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TankLaser007
2017-08-13, 03:14 PM
Where Redtongue (https://www.myth-weavers.com/sheet.html#id=1254632) and Goldenleaf (https://www.myth-weavers.com/sheet.html#id=1300083)can get acquainted and plan their characters in peace.

LairdMaon
2017-08-13, 03:25 PM
Good thinking

TankLaser007
2017-08-13, 03:53 PM
Good thinking

Also now that we have you here any general information you want to give us or should I repost what I asked you from PMs?

Valmark
2017-08-13, 04:03 PM
Uuuuhm, aside from the fact that I want to change the sheet, the fluff there is wrong. The actual fluff is:


Kal has always been bullied for his being mutant, both from non-mutants and from mutants because of his object-like aspect (he's lesser person than thing), which led to his wish to travel. That's why he always carries I cape, to hide his body.

He's a scoundrel and a bit of a ladies' man, who enjoyes provoking mayhem and having fun, using his spell abilities too.

Regarding the mutations, I'll take away elemental and negaton, and switch undead to outsider, to be more magicky. (Which could be a reason to mistrust, everyone knows how dangerous magic is)

TankLaser007
2017-08-13, 04:13 PM
Then you are in good company I am magical to the tee. We can be spell bros! Once you have your sheet rearranged let us know I am putting the final touches on mine and then will start on the background. We can see what brought us here. Maybe you are like my bodyguard? Because Gildoron is not the fighting/mayham type. He is far more likely to try to avoid fights or runaway. Unless he has someone stepping to the plate then he is likely to stick it out and support them.

LairdMaon
2017-08-13, 04:14 PM
I like how you both are aiming for a bit o magic. That works.

Valmark
2017-08-13, 04:33 PM
Cool, it works even because I'm stacking as many hps and AC I can. What spells are you going for? And skills? I took many face-related skills, but I'm OK with bluff and Intimidate alone with Sense motive (dumping Diplomacy and Gather information). That way I could take Acrobatics and Climb (from when you have to rum away. Police e.e)

TankLaser007
2017-08-13, 04:56 PM
Playing a Cha based Bard.
My social skills are looking like:

Bluff +15
Diplomacy +16
Gather Info +17
Intimidate +12


I have almost no ranks in any of the physical skills or the sneak skills, I took 1 rank in the Diable Device and Open locks just so I could use them in a pinch but don't even have tools for them. I have max ranks in Spot, and Listen and a Decent Search, I have a pretty good Disguise (+15) and a Cantrip that grants a +2 Circumstance bonus for my "sneaking" / bluffing have the Charm Mutation with a DC 16 WIL save for "emergencies". Most of my spells are for buffing or helping others, Persistent blade to help sneak attackers, enlarge person for graplers and reach fighters, blood wind for the natural weapon heavy beasts, and Inspire Courage and Dragon Fire Inspiration. With 2 feats (Heart Song and Force & Verve) taken to bolster it. I will mostly be the buffer and support Bard. I also have a Mutation that grants a +1 Alchemical Bonus to Hit, Damage and Save for 3 hours as well as Healing to whoever eats a leaf that I grow so that stacks with the morale bonus from the Bard Songs.

Valmark
2017-08-13, 05:56 PM
Which means that I'll take physical abilities, with a bit of social. I'll have to take anothere evolve skill when I can, uh?

With spell-like abilities I'll be taking spells that buff me up either in skills or in physical abilities, together with damaging ones.

Not yet sure if taking spell weaver or not, really. I'd hate to lose out on terratomorphism, but casting multiple spells per round would be much useful.


And for the other mutations I'll go natural armor, hp, force shield, plating/outsider armor and probably outsider weapon.

Valmark
2017-08-13, 09:35 PM
Regarding PrCs:

Is it me or the anomaly has the chimerism IN ADDITION to his normal mutations? That means that at max level it has his level worth of additional mutations? With the capstone doubling said bonus mutation?


Really, if I were to take the spell weaver prc I'd require 40 arms. The. Hell.

TankLaser007
2017-08-14, 04:40 AM
Yeah when I saw Spellweaver I was like you need four or more arms to enter the class! There was something I didn't understand about it's entry requirements other than that, it looks like you can't enter it until you have SLAs with CL 5 you cannot do that via Evolutionist class until Mutator Level 11 unless there is some-way to boost your Mutator Level that won't happen until Level 11 which means you will have already received an Ascendency and your fourth Tetramorphism.

So unless you are going into Epic levels you enter Spellweaver at the earliest level 12 which means you can only complete it up to 8th level you won't reach the Capstone or the Eldrich Ascendency. I am not sure if this was intonational to meet the Skill requirements you only need 11 ranks which means that you could enter as soon as 9th, Extra arms you can gain at ML 4 and four SLAs are not hard to gain, especially if you get some through other routes.

Edit: Maybe it means SLAs that have a combined caster level of 5? So like 3 level 1s and a level 2 or five level ones or two level 2s and a level 1? Really having trouble seeing how the class seems like a 10 level class that cannot be entered before level 12 instead of making it 5 or 8 levels?

TankLaser007
2017-08-14, 04:46 AM
Edit: Everything is mostly ready just a few fine tuning of the BG and waiting to work out shared Backstory with Kal





Gildoron Goldenleaf (https://www.myth-weavers.com/sheet.html#id=1300083)

Male Chaotic Good Magic-Blooded Silverbrow Human Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class) 3 || Bard 3
Level 3, Init 4, HP 33/33 DR -, Speed 40'
AC 18, Touch 13, Flat-footed 15
Fort 6 Ref 7, Will 8, Base Attack Bonus +2
Club +4 (1d6+2)
Unarmed Strike +4 (1d3+2)
Bramble Bark Armour (Armour +3, +2 Natural Armour, +3 Dex)
Abilities Str 15, Dex 17, Con 18, Int 19, Wis 12, Cha 21
Skills 50+ See Linked Sheet

Description
Gildoron’s skin is a deep green in colour, his body is covered in a supple yet strong layer much like the bark of a young sapling, in addition to this are stiff almost plate like leaves of varied hues most on his torso are golden, yellow or orange while those around his hands and forearms are brown and more leathery, on his head is a wreath of golden leaves that catch and reflect light and seem to produce a musical tinkling sound as they move or the wind passes through them, on his face and back he has leaves of a deep almost black green and near his waist and legs red coloured foliage entwines his body. His eyes are a bright golden-orange and his face has the typically elven angularity and an otherworldly youthful beauty found mostly only in paintings and poems. On his back is a club of living wood and he wears an ancient and expertly crafted suit of the unique live armour of his people -- bramble bark, which is designed in such a way as to be nearly indistinguishable from his natural body.

Backstory


Gildoron is the child of a Dryad and an Elf, born in the Wildlands 17 years ago his was mostly a life of peace. This all changed when he reached his ninth year. A scouting party from the Clemant Empire had been discovered in the Wildlands, it was decided that because Gildoron was young and his Fey heritage made him look much younger and innocent he would be used to gain the group's trust and lure them into a trap, where they might be caught completely unaware without any real risk to the wildlings. So he did his part convincing the party that he, an innocent young child, knew a secret and safe place they could rest and make camp. That night every man and woman in the expedition were killed -- an event that haunts him to this day.

As he grew older he became more “of the world” as his mother used to say, a phrase used by many fey to mean “non-fey” or foreign, strange -- and true enough his outlook changed. He started to view the outlook of his mother and many of the other fey to be cold and capricious, selfish and at times even cruel. They had a child-like simplicity to them an innocence, yes, but at the same time their simple black and white outlook, an almost sadistic simplicity of action similar to what a child might display – not because they were evil but only because they saw the world in simple extremes.

By the time he was 13 he started to spend more time outside of the grove, and going on trips with his uncles, aunts and cousins from his father’s family, that is also when he discovered his love of Levi vehicles getting his own Levi when he was 15 he became one of the runners making trips outside the Wildlands to drop off goods or people, pick up supplies or run packages and messages. When he was 16 he started work on his own Levi The Ebon Dragon it took him a year but he finally finished it. That was only around four months ago.



Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
He’s most concerned with protecting the ‘Wildlings’ of the Wildlands, especially one of the last old forests in those ‘free’ lands which contains his mother’s tree sustains the community of elves from which his father is descended.
Due to being half Dryad and the development of his ‘unique’ abilities Gildoron does not need to eat, only drink. He is loath to harm any animal or plant without need and his lifestyle has led him to forgo the eating of meat or the harming of plants and trees. While he doesn’t force his lifestyle on others he tries as much as he can to minimize the damage to the natural world of those he is with.
He love levs and is a bit of a ‘lev-head’ he works on and maintains his own Lev, which he calls the Ebon Dragon. He has his own tools for her maintenance and can often be found singing to himself as he tinkers with her. He is interested in other aspects of magi-tech, like constructs, Warforged and the marriage of the magical with the technological – which some may find odd considering his background.
He is very much non-confrontational and will, whenever able, try to avoid any fight. However when or if fighting should ensue he will not abandon his companions and would even risk his own life to safeguard their well being.
He is a skilled performer and enjoys singing, poetry, and instrumentation as well as acting and even a bit of comedy – being equally comfortable with the brusque humour and slapstick of satyrs and the agile word play of the elves. However all who have heard him will agree that he has an ethereal otherworldly quality to his songs which make them exceptionally powerful even when unaccompanied by one of the many instruments in which he is skilled.
The livewood club he carries has grown from a small little seed he was born holding and he has kept it with him his entire life it is the same shades of green as his skin and the two seem to be growing and maturing at much the same rate.

