probably actually from an alchemical experiment gone awry, but he'll attribute it to proper gnomish cooking). His donkey is a rather sad and overloaded creature.

I actually do have his old equipment list from the Pathfinder incarnation. The readout is rather messy and the last incarnation had a handy haversack in addition to the donkey, but if you want a bit of a sample.  ;D

He also had a pseudo-dragon as a familiar in that. Well, not really as a familiar. He bought the damn thing and had to bribe it continually so it'd keep pretending to be his familiar.  ::)

Edmund's PF Herolab Sheet
Edmund Aelvson
Male elf investigator (empiricist) 4/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125)
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 30, touch 19, flat-footed 26 (+3 armor, +5 deflection, +4 Dex, +7 natural, +1 shield)
hp 36 (5 HD; 4d8+1d10+6)
Fort +2, Ref +10, Will +3 (+2 save vs. illusion and disbelievable effects); +2 vs. enchantments
Defensive Abilities trap sense +1; Immune sleep; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +12 (1d6+3/18-20)
Ranged mwk hand crossbow +11 (1d4+2/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (6), studied combat (+2, 5 rounds), studied strike +1d6
Spell-Like Abilities (CL 5th; concentration +5)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +9)
. . 1st—enlarge person (DC 16), heightened awareness[ACG], long arm[ACG], shield
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 20, Wis 8, Cha 10
Base Atk +4; CMB +6; CMD 23
Feats Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Fencing Grace, Weapon Focus (rapier)
Traits accelerated drinker, student of philosophy
Skills Acrobatics +8, Appraise +9 (+11 on items valued by weight when using scales), Bluff +13 (+18 to lie (as a result of using Int instead of Cha)), Climb +4, Craft (alchemy) +10 (+14 to create alchemical items), Craft (mapmaking) +11, Craft (tattoo) +11, Craft (traps) +11, Diplomacy +12 (+17 to gather information (You can use your Intelligence Modifier instead of Charisma), +17 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +13, Disguise +4, Escape Artist +8, Heal +3, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +10 (+12 to navigate underground), Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10 (+12 to make forgeries), Perception +12, Perform (act) +4, Perform (comedy) +4, Perform (dance) +4, Profession (cook) +5, Profession (fortune-teller) +5, Ride +8, Sense Motive +9, Sleight of Hand +8 (+12 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects), +10 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +9, Stealth +8, Survival -1 (+1 to avoid becoming lost when using this), Swim +4, Use Magic Device +9; Racial Modifiers +2 Perception, ceaseless observation
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ alchemy (alchemy crafting +4), inspiration (8/day), inspired panache, investigator talents (expanded inspiration[ACG], infusion, mutagen[UM], quick study[ACG], underworld inspiration[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 40 minutes), trapfinding +2
Combat Gear boro bead (1st level)[UE], mutagen[APG], potion of barkskin +5, potion of communal resist energy, potion of cure serious wounds, potion of gaseous form, potion of protection from evil, potion of shield of faith +5, potion of tongues, universal solvent, wound paste[ARG], acid (3), air crystal (2), alchemical cement[UE], alchemical glue[UE] (2), alchemical grease[APG], alchemist's fire (3), alchemist's kindness[APG] (10), antiplague[APG] (3), antitoxin (3), barbarian chew, barbarian chew, barbarian chew, barbarian chew, barbarian chew, bladeguard[APG], bloodblock[APG] (3), bottled lightning[UE] (3), burst jar[UE] (3), caltrops (10), casting plaster[APG], chill cream[UE], flame ink[ARG], ghast retch flask[UE] (3), glowing ink[UE] (3), gravelly tonic[ACG] (3), heatstone[ISWG], holy water, holy weapon balm[ACG] (3), invisible ink, good[UE] (2), keros oil[UE] (5), liquid blade[UE], liquid ice[APG], liquid traction[ACG], mending paste[UE], oil (5), paper candle firework[UE] (5), paper wall paste, rusting powder[UE], rusting powder[UE], rusting powder[UE], shard gel[UE] (3), smelling salts[APG] (3), smoke pellet[APG], soothe syrup[APG] (2), tangleburn bag[UE] (2), unholy water, vermin repellent[UE] (3), vomit capsule[ACG] (3), weapon blanch (cold iron)[APG], weapon blanch (ghost salt), wismuth salix[UE] (2); Other Gear mwk studded leather, mwk buckler, +1 rapier, mwk hand crossbow, apprentice's cheating gloves[UE], elixir of love, formula alembic[UE], handy haversack, abacus[APG], absinthe (per bottle)[UE], alchemy crafting kit[APG], ale (per gallon), bandolier[UE], bandolier[UE], bear trap[APG], bear trap[APG], bear trap[APG], bedroll, bell, belt pouch, board games[UE], brush, shaving (0.1 lb), buttons (0.1 lb), calumet[ACG], candle (3), cards[UE], chalk (5), chalkboard[APG], chocolate (per bar)[UE], cleats[APG], coffee pot[UE], cold weather outfit, collapsible bathtub[UE], collapsible plank[UE], collapsible trampoline[ACG], common wine (per pitcher), compass[APG], conditioning oil for leather (0.4 lb), crowbar, cup, shaving (0.2 lb), dice[UE], disguise kit, diving suit[UE], drill[APG], ear trumpet, masterwork, earplugs[APG], false-bottomed cup[UE] (5), file, small (0.1 lb), fire-resistant boots[UE], fishhook, fishing net, flint and steel (2), folding chair[UE], folding ladder[UE], folding pole[UE], folding shovel[UE], folding table[UE], forger's kit[UE], glass cutter[UE], glue paper[UE] (10), grappling bolt[UE], grappling hook, hammer, hemp rope (50 ft.), hip flask[UE], hollowed pommel[UE], holy symbol with compartment[UE], holy symbol with compartment[UE], hooded lantern, hooded lantern, waterproof[UE], ice skates[UE], ink, inkpen, investigator starting formula book, iron vial[UE] (16), leather paring knife (0.5 lb), leather straps (0.4 lb), loaded dice, superior[APG], magnet[APG], manacles, maple syrup (per jar)[UE], marked cards[APG], masterwork fortune-teller's deck[APG], masterwork snorkel[UE], masterwork stilts[UE], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, merchant's scale, mess kit[UE], metal polish (0.3 lb), mirror, mug/tankard (5), noble's outfit, parchment, peasant's outfit, perfume/cologne[UE] (5), periscope[APG], piton (4), pocketed scarf[UE], poison pill ring[UE], poisoning sheath[UE], portable alchemist's lab[APG], portable bolt trap, portable bridge[UE], portable ram, pot, powder[APG] (5), reversible cloak[UE], sack, saw[APG], sealing wax, sentry mannequin, masterwork, sewing needle (2), shaving powder (one shave) (0.01 lb) (50), shield sconce[UE], signal whistle, silent whistle[APG], skis[UE], smoked goggles[APG], snuffbox, tin[ACG], soap (6), soft cloth (0.1 lb) (2), speaking trumpet, spell component pouch, straight razor (0.2 lb), stretcher[UE], sugar glass bottle[ACG], tea ceremony set[UE], tent, large[APG], tent, medium[APG], tindertwig (10), torch (10), trail rations (5), travelling spellbook[APG], unholy symbol with compartment[UE], unholy symbol with compartment[UE], waffle iron[UE], wandermeal[UE] (20), waterskin (2), weapon cord[APG], whetstone, whiskey (per cup)[UE], wrist sheath[UE] (2), donkey, pseudodragon, 558 gp, 9 sp, 3 cp
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

