A Strange Call to Arms (5e D&D, Open, Accepting Applications, 2-3 players)

Started by ZameRagues, March 12, 2019, 07:33:38 PM

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ZameRagues

World of Estia

Hello there, I am after 2-3 players at most for what I intend to be a long term campaign. The setting is original and fairly open ended in terms of players can come up with for their characters. In an RL game I've been running my players created an entire underground brawling syndicate, pirate fleet, and even a forgotten deity for their backstory. Character wise, things are very open to input. Can create your own guild for Fighters that your character is a part of, entire population of Druids that you'd come from, so on and so on. I am looking only for a few characters at most, likely only two, because I want to keep the game moving at a consistent pace. I don't expect a fast pace where posts are every day, but I am aiming for about every other day at the slowest. Naturally anything faster is a convenience. With two or three, each character has allies to rely on and were not waiting a week to finish one round of encounters. The characters will be able to hire NPCs to aid them depending on where and how well they look if they feel they need more hands to deal with the situation. This game will not be first come first serve and I am more than happy to help any player with little to no experience in terms of 5th edition D&D

Story wise this will be RP focused over smutty, though there will be plenty of potentially naughty tid bits here and there. There is also any bits that the player cause rather it's by seduction or seeking out a brothel. Characters can be male or female and will be "Human", I put that in quotes for a reason as I have a homebrew thing when it comes to races. I compare it to "Build a Bear" when it comes to making a character, though my friend calls it "Waifu Maker". Important world information to point out is that higher tier magic lore wise has been crippled, spells and such above 5th level have been forgotten. As such any mage that can cast 5th level spells is deemed an expert while anyone who learns 6th and above is at the forefront of arcane innovation. For the characters there is no hindrance to their progression, they will still learn their magic and spells at the normal rate by whatever means they use based on class. They will be heroes, this will be another reason why. Humans are the only race that exist in this world, or rather everything is called human. While the other fantasy races do in fact not exist in this world there are plenty of traces of them. There are those will traits that go back to elves, dwarves, orcs, and the other races listed in the books. These traits can manifest into physical characteristics for the character. Those with racial traits from elves can have the recognizable pointed ears, Firbolg or Orcish traits might make the person much bigger in size, Halfling or Gnomish traits might make them shorter or have bad eyesight. The idea is a very customizable human, though if you still want all of the Elvish traits you are welcome to take them and essentially build an elf. Dragonborn and other races that don't have traits on the list can still be in a person's blood, they may manifest some of that race's traits later on. A key feature of my world is the existence of two moons. In most worlds or games, a second moon means next to nothing. I have looked into what a second moon might actually do in terms of it's effect on the tides and the like, and found it fairly interesting. In this world the tides are more extreme then are own in real life. The average tide making it difficult to have a normal dock. Last story element to cover up front is Death, the age old punishment. Death in my game is possible but not prominent. Unless the characters jump off a cliff or fight a pack of wolves and lose there isn't much chance the characters will die at least in the beginning. While I will try to explore other punishments for losing an encounter. Fight a batch of guards and lose, to prison. Lost to a band of bandits, become slaves. Defeated by a hulking monster with minimal intelligence, wake up in a labyrinth like cavern. There is the simple punishment of waking up robbed and raped on the side of the road. Death will be a punishment if you the player says that it's okay to kill off your character cause you'd like to play a new one or you'd like to step away from the game (Likewise I may do this if someone becomes inactive). Character death to me is something that should add dramatic effect to the game, though if all in attendance are up for it I'm not against playing a game more akin to older versions of D&D where the players played multiple characters and they died sometimes rather frequently because they weren't prepared.

The beginning of the game will be held in a country called Damaia which resides in the Western Kingdoms. The starting city will be called Dwindain, a port city where a lord has put out a call for Adventurers and the like to come to his mansion. The quest is to act as anything from guards, to explorers, to escorts for less combat experience individuals. Once gathered everyone is to set out for a newly discovered island said to have a series of ruins that may contain secrets and treasure. Guilds and gangs alike are asked to attend this venture. All adventurers that sign up are given a steel bracelet engraved with a number under 300. The bracelet is thin but once put around your right wrist does not come off, those magically inclined are safe in assuming there is an enchantment involved, those brutish can try to break it but may hurt themselves first. Once the bracelet is equipped you are asked not to leave the manor grounds, though you can explore most of the area, save for ones guarded. The list of volunteers grows fairly rapidly over a few days as the rewards for the venture seem grand though different groups of people claim different rewards. Some say they're promised gold, others jewels. Land, women/men, titles, fortunes, anything you can think of seems to have been promised to those joining the expedition.