Step 2: List at least two goals for the character.
To see that the Wildlands and those many mutants living there are safe and secure in perpetuity.
To eventually travel across all of the known lands on the Ebon Dragon, the wind in his leaves and the sun on his back.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
(Known) As a boy he was part of a plan to do away with a party of scouts from the Empire, he led them to a place, under the promise of peace and protection, where they thought they would be safe to set up a base of operations but where all were killed in the well planed trap. It was this very violent act of treachery and brutality which he witnessed at a young age that has left him with a strong aversion to violence and fighting.
(Unknown) His elven father is really half-human and half-silver dragon who has been posing as an elf to hide is long lifespan.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
Shajila his mother, a Dryad she is around 160 years old the ancient livewood tree she is bound to shows no signs of dying any time soon, that is as long as the grove it is in remains safe and secure. In the last five years or so Gildoron and his mother have become a bit estranged, she views her son as too concerned with the affairs of humans and mutants and life outside their wood. While he sees his mother and many of his aunts as being cold and selfish and ignoring the suffering of others outside their isolated little world in the wood.
Kal Redtongue Text on Kal here
Malagar A "Harvester" who Gildoron helped to have arrested, as far as he knows he is still in some dungeon in the City of Light -- or so he hopes. The ranger swore revenge on Gildoron for his part in having him imprisoned.

Step 5: Describe three memories, mannerisms, or quirks that your character has.
(Memory) Seeing the blood of the humans that were killed in the grove swallowed by the moist earth and staining patches of turf, stone, root and lichen black.
(Mannerism) Humming tunes of songbirds, sprites or elves under his breath as he performs tasks.
(Quirk) Talking about levs, sometimes when its not the most appropriate time.



https://s22.postimg.org/49m38hxld/images-4.jpg



https://s2.postimg.org/r37k91pqh/hoverbike.jpg
The Ebon Dragon
Ride with style & grace...

TankLaser007
2017-08-14, 03:46 PM
My crunch is done and it looks like Kal is pretty much don as well. I think we are both just ironing out the background and "fluff" aspects of our characters mine is more or less done you can get a string idea of the character form what is there in the sheet above. Please let us know if there is anything you are look for/towards or need changed or any suggestions.

Valmark
2017-08-14, 03:56 PM
Yeah, something happened today and I wasn't really into doing something, otherwise I'd have done the fluff too, sorry.

TankLaser007
2017-08-15, 03:18 AM
So I think I am done. Go ahead and look things over. Also once Kal's BG is up we can look to combining our backstory to see why we are together and what our history is. Seems like we would get along well though, two sociable guys who have an innate talent for the arcane.

Valmark
2017-08-17, 10:24 AM
Finished the character, will be working on the fancy sheet now, sorry for the wait. Also, I saw now the answer on the spellweaver xD I'll answer to you after I've done the sheet.

We can start working on Red&Gold pokemon editions power rangers shared bg

LairdMaon
2017-08-17, 10:30 AM
Heads up! The party has made it to the main city gate. You two are inside already. Might want to get it together ;)

Valmark
2017-08-17, 11:01 AM
Kal Redtongue (https://www.myth-weavers.com/sheet.html#id=1254632)

Male Chaotic Neutral Human Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class) 3 || Gravesoul warrior (http://www.giantitp.com/forums/showthread.php?388590-Gravesoul-Warrior-(PEACH)) 3
Level 3, Init 4, HP 45/45 DR -, Speed 30'
AC 22, Touch 15, Flat-footed 19
Fort 10 Ref 6, Will 5, Base Attack Bonus +3
Long spear +7 (1d8+2)
Dagger +7 (1d4+2)
Metallic skin (+2 shield, +3 Dex, +7 natural armour)
Abilities Str 15, Dex 16, Con 20, Int 15, Wis 12, Cha 17
Skills Bluff +12, Disguise +12, Hide +10, Intimidate +15, Listen +7, Ride (Levi) +10, Sense motive +7, Sleight of hand +10, Tumble +10

Description
He's got red eyes. And that's the end of his unnatural features, for as long as you don't look at his body, which he keeps covered in a red cape. Looking under it you'll see that he's whole body is covered in metallic skin, with various kinds of dormant apparutus that wait to be awaken.

Not only that, he has even arcane mutations that let him draw from his inner soul various spells, which make his eyes shine with various colors

Backstory


Kal was. actually born from human non mutant parents, and initially nothing seemed out of order, aside from his red eyes. It was when metal started grewing on his body that people started wondering what exactly was he. Since even his parents would look at him with fear for what he might be Kal when he could he escaped to the wildlands, all by himself. Where mutants were accepted. Teorically. The truth is, for as long as you don't look like a robogolem everyone accepts you, but when even mutants start thinking that you are not a person... it didn't help that he started developing magical abilities, who scared everyone. At the age of 18 he decided to reach the Empire, where everyone is treated equally BAD and he won't feel so much of an outcast (well, aside from the fact that he's a little crazy)



Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
He’s sarcastic and playful in ANY situation, appearing potentially as insensitive.
He's a ladies man, or at least tries to be, often with comical results.
He's very sensible to the matter of how mutants are treated, at least when it regards him
He's eager to show off, never turns down a fight or a drink or a game, and doesn't like being told what to do, thought he may comply if he doesn't feel forced too much
He's somewhat of a loner in thruth, using jokes to "defend" himself from the others.

Step 2: List at least two goals for the character.
To have the power to be free to do whatever he wants, in spite of evryone else
Thought he'll never admit it, to actually find someone to love who loves him back

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
(Known) He was always bullied and was forced to take matter into his hands. That's why he doesn't feel anything when it comes to killing, and that's the very same reason for why he'd do anything to protect people who deserve it (at least for him).
(Unknown) uuuuhm...

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
Everyone Everyone he knows either bullied him, disthrusted him, attacked him etc.
Gildoron Goldenleaf to be decided

Step 5: Describe three memories, mannerisms, or quirks that your character has.
(Memory) The face of his parents discovering that he was a mutant.
(Mannerism) To pass his hand trhough his hair whenever he's complimented.
(Quirk) He'll never take you seriously. Almost.






Regarding the spell weaver, I didn't get it. The mutations required can even be the six starting one (two more arms, enhanced caster level, 4 spell-like abilities) with caster level hitting 5 at level 6 (half mutator level plus two from enhanced) and you have to wait anyway for 8th level for the skill ranks.

And in the mean time you'll have spent 28 mutations to have 56 additional arms. (Actually you need only 40, but oh well)


I thought about how they could meet, what about Kal's levi broke and he stopped to help him/to fix his levi? It would be a start

TankLaser007
2017-08-17, 11:25 AM
Like how Kal turned out here is a pic that I thought of reading his description (except the colour of the cloak is black not red) also here is a levi more in the style of a classic street bike both for your consideration:


https://s12.postimg.org/567h6o7bh/Kal.jpg



https://s30.postimg.org/43zoilbu9/hoverbike_iii_by_tralkan-d47wjgp.jpg

Valmark
2017-08-17, 11:27 AM
I added some things regarding our potential meeting, also thanks for the pics, especially Kal's one. I'll modify it to make it red and then I'll use it surely

TankLaser007
2017-08-17, 11:35 AM
Yeah that sounds like a good jumping off point, Then we could have bonded over a magical nature and the fact that I you like to fight and I like a capable companion. Although I am here to get supplies and then head back maybe you mostly stay in the the CIty of Light and I let you know when I need a body guard for runs between the Wildlands and "civilisation". How long do you want to have known each other?

Valmark
2017-08-17, 11:39 AM
Uhm, I wrote thst at 18 I wanted to go to the city of light to later go to the empire, so I'll need to reduce the age at which I got to the city of light... maybe I'm searching for money to travel?

That could maybe make our meeting be to perhaos... even two years? Or yout hink about months? Let's remember that our characters are 18 and 16...

TankLaser007
2017-08-17, 11:42 AM
1.5-2 years works for me, I've been travelling back and forth since I was around 15. When I got my own Levi, now that I have more experience I can probably make the runs alone or with you where before I would go with more experienced runners. Also if you want to make the meeting shorter like 2-6 months that also works.

Valmark
2017-08-17, 11:47 AM
I'll make it so that I got to the City of Light at 17 and have been saving up for later travelling, that way everything turns out. How close do you think we are?

TankLaser007
2017-08-17, 11:53 AM
It's up to you. You said Kal is a loner by nature and Gildoron is an entertainer so he is pretty much a people person, he is also very much into Mutant rights and really distrusts humans.

LairdMaon
2017-08-17, 11:55 AM
Let them rest the night in peace. When they wake up for breakfast, feel free to introduce yourself. By then you'll have heard rumors of survivors of Beomfeld.

Btw, this was an unscheduled trip to the City. Half of the most recent shipment of divinely blessed potions were faulty and failed to produce any effect. No one died, but recovery from a minor blacksmithing accident will take weeks longer to heal without the right stuff. This trip is to rectify that. And no, you haven't had the chance to see an official yet.

Valmark
2017-08-17, 12:06 PM
Welp, I think very close. Aside from the fact that the more of a loner you are, the closer you are to friends (believe me it's true) with frequent travels and whatnot they probably spent a lot of time together. I can see him putting Gildoron in costant embarassment.


Also, what do we know about Beomfeld?

TankLaser007
2017-08-17, 12:22 PM
[roll0] what do I know about these Dragon Born, if anything (making the roll now so that if it comes up I can just say in character blah blah or I don't know ect.
[roll1] for Boemfeld
[roll2] for Boemfeld

Edit:


Welp, I think very close. Aside from the fact that the more of a loner you are, the closer you are to friends (believe me it's true) with frequent travels and whatnot they probably spent a lot of time together. I can see him putting Gildoron in costant embarassment.


Also, what do we know about Beomfeld?

Let's say that we've been travelling together for about a year or more then.

LairdMaon
2017-08-17, 12:32 PM
Beomfeld was a powerful and lucrative merchant city/state. Best guess rumors say that the rocks that crushed it were a misfire of the Clemant Empire's giant cannon. It's been a dangerous ruin since, devoid of life and legal to anyone who tries to enter it.

No rumors about any dragonborn of note. Just the normal "represent Bahamut, are good, and so on".

Valmark
2017-08-17, 12:37 PM
Aside from the fact that I realized there are 4 male pcs and 4 female pcs (I'm pretty sure we can danc... right, it's only in my country that song) and I've done that type of character... I'll get so much fun until Tyralisa splatters me against a wall

I'm doing mental pairings. Like Zephyrinque and Gildoron.