Lynnette

Gonna pull my interest, as fun as it seems, I don't think the slow phase will work too well for me, have fun guys ^^
I'm available on Discord!
Feel free to message me if you want to chat
Lynnpai#4726

My O/O     My guide to set up a home server and Plex
My request thread

King Serperior

Quote from: Lynnette on November 11, 2016, 11:09:46 AM
Gonna pull my interest, as fun as it seems, I don't think the slow phase will work too well for me, have fun guys ^^
Sorry to see you go, but I completely understand.  Have fun with your future games!

Quote from: VonDoom on November 11, 2016, 10:58:03 AM
Glad you like it! It's the English version of the name, just to note -- Edmund, not Edmond.  ;D
Whoops!  The spellings keep getting mixed up.  :P
Quote
Spring-loaded daggers ... basically are hidden in your sleeve and shoot out into your hand -- basically a mechanical quick draw and hidden weapon in one. I guess you could make them actually shoot if you built it with enough force behind it, but that's a bit of a 'may cause deep slices in your own arm if misfired' insanity that he'd avoid.  ;D
Ah, now that makes much more sense.  I always think of daggers that double as one-time surprise ranged weapons when they are 'spring-loaded!'
Quote
Between one and two suitcases for the lab -- I figure the regular portable lab you'd find as a Pathfinder item is a suitcase, but over time he expanded it to his needs.
Alright, that sounds about fair.  Especially since he has a donkey.
Quote
As for the items ... the basic notion was that he's 'prepared for any eventuality' and pull out crazy stuff like skis or ice skates when needed, with the occasional thing that might actually also be practical, but mostly not. Or little portable chairs and tables and then brew some coffee for everyone. Or pour some absinthe so that all those non-gnome raised people can grow some proper hair on their chest (if high elves normally do not have this in the setting, it's probably actually from an alchemical experiment gone awry, but he'll attribute it to proper gnomish cooking). His donkey is a rather sad and overloaded creature.

I actually do have his old equipment list from the Pathfinder incarnation. The readout is rather messy and the last incarnation had a handy haversack in addition to the donkey, but if you want a bit of a sample.  ;D
Okay, so they're mostly a bunch of interesting knick-knacks and random items that one would expect from a con-artist salesman.  I can work with that.  Also, I like to think that full Elves cannot naturally have facial hair, but Half-Elves can. 
Quote
He also had a pseudo-dragon as a familiar in that. Well, not really as a familiar. He bought the damn thing and had to bribe it continually so it'd keep pretending to be his familiar.  ::)
While a faux dragon would be nice and interesting, I don't think such a thing would quite qualify as a familiar.  Depending on a number of things, a semi-intelligent creature could be purchased in the future.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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King Serperior

Okay, before I get to the analysis of your character, Red, I'd like to make a note that I forgot something in the character sheet.  I added 'Race' under 'Name' and above 'Age.'  Could both you and VonDoom please add that?  That way, we know who is what!