House Rules and other bits to make the PbP game easier. While I'd like a post rate of every other day, I do understand a period of absence. My philosophy for games is that "Real life comes first." For whatever reason, you need to step away from the game completely or for a period of time I will not get angry or irritated, I understand that things happen this is just a game after all. My only request is that you just shoot me a message, "Hey I'm gonna be gone for X days or for the foresee able future" I don't even need to know why. If you let me know you can tell me what you're trying to do in the current situation or what your goal is and I can puppet your character till you return. Without a message I will give everyone three days before I simply move forward. In encounters I'll make your character do what I think they might do or simply RP as your character with the intent of them just kinda being in the background. Likewise if I disappear without a word or exceed the three days, there will be various things. In combat the characters will get an action point, a d6 that they can use to boost any D20 roll they want, outside of combat they might find whatever they're looking for more easily or stumble across some bit of fortune. Things like this can be discussed once the game has started. Combat in this game will be first come first serve essentially. For example the party walks into a room and a guard draws their sword and attacks, then the guard is first in the combat order, second is whoever responds to it first. The Initiative modifier will be how reactive you are to things such as a guard attacking you suddenly. If your initiative beats the enemies when you aren't caught by surprise then you can block dodge or react however you'd like to the sudden aggression otherwise it'll simply be their turn, they attack and potentially deal damage. All of this is primarily to keep an even flow otherwise we stop, roll initiative, then wait for whoever is first in the combat.

Now for the really nerdy stuff if I still have your attention.

Character Skeleton, Starting out all characters will be level one

[float=left][img height=300]Image Here[/img][/float][u][b]Core Stats[/b][/u]
[b]Name[/b]: [b]Level[/b]:   [b]Class[/b]:  [b]Alignment[/b]:   [b]Race[/b]: (Standard, Variant, Custom)
[b]STR[/b]: 10(+0) [b]DEX[/b]: 10(+0) [b]CON[/b]: 10(+0) [b]INT[/b]: 10(+0) [b]WIS[/b]: 10(+0) [b]CHA[/b]: 10(+0)
[b]Saves[/b]:   [b]HP[/b]:   [b]AC[/b]:   [b]Feat[/b]: (Can delete if none) [b]Initiative[/b]:   [b]Speed[/b]:
[b]Skills[/b]:
[b]Languages[/b]:
[b]Proficiencies[/b]:
[b]Background[/b]:

[spoiler=Equipment and Abilities][u][b]Equipment[/b][/u]:

[u][b]Abilities[/b][/u]:
[u]Background[/u]:
[u]Class[/u]:
[/spoiler]
[b]Player On/Offs[/b]:
[b]Character On/Offs[/b]:


Standard Human Traits

Ability Score Increase
- Each of your ability scores increases by 1

Speed
- Base walking speed of 30

Languages
- Can speak, read, and write common and one extra language of choice.

Human Variant Trait, These will replace the Ability Score Increase of the standard human
Ability score increase
- Two different ability scores of your choice increase by 1

Skills
- Gain a proficiency in a skill of choice.

Feat
- Gain one feat of choice.

Custom Human, These will replace the Ability Score Increase of the standard human
Ability score increase
- One ability score increases by 2

Racial traits
- Can choose up to 4 racial traits from the list provided

Other information.
Racial Traits
Dwarf Hill, Toughness.
- Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Dwarf Mountain, Armor Training
- You have proficiency with light and medium armor.

Dwarf, Combat Training
- You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

Dwarf, Stone Cunning
- Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarf, Tool Proficiency
- You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's

Elf Dark, Weapon Training
- You have proficiency with Rapiers, Shortswords, and Hand Crossbows.

Elf High, Extra language
- You can speak, read, and write one extra language of your choice.

Elf High, Weapon Training
- Proficiency with the Longsword, Shortsword, Shortbow, and Longbow

Elf Wood, Fleet of Food
- Your base walking speed increases to 35 feet.

Elf Wood, Mask of the Wild
- You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena

Elf, Keen Senses
- You have proficiency in the Perception skill.

Firbolg, Powerful Build
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Genasi Water, Swim
- You have a swimming speed of 30 feet.

Gnome Deep, Stone Camouflage
- You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Gnome Rock, Artificer's Lore

- Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Goliath, Mountain Born

- You're acclimated to high altitude, including elevations above 20k feet. You're also naturally adapted cold climates, as described in Chapter 5 DMG

Goliath, Natural Athlete
- You have proficiency in the Athletics skill.

Goliath, Powerful Build
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Goliath, Stone's Endurance
- You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a D12. Add your Con mod to the number rolled, and reduce the by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Half Elf, Skill Versatility
- You gain proficiency in two skills of your choice.

Half Orc, Menacing
- You gain proficiency in the Intimidation skill.

Half Orc, Relentless Endurance
- When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. You can't use this feature again until you finish a long rest.

Half Orc, Savage Attacks
- When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Halfling Lightfoot, Naturally Stealthy
- You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Halfling, Brave
- You have advantage on saving throws against being frightened

Halfling, Lucky
- When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Halfling, Nimbleness
- You can move through the space of any creature that is of a size larger than yours

Kenku, Expert Forgery
- You can duplicate other creatures' handwriting and craft-work. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Kenku, Mimicry
- You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Kenku, Training
- You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

Lizard Folk, Cunning Artisan
- As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Lizard Folk, Hunter's Lore
- You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Tabaxi, Feline Agility
- Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your tuns.
Languages
Common is the language most used among the Western kingdoms and partially used in the surrounding countries. The non-exotic languages in the PHB do exist but are dead languages. Only scholars and intellectuals might know these languages though even among them it's rare to find two that speak the same ones.