Giant cannon? Also, it means that that news is probably something that I'll never believe until I see it with my own spell-like divination

LairdMaon
2017-08-17, 12:41 PM
I thought I'd mentioned the giant cannon. Common knowledge, spoken in quiet states that the Clemant Empire has a giant cannon that they use every 14 years. It's usually a major part of their attack on the small territories they subsume. They used it 2 years ago.

Valmark
2017-08-17, 05:44 PM
...I hope I'll get to destroy the cannon...looks like a very metal thing...


Also, GO TO SLEEP ALREADY GROUP

TankLaser007
2017-08-18, 09:17 AM
What do we know about the Ogrendar Family:

[roll0]
[roll1]

TankLaser007
2017-08-18, 09:19 AM
...I hope I'll get to destroy the cannon...looks like a very metal thing...


Also, GO TO SLEEP ALREADY GROUP

They haven't even all given their names and got their papers yet.

Valmark
2017-08-19, 05:30 AM
"A pheromone enhanced etc."... so your average teenager but with tails xD

TankLaser007
2017-08-19, 05:44 AM
Double pheromones.

TankLaser007
2017-08-21, 10:44 AM
They are almost about to ENTER the city!!!!

LairdMaon
2017-08-21, 11:13 AM
Can you taste the Roleplay yet? Can ya?

Valmark
2017-08-21, 11:35 AM
Hell yeah!!!!

Valmark
2017-08-21, 02:35 PM
Just to be picky: we could have showed up and lie for them, just to start things nicely u.u

LairdMaon
2017-08-21, 02:43 PM
They need at least one night of rest. They've been through a LOT

TankLaser007
2017-08-21, 02:51 PM
We'll be in this game by Wednesday I am predicting

TankLaser007
2017-08-22, 10:29 AM
What do we know about the Ogrendar Family:

[roll0]
[roll1]

Also who are some of the main tribes, groups or leaders in the Wildlands? Or areas, settlements and so forth.

LairdMaon
2017-08-22, 10:55 AM
Also who are some of the main tribes, groups or leaders in the Wildlands? Or areas, settlements and so forth.

Gah! Questions I was unprepared for!
Give me a moment to make the appropriate sacrifices to the Void housed in my skull.

Rest assured, (looks at the IC thread), I'll have those answers available to you, with time to enjoy it, before you start playing your characters.

Valmark
2017-08-23, 10:17 AM
As sono as I can I'll update Kal's modified pic!

Also, exchanged entropic reaper for fellmist robe (lost 2 fast healing that I'll put back later and superiore cognizance to gain fellmist robe (5% concealment) and an essentia to put in mutations)

LairdMaon
2017-08-23, 10:21 AM
The Wild Lands are an archipelago interconnected by a series of Gates. Each island is lead by a chief who holds complete power over his people. On the whole, these chiefs are remarkably moral individuals, their concern is for the health, wellbeing, and happiness of their subjects.
The islands are mostly untamed, only the actual settlements show true signs of civilization. But, Oh!, what civilization they have! It was in these lands that the levi-tech was pioneered. There is even one island built and kept aloft entirely on levi-tech.
The council of chiefs meet monthly, in times of peace, by scry. Each island has it's own fighting force consisting of most of their population. Games are often martial in nature and those who excel get to compete in the interisland games. These larger games are fought for pride and prestige, no monetary gain is to be had.
But they are NOT bloodless. The interisland games are a bloody, messy thing. A great deal of healing is often required. Death is uncommon in the extreme. Heavy penalties await what amounts to murder.

The islands are named for their major features. Treehold, Grandview, Crystalspire, and so on.

I'm available for further questions as needed. ;)

TankLaser007
2017-08-23, 10:41 AM
The Wild Lands are an archipelago interconnected by a series of Gates. Each island is lead by a chief who holds complete power over his people. On the whole, these chiefs are remarkably moral individuals, their concern is for the health, wellbeing, and happiness of their subjects.
The islands are mostly untamed, only the actual settlements show true signs of civilization. But, Oh!, what civilization they have! It was in these lands that the levi-tech was pioneered. There is even one island built and kept aloft entirely on levi-tech.
The council of chiefs meet monthly, in times of peace, by scry. Each island has it's own fighting force consisting of most of their population. Games are often martial in nature and those who excel get to compete in the interisland games. These larger games are fought for pride and prestige, no monetary gain is to be had.
But they are NOT bloodless. The interisland games are a bloody, messy thing. A great deal of healing is often required. Death is uncommon in the extreme. Heavy penalties await what amounts to murder.

The islands are named for their major features. Treehold, Grandview, Crystalspire, and so on.

I'm available for further questions as needed. ;)

Brilliant. So I'll assume I am from Treehold. Mostly Fey, Elves, woods and what not? Who is our leader? And where would I think the Pride is from if/when I saw them? Is there any Island that seems like it would most likely be home to such an eclectic group?

TankLaser007
2017-08-23, 11:09 AM
FINALLY!!!

They have all spoken to the guards!!! (see it's Wednesday here but not sure we'll mak it before I hit Thursday...)

LairdMaon
2017-08-23, 11:30 AM
Brilliant. So I'll assume I am from Treehold. Mostly Fey, Elves, woods and what not? Who is our leader? And where would I think the Pride is from if/when I saw them? Is there any Island that seems like it would most likely be home to such an eclectic group?

Treehold is run by Chief Frayman, a halfelf.
Due to the flow of people between the islands, it's really impossible to guess any one locale. Please remember that being from the Wild Lands, you will be far more familiar with magitech. It'd be really weird for a wildling to be unfamiliar with that tech, in fact...

TankLaser007
2017-08-23, 11:55 AM
Treehold is run by Chief Frayman, a halfelf.
Due to the flow of people between the islands, it's really impossible to guess any one locale. Please remember that being from the Wild Lands, you will be far more familiar with magitech. It'd be really weird for a wildling to be unfamiliar with that tech, in fact...

Got it!!! SO if it is clear they are ignorant of magi-tech we'd know for sure they probably aren't from the WIldlands.

LairdMaon
2017-08-23, 12:14 PM
Communication has been achieved!

TankLaser007
2017-08-23, 11:07 PM
Go to bed already people!!

Did Mischa just dump me?

https://media.giphy.com/media/Hwq45iwTIUBGw/giphy.gif

LairdMaon
2017-08-23, 11:12 PM
Wait, YOU were dating her?

btw, has anyone caught on to my naming scheme yet?

TankLaser007
2017-08-24, 12:36 AM
Wait, YOU were dating her?

btw, has anyone caught on to my naming scheme yet?

Nope, your guess is as good as mine -- I drew a complete blank. As for Juan's daughter she's a real turn off can't say I'm ganna miss her.

Valmark
2017-08-24, 04:55 AM
Stupid white lettera mghrhrvhrc

Valmark
2017-08-24, 09:28 AM
So we are basically waiting for Dorian to finish flirting?

Also:
http://imgur.com/lfNvYkM

LairdMaon
2017-08-24, 09:37 AM
I'm giving a chance for RP on the way to the inn. Kinda hoping they'll stay in their rooms for the night once Mischa delivers them their.

I honestly didn't expect flirting.

Valmark
2017-08-24, 11:04 AM
Well, if anyone goes somewere in the night we might get introduce then the situation will be like "IT'S YOU!!!"

LairdMaon
2017-08-24, 12:43 PM
Who wants to make a short cameo in the tavern before bed?

And no, you weren't dating Mischa, lol

TankLaser007
2017-08-24, 12:48 PM
*pouts*

Oh, oh pick me!!!

Captain Cameo to action!!!

LairdMaon
2017-08-24, 12:50 PM
I'm about to allude to you two discussing decorative mods to your levis. Once my next IC goes up feel free to chime in.

TankLaser007
2017-08-24, 12:56 PM
Maybe I can be Singing while playing a summoned master work lute

[roll0]
[roll1]

LairdMaon
2017-08-24, 12:58 PM
What kind of song? Funny, jaunty, sad, somber...

TankLaser007
2017-08-24, 01:00 PM
A song about the Wildlings living free and the Wild Lands

LairdMaon
2017-08-24, 01:01 PM
Somber and wistful it is

Be ready!

LairdMaon
2017-08-24, 01:04 PM
Ripptor gave me the in I needed to introduce you two

Whew!

TankLaser007
2017-08-24, 01:10 PM
[roll0] Seeing if I notice that Zephyr is a plant type "wildling" I am assuming most of the others are easily recognizable.

Speech colour test

"Hey this is how I speak..."

Dark Orange

LairdMaon
2017-08-24, 01:13 PM
You seriously beat her by 1? Wow... Though I'm going to say that she has distance and lighting on her side. Cool with "There's something fishy, can't put finger on it"?

LairdMaon
2017-08-24, 01:21 PM
Notes

You are familiar with Lady Pettlace. Not with Mischa. You have a room paid for already. Second floor. Two beds. Your levis are stored in what were once stables near the front gate. The food in this pub is pretty great. Try the veal, it's delicious.

LairdMaon
2017-08-24, 01:37 PM
Gildoron Goldenleaf

The green skinned player follows his companions gaze to the newcomers. His eyes widen slighlty as he notices the group and his song trails off...

♪♫♩"Oh forever free the wildling is,
Beneath the autumn moonlight.
Wind through the leaves the Wild Lands are,
As stars sing through the night".♬♪

He stands up and as he does the guitar disappears in his hands. A smile widens on his face and he walks towards the group who has just entered.

"Gildoron Goldenleaf, courier for Frayman of Treehold. What Isle are you lot from? This is the first time I have seen you here, and in such a large group." he puts his hand out...


https://s22.postimg.org/49m38hxld/images-4.jpg


Sublime. I'm loving it!

LairdMaon
2017-08-24, 02:08 PM
Yeesh, 4 posts in a row...

Now intro yourselves OOC. Sheets n stuff.

TankLaser007
2017-08-24, 02:31 PM
Yeesh, 4 posts in a row...