Now, for the character sheet itself:

Quote from: RedPhoenix on November 11, 2016, 12:44:19 PM
Okay here's my lady. The idea behind her is sort of a Questing Knight/Knight of Solamnia type. She's designed to be the 'Captain America' of the team, keeping people focused and moral.
Now that is an interesting concept!  One who can keep the group focused, or try to at least, is very useful.  *nods*
Quote
Affiliation: The Knights of the Shield - an order of warriors and priests dedicated to keeping the land safe from evil.
This group seems interesting, to say the least.  I assume they wander alone or in pairs across the land while having a main base/temple somewhere?

Quote
- Sword and Shield. Blessed by her church to smite evil and protect the good, a longsword large enough to be used two handed if necessary, Havala is strong enough to wield it in one hand. She is trained in both defense and offensive fighting styles with a variety of weapons, but prefers the sword and shield.
- Holy Symbol. The ankh of the Knights of the Shield and the holy powers they fight for.
I assume this ankh is nothing but a symbol unless she uses it as a focus for her magic?  As for the blade, blessed weapons are quite valuable and standard for paladins.  I assume beyond it being blessed that it has no innate powers?
Quote
Notable Spells: 
- Lay on Hands: Healing Touch to cure the injured.
- Sense Evil: Even if hidden, invisible, or concealed, with minor concentration Havala knows where it is.
- Turn Undead: By lifting the holy ankh she carries high she can turn back the enemies of life.
Overall, she looks pretty good!  I can sense some in-character conflict of interest between her and my Chaos Necromancer.  I wonder how she and her order feel about Tieflings?

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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VonDoom

Done and done! Now to rifle through my holy and unholy symbol collection to find the one to appease the righteous warrior of god!  O:) (HI RED!)
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

King Serperior

Quote from: RedPhoenix on November 11, 2016, 01:35:50 PM
Done!

By default, yes. However in times of crisis they can be recalled to serve as a more regular military unit, lending their aid to the righteous.

Correct, in anyone else's hands it's just a nicely shaped piece of metal.

Yup. The blessing makes it something evil creatures hate, and it lets her hurt them no matter how intangible or in another world they are, but it doesn't hurt them any more than a sword would normally and against anything that isn't an otherworldly evil it's just a very nice sword.

Cautious but careful not to pass judgment simply based on appearance. There is no honor in that.
Alright, I suppose the only other question I have is:  What sort of god, goddess, or even demon pretending to be a deity (there are religions in some places that have just that!) does her Order worship and fight for?  After all, the only named deity I have 100% set is the Spider Queen, who everyone but the Drow (for the most part) believe is evil.

Quote from: VonDoom on November 11, 2016, 02:45:13 PM
Done and done! Now to rifle through my holy and unholy symbol collection to find the one to appease the righteous warrior of god!  O:) (HI RED!)
Thanks!  I assume that this means that Desmund has a box of symbols to help his 'snake oil salesman' act when it comes to dealing with others?  Obviously, he wouldn't have every symbol, maybe not even half, but I could see him having some of the more widely known ones.  If he does, that would be an interesting thing if someone discovers such a collection.   >:)

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Chreestafer

It's ok, I understand Psionics can get messy.

Maybe play a human warrior whose speaking to become "death" have a good background for a character in use in D&D.

Or maybe a half elf Ranger. 

What to do... what to do...
“The Doctor: This is bad, I don't like this. [kicks console and yells in pain] Never use force, you just embarrass yourself. Unless you're cross, in which case... always use force!
Amy: Shall I run and get the manual?
The Doctor: I threw it in a supernova.
Amy: You threw the manual in a supernova? Why?
The Doctor: Because I disagreed with it! Now stop talking to me when I'm cross!”
Ons and Offs
F-List

King Serperior

Quote from: RedPhoenix on November 11, 2016, 03:21:21 PM
Sidru, goddess of righteous might. Also worshiped as a goddess of pitched battle. Often depicted as a fully armored young woman whose arms and armaments bear symbols of lionesses and the solar disc. She is not the goddess of lions or the sun, but favors these things and they feature heavily in her symbols. She is worshiped by many who don't necessarily believe in good, but do believe in strategy and military power, so there is a greyer side to her as well and a bit of an internal schism within her church over which is the true goddess. Her name is often called to as a protector goddess by the downtrodden who do not worship her primarily but call on her in times of need.

Her followers are either noble knights, tactical geniuses, self-serving masterminds, or bullying thugs depending on who you ask.
The group sounds like a cross between the Thalmor and Vigilants of Stendarr from the Elder Scrolls series since they are considered many different things by many individuals.  The deity seems like a fine addition as one of the great many worshiped by the various races.

Quote from: Chreestafer on November 11, 2016, 03:44:55 PM
It's ok, I understand Psionics can get messy.

Maybe play a human warrior whose speaking to become "death" have a good background for a character in use in D&D.