Dead Languages
Dwarvish
Elvish
Giant
Gnomish
Goblin
Halfling
Orc

Known Languages
Common
Osirian
E'merian
Turing
Ork'hetian
Kin
Marchesian
Skadmar
Souvelare
Whalslan

Exotic Languages
Abyssal
Celestial
Draconic
Deep Speech
Infernal
Primordial
Sylvan
Undercommon
Point buy or Rolling
For ability scores I will leave it up to the players individually as to what method to use. Personally I like them both and they have pros and cons. I know though that some players prefer one over the other, some rather strongly so in this game I give you the choice. I understand this might cause some issues but for those who are interested in 5th edition but have little to no experience point buy is more forgiving when it comes to learning the system. Point buy can deliver some incredibly good and incredibly bad stats that depending on the player is good or bad. I will make any adjustments I need to if I choose players that used different methods to accommodate any potential power differences. Ultimately my reason for this is that the game is meant to be fun, if you feel you can make a more fun character using one method then you're more than welcome to use it. My only restraints are as such, if you roll for stats you will roll 4d6 and keep the best 3. You are only allowed to roll one set, you can reroll any stat under 6 though. If that set is not satisfactory then you are welcome to use the point buy system instead.
Allowed Content
Players Handbook
Xanathar's Guide to Everything
Elemental Evil
Sword Coast's Adventure Guide
Critical Role Content
- Gunslinger Archetype (Can adjust the fighter to Dex based rather than Str if you plan to use this)
- Tal'Dorei Campaign Guide
Volo's Guide to Monsters
Wayfarer's guide to Eberron
Mordekainan's Tome of Foes

If there are any questions, concerns, or statements, please feel free to ask or yell. I will answer them as soon as I can. I will also update this with any information I discover I have missed. If I have earned your interest I appreciate it very much, if not I hope you have a wonderful day.
Pure Impulse Plays
Discord - Zame Ragues
Dice Bot - 18627
O/Os

Florence

Well, certainly sounds interesting!

I've no shortage of D&D character ideas.

Since I see Gunslinger is allowed, I could try rolling one of them.

Otherwise... maybe a monk? Haven't scratched that itch in a game or two, and I do love me some fisticuffs.

Edit: No Volo's Guide or Eberron content? I can work with that, but just want to be sure it's not on the table.

More Edit: Also, since we're starting at level 1 is there any way to start with a firearm and firearm proficiency?
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

ZameRagues

Didn't even think of Volo's or Ebberon, but I also can't think of any character content they have. Would also be yes for Tome of Foes.

Yes and yes for firearm proficiency and starting with a firearm.
Pure Impulse Plays
Discord - Zame Ragues
Dice Bot - 18627
O/Os

Florence

Volo's contains aasimar, bugbear, firbolg, goblin, hobgoblin, kenku, kobold, lizardfolk, orc, tabaxi, triton and yuan-ti pureblood.

Ebberon contains changeling, kalashtar, shifter and warforged. (As well as dragonmarked subraces, but that's fairly setting-specific.)
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

ZameRagues

Yes they do, I know there are racial traits on my list from Firbolg, Kenku, lizardfolk, and tabaxi.
Pure Impulse Plays
Discord - Zame Ragues
Dice Bot - 18627
O/Os

Polymorph


Wicked Vixen

What if we are SUPER interested and have been dying to learn how to play D&D games but don't know anything or have the books relying on internet stuffs to understand and character build?  See I asked these people on a different thread if the character I created was ok and they said yes it works but they haven't really taught me anything at the moment other than how to use the dicebot on here which is cool and nice of them but I wanted to know if a newbie newbie like me should try for this game or if you think I wouldn't be able to follow?
The three sexiest things ever said...

"I believe that whatever doesn't kill you..simply makes you.......Stranger...."

"You see, madness, as you know....,is like gravity.....All it takes is a little push......"

"Since distance equals velocity times time, let's let velocity and time approach infinity, because I want to go all the way with you."

Pink Professional

I've been meaning to try out a D&D game in a Play-by-post setting, so if you're still looking for people I could roll up a character.

ZameRagues

Quote from: Wicked Vixen on March 17, 2019, 10:19:48 AM
What if we are SUPER interested and have been dying to learn how to play D&D games but don't know anything or have the books relying on internet stuffs to understand and character build?  See I asked these people on a different thread if the character I created was ok and they said yes it works but they haven't really taught me anything at the moment other than how to use the dicebot on here which is cool and nice of them but I wanted to know if a newbie newbie like me should try for this game or if you think I wouldn't be able to follow?
I can help you even if you don't play in this game. There is a free version of the Players Handbook for new people. It doesn't have all the classes or races so you aren't as intimidated by so many choices. My first suggestion would be to give it a read and I'll answer any question you have.

http://media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf

Quote from: Pink Professional on March 17, 2019, 02:31:25 PM
I've been meaning to try out a D&D game in a Play-by-post setting, so if you're still looking for people I could roll up a character.
I am still taking Applications, so you're more than welcome to roll up a character.
Pure Impulse Plays
Discord - Zame Ragues
Dice Bot - 18627
O/Os

Pink Professional

Then allow me to reserve this post for a character. Rolls to come momentarily, Character Sheet to come soon-ish after that.

Rolled Stats




Due to dissatisfaction with the Rolled Stats, I'm going with Point Buy instead to create something more interesting and flavourful.