Now intro yourselves OOC. Sheets n stuff.

Roger that Cap'n ! On it!

LairdMaon
2017-09-11, 08:43 PM
Completely unrelated rolls.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]

[roll7]

TankLaser007
2017-10-23, 12:33 PM
Athaam Cattim Faithful of Myrkul (https://www.myth-weavers.com/sheet.html#id=1090494)
https://s28.postimg.org/cl90jmqq5/Cleric_of_Myrkul_Canvass.jpg

“The master which I serve quickens what's dead
and makes my labours pleasures”






— William Shakespeare, The Tempest

Appearance


Personality




Background

Valmark
2017-10-23, 02:19 PM
What...? 10+ characters

TankLaser007
2017-10-23, 02:44 PM
Move along nothing to see here!!

(Just playing with formatting here.)

TankLaser007
2017-11-10, 02:00 AM
W2TW2:

[roll0] 12
[roll1] 17
[roll2] 13
[roll3] 15
[roll4] 14
[roll5] 10

Let's see what we got.

TankLaser007
2017-11-10, 02:05 AM
[roll0] Let's see if we can get better than a 2
[roll1] Let's see if we can get better than a 2
[roll2] Let's see if we can get better than a 2

TankLaser007
2017-11-10, 02:07 AM
Wow that 5th set is really giving us issues:

[roll0] We want better than a 2!!!

TankLaser007
2017-11-19, 04:54 AM
I just realized we were supposed to roll SEVEN sets. I only rolled six. So here goes my seventh.

[roll0]

TankLaser007
2017-11-19, 04:55 AM
There's always one:

[roll0]

So I am going to use this 14 to replace the 10 above.

TankLaser007
2018-01-30, 02:09 PM
Here is my Sheet for Cherie Antoinette DuCournette (Blackout)




The Delinquent
You’ve got these cool powers. But everyone keeps telling you how to use ’em. You know what they need? Someone to give them trouble, to make sure they don’t always get their way. And hey! You’re the perfect hero to do it.

Hero Name: Blackout
Real Name: Cherie Antoinette DuCournette
Look: Woman, Asian, Laughing Eyes, Garish Clothing, Skimpy Costume
Abilities: Tricks Illusions and Power Negation



https://s17.postimg.org/3z0gzb4in/Cherie.jpg


https://s17.postimg.org/y3oxktu7z/Blackout_4.jpg


Labels:

Danger: +0
Freak: +1
Saviour: -1
Superior: +2
Mundane: +1


Conditions:

☐ Afraid (-2 to directly engage a threat)
☐ Angry (-2 to comfort or support or pierce the mask)
☐ Guilty (-2 to provoke someone or assess the situation)
☐ Hopeless (-2 to unleash your powers)
☐ Insecure (-2 to defend someone or reject others’ influence)


Potential: ◯ ◯ ◯ ◯ ◯


Advancement:
When you fill your potential track, you advance. Choose from the list below.

☐ Take another move from your playbook ☐ Someone permanently loses Influence over you; add +1 to a Label
☐ Take another move from your playbook ☐ Rearrange your Labels as you choose, and add +1 to a Label
☐ Take a move from another playbook ☐ Unlock your Moment of Truth
☐ Take a move from another playbook ☐ Add +1 to any two Labels

When you’ve taken five advances from the top list, you can take advances from the list below.

☐ Change playbooks ☐ Unlock your Moment of Truth after you’ve used it once
☐ Take an adult move ☐ Lock a Label, and add +1 to a Label of your choice
☐ Take an adult move ☐ Retire from the life or become a paragon of the city


Delinquent Moves:

☑ Mary Contrary: When someone tries to pierce your mask, comfort or support you, or provoke you, you can interfere. Roll + Superior. On a hit, they take a -2 on their roll. On a 10+, you also take Influence over them or clear a condition. On a miss, they get a 10+ no matter what they rolled and you mark a condition of their choice.

☑ Team? What team?: When you use Team selfishly, clear a condition or mark potential. The first time in a session that you use Team to help a teammate, take +1 forward.

☑ Are you watching closely?:When you mislead, distract, or trick someone, roll + Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.
you get an opportunity
you expose a weakness or flaw
you confuse them for some time
you avoid further entanglement
☐ Troublemaker: When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1 when you spend a Team from the pool.

☐ I don’t care what you think!:Whenever you reject others’ Influence, add +2 to your roll. On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

☐ Criminal mind: When you assess the situation, you can always ask one of the following questions, even on a miss:
what here is useful or valuable to me?
how could I best infuriate or provoke _______?
what’s the best way in/way past?


Other Moves:





Team Moves:

☑ When you share a triumphant celebration with someone, ask them if they think you’re cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they’re a teammate, then either way, add a Team to the pool.

☑ When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they’d like you to be. Mark potential if you show them that person. If they’re a teammate, add a Team to the pool no matter what.



How did you get your powers? Her abilities were gained via experimentation, genetic manipulation. The cabal of geneticists responsible for her creation has bred dozens of children all created in labs and engineered to produce individuals with select traits and abilities. Who Cherie’s biological parents are, or were, is unknown to her she was told her parents died in a fishing accident in her native Vietnam. Cherie was adopted by a French family, the DuCournettes when she was three. Both being accomplished in their fields Cherie had a pretty comfortable and privileged upbringing. Her mother Jeanne-Margritte is a biochemist while her father Victor is a neurologist and psychologist. She spent the first four years with her new family in Marseilles before moving to Halcyon City when she was Seven. At the age of eleven she discovered her “parents” were actually part of a team of “mad” scientists responsible for her creation and that her abilities – the ones they had seemed so understanding about, were not, in fact, a random occurrence nor were her “supportive” family’s interest in their development and capabilities the act of love and acceptance she had thought it to be. Her parents are not aware that she knows their secret – at least she doesn’t think they do. She has a secret of her own. While her family knows about her illusionary powers they have no idea she is able to shut down the powers of other metahumans and beings – and for the foreseeable future she has no intention of letting them know.

What do you do for fun? Cherie began “acting out” when she was 12, running away, committing “faux crimes” for which she was arrested many times, and began busking and performing street shows. Her family believe all of this is “just a phase” when in reality it is a calculated act of revenge, her very own quiet, silent, secret war against those she feels betrayed her. One of her favourite past times is “foxing” (faking a crime), she uses her abilities in the presence of someone like a teacher, police officer, shop owner, or citizen to make them think she has done something destructive or illegal; vandalism, destruction of property, theft, she even once stole candy from an illusionary baby – anything to illicit outrage and get a rise. When the time comes to prove that an actual crime occurred there is no evidence of anything having happened at all. It drives both the authorities and her parents mad. Although they know what she is doing they do not inform the authorities in hopes that A.E.G.I.S doesn’t catch on. Cherie knows her parents want to keep their involvement in her abilities a “family matter” so won’t let anybody know about her. She also performs “street magic” or small scams from time to time, especially when she wants “pocket change” and always while making use of her abilities.

Who, outside the team, thinks better of you than you do? Julie Parsons, her first juvenile corrections officer is always telling her about her “potential” and how she can “do so much better” and “really has talent” that she is “a bright young woman”. Despite constantly telling Julie how much she can’t stand her, Cherie always manages to get in trouble for something small just when she is about to finish her probationary period. The two have even met up for lunch a few times. If they aren’t careful someone might actually think they are friends.

Why do you try to be a hero? Blackout is in many ways the exact opposite of what Cherie is. Even though she calls “her” her “negative” – her exact polar opposite, Cherie in many ways embodies her persona more than she is willing to accept or even realises. When she’s Blackout she feels different. She feels a real confidence not the front she most often puts up. She is a bundle of contradictions, she wants to be loved and accepted but acts aloof and superior all despite the fact that she is a bundle of insecurities. She loves the attention, excitement and thrills of being Blackout – of being a Hero

Why do you care about the team? Not knowing who her birth parent’s were – or if she even has any (maybe she was grown in a vat) and then discovering that her parents had been lying to her all her life she feels rejected, isolated and betrayed. Throughout much of her life her parents were her best friends; the excitement of their shared secret of her abilities and all the “training” and “discovery” they did seeing her limits and scope was all just a lie. She wasn’t their daughter, more like their lab rat. After she found out her parent’s deception she walled herself off, not wanting to become close to anyone fearing she’d get hurt again. Yet really, deep down inside, she wants to be part of something, to feel like she actually has a family and maybe this team is her chance at something good, something pure and real – without lies and secrets.



We totally broke some major rules to win the fight. What rules did we break? Whose rules were
they?


You keep trying to impress ______ with your antics.
You and ______ pulled an awesome (if illegal) stunt together.


You care way more than you let on. Give three teammates Influence over you.

LairdMaon
2018-03-07, 11:03 PM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

LairdMaon
2018-03-07, 11:08 PM
Let's try this again
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

TankLaser007
2020-08-20, 01:24 AM
Here is my Sheet for Mentix the Outsider




The Outsider
You’re not from here. Your home is an amazing place, full of beauty and wonder. But there’s something to them, something special that you’re missing back home. Something...human. So yeah, you’ll be hanging around. At least for now.

Hero Name: Mentix
Real Name: James Smith (Zeyjahan)
Look (Natural): Man, Insectoid Body, Glowing Eyes, No Clothing, No Costume)
Look (Human): Man, Human Body, Curious Eyes, Average Clothing, No Costume
Abilities:Flight, Durability, Radical Shapeshifting, Telepathy & Mindblasts



https://s14.postimg.org/9sgo9f4wx/James_Smith_Outsider.jpg





Labels:

Danger: -1
Freak: +2
Saviour: +0
Superior: +2
Mundane: +0


Conditions:

☐ Afraid (-2 to directly engage a threat)
☐ Angry (-2 to comfort or support or pierce the mask)
☐ Guilty (-2 to provoke someone or assess the situation)
☐ Hopeless (-2 to unleash your powers)
☐ Insecure (-2 to defend someone or reject others’ influence)


Potential: ◯ ◯ ◯ ◯ ◯


Advancement:
When you fill your potential track, you advance. Choose from the list below.