Or maybe a half elf Ranger. 

What to do... what to do...
I don't understand what you are trying to say with the bold part above.  Would you care to clarify?

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Chreestafer

I do apologize as I do this from my phone at times.

Was meant to say "seeking to become death" like taking the mantle over
“The Doctor: This is bad, I don't like this. [kicks console and yells in pain] Never use force, you just embarrass yourself. Unless you're cross, in which case... always use force!
Amy: Shall I run and get the manual?
The Doctor: I threw it in a supernova.
Amy: You threw the manual in a supernova? Why?
The Doctor: Because I disagreed with it! Now stop talking to me when I'm cross!”
Ons and Offs
F-List

King Serperior

Current (Approved) Character Roster:

  • Zarrik Volomeer, Tiefling Chaos Necromancer; King Serperior
  • Likely Filled
  • Likely Filled
  • Open
  • Open
  • Open

Completed Character Sheets:
At the moment, I have not officially accepted the characters.  However, seeing as they are the ONLY completed sheets at the time of this post and the fact that I really like the characters, they have a high chance of being approved officially as there is currently no other competition right now.

So, five spaces are  open (possibly only 1-3 considering the characters above), and there are only Seven people interested thusfar:  Silver Phoenix, Sally Aces, EndofDivine, AribethAmkiir, Chreestafer, RedPhoenix, & Chulanowa.  This is not to discourage anyone however.  I just want to make it clear that I cannot take everyone because a party of more than six characters is less of an adventuring group and more of a mercenary company.  Besides, looking at the pen & paper game similarities, I've not known a group larger than six.

So, if you still have questions, please ask!  If you want to discuss your ideas for your character, please feel free!

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Silver Phoenix

Name: Thrane Varsil
Race: Half-elf
Age: 28
Sex: Male
Affiliation: Storm-Rider Company (think Robin Hood's merry men, but more mobile by way of cavalry)
Class:  Arcane Warrior
Important Notes:  Thrane is the son of two retired adventurers who decided to recluse themselves to private lands they had won.  With parents who were capable, he learnt from their respective crafts and combined the two into his own form of sword and sorcery.  Unlike his parents, he wasn't satisfied to seclude himself to their estate and the surrounding lands, preferring to find adventure and a name for himself that fitted the shinning image he had in his mind.  That, however, was a much younger, idealistic Thrane.  The Thrane of today is a much different person.

Initially part of an adventuring troupe when he set out, Thrane's inexperienced group was killed by off by bandits and he was largely spared because of his affinity for magic, which the bandit group lacked, and being of young age they felt they could break him in to their way of living.  For seven years, he lived the life of a bandit: raiding tombs, hunting relics, ambushing tax-bearing convoys, and helping to turn the unruly mob into a fighting force.  In time, he even became the bandit chieftain's personal right hand.  It might have been a life he could have even sunk into comfortably, except for one small fact – one of his fellow adventurer's that the bandits had killed was a girl he had cared very deeply about – this in large part helped him to retain a strict code of conduct and he had a reputation as an honourable bandit.  Most of the men unconsciously began to look to him for leadership, rather than their often ill-tempered and violent chieftain; and as his command of magic grew, it quickly became evident between the two of them who was the stronger man.

In a largely bloodless coup, Thrane deposed the previous chieftain and took command of the band himself, repurposing them to more (relatively) noble pursuits – namely robbing other bandits and corrupt nobility, as well as occasionally hiring out as mercenaries.  After deciding to seek out personal ambitions, Thrane eventually gave the company to the care of a subordinate so that he could move more easily.

Specific Items/Weapons:
Familial Moonblade

Retrieved as part of request from his father into old familial holdings.
Thrane unwittingly bonded to the blade due to his inherent good nature
and that he had not desecrated or plundered the elven tomb, nor had he
tried to keep it for himself but fully intended to return it to his father.

The blade is able to communicate empathically with Thrane, and it's
main ability thus far manifested has been healing magic as the blade
has a vested interest in keeping him alive.  2/day Moonblade can heal
him of a modest amount of wounds - it usually uses the ability when
it senses he is near death.
;
Mithral Chainshirt

An expertly crafted chain shirt made of mithral; as it
is so light, Thrane can easily wear it under normal
clothes without encumbrance.  In addition to the main
chain component, the armour has a leather
undercoating to cover the arms and groin.

Glamoured: Crafted by the elves, Thrane can
cause the the chain shirt to assume the (illusory)
appearance of well-crafted clothes (as char. picture)

Notable Abilities: 

  • Storm Blade: (1/day) Thrane imbues his sword with lightning for increased effect.  Whilst the raw damage is less than a blade of fire or ice, the shocking nature of the electrical discharge is favoured by Thrane to intimidate and sow confusion as electric arcs dance about whilst he fights.  The effects typically last up to 5 minutes.

  • Prestidigitation:  Used to perform numerous minor magical feats, such as levitating tiny objects; warming or cooling liquids; cleaning, soiling, or changing the colour of 1 cubic foot of matter; create minor illusions that can fit in the palm of his hand.  Typically, they last no longer than an hour.