Core Stats
Name: Alexandros Durian Level: 1 Class: Rogue  Alignment: True Neutral  Race: Custom Human

STR: 8(-1) DEX: 17(+3) CON: 11(+0) INT: 12(+1) WIS: 10(+0) CHA: 15(+2)

Saves: Str: -1, Dex: +5, Con: +0, Int: +3, Wis: +0, Cha: +2
HP: 9 AC: 14 (Leather Armour)
Feat:

  • Hill Dwarf Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Water Genasi Swim - You have a swimming speed of 30 feet.
  • Halfling Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Wood Elf Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Initiative: +2 Speed: 30 feet
Background: Sailor
Skills: Athletics (bg): +1, Perception (bg): +2, Slight of Hand: +7, Stealth: +5, Persuasion: +4, Deception: +6
Languages: Common, Thieves' Cant
Proficiencies: Thieves' Tools, Navigator's Tools, Vehicles (Water), Light Armour, Simple Weapons, Hand Crossbows, Longswords, Rapiers and Short Swords.


Equipment and Abilities


Equipment:


  • Leather Armour
  • Rapier
  • Shortsword
  • Explorer's Pack (Containing:  a Backpack, a Bedroll, a Mess kit, a Tinderbox, 10 torches, 10 days of Rations, a Waterskin, 50 feet of Hempen rope)
  • Two Daggers
  • Thieves' Tools
  • A Club (Belaying Pin)
  • 50 Feet of Silk Rope
  • A Lucky Set of Dice
  • Common Sailor's Clothes
  • 10gp



Class Abilities:


  • Expertise - Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (The Chosen Skills were Slight of Hand and Deception).
  • Sneak Attack - Once per turn, you can deal an extra 1d6 to one creature you hit with an attack assuming one of the following conditions is true: The attack has Advantage; or if another enemy of the target is within 5 feet of it and isn't incapacitated, and the attack doesn't have Disadvantage. (This increases Odd level by an additional 1d6)
Background Feat: Ship's Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. DM restrictions apply as apt, and might restrict you for a number of reasons; you will be expected to help assist the crew during the voyage.

Background

Alexandros was born somewhere on the coast of Bremire to a simple fishing village that had mostly escaped the world's notice. His birth was somewhat of a troubled one, as he was born weak and dying. The village doctor was unable to save Alexandros by any means he knew of, so instead he was taken aboard a raft by his mother in hopes that he might be spared an early and uneventful end. The journey was hard on both of them, although Alexandros seemed almost revitalised by the sea air, and eventually they were picked up by Sailors from Madric. The ship's doctor was able to cure the boy, but without any form of payment to offer Alexandros' mother was forced to offer the only thing she had of worth; herself. She all-but sold herself to the Sailor as a labourer, cook, and hand in order to pay for Alexandros' life, and Alexandros was raised by the Ship's captain, a man who went by the name Davios Kurr.

Davios was fond enough of Alexandros, who grew up a model sailor. He had his sea legs before he could stand, and would often be seen clambering the sails or learning the sailor's craft under Davios' tutialage. Alexandros' mother eventually paid off her debt, but instead of dragging Alexandros back to a dreary life he would not know how to love, she offered to leave him with Davios; an offer he accepted despite heavy hearts. Alexandros adopted Davios as a surrogate father, and even started learning how to fence with him for a great many years.

On his sixteenth summer aboard the ship, when Davios' beard had grown grey and his leg had grown limp, Alexandros was to taste his first glimpse of defeat. Pirates attacked the ship, boarding it and killing half the crew in an attempt to get its cargo. Davios and Alexandros were the last to be captured, fighting off the pirates until they were overwhelmed by raw numbers, and Davios was all-but-set to be put to the sword. That is, until Alexandros made a bargain. He offered to play dice with the Pirate Captain, and if he should win, he agreed he would leave with the pirates as a member of his crew while sparing Davios' life, and the life of the rest of the crew. The Pirate was interested, and agreed. Both parties cheated the dice, but Davios' cheat was more spectacular, and his cunning earned the Pirate Captain's respect. He agreed to the terms, and didn't even betray them as he robbed Davios' ship blind and left them to lick their wounds.

From their, Alexandros became a Pirate under the infamous Skarrl Dreadeye. The pirate was sly, and favoured intimidation to outright murder. Alexandros grew to begrudgingly respect Skarrl and, much like Davios, learned the art of the pirate from him. He mastered his Sleight of hand, and learned how to talk the talk. For five more summers, he would serve Skarrl's crew until one faithful day he escaped in a dingy following a sketchy raid off of the coast of Damaia.

In Damaia, Alexandros laid low for a while, picking up rumours of a potential job in the city which caught the curious young man interested. Deciding he had nothing better to do with his time, he made for the Noble's home, and for the promise of adventure that awaited.

(Core Places at a Glance: Bremire, (and possibly Brameer))
(Core NPCs at a Glance: Unnamed Mother, Davios Kurr (Sailor, 40s) Skarrl Dreadeye (Pirate Captain))

Player Offs: Vore, Sexualised Gore, Toilet Play
Character Ons: Fingering, Anal, Vaginal, Outside Play, Biting, Scratching.
Character Offs: Above, Plus Extreme Non-Con, Beastiality, and Receiving Anal.