☐ Take a move from your playbook  ☐ Someone permanently loses Influence over you; add +1 to a Label
☐ Take a move from your playbook      ☐ Rearrange your Labels as you choose, and add +1 to a Label
☐ Take a move from another playbook  ☐ Unlock your Moment of Truth
☐ Take two Abilities from any playbook  ☐ You adopt a human life; take Secret Identity & The Mask

When you’ve taken five advances from the top list, you can take advances from the list below.

☐ Take an adult move ☐ Lock a Label, and add +1 to a Label of your choice
☐ Take an adult move ☐ Unlock your Moment of Truth after you’ve used it once
☐ Change playbooks  ☐ Retire from the life or become a paragon of the city

Outsider Moves:

☑ Kirby Craft: You have a vehicle, something from your home. Detail its look, and choose two strengths (Telepathic, Dimension Shifting) and two weaknesses (Unarmed, Easily Detectable). When you are piloting your craft, you can use it to unleash your powers, directly engage a threat, or defend someone using Superior.

☑ Not so different after all: When you talk about your home, roll + Freak. On a 10+, choose two. On a 7-9, choose one. During the conversation, you:


confess a flaw of your home; add 1 Team to the pool
mislead them about your home; take Influence over them
describe the glories of your home; clear a condition.
☑ Belong in Two Worlds: You have the resources that come with your station. Whenever you contact your people, roll + Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but your people make an uncomfortable demand of you. Spend your hold 1 for 1 to:


receive a useful piece of alien technology that will allow you to use any ability from another playbook once (choose the ability when you spend the hold)
consult your people’s knowledge to ask the GM a question about the current situation
clear a condition through the comfort of contact with your home

☐ The Best of Them: When you comfort or support someone by telling them how they exemplify the best parts of Earth, roll + Freak instead of + Mundane.

☐ Alien Ways: Whenever you openly disregard or undermine an important Earth custom in favour of one of your own people’s customs, shift Superior up and any other Label down.

☐ Alien Tech: When you alter a human device with your alien technology, roll + Freak. On a hit, you create a device that can do something impossible once and then fizzle. When you roll a 10+, choose one:


it works exceptionally well
you get an extra use out of it
On a miss, the device works, but it has a completely unintended side effect that the GM will reveal when you use it.



Other Moves:

☐ ☐



Team Moves:

☑ When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it’s meaningful.
☑ When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there’s hope for you. If they say yes, mark Potential or clear one circle of your Doom Track. If they say no, mark a Condition or mark your Doom Track.


Moment of Truth:
You embrace your home and call them for aid. They will answer your call—in force!—arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done...they’d probably like to take you home with them. You did, after all, just prove yourself worthy.











Where do you come from?


“”

Why did you come to Earth?


“”

Why do you want to stay here (for now at least)?


“”

Why do your people want you to come home?


“”

Why do you care about the team?


“”

How old are you?


“”

Who is your family? What are they like? Do they know about your powers or about you being a hero?


“.”

“”

What is your favourite place in the city? What do you do there?


“”

What do you do when you're bored?


“”

Who is your best friend? How did you meet?


“”

What do you want to do this month? This year? What do you want to be when you grow up?


“”

How much experience have you had as a superhero? Were you ever on a team before now?


“.”

Name one Director of the Guardians, the leading Hero Organization of San Fransapporo.


“ ”

Who is the greatest villain in the city? Why do you think that?


“”

Who knows about your secret identity?






We didn’t trust each other at first, but that changed. How? Why?


You’ve been learning about Earth by spending time with _______.
You have a crush on ______ but you keep it under wraps.


You’re cheerful, you’re thrilled to be here. Give everyone Influence over you.




you get an opportunity
you expose a weakness or flaw
you confuse them for some time
you avoid further entanglement



Mime:

"He's very active. Active and enthusiastic. Me I was never much of the sporty type, more of an 'indoor kid' I think we're called. But I will say this about him he isn't like the 'jocks', y'know the ones you see in films and on telly. No he's actually like a real person. Like y'know real, real. What I am trying to say is compared to most of the others on the team you might think he needs the more overtly 'powerful' members. But really that's not what this is about. It's not what a team is about. A team is about support on and off the field, y'know? He really gets that, he understands commitment, sacrifice, dedication and family. He has a little sister. When he talks about her sometimes it reminds me of Sarah. That's the thing I respect most about him. Not how fast he runs or how agile or adept he is -- and believe you me he is all of those things but that's not what makes him special and neither is the ability to take on other physical properties. It's the fact that he understands more than any of us, I think, what really being a 'hero' is all about, protecting the ones you love, no matter the cost."

Nuisance:

"I hate that name. Not because its bad but if you really knew S--um, if you really knew her you couldn't say it. Also I like her name, like her real name, reminds me of someone I love. Okay, okay let's not go there I like her but... you know like a sister. Anyway she is one-hundred and ten percent in this. I could never do what she does. She is extraordinary in her drive and I kind of respect her for the same reasons I do Mime. It's harder for them but you wouldn't know it by watching them. Me or most of the others we can get hit -- hard spend a few, minutes, hours, a day, whatever and pretty much good as new. Her and Mime. It’s real y'know? Also if this is just between us... I love watching her work. Precision. That's the word that comes to mind. Yes she's a bit unpolished at times but what I wouldn't give to see her a few years from now when she's really come into her own y'know. More than Mime I think a lot of people underestimate her -- including herself. Maybe they don't see her like I do, but that's because you all only see the suit and bow, not what's behind it. Not what’s inside."

Daisy:

"Daisy? Oh boy... you mean The Warrior Of Ten Thousand Bloody Blades Who Shall Bring About The Promised Darkness! Listen, between us I wouldn't call her 'Daisy' I mean you can, I guess it does make sense given her mentor. I wonder, maybe they'd call me orchid or lil-- oh wait, oh yeah what do I think about her? She is fierce, she doesn't quite fit the stereotype of the enlightened Buddhist monk she's more like ... well 'a force of nature'. If I was going to face off against someone, someone tough, like the Broodmaster, I would defiantly want her there.”

“But there's more to her too. More than just the fighting, but I think she's restless. There's something -- you know when an animal is skittish or anxious? Well that's her -- I'm not saying she's animal just not the serene lotus on the lake y'know? She isn't stupid or a brute either I know some people think that, I just think there are things that might have happened to her that she still hasn't really come to terms with yet -- but nothing, I'm sure, that time won't heal. Time and breaking lots of things. Mostly breaking. Faces. Of Bad guys."

Goliath Gecko:

*laughs* "Ryan? He trips me up. Talk to him. You spend just five minutes -- no five seconds -- with him and you'll forget what he looks like. He is the most human one among us. Just hear me out. He is always on. Whenever I am around him, y'know just watching him talk to someone, I can't help but smile. he just genuinely makes me happy. I know its weird. I know I'm weird but GG? More human than human. The only reason I wish I could have seen him before – you know he changed – is to see his expressions, you know his ... um current situation isn't really conducive to a lot of facial emoting. Looking at him you'd think he was this dour, gruff scary beast, bitter and angry -- that can't further from the truth. As he would say he's one 'dope dude'! "

The Poltergeist:

"What? Ellie. *blushes* She's... you know. I -- what I mean is ... I don't think a lot of people get her. Y'know what it must be like to be her. I mean not that I know. But... she's had to learn how to deal with things, amazing and scary things, and from a young age y'know? Not a lot have been through what we've been through. I mean like 'we' ... like ... um, you know like as young people with extraordinary abilities at such a young age. I wasn’t trying to imply anything...”

“I just imagine what it must be like, as a child, to know you've hurt people. Maybe even, maybe you killed somebody. Not that she’s killed anybody. She’s not like that. Just like if something really bad happened, not because you wanted it to, but because it was out of your hands. I am not saying, I'm not -- I am not saying somebody who does that isn't responsible. Yeah they are -- kinda, its just well it’s complicated y'know? For someone who hasn't experienced it it's really hard to understand. I don't mean intellectually either -- and really I wouldn't want anyone to feel that, not really, or to go through it. But just imagine if you had. If you did things you could never take back -- and you wanted to. So, so much but you knew you couldn't. What do you do? Say 'sorry' for something that was an accident for the rest of your life?"

"Anyway she's amazing. It's not just her powers. She works so hard to master her abilities. Oh and she helps others too! Y'know I am also telekinetic, but I pretty much just know how to move myself. I can fly. Not ganna lie it's pretty cool. But before I met Ellie. Y'know I couldn't move a coin or a ball or even a paper clip. I've been practising with her.”

“Now I can kind of like float things, you wanna see? Its not really that impressive more like when you put two magnets together with the reverse polarity there's just kind of this repulsion and y’know when you flip them how they just snap back together. So I can kinda do that now see... it floats up and look see its not too shaky, and if I put it on my other hand -- check this out blam! You see that? Like all Luke Skywalker. Pretty cool huh? Ellie taught me. And I know you're probably thinking ‘hey you can lift yourself, you can fly how come you can't move a little ball around’ well it's the difference between lifting your hand and lifting a weight."

"Oh and she likes the waterfront too! I saw her there once. She didn't see me, I just hung back and watched the sun on the water and her... . It was nice, she's a lot more than folks know she's --- wait. Actually ignore that last part, wait give me that, let me see, that kinda makes me look like some creepy stalker..."

Saturna:

"Saturna? Another surprise. A pleasant one. I am astaounded at how strong she is and I don't mean just her physical strength. To be through all the crazy stuff she has been through. Wow, makes you appreciate what you have. Her uncle killed her mom, tried to kill her, her dad. Well her dad -- let's just say he is... intense. I went to their lab once -- her dad gave me my suit. Not this one -- I got this like at Pennys. I mean my costume, anyway she is like really stiff around him, you can tell something is like I don't know like there’s this tension?”