  • Dimension Door: (3/day) Thrane can teleport to any location within a stone's throw (say about 100 ft.) provided he has line of sight to it, and is not magically impeded.

  • Mirror Image: (3/day) Thrane creates illusory copies of himself - typically up to 2 - that stay within 10 feet of him; the typical tactic is to keep enemies on their toes as they wonder which is real and which is not, for which Thrane exploits the openings provided.
Ons/Offs:  Located Here
My O/Os: Elliquiy, F-List

Current Game Capacity: 11/11; Full

King Serperior

Very interesting concept, Silver, however I have a few questions and things to point out:


  • Race:  A Half-Elf is perfectly fine, but what sort of Elf is in his blood?
  • Storm-Rider Company:  Now, I don't mind him being part of such a group, but I would be uncomfortable with him being the leader of such a group while traveling with another.  I would generally prefer if characters were either independent or not high up in one group or another.
  • Familial Moonblade:  Would I be correct in assuming that this blade is nothing more than a very, very well-crafted sword with no magic or only a minor magic that passes down from father to son?
  • Arcane Warrior  Obviously, combining magic and swordsmanship is a tricky balance, but I must ask if he is a swordsman who has some magic?  Or is he a magic user with some swordsman talent?

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Lithium

Hi! I couldn't resist making an Orc lady. :3




Name: Nakat
Race: Orc
Age: 23
Sex: Female
Affiliation: None
Class: Berserker

Important Notes: Was wounded and left for dead after a clash between her clan and their rivals; Ended up being captured by slavers; Sold to a High Elf who had her compete in the fighting pits and arenas for sport; After winning her freedom, she decided to go off on her own in search of adventure and glory!; Favorite hobbies include hitting people, drinking and shagging...any order or combination will do.

Specific Items / Weapons:
-
Heart of the Earth-Mother
: A massive warhammer crowned by an ancient stone, said to have been spit out from the center of the Earth by a volcanic eruption millennia ago. The stone's density shifts naturally according to its wielder's actions, deciding on its own when it needs to become heavier or lighter.
-
Skullbiters
: A pair of Orcish tomahawks, great for chopping or throwing at enemies!

Notable Spells: Ritualistically applied war paints, each color has a different effect. Trying to wear more than one at a time could have dangerous and unpredictable consequences. They can also become addictive, especially if overused.
-Blue: Increases toughness and stamina as well as moderately dampening pain.
-Red: Causes adrenaline to spike much higher, greatly increases aggression and makes the wearer far more prone to fits of frenzied rage.
-Yellow: Increases the wearers senses, reflexes, balance and agility. May cause fidgeting.
-White: Speeds up the body's regeneration, causes healing spells cast upon the wearer to be more effective and grants a sense of relaxed tranquility.
-Pink: Makes the wearer significantly more alluring to others while also increasing both libido and pleasure.

Ons/Offs:  Click!

Silver Phoenix

Hey Serperior, no probs!  Let's see...

Quote from: King Serperior on November 13, 2016, 03:30:14 PM

  • Race:  A Half-Elf is perfectly fine, but what sort of Elf is in his blood?
I was thinking probably High Elf father (their focus on magic and all), unless that's a problem, in which case I can easily go with Wood Elf.

Quote from: King Serperior on November 13, 2016, 03:30:14 PM

  • Storm-Rider Company:  Now, I don't mind him being part of such a group, but I would be uncomfortable with him being the leader of such a group while traveling with another.  I would generally prefer if characters were either independent or not high up in one group or another.
Okay, that cool.  Um... maybe he's handed over leadership to someone else and is now doing his own thing, but they're still on good terms and keep in close contact?

Quote from: King Serperior on November 13, 2016, 03:30:14 PM

  • Familial Moonblade:  Would I be correct in assuming that this blade is nothing more than a very, very well-crafted sword with no magic or only a minor magic that passes down from father to son?
I was thinking sentient that has some incentive to keep him alive, but during his ventures in game, he'd gradually awaken it to greater abilities, but for now starts off little more than a good sword with the ability to use elemental magic through it without having to chant and gesture to cast spells.

Quote from: King Serperior on November 13, 2016, 03:30:14 PM

  • Arcane Warrior  Obviously, combining magic and swordsmanship is a tricky balance, but I must ask if he is a swordsman who has some magic?  Or is he a magic user with some swordsman talent?
I'm going more with swordsman with some magic capability.


Quote from: Lithium on November 14, 2016, 02:03:22 AM
Hi! I couldn't resist making an Orc lady. :3
Huzzah! lol
My O/Os: Elliquiy, F-List

Current Game Capacity: 11/11; Full

Rachubka

Are we full up in this thing, yet? I'd rather not get excited just to have the RP be closed! I mean, I guess I could read the thread but #toolazy

And I like following Lithium around so it'd be nice to participate! :)

King Serperior

Quote from: Rachubka on November 14, 2016, 03:40:09 PM
Are we full up in this thing, yet? I'd rather not get excited just to have the RP be closed! I mean, I guess I could read the thread but #toolazy

And I like following Lithium around so it'd be nice to participate! :)
Hi!  At the moment, there are currently more people interested than I have space for, but don't fret!  This game is NOT first come, first serve, as I will be picking out characters that best fit the game I have roughly planned.  This is the current roster:

Current (Approved) Character Roster:

  • Zarrik Volomeer, Tiefling Chaos Necromancer; King Serperior
  • Likely Filled
  • Likely Filled
  • Open
  • Open
  • Open

Completed Character Sheets:
At the moment, I have not officially accepted the characters.  However, seeing as they are the ONLY completed sheets at the time of this post and the fact that I really like the characters, they have a high chance of being approved officially as there is currently no other competition right now.