Wicked Vixen

Akiko Mizuchi
Paladin 1 (0 XP)
Human (f), Lawful good
Soldier (Infantry)
[ ABILITY SCORES ]
Str 16 (+3)   Dex 13 (+1)   Con 15 (+2)   Int 9 (-1)   Wis 11 (+0)   Cha 14 (+2) 
[ PROFICIENCIES ]
Proficiency Bonus +2
Saves Wis +2, Cha +4
Skills Athletics +5, Insight +2, Intimidation +4, Persuasion +4 (passive Perception 10)
Weapons simple weapons, martial weapons
Armors All armor, shields
Tools dice set, vehicles (land)
Languages common, elvish
[ COMBAT ]
hp 12 ; HD 1d10
Init +1 ; Speed 30 ft
AC 18 (chain mail 16, shield +2,)
Longsword. Melee : +5 (1d8+3 slashing ; versatile (1d10))
Javelin. Melee : +5 (1d6+3 piercing ; thrown (range 30/120))
[ FEATURES & TRAITS ]
Divine Sense (3/long rest)

Lay on Hands (5 hp)

Military Rank

[ EQUIPMENT ]
Longsword, javelin (5), chain mail, shield, 20 crossbow bolts, holy symbol/reliquary, backpack, blanket, candle (10), tinderbox, rations/1 day (2), waterskin, clothes/common, alms box, sticks of incense (2), censer, vestments, trophy, insignia of rank, belt pouch
Equipment cost 123.3 gp ; Equipment weight 95.5 lb
10 gp
Coins weight 0.1 lb
[ CHARACTER ]
Height M / 5.7 ft / 160 lb. ; Age 20 years
Eyes Blue ; Skin pale ; Hair blonde

Appearance





Personality traits Happy-go-Lucky. Brave. Kind. Training Geek. Straightforward. Easily bored. Empathetic.
Ideals Believes in Freedom and Justice for all. Wants to be a beacon of light for those who can not defend themselves. Wants to be the shield and sword of the unprotected. Believes that good will always triumph over evil.
Bonds
Flaws Has a deep hatred of the undead, thinks of them as an abomination and those who practice necromancy should be shown no mercy. Is slightly naive and very susceptible to flattery. Can develop tunnel vision when set on a goal. 

Character Backstory

Akiko grew up to a pair of servants within a nobleman's house, her father was the majordomo of the house and her mother was the head cook of the household. Growing up she did not yet first realize the nature of her station as well as her playmate who was the same name as her Kye the son of the nobleman her parents worked for, because she was raised along side the son as her parent's employer found that having Akiko around was good as well as challenging for their son. So without any fight from her parents who were eager for their daughter to do better than themselves Akiko was to learn alongside Kye when she was not doing small chores here and there for her parents. It was a blessing that she got the chance to learn from teachers and mentors with price tags that her parents could never afford. So when they were 7 they learned about history, math, literature, and the beginnings of horsemanship, archery and swordsmanship. They were taught the Old Code, a set of rules that a group of knights once followed. As they grew older they soon were taught to become more conditioned on their strength, fitness and skill with various weapons. It was here that it started becoming obvious that Akiko was gifted with a longsword. They learned how to care for a horse, clean the stables, polish armor and maintain their weapons. At this point in her teen years her parents expected her training and schooling to start to slow down and for her to start learning the tools of the their trade or something much more befitting of her station. But without a doubt anyone who watched Akiko could see that she was a skilled swordswoman and would if she could have been one an excellent knight with nobility being the only thing standing in her way. The nobleman had been keeping his eye on her as she started to surpass the skills of her fellow knight in training Kye and started talking to her parents about possibly finding someone who needed help an extra squire perhaps. But things changed when Akiko turned 18, a small war broke out along the borders of where they lived and volunteers were called upon to which against her parent's protests she cut her hair and hid the fact that she was a woman and joined the local military where she showcased the skills she had developed over the years.

The nobleman made sure that she and Kye were well equipped but one year into the war Kye was killed during an ambush. Vowing to avenge her fallen friend Akiko threw herself into the war, volunteering for scouting mission or runs anything to keep herself busy. It was hard hiding her sex but as the fighting intensified and their supply train got robbed where people were taken prisoner Akiko ignored orders and chased after the thieves, they were in dire need of medical supplies and she was not going to abandon people who needed help. Feeling empowered she rallied a small group to help her and they killed the robbers and took back much of the supplies that they had lost. However when she arrived back at camp Akiko was about to be disciplined when her true gender was discovered and she was punished even more for lying and discharged forced to go back home. Many people that Akiko had fought side to side with voiced their displeasure and threatened to leave but she didn't wish anything bad to happen and calmed the friends that she made on the front lines. It touched her heart to see that someone was willing to stand up for her but she didn't want to be here anymore. The stories never really told how hellish war was and she was done for the moment.