“Any way he is like super serious all the time. If being serious was a super power well he's got it. I would love to see like just him and Ryan -- you know Goliath Gecko – in a room together – you know that would be an awesome reality show. Just top. So anyway they gave me the suit, but he was like non-stop questions. Asking about the Brood, about the pods about Broodmaster, about how I do this or that about everything, like 'what is the exact sensation you experience while discorporating' and he like talks without moving his lips sometimes it’s actually kinda creepy."

"We're not here to talk about him though right? So my point is that I get the idea her home life isn't the ideal one -- but get this. You would never know that from the way she is. I don't think there is a bitter or cruel bone in her body -- but you know that, you've what, you talked to like all of us today right?”

“Wait, you talked to Ellie, did she say anything about m-- uh Menton? Because I think like her and Saturna are friends too... yeah anyway."

"So Saturna she is really well adjusted considering what she's been through, what we do, and all the expectations and responsibilities she must have to deal with. Heir to the royal family, homicidal realitives, the history of her parents on two planets, being a hero putting herself in danger. And then there’s just all the ‘normal stuff’, school, friends, growing up…

“I think she'd make a good leader, maybe do this 'hero thing' like as a job, I mean full time not as a paying gig. Wait, [b]are[b] we s'posed to get paid?

Tempest:

Tempest. Well remember what I said about Saturna’s dad? Tempest. You have to understand she was like raised her entire life, more or less, knowing she was going to do this. The fighting, the prospect of having to kill and of being killed. I mean can you imagine? At least most of us had a childhood. Some sense of just being a kid. I guess if I – y’know grew up with that regiment, discipline, having to know that I would be what stood between people and well frankly monsters – that I would have to be prepared to die. I mean I would probably be pretty serious too.

“I know her life’s not all press ups and practice twenty-four-seven, she has friends, goes to school, I even catch her watching telly from time to time. She’s a person like the rest of us, but sometimes it’s just that she intimidates me. Not like in a scary way she just has an intensity about her. I think out of everyone on the team I would be most concerned if she came after me.”

Locust:

TankLaser007
2020-08-20, 01:25 AM
Step 1: Write 5 background and concept elements that you feel are important to your image of the character.

Hibr has just recently found freedom as the Shadow that created and controlled him was killed only a short time ago.
He was originally a young boy of 7 when he was killed along with his family while resting in the small shelter haunted by the Shadows.
Hibr does not remember his mortal life, who or what he was before he was created and enslaved, newly freed it is if he is newly born.
Hibr spent over a century in the thrall of the Shadow that created him, despite being a century old most of his life was spent under the control of another his mental and emotional state are still very immature. He died as a child and has only now regained his free will.
In addition to literally being at a crossroads (the roadway that they haunted) he is also at a figurative one as well, what direction will he go with his newly found freedom.
Hibr is very much like a blank slate, he will likely take on the moral and temperamental traits of his new-found companions and look to them for guidance as a small child does with adults.


Step 2: List at least two goals for the character.

To discover himself. What kind of creature is he? A monster, a man, a hero a horror?
Remember something of his life before undeath.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

Hibr has a compulsion to make his own spawn, although he has thus far avoided it. (Known)
He is Garrin Brendeil a half-elf, whose father was killed when he and his twin sister Navine were both infants. He has exissted so long as a Shadow in thrall he has forgotten who he was. (Unknown)


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

(Friendly)
Vorqix also survived the raid on his coven, he was barely able to escape sinking into the earth and waiting for all of the undead hunters to leave before fleeing. He will be very pleased to see some of his "children" survived but less so that they are not under his thrall as it was one of his spawn, and not him, that struck the killing blow that created Hibr.
Navine 'Spirit Slayer' Brendeil (Hostile) his twin sister, after being saved by Waylund she was raised in the temple of Fharlanghn, she has devoted her entire life to hunting and killing undead and taking revenge for the loss of her family and for everyone harmed or scarred by the undying and their allies. She is the leader of the group 'Vengeance Dawn' that wiped out the coven of Shadows, and inadvertently freed him. She has a hatred for all undead especially Shadows.


Step 5: Describe three memories, mannerisms, or quirks that your character has.

(Memory) Suddenly discovering the ability to direct his own actions. Only after the ever present will of another over him was lifted did he realise that he had before been a slave, like one who has never seen light before walking into a lit room for the first time.
(Mannerism) Hover motionless in place while slowly seeming to unravel in all directions at once before once again coalescing.
(Quirk) 'Speaking' in rhymes or in a sing song manner, repeating back to people what they have just said.

TankLaser007
2020-08-20, 11:42 AM
Inquisitor Sylf Vyndir (https://www.myth-weavers.com/sheet.html#id=2280673)

Medium Umbaran (https://swse.fandom.com/wiki/Umbaran) Inquisitor (CL 12) [ Noble (https://swse.fandom.com/wiki/Noble) 1 || Jedi (https://swse.fandom.com/wiki/Jedi) 7 || Force Adept (https://swse.fandom.com/wiki/Force_Adept) 3 || Jedi Knight (https://swse.fandom.com/wiki/Jedi_Knight) 1 ]
Destiny 8; Force 3; Dark Side 22
Init +6, Senses Darkvision, Perception +22; Force Perception
Languages Basic, Umbaranese, Binary, High Galactic, Bocce, Huttese, Sith
Defenses Ref 22 (flat-footed 22), Fort 22, Will 32
HP 110 / 110, Threshold 32, DR 2 / -
Heavy Energy Shield SR 30 (-5 Ref, Move 4, -10 Attacks, Stealth)
Camo Stun Cloak (3d8 Stun vs. Grab & Grapple attacks)
Speed 6 Squares
Melee Lightsaber +10 (2d8+5)
Base Attack Bonus +11 Grp +11

Condition
[ Normal | -1 | -2 | -5 | -10 | Helpless ]
[ . ⬤. . | ◯ | ◯ | ◯ | ◯ | ◯ ]
Abilities Str 8, Dex 10, Con 10, Int 14, Wis 22, Cha 20

Description
Text Here

Personality
Text Here

Backstory


Subtitle

During the Clone Wars Sylf was a child. When he was ten the war reached his homeworld and the Grand Army of the Republic and its clone troopers lead by Jedi made land fall to return the world to the republic after its cession. after the Battle of Umbara in 20 BBY

Master Sabla-Mandibu “Eye of Mandibu”



https://i.ibb.co/9HNw5Lc/Umbaran-1.jpg
https://i.ibb.co/c1nyfjp/Umbaran-2-Face-Left.jpg


https://i.ibb.co/9HNw5Lc/Umbaran-1.jpg

TankLaser007
2020-08-21, 11:15 PM
20 BBY Battle of Umbara


Following the Battle of Umbara in 20 BBY

During the Clone Wars Sylf was a child. When he was ten the war reached his homeworld and the Grand Army of the Republic and its clone troopers lead by Jedi made land fall to return the world to the republic after its cession.

During the campaign a Jedi General betrayed the Republic, having fallen to the Dark Side. Once the dust settled the council sent an Investigator to look into the mater of the fallen Jedi and whether he acted alone or there was something more sinister afoot.

After a few weeks on Umbara the Jedi Master disappeared, neither the council nor Republic troops stationed there could locate her.

A short while later Sylf had dreams where he saw a giant blue eye sinking through the earth between two buildings. He recognized the structures, the dreams persisted and his curiosity gave him the courage to investigate.

When he reached the place he recognized from his visions he felt a pull, a magnetic draw, as he walked in the shadow between the two abandoned habitations he felt as if he could see faint blue wisps of light flitting through the mists clinging to the earth.

The snaked and slithered along the ground pulling him behind until they coiled and coalesced over a bit of rubble knocked loose from the battle scared buildings.



after the Battle of Umbara in 20 BBY

Master Sabla-Mandibu “Eye of Mandibu”

TankLaser007
2020-08-24, 09:47 AM
Normal
-1
-2
-5
-10
Helpless

TankLaser007
2020-09-07, 01:51 AM
Verispex Scintilius Glavnossun (https://www.myth-weavers.com/sheet.html#id=2295569)

Medium Umbaran (https://swse.fandom.com/wiki/Umbaran) Inquisitor (CL 12) [ Noble (https://swse.fandom.com/wiki/Noble) 1 || Jedi (https://swse.fandom.com/wiki/Jedi) 7 || Force Adept (https://swse.fandom.com/wiki/Force_Adept) 3 || Jedi Knight (https://swse.fandom.com/wiki/Jedi_Knight) 1 ]
Destiny 8; Force 3; Dark Side 11
Init +6, Senses Darkvision, Perception +22; Force Perception
Languages Basic, Umbaranese, Binary, High Galactic, Bocce, Huttese, Galactic Sign Language
Defenses Ref 22 (flat-footed 22), Fort 22, Will 32
HP 110 / 110, Threshold 32, DR 2 / -
Heavy Energy Shield SR 30 (-5 Ref, Move 4, -10 Attack, Stealth, Initiative)
Camo Stun Cloak (3d8 Stun vs. Grab & Grapple attacks)
Speed 6 Squares
Melee Lightsaber +10 (2d8+5)
Base Attack Bonus +11 Grp +11

Advance Scheme


WS
BS
S
T
Ag
Int
Per
WP
Fel



35

32

39

40

32

53

36

34

28




Skills

Skills:
• Awareness (Per): - 18
• Barter (Fel): - 14
• Carouse (T): - 20
• Charm (Fel): - 14
• Chem-Use (Int): - 53
• Climb (S): - 19
• Common Lore - Administratum (Int): - 26
• Common Lore - Ecclesiarchy (Int): - 26
• Common Lore - Imperial Creed (Int): - 26
• Common Lore - Imperium (Int): - 53
• Common Lore - Tech (Int): - 53
• Common Lore - War (Int): - 26
• Concealment (Ag): - 16
• Contortionist (Ag): - 16
• Deceive (Fel): - 14
• Disguise (Fel): - 14
• Dodge (Ag): - 16
• Evaluate (Int): - 26
• Gamble (Int): - 26
• Inquiry (Fel): - 14
• Intimidate (S): - 19
• Literacy (Int): - 53
• Logic (Int): - 26
• Medicae (Int): - 53
• Scholastic Lore - Philosophy (Int): - 36
• Scholastic Lore - Bureaucracy (Int): - 63
• Scholastic Lore - Cryptology (Int): - 63
• Scholastic Lore - Judgement (Int): - 63
• Scholastic Lore - Tactica Imperialis (Int): - 63
• Scrutiny (Per): - 18
• Search (Per): - 36
• Silent Move (Ag): - 16
• Speak Language - Low Gothic (Int): - 53
• Speak Language - High Gothic (Int): - 53
• Swim (S): - 19
• Tech-Use (Int): - 53
• Trade - Copyist (Int): - 53


Traits & Talents

• Schola Education: You begin play with the skills Literacy (Int), Speak Language (High Gothic) and Speak Language (Low Gothic). Additionally Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium, War), and Scholastic Lore (Philosophy) are Basic Skills for you.