Sheets yet to look at because today will be busy for me:

  • Lithium's Orc
  • Silver Phoenix's W.I.P. character when he finishes it

So, five spaces are  open (possibly only 1-3 considering the characters above), and there are only Seven people interested thusfar:  Silver Phoenix, Sally Aces, EndofDivine, AribethAmkiir, Chreestafer, RedPhoenix, & Chulanowa.  This is not to discourage anyone however.  I just want to make it clear that I cannot take everyone because a party of more than six characters is less of an adventuring group and more of a mercenary company.  Besides, looking at the pen & paper game similarities, I've not known a group larger than six.

So, if you still have questions, please ask!  If you want to discuss your ideas for your character, please feel free!

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Rachubka

Neat. Okay.

I'll get to rocking your socks off with an amazing character sheet.

PS, actually did read the whole thread but I hate sounding eager. :)

King Serperior

That's perfectly fine.  I have now closed interest until you and the other interested parties complete their character sheets.

Current Interested Players:

  • VonDoom:  Completed Sheet, all but approved and likely will be
  • RedPhoenix:  Completed Sheet, all but approved and likely will be
  • Silver Phoenix:  WIP Character Sheet
  • Sally Aces:  No Character Sheet thusfar
  • EndofDivine:  No Character Sheet thusfar
  • AribethAmkiir:  No Character Sheet thusfar
  • Chreestafer:  No Character Sheet thusfar
  • Lithium:  Completed Character Sheet, not current approved
  • Chulanowa:  No Character Sheet thusfar

There are currently five open spots, but VonDoom's and RedPhoenix's characters are looking like a yes, so for everyone else, assume there are only THREE slots open.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Rachubka

Name: Mari Hyluan
Race: Drow
Age: 33 (Looks early twenties)
Sex: Female
Affiliation: Previous student of an Underdark magic college. Previous Handmaiden of the Spider Queen. No current affiliation.
Class: Arcane Archer

Important Notes: Chaotic Neutral in alignment. A 'failed' magic college attendee - skilled archer but is lacking in any other combat discipline. Distinguishing features: Bright red eyes with extraordinarily long snow-white hair; ears adorned with several small silver rings; lithe, almost fragile figure. Relatively short at 5'4". Recently lost touch with Goddess Lolth following a refusal to sacrifice another - seldom spoken of.

Specific Items / Weapons:
Bound Bow - Hush
A result of one of the few spells Mari had managed to learn from her time in a magic college. Conjured, Hush appears from thin air before the Dark Elf when summoned. Arrows are formed when the bow string is drawn to Mari's cheek.
;
Enchanted Bracer
Despite attending magic school, Mari's affinity to the craft is limited. One of the few acquaintances she was able to make despite her shortcomings was an enchanter that provided the girl with a bracer and that made summoning Hush easier and stronger. Without the bracer, Hush had a penchant for disappearing at inopportune times. It is made of dark leather that covers 3/4 of her forearm. It is laced on the outside while the inside has an embedded blue gem that courses magic through the intricate embroidery.
; often wears simple red linens with a leather breastplate and headband to keep her locks of hair from her eyes.

Notable Spells:

  • Bound Bow - Hush: As above. Potential to learn how to also conjure stronger arrows or perhaps multiple arrows at once. Her desire to master the art is at a minimum, currently.
  • Stoneflesh: Another result of having to survive in a magic school with an abundant number of students drawn to and talented in the more sexy schools of magic. For a time, Mari's skin and clothing are encased in a what appears to be a sheer layer of stone that can resist oncoming physical attacks, save for the truly determined. Only cast after ample preparation.
  • Spectral Chain: An augmented spell learned from necessity and practicality than traditional teachings. In combination with Hush, an arrow is fired with a spectral chain linked to the bow. So far, Mari has used this to reach otherwise unreachable heights, though it could be used in battle, if she ever thought to.
  • Faerie Fire: An evocation lost to Mari having abandoned Lolth. Prior to being excommunicated, the Dark Elf could cast a target in a dull, purple hue that allowed her to more effectively track and eliminate him.