Heading home she took her time getting there as she mulled things over in her head. She didn't want to be a maid or a servant in a house. She couldn't be a solider and few would hire a female bodyguard and besides protecting someone spoiled and rotten didn't sit well with her. She had her martial skills and a desire to help people, to be a true hero for those who had no hope but had no idea on how to begin. It was during her travels that she met a wandering priest who became her traveling companion for a while. As they traveled and learned about one another Akiko soon came to trust him enough to talk about everything she had been through and the current problem she was facing. The older man listened and gave out advice as best as he could. He told her that no one could stop her from helping people, that many people were out there in need, that evil was lurking in the darkest of places and that slaying even one monster at a time was slowly winning the eternal fight between good and evil. That she could save a potential life like that. He told her that warriors pure of heart became Paladins, they became the walking light in the darkness, he told her stories about Paladins and by the time she arrived home and parted ways with the old priest she knew this was what she wanted to be. Greeted with welcoming arms both by her parents and Kye's Akiko enjoyed her stay there for a week until she brought up the subject on becoming a Paladin, she would wipe out evil where ever it lurked, she would go out and find lost or stolen treasure or artifacts, and she take up any and all quests from people who needed help or that served the general good. Seeing the passion, the conviction within her no one tried to talk her out of it. Her parent's and Kye's both gave their blessing and gave her some funds to help buy the gear that she would need as long as she promised to write when ever she could and if she could walk a path that would make them all proud. Just freshly turning 20 Akiko set off to find a group of tolerable if not like minded people. She hoped to see the world, do some good and meet all kinds of people. 
The three sexiest things ever said...

"I believe that whatever doesn't kill you..simply makes you.......Stranger...."

"You see, madness, as you know....,is like gravity.....All it takes is a little push......"

"Since distance equals velocity times time, let's let velocity and time approach infinity, because I want to go all the way with you."

Miroque

Core Stats
Name:Nephthys Level: 1  Class: Wizard Alignment: Lawful-Neutral  Race:(Custom)
STR:9(-1) DEX: 12(+1) CON: 12(+1)INT: 16(+3) WIS:12(+1) CHA:14(+2)
Profiency bonus: +2
Saves: INT, WIS  HP: 7/7  AC:   Initiative: +1  Speed: 30
Skills: Arcane,History,Religion,Insight,Persuasion,Perception,Deception,Acrobatics,Nature,Stealth
Languages: Common
Proficiencies:
Background: Acolyte
Personality: I see omens in every event and action. The gods try to speak to us, we just need to listen
Ideals: Aspiration: I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings.
Bonds:I owe my life to the priest who took me in when my parents died.
Flaws: My piety sometimes leads me to blindly trust those that profess faith in my god.
Equipment and Abilities
Equipment:
Fine dress, dark grey cloak, Spell component pouch, Dagger, Slingbag (Spellbook, writing equipment, camping equipment, waterskin, 7 days of rations, money pouch/15gp/)

Abilities:Versatility(Stealth,Perception),Training(Acrobatics,Deception),Lore(Nature,Stealth),Brave(Advantage on Fear checks)
Background:Acolyte; Nephthys was born at witching hour, in temple crypt, where her mother was seeking shelter from the freak storm. Her mother passed away in the childbirth, but the necropolis caretakers toke care of her, and raised her in their midst. It was clear to them, that she was blessed by the goddess of Afterlife. Her physical charms quickly manifested, along with her brilliant mind. She quickly learned all the caregives had to offer, and before she turned ten, she had managed to conjure light out of thin air. Her skills in magic were taught by the priests of the order, and now, on the treshold of her adulthood, she was send out to seek the mysteries of the world. 
Class:Wizard; Nephthys leans toward more pragmatic magics, and powers over life and death. She never felt the calling of the Goddess, but in her heart, she's devout follower.
Spellbooks: Cantrips (Firebolt, Acid Splash, Prestidigitation, Light) First Circle (Mage Armor, Cause Fear, Detect Magic, Magic Missile, Comprehend Languages, Find Familiar)

Player On/Offs:Vore, Permanent mutilation
Character On/Offs: Nephthys is shy, and sheltered. She does not know much about sex.

Pink Professional

Look at this charismatic bunch of would-be adventurers. We'll do great unless a heavy door gets in our way. I can almost imagine it, three smiling pretty people standing behind the Paladin shouting "You go girl!"

Polymorph

Quote from: Pink Professional on March 18, 2019, 06:04:16 AM
Look at this charismatic bunch of would-be adventurers. We'll do great unless a heavy door gets in our way. I can almost imagine it, three smiling pretty people standing behind the Paladin shouting "You go girl!"

I'll hold my hand up to vanity when it comes to character creation. Though CHA is a primary ability affecting spells with a few classes and very useful in social interaction with NPC's. 

Miroque

Or someone using intelligence, and cheking if the door is even closed, and/or which side the hindges are, and there is allways crowbars.. and drills... wedges + hammers..

not everything needs slamming body against the doors ...

Pink Professional

Oh, of course not; I just thought it was funny we had four characters who were pretty decently Charismatic, and three who were quite weak. Nothing against any character here, I think they're all great.

Miroque

Few questions about the world:
1) Do gods grant powers "freely" to mortals ?  (eg. does every church/temple/place of workship have multiple miracle workers? or are they mundane priests without powers, making "true" divine casters special among their ilk?)
2) Arcane powers. Does every village has its own wizard university etc, or are wielders of arcane powers scarce?
3) Technology level? Blackpowder and muskets were allowed, what else? Is there clockwork machinery, steam power, electricity, or other technical innovations around?
4) What is considered mythical being, as there are no elfs, dwarfs, orcs, etc. Are there roaming bands of zombies? Vampires? Ghosts? Dragons ? Unicorns?
5) And if there are ghosts and such, who would the locals call? Ghoulbusters, Brothers Winchester, Scooby Party, The Physician or Edge? Are there organizations that take care of... less normal things.