• Skill at Arms: You begin play with the Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), and Pistol Training (Las or SP) talents.

• Sheltered Upbringing: You take a -10 penalty on all Charm, Command, Deceive and Scrutiny Tests when dealing with the worst of examples of humanity (cultists, traitors, narco-addicts, gutter scum, mutants and the like).

• Tempered Will: Whenever you would attempt a Very Hard (-30) Willpower Test, you only take a -20 penalty for your Characteristic instead of the normal -30.

• Scion of Martyrs: Your parents were members of the Imperial Guard and perished serving the benefit of mankind.

• Against the Odds: The character loses one Fate Point.

• Special Circumstances: The Acolyte gains +3 to every Characteristic and +1 Wound.

• Institutionalisation: You have been indoctrinated into the belief that Imperial Justice is infallible (after all, you were innocent, and your prison branding proves it). The Character is immune to any attempts to Charm, Command, Deceive, or Intimidate him into acting against his Adeptus superiors. If he wishes to act against his own colleagues or the Adeptus he must succeed on a Hard (-30) Willpower Test.

• Light Sleeper: Count as awake even when asleep.

• Talented (Scholastic Lore): +10 to all Scholastic Lore Tests.

• Total Recall: Automatically recall information that you may have picked up in the past.

• Unparalleled Proficiency: Add half of your Unaugmented Intelligence Bonus (rounding up) to the Degrees of Success of any successful Scholastic Lore Test. (+27 to DoS)

• Unremarkable: Attempts to notice you when amongst other people or anyone attempting to describe you or recall details about you incurs a -20 penalty.

• Weapon Training Melee - (Primitive): No Penalties to Weapon Use

• Weapon Training Basic - (SP): No Penalties to Weapon Use

• Weapon Training Pistols - (SP, Las): No Penalties to Weapon Use



Background


BACKGROUND


https://i.ibb.co/hcprhd4/Judgement-Time.jpgDivination: “The wise man learns from the deaths of others.”
Homeworld: Schola Progenium
Career: Adept Rank: Verispex (3)
Background: Proven Innocent



===

TankLaser007
2020-09-08, 12:24 AM
Balistic Cloth Surcoat +1 AP (Arms, Body)

Verispex Armour 2 AP (Arms, Body) armour contains an auspex, chrono, combi-tool and data-slate. In addition, the armour has storage space for specialised tools, granting a +10 bonus to Awareness and Medicae tests made to find information in the field.

Verispex Helm (4 AP Head); Issued with the Adept’s Verispex armour, the Verispex helm is a diagnostic and detective device. The Verispex helm includes both infra-red goggles and a photo-visor. The helm grants +10 to Search and Tracking tests.

Vox Legi-Pattern Arbites Combat Shotgun

Shells:

-----
"The wise man learns from the death others."

Such was mentioned to me by the old Scrivener at the Schola. It was divined at the time of my arrival. I was only a babe then, the "scion of martyrs" as they say in those blessed halls of learning.

My parents, it was believed at the time, were martyrs. They lost their lives, both of them, in defense of the Imperium, defending the frontiers of humanity.

It is true, after a fashion, but as it is said "truth is subjective". The complete truth would only come to be known many years later. When I was in my seventh year, I can almost still hear the hoarse shrieking of the Drill Abbots during our morning constitutional.

I was summoned along with my instructors to the headmaster's cloister. There were some members of the Adminastratum there along with one of the monstrous red priests of the Omnisah.

Even to this day, I confess, I possess an irrational aversion to the adherents of the machine cult. A primal, animal fear which leads to distrust and animosity no doubt born of that fateful first meeting of my earliest memory.

"This is the boy then?" One of the interlopers had asked eyeing me intently. "Scintilius. The boy's name is Scintilius." one of the instructors replied.

"Inconsequential." The red priest screeched more than spoke, as a strange serpentine limb slithered from beneath his robes and extending towards me. "Remove the subject's tunic and bring it closer." It continued as a second metallic tentacle unfurled from beneath those volumus crimson robes.

It was roughly placed before the thing and my tunic was removed, a could feel the hands of Abernath, a grizzled old Drill Abbot tense as the red priest shuffled from his place towards me the two mechadendrite snaked towards my small chest, my little heart pounding in my chest.

There was a sharp clicking noise that echoed off of the stone walls disapearing in the vaulted ceiling of the chapel. To this day I swear Abernath flinched as the arcane and esoteric appendage attached itself to the birthmark on my chest.

The pain. Never again in my life have a felt such excruciating pain -- and I have been "proven innocent" in the trials of the greatest halls of Imperial Justice, trials which have stripped the sanity

TankLaser007
2020-09-08, 02:40 AM
Verispex Scintilius Glavnossun (https://www.myth-weavers.com/sheet.html#id=2295569)
Advance Scheme


WS
BS
S
T
Ag
Int
Per
WP
Fel



35

32

39

40

32

51

36

34

28



Divination: “The wise man learns from the deaths of others.”
Homeworld: Schola Progenium
Career: Adept Rank: Verispex (3)
Background: Proven Innocent

Wounds:12/12 Critical: None
Fate: 0/0 Fatigue: 0/4
IPs: 0 Cps: 0
DoM: - DoC: -
Disorders: None Malignancies: None



Skills

Skills:
• Awareness (Per): - 18
• Barter (Fel): - 14
• Carouse (T): - 20
• Charm (Fel): - 14
• Chem-Use (Int): - 51
• Climb (S): - 19
• Common Lore - Administratum (Int): - 25
• Common Lore - Ecclesiarchy (Int): - 25
• Common Lore - Imperial Creed (Int): - 25
• Common Lore - Imperium (Int): - 51
• Common Lore - Tech (Int): - 51
• Common Lore - War (Int): - 25
• Concealment (Ag): - 16
• Contortionist (Ag): - 16
• Deceive (Fel): - 14
• Disguise (Fel): - 14
• Dodge (Ag): - 16
• Evaluate (Int): - 25
• Gamble (Int): - 25
• Inquiry (Fel): - 14
• Intimidate (S): - 19
• Literacy (Int): - 51
• Logic (Int): - 25
• Medicae (Int): - 51
• Scholastic Lore - Philosophy (Int): - 36
• Scholastic Lore - Bureaucracy (Int): - 61
• Scholastic Lore - Cryptology (Int): - 61
• Scholastic Lore - Judgement (Int): - 61
• Scholastic Lore - Tactica Imperialis (Int): - 61
• Scrutiny (Per): - 18
• Search (Per): - 36
• Silent Move (Ag): - 16
• Speak Language - Low Gothic (Int): - 51
• Speak Language - High Gothic (Int): - 51
• Swim (S): - 19
• Tech-Use (Int): - 51
• Trade - Copyist (Int): - 51


Traits & Talents

• Schola Education: You begin play with the skills Literacy (Int), Speak Language (High Gothic) and Speak Language (Low Gothic). Additionally Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium, War), and Scholastic Lore (Philosophy) are Basic Skills for you.

• Skill at Arms: You begin play with the Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), and Pistol Training (Las or SP) talents.

• Sheltered Upbringing: You take a -10 penalty on all Charm, Command, Deceive and Scrutiny Tests when dealing with the worst of examples of humanity (cultists, traitors, narco-addicts, gutter scum, mutants and the like).

• Tempered Will: Whenever you would attempt a Very Hard (-30) Willpower Test, you only take a -20 penalty for your Characteristic instead of the normal -30.

• Scion of Martyrs: Your parents were members of the Imperial Guard and perished serving the benefit of mankind.

• Against the Odds: The character loses one Fate Point.

• Special Circumstances: The Acolyte gains +3 to every Characteristic and +1 Wound.

• Institutionalisation: You have been indoctrinated into the belief that Imperial Justice is infallible (after all, you were innocent, and your prison branding proves it). The Character is immune to any attempts to Charm, Command, Deceive, or Intimidate him into acting against his Adeptus superiors. If he wishes to act against his own colleagues or the Adeptus he must succeed on a Hard (-30) Willpower Test.

• Light Sleeper: Count as awake even when asleep.

• Talented (Scholastic Lore): +10 to all Scholastic Lore Tests.

• Total Recall: Automatically recall information that you may have picked up in the past.

• Unparalleled Proficiency: Add half of your Unaugmented Intelligence Bonus (rounding up) to the Degrees of Success of any successful Scholastic Lore Test. (+26 to DoS)

• Unremarkable: Attempts to notice you when amongst other people or anyone attempting to describe you or recall details about you incurs a -20 penalty.

• Weapon Training Melee - (Primitive): No Penalties to Weapon Use

• Weapon Training Basic - (SP): No Penalties to Weapon Use

• Weapon Training Pistols - (SP, Las): No Penalties to Weapon Use


Name: Shock Maul
Class: Shock
Damage: 1d10
Type: Impact
Pen: 0
Weight: 2.5 kgs.
Special: Shocking
Shock mauls are mostly commonly found in the hands of the Adeptus Arbites and enforcer squads on countless worlds to enforce the Emperor’s Law. While they are intended for crowd control and riot suppression in the hands of an enthusiastic user they can also be deadly combat weapons.

Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon, after Armour and Toughness Bonus, must make a Toughness Test, though they receive a +10 bonus for every Armour point they have on the location hit. If they fail, they are Stunned for a number of Rounds equal to half the Damage they suffered.