Ons/Offs:  Currently incredibly outdated. Basically no toilet business, mutilation, general grossness. If you think I'll think it's weird, just ask! :)




Well, I think that should do it. I will GLADLY elaborate on anything and make any necessary changes. Just let me know! :)

King Serperior

Alright, I'm going to be going over what we have thusfar:

Quote from: Silver Phoenix on November 14, 2016, 07:33:32 AM
I was thinking probably High Elf father (their focus on magic and all), unless that's a problem, in which case I can easily go with Wood Elf.
A High Elf would work better as Wood Elves prefer to not rely on magic as an 'it's easier this way' excuse.
Quote
Okay, that cool.  Um... maybe he's handed over leadership to someone else and is now doing his own thing, but they're still on good terms and keep in close contact?
That can be an option.  Perhaps he wasn't leader for long or maybe even wanted someone else to lead who was better suited?  I am fine with them being on good terms.  Keeping in close contact could be a problem depending on how far the group goes from the area of influence this band is located in.
Quote
I was thinking sentient that has some incentive to keep him alive, but during his ventures in game, he'd gradually awaken it to greater abilities, but for now starts off little more than a good sword with the ability to use elemental magic through it without having to chant and gesture to cast spells.
I'm not too sure on sentience in the sense of it speaks to the wielder.  However, the blade may only respond to his bloodline and thus works that way?  As for elemental magic. I would suggest focusing on one element.  It may catch fire, crackle with lightning, or a strong swing produces a gust of wind for example.  A sword that can cast multiple forms of magic without chants and gestures would be very powerful indeed.  It might make more sense for a strong blade in a more narrow sense instead of a broad spectrum of powers.
Quote
I'm going more with swordsman with some magic capability.
Alright, that can work.




Quote from: Lithium on November 14, 2016, 02:03:22 AM
Hi! I couldn't resist making an Orc lady. :3
Alright, well, I am liking what I see, but I have a few notes and questions:
Quote
Specific Items / Weapons:
-
Heart of the Earth-Mother
: A massive warhammer crowned by an ancient stone, said to have been spit out from the center of the Earth by a volcanic eruption millennia ago. The stone's density shifts naturally according to its wielder's actions, deciding on its own when it needs to become heavier or lighter.
A very interesting item.  Might I assume that it is generally very light most of the time and only becomes heavy during a downward swing?  Perhaps its weight changes depends on the emotions of the wielder?  It becomes heavy when they are angry and light when happy?  Might make battles interesting.
Quote
Notable Spells: Ritualistically applied war paints, each color has a different effect. Trying to wear more than one at a time could have dangerous and unpredictable consequences. They can also become addictive, especially if overused.
-Blue: Increases toughness and stamina as well as moderately dampening pain.
-Red: Causes adrenaline to spike much higher, greatly increases aggression and makes the wearer far more prone to fits of frenzied rage.
-Yellow: Increases the wearers senses, reflexes, balance and agility. May cause fidgeting.
-White: Speeds up the body's regeneration, causes healing spells cast upon the wearer to be more effective and grants a sense of relaxed tranquility.
-Pink: Makes the wearer significantly more alluring to others while also increasing both libido and pleasure.
Now, I have the most to say about this:

First, I don't see any real reason to have the pink one as it seems like something Orcs wouldn't really use as a War Paint.  It feels to me like it is there in the case of a smutty scene and really only that.  I'm honestly unable to think of a practical combat situation a 'war paint' like that would be used in.

Second, would I be correct in the fact that these paints cannot be applied more than once or twice a day?  I mean, how addictive would they be?  These paints seem to be more like a battle drug than actual magical power.  I would also assume that these paints fade quickly after a few minutes as a battle drug/paint needs only to last until the end of a battle.  Also, one has to imagine how they would be applied would take time and forethought as I think a fast work would be possibly sloppy and ineffective, no?  Or perhaps have serious side effects?




@Rachubka:  I'll come back to your character sheet later.  Today's been hectic.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Lithium

Quote from: King Serperior on November 14, 2016, 09:12:50 PMAlright, well, I am liking what I see, but I have a few notes and questions:A very interesting item.  Might I assume that it is generally very light most of the time and only becomes heavy during a downward swing?  Perhaps its weight changes depends on the emotions of the wielder?  It becomes heavy when they are angry and light when happy?  Might make battles interesting.

Yep, your first assumption is what I had in mind. Basically it was just a fancy way of saying that it's a somewhat better than ordinary warhammer that lets her hit a little harder and fatigue a little slower. I like the sound of your suggestion too, I'm just not too sure how I'd apply it in practice. I feel like if the weight range is too great, the hammer is kind of just worse than an ordinary weapon in both of its forms, and if it's too small then it's essentially pointless. But I'm totally flexible and open to the idea if I'm just missing something, or I can rework the entire weapon concept if you prefer, I don't mind!

Quote from: King Serperior on November 14, 2016, 09:12:50 PMFirst, I don't see any real reason to have the pink one as it seems like something Orcs wouldn't really use as a War Paint.  It feels to me like it is there in the case of a smutty scene and really only that.  I'm honestly unable to think of a practical combat situation a 'war paint' like that would be used in.

I had several reason for it, actually, though it's up to you how valid they are! :P At first I was just going to make 5 straight combat paints, but by the time I got to the last one I felt that it was a little too much and redundant. So I opted to go with something that could have a more social application, partially to get away from the 'Orcs just want to kill everything in sight and never have fun' stereotype. I figured that it could be intended as a sort of imperfect boost to socializing, which I'd imagine Orcs might find useful if they're trading or interacting with other races and whatnot, and it happens to come with side-effects which could be enjoyable or irritating depending on the situation. Otherwise, it could also be used as a recreational drug.