Florence

Ah, wow xD That just figures. This was all dead quiet until the moment I got busy and looked away for a moment!

Well, if this is still alive after all, I guess I should get back to my monk. I actually worked out their character stats and everything, I just have to plug it all into the character sheet provided and fill out the fluff and such.

Edit: Oh, and find an image. Gotta do that. Always the hardest part for me, for some reason, lol. I get such strong ideas of what a character looks like, and then I struggle to find one that fits.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

ZameRagues

Quote from: Miroque on March 18, 2019, 10:31:18 AM
Few questions about the world:
1) Do gods grant powers "freely" to mortals ?  (eg. does every church/temple/place of workship have multiple miracle workers? or are they mundane priests without powers, making "true" divine casters special among their ilk?)
2) Arcane powers. Does every village has its own wizard university etc, or are wielders of arcane powers scarce?
3) Technology level? Blackpowder and muskets were allowed, what else? Is there clockwork machinery, steam power, electricity, or other technical innovations around?
4) What is considered mythical being, as there are no elfs, dwarfs, orcs, etc. Are there roaming bands of zombies? Vampires? Ghosts? Dragons ? Unicorns?
5) And if there are ghosts and such, who would the locals call? Ghoulbusters, Brothers Winchester, Scooby Party, The Physician or Edge? Are there organizations that take care of... less normal things.

1. Most of the gods have one to four entities known as Exemplars. They are equivalent to Saints or Prophets and have a portion of their god's power, some even against the god's will (These are evil and insane gods). A few gods have no Exemplars and the god known as Salethar has eight Exemplars, one for each school of magic. Places of religion will be led by an individual that worships either the god or one focus it's worship on one of the Exemplars as a means of spreading a more specific ideal or belief. Druids, Clerics, Paladins, and Rangers draw their magic from the gods. Generally those that have the strongest faith or connection will be in charge of a church/temple/etc and have some ability to channel their magic. Individuals who become able to cast 6th level magic and above would be considered "True" Divine casters and would begin to have considerable influence among people.

2. Because of Arcane magic's appearance often being more violent or destructive, along with such entities as Wild Mages and Necromancers, Arcane magic is often feared and restricted. Most places countries will keep a heavy hand on all forms arcane magic in order to prevent corruption and destruction. A few countries have even forbidden it's practice (You are not starting in one of these places). Aside from the political restraints there is no scarcity in arcane magic that can be wielded, the knowledge of 6th level and above has been lost to time. Many of the countries that have restricted arcane practice do have a one or two schools to properly study the arcane where it can be monitored.

3. Technology. Standard medieval technology for under developed areas. Intricate clockwork machines that can run without magic but only perform incredibly specific actions. Clockwork constructs that do run on crystals or gems that can perform far more tasks then their non-magical counterparts. Steam power in areas where arcane magic is illegal are heated by fire, otherwise are often heated by arcane or divine sources of heat such as enchanted gems that produce very specific heat. Electricity not quite there are machines that can generate an electrical shock though these are used more as a means of defense and for traps over a power source as magic and steam are more prevalent.

4. Entities considered mythical would be anything that is either created magically or originates from another plane of existence. Elves, Dwarves, Orcs, etc may still exist but would be on other planes and would be considered mythical. Zombies, Vampies, Ghouls and Ghosts are not mythical but considered unnatural as they pervert natural life. Dragons as in the large two legs, two arms, two winged ones that are iconic to D&D are considered mythical as they do not reside on the material plane anymore, there lesser counterparts such as Drakes and Wyverns though are natural and are even used in some forms of military. Unicorn's are celestial and originate from another plane thus mythical.

5. For ghosts specifically locals might look to either the closest church/temple for aid. Next they would look towards any adventuring guild or mercenary group for individuals that possess some kind of magically enchanted weapon, preferably ones of divine nature. If there is a chapter of an Order of Paladins they would likely get the first call or churches/Temples that can't provide aid for such situations would send a request to the closest Paladin Chapter.

Quote from: Florence on March 18, 2019, 02:16:50 PM
Ah, wow xD That just figures. This was all dead quiet until the moment I got busy and looked away for a moment!

Well, if this is still alive after all, I guess I should get back to my monk. I actually worked out their character stats and everything, I just have to plug it all into the character sheet provided and fill out the fluff and such.

Edit: Oh, and find an image. Gotta do that. Always the hardest part for me, for some reason, lol. I get such strong ideas of what a character looks like, and then I struggle to find one that fits.
Glad to see you're still interested. My usual habit is to find an image first and then design my character around it.
Pure Impulse Plays
Discord - Zame Ragues
Dice Bot - 18627
O/Os

Miroque

Thank you GM.  That summs it up pretty nicely. So low Steampunkish fantasy with powerful churches/cults and not so magical.. with some guilds to deal with more undesirables. I think my character fits in :)

Florence

I'm gonna commit to getting my character sheet finished up tomorrow.

Been dealing with some insomnia induced sleep schedule fuckery, and I'm taking today to fix that, so I should actually be well rested and able to focus tomorrow and actually get it done.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

tangerine

Ooh, it looks like you already have a lot of applications already.  Are you still taking any more?

Florence

Core Stats
Name: Lucky Moon Level: 1  Class: Monk Alignment: Chaotic Neutral Race: Custom
STR: 13(+1) DEX: 18(+4) CON: 14(+2) INT: 14(+2) WIS: 15(+2) CHA: 12(+1)
Saves: STR +3, DEX +6, CON +2, INT +2, WIS +2, CHA +1  HP: 11  AC: 16  Feat

  • Dwarf Hill, Toughness- Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Half Orc, Relentless Endurance- When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. You can't use this feature again until you finish a long rest.
  • Goliath, Stone's Endurance- You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a D12. Add your Con mod to the number rolled, and reduce the by that total. After you use this trait, you can't use it again until you finish a short or long rest.
  • Half Elf, Skill Versatility- You gain proficiency in two skills of your choice.
Initiative: +4  Speed: 30
Skills: Acrobatics (+6), Athletics (+3), History (+4), Perception (+4), Sleight of Hand (+6), Stealth (+6)
Languages: Common, Kin
Proficiencies: Shortsword, Simple Weapons, Calligrapher's Supplies, Disguise Kit, Thieves' Tools
Background: Urchin

Equipment and Abilities
Equipment: Backpack, Bedroll, Blanket, Common Clothes, Darts (10), Mess Kit, Quarterstaff, Rations (10 Days), Hempen Rope (50 ft), Tinderbox, Torch, Waterskin

Abilities:


  • Unarmored Defense- While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier
  • Martial Arts (1d4)- While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
  • Feature: City Secrets- You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Background: Urchin
Class: Monk

Player On/Offs:
On: Passion, story-driven smut, bdsm, size-differences, power-play, lots of other stuff (I'm pretty open. If it's not listed under offs, feel free to ask.)
Off: Vore, scat, urine, sexualized death and gore.
Character On/Offs:
On: Women, girls, ladies, chicks, dames, broads, non-binary folks, also the occasional dude, people who can kick her ass, people she can boss around, being bossed around (in sexy ways).
Off: Being looked down on, being bossed around (in non-sexy ways), people who harm or take advantage of orphans or children in general.

Backstory

An orphan for as long as she can remember, the child who would take the name of Lucky grew up on the streets of Dwindain. Her earliest memories are of living in an orphanage, at this point known as "Hollie", fed barely enough to survive and punished harshly for any misbehaving. She ran away the first chance she got, preferring to strike out on her own than to suffer under the cruel whims of others. She was fortunate enough to be born resilient enough to survive, and even to attract some attention. Before long one of the local street gangs had her running small errands to keep herself fed, giving her the nickname "Lucky". As she grew older, the jobs got riskier. She went from courier to cutpurse to enforcer, and so she learned the hard way how to throw and take a punch. She eventually took up the surname "Moon" on a whim, resenting her lack of one.

She seemed destined to live and die on those streets, until the day came when she picked the wrong fight, or perhaps the right one. A foreign traveler decided to interfere when the gang was shaking down a shopkeep for 'protection'. Lucky moved in to take care of the stranger, but found herself unable to land so much as a single punch. This stranger managed to dodge and weave around each of her attacks as though she were some clumsy child. With one swift combo of blows, Lucky found herself flat on her ass. Her friends dragged her out of there, while Lucky swore she'd get the stranger back. Once she'd nursed her wounds, she aimed to make good on that promise. She went from inn to tavern across the city before she found them. She had been humiliated and had no intention of letting that go. As it happened, though, they had no interest in fighting her again.

She was persistent however, hounding this stranger day, noon and night. When the stranger moved on from the city, Lucky hastily quit the gang, not giving them much of a chance to argue, and set off after this mysterious fighter. She was ill prepared for such an impulsive decision, and very soon found herself relying on the charity of the very person she was stalking. Still, they seemed to admire her tenacity, and over time began to warm up to her. Eventually, they agreed to spar with her, defeating her easily, but studying her form. From then on, they would regularly invite Lucky to spar, correcting her on her form and giving her pointers. Before long, she was their disciple in all but name. During this time, they introduced themself as Michi Tsukuda, a monk of the Way of the Sun Soul from the Kin Islands. With time, they began to also instruct Lucky in other areas such as calligraphy and history.

She took well to the physical aspects of the training, though she was a little slower when it came to the mental and spiritual side of it. Still, she was bright, if uneducated and accustomed to a light of violent physicality, and in time, she picked it up. She was, of course, most eager to learn how to, in her own words, "shoot fireballs from her hands" once she learned just what the Way of the Sun Soul was, but before that day could come, Michi informed her that they would be parting ways. They assured Lucky that she was proceeding well in her training. In fact, that was precisely why they had to go their separate ways. Lucky had learned all she could from mere sparring matches and lectures. She had to strike out on her own, practice her skills in real combat, overcome real challenges, face worthy foes and overcome her current limitations. If she did that, and continued to practice the kata Michi had taught her, she would find her way to true mastery in time.

And so her time with Michi came to an end and she set off to become an adventurer and face the worst that the world could send her way. It was, however, with some hesitation that she returned to the city of her birth to pursue a potentially lucrative job offer...



Edit: Added links to the dice rolls I made for my ability scores.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Pink Professional


ZameRagues

I think so. I apologize to everyone. I just haven't had time to do much with this
Pure Impulse Plays
Discord - Zame Ragues
Dice Bot - 18627
O/Os