It definitely wasn't meant for any combat situation, I just didn't think of changing the title of war paints to something like body paints instead, my bad! That being said, I'm not married to the idea at all. I doubted that it would come into play often IC, or ever, like I said I was mostly trying to be creative and avoid going full typical ORC SMASH.

Quote from: King Serperior on November 14, 2016, 09:12:50 PMSecond, would I be correct in the fact that these paints cannot be applied more than once or twice a day?  I mean, how addictive would they be?  These paints seem to be more like a battle drug than actual magical power.  I would also assume that these paints fade quickly after a few minutes as a battle drug/paint needs only to last until the end of a battle.  Also, one has to imagine how they would be applied would take time and forethought as I think a fast work would be possibly sloppy and ineffective, no?  Or perhaps have serious side effects?

Ah, sorry, I pretty much exclusively play freeform, so I don't naturally think about these things in terms of 'per day', but that's a good question! Once or twice a day sounds fine to me. As for how addictive, I supposed that would depend largely on the individual's propensity for that sort of thing, the dosage and the frequency...but in general terms, we could maybe say light to slightly moderate for an Orc (or anyone who's used them enough to develop some resistance) who uses them responsibly, and more like moderate to high-ish for newbies.

Duration, hmm, my heart's telling me to give them each an individual duration to better match their effects, but for the sake of simplicity let's go with 5-10 minutes for all of them if applied in more or less reasonable amounts. Application does require specific patterns for each color, but they're relatively simplistic, so how about 3ish minutes not counting any additional time required to remove armor or clothing? Would it be alright to add some sort of activator in that case so they could be applied in advance? It could be placing a tiny amount of the paint on the tongue or something like that. The paint's color would dull after the effect ends, but remain on the skin and need to be washed off before applying another one.

And like I mentioned, I'm not used to system style timings and all that, so the numbers I threw out are just my best guesses, feel free to guide me in the right direction!

Chulanowa

Had a lot on my plate today, but...! Definitely aiming for a rogue-ish, thiefy-type.

King Serperior

Had a busy day, but I'll get the last completed sheets looked at tomorrow.  However, starting on Friday, I'll be distracted for about a week.  I'm hoping to get the game going soon enough.

Thanks for your patience.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Chulanowa

#57
I'm here, I'm here!



Option 1

Option 2
Name: Jessail Liddlewood
Race: Halfling
Age: 19
Sex: Female
Affiliation:  Jessail is a burglar working under the auspice of the Farrowport Dockworker's Union - calling them a 'thieves guild' is a good way to end up with bruised kidneys and a lack of merchants willing to do business with you. That said, "Admiral" Long Chellen does seem to know an awful lot about the seedier underbelly of the city, and people who challenge his power in the Docks, Ridetown, or Stalls portions of Farrowport seem to take very extended vacations shortly thereafter. 
Class:  Thief
Important Notes:  Jessail's an orphan, but then so are a lot of people she knows; the Coughing burned through the poor districts when she was a youngster, after all. Though she's an exceptionally good burglar, she doesn't do it for the money - oh she takes enough to be comfortable, and to give the Admiral his cut, but mostly it's the thrill of a job well-done. No low-brow thug or mugger here. Better to escort a drunken noble dripping with riches home and get into his confidence, than to take him for all he's worth and have the Hardboots after you. hard experience has taught her to always have a blade on hand, even if just a piece of glass. She's wary of and yet fascinated by magic. Has a soft spot for other hard-luck cases.
Specific Items / Weapons:  Jessail always keeps a small knife on her. It's not always the same knife, but there's always one at least one. Her "main weapon" is Shrift, a short-sword blessed by some priest or another some time long ago to warn its bearer of those who bear harm against them. Besides that, Jessail is never without a set of lockpicks, usually tucked into a boot or against her bosom, some other unlikely-to-be-searched spots. She's a handy shot with a crossbow, but since they're very illegal in Farrowport, don't tell anyone. Besides all that, she tends to make do with what she has on hand; Halflings, orphans, and thieves can't often count on a full kit, after all!
Notable Spells:  She doesn't have spells... But she does have a handful of baubles.
• The Wild Goose Call: A simple reed whistle, this item can be used once a day and once a night to create any sound the user can imagine, at any point with in the user's sight. It can also be used to play very simple tunes, if you're into that.
• Witch's Soot: Jessail has a small pouch of this powder. When a pinch is used, it deepens any shade the user is in, making them effectively invisible, so long as they remain in that bit of shadow.
• Dwarfish Teacup: Jessail's favorite trinket, this human-sized shot glass provides a never-ending stream of fairly acceptable whiskey to anyone whose lips touch it. it's also completely indestructible by any means whatsoever. So it makes a pretty good sap when slipped into an empty stocking.
Ons/Offs:  Here ya go

Silver Phoenix

Okay, so I think I've made the final changes and additions to the character sheet.  Let me know what you think and what needs adjustment, if any.
My O/Os: Elliquiy, F-List

Current Game Capacity: 11/11; Full