Name: Arbites Combat Shotgun Vox Legi-Pattern
Class: Primitive
Damage: 1d10
Type: Impact
Pen: 0
Weight: 7 kgs.
Special: -

Name: Arbites Combat Shotgun Vox Legi-Pattern
Class: Basic - Solid Projectile
Damage: 1d10+9
Type: Impact
Pen: 0
Range: 30 meters
ROF: S/2/-
Clip: 14
RLD: 2 Full Rounds
Weight: 7 kgs.
Special: Reliable, Scatter, Counts as Club in Melee
The primary weapon of the Arbites is the combat shotgun. It is valued for its stopping power, simplicity, reliability, and for its ability to intimidate. Even the most dusty, ancient Judge haunting the Halls of Judgement on Terra will have cut his teeth on the brutally effective shotgun drills which form the foundation of all Arbites combat training.

A huge variety of different shotgun designs are used in different Precinct Fortresses across the galaxy, depending upon local forge worlds. The Vox Legi-pattern is particularly widespread amongst the Arbitrators of The Periphery, and is broadly typical of the weapons favoured by Calixian Arbitrators.

Effectively a large-bore, locally manufactured version of the shotgun design used by many planetary enforcers, the Vox Legi is a devastating and adaptable weapon that fires shotgun shells nearly the size of those employed by the Adeptus Astartes.

The increased size of the weapon reduces its ammunition capacity compared to that of its fellow shotguns, but it still remains more powerful and adaptable than a standard shotgun. Most patrolling Arbitrators take advantage of this flexibility by carrying a variety of shotgun shell types so as to offer them different tactical options in the event of encountering a situation that requires their intervention.

Over-engineered by a considerable margin, the weapon is also perfectly capable of being used as a large club - indeed, it is expressly designed with this secondary purpose in mind. It is also designed for maximum psychological impact, with a very audible pump action (standard Arbites riot training makes use of this). The sound of a hundred Arbitrators simultaneously chambering their weapons has ended countless riots over the millennia.

Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal.

The Vox Legi counts as a club when used in melee. The user may opt to hand load a single shotgun shell into the specially designed tube magazine as a single Full Action. This shotgun shell may be of a different type to the other shells in the gun, but must be the next shell fired from the weapon.

If fired at a foe within Point Blank range, each two degrees of success the firer scores indicates another hit However, at longer ranges this spread of small projectiles reduces its effectiveness. All Armour Points are doubled against hits from scatter weapons at Long or Extreme Range.

Name: Stub Revolver
Class: Pistol – Solid Projectile
Damage: 1d10+3
Type: Impact
Pen: 0
Range: 30 meters
ROF: S/-/-
Clip: 6
RLD: 2 Full Rounds
Weight: 1 kg
Special: Reliable
Based on an ancient and welltested design, the stub revolver is an ideal backup weapon. Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal.

Name: Verispex Armour
Type: Arbites Light Carapace
Location(s): 2 AP (Arms, Body)
Weight: 5.5 kgs
Special: Integrated Tools (auspex, chrono, combi-tool, data-slate)
Verispex armour contains an auspex, chrono, combi-tool and data-slate. In addition, the armour has storage space for specialised tools, granting a +10 bonus to Awareness and Medicae tests made to find information in the field.

Name: Verispex Helmet
Type: Arbites Carapace
Location(s): 4 AP (Head)
Weight: 2.5 kgs
Special: Integrated Tools (infra-red goggles, photo-visor)
Issued with the Adept’s Verispex armour, the Verispex helm is a diagnostic and detective device. The Verispex helm includes both infra-red goggles and a photo-visor. The helm grants +10 to Search and Tracking tests.

Name: Ballistic Cloth Surcoat
Type: Arbites Ballistic Cloth
Location(s): +1 AP (Arms, Body)
Weight: 1 kg
Special: -
Many senior Arbitrators wear formal surcoats over their carapace armour in the discharge of their duties. The origin of this practice is unknown, but is apocryphally said to have begun on Terra, where the corrosive acid rain of that most holy of hive worlds tends to strip the paint off unprotected armour. The advanced weave of these garments adds somewhat to the protective quality of the carapace armour beneath. This article of clothing adds +1 AP to the arms and body of the wearer, and can be worn over other armour, provided it has been tailor-made for the wearer and their equipment.




Background


BACKGROUND


https://i.ibb.co/hcprhd4/Judgement-Time.jpg
Head (4)
(1-10)

Right Arm (3)
Left Arm (3)
(11-20)
(21-30)


Body (3)
(31-70)

Right Leg (0)
Left Leg (0)
(71-85)
(86-00)



===







===


Name:
Class:
Damage:
Type:
Pen:
Range:
ROF:
Clip:
RLD:
Weight:
Special:

Name:
Class:
Damage:
Type:
Pen:
Range:
ROF:
Clip:
RLD:
Weight:
Special:

TankLaser007
2020-09-08, 01:11 PM
Verispex Scintilius Glavnossun (https://www.myth-weavers.com/sheet.html#id=2295569)
Advance Scheme


WS
BS
S
T
Ag
Int
Per
WP
Fel



32

43

36

37

34

38

26

36

20



Divination: “The wise man learns from the deaths of others.”
Homeworld: Schola Progenium
Career: Cleric Rank: Priest (3)
Background: Redemptionist Firebrand

Wounds:12/12 Critical: None
Fate: 1/1 Fatigue: 0/3
IPs: 2 Cps: 0
DoM: - DoC: -
Disorders: None Malignancies: None



Skills

• Awareness (Per): - 13
• Barter (Fel): - 10
• Carouse (T): - 19
• Charm (Fel): - 10
• Climb (S): - 19
• Common Lore - Administratum (Int): - 19
• Common Lore - Ecclesiarchy (Int): - 19
• Common Lore - Imperial Creed (Int): - 19
• Common Lore - Imperium (Int): - 51
• Common Lore - Tech (Int): - 51
• Common Lore - War (Int): - 19
• Concealment (Ag): - 17
• Contortionist (Ag): - 17
• Deceive (Fel): - 10
• Disguise (Fel): - 10
• Dodge (Ag): - 34
• Evaluate (Int): - 19
• Gamble (Int): - 19
• Inquiry (Fel): - 10
• Intimidate (S): - 36
• Interrogate (Wp): - 36
• Literacy (Int): - 51
• Logic (Int): - 19
• Forbidden Lore -Heresy: - 38
• Scholastic Lore -Legends (Int): - 38
• Scholastic Lore - Philosophy (Int): - 19
• Scrutiny (Per): - 13
• Search (Per): - 36
• Silent Move (Ag): - 17
• Speak Language - Low Gothic (Int): - 38
• Speak Language - High Gothic (Int): - 38
• Swim (S): - 19
• Tech-Use (Int): - 38


Traits & Talents

• Schola Education: You begin play with the skills Literacy (Int), Speak Language (High Gothic) and Speak Language (Low Gothic). Additionally Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium, War), and Scholastic Lore (Philosophy) are Basic Skills for you.

• Skill at Arms: You begin play with the Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), and Pistol Training (Las or SP) talents.

• Sheltered Upbringing: You take a -10 penalty on all Charm, Command, Deceive and Scrutiny Tests when dealing with the worst of examples of humanity (cultists, traitors, narco-addicts, gutter scum, mutants and the like).

• Tempered Will: Whenever you would attempt a Very Hard (-30) Willpower Test, you only take a -20 penalty for your Characteristic instead of the normal -30.

• Scion of Martyrs: Your parents were members of the Imperial Guard and perished serving the benefit of mankind.

Scathing: Reduce starting Fellowship by –5.

Confess Your Sins!: You begin play with Interrogation (WP) and Intimidate (S)

Fanatically Faithful[: You start with Unshakable Faith[/i]

Flame & Chain: [/i]You gain Basic Weapon Training (Flame) or Melee Weapon Training (Chain).[/i]

Unhinged: You begin the game with 1d5 (2) Insanity Points.

• Hatred (Criminals) +10 WS to hit Criminals, +20 to Social Interactions against them.

• Rapid Reload Reduce reload times by half rounding down.

• Unshakable Faith: May re-roll failed Fear Tests.

• Weapon Training Basic - (Primitive, SP, Flame): No Penalties to Weapon Use

• Weapon Training Melee - (Primitive): No Penalties to Weapon Use

• Weapon Training Pistols - (Primitive, SP, Las): No Penalties to Weapon Use

• Weapon Training Thrown - (Primitive): No Penalties to Weapon Use



Gear

Name: Shock Maul
Class: Shock
Damage: 1d10
Type: Impact
Pen: 0
Weight: 2.5 kgs.
Special: Shocking
Shock mauls are mostly commonly found in the hands of the Adeptus Arbites and enforcer squads on countless worlds to enforce the Emperor’s Law. While they are intended for crowd control and riot suppression in the hands of an enthusiastic user they can also be deadly combat weapons.

Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon, after Armour and Toughness Bonus, must make a Toughness Test, though they receive a +10 bonus for every Armour point they have on the location hit. If they fail, they are Stunned for a number of Rounds equal to half the Damage they suffered.

Name: Arbites Combat Shotgun Vox Legi-Pattern
Class: Melee (Primitive)
Damage: 1d10
Type: Impact
Pen: 0
Weight: 7 kgs.
Special: -

Name: Arbites Combat Shotgun Vox Legi-Pattern
Class: Basic (Solid Projectile)
Damage: 1d10+9
Type: Impact
Pen: 0
Range: 30 meters
ROF: S/2/-
Clip: 14
RLD: 2 Full Rounds
Weight: 7 kgs.
Special: Reliable, Scatter, Counts as Club in Melee
The primary weapon of the Arbites is the combat shotgun. It is valued for its stopping power, simplicity, reliability, and for its ability to intimidate. Even the most dusty, ancient Judge haunting the Halls of Judgement on Terra will have cut his teeth on the brutally effective shotgun drills which form the foundation of all Arbites combat training.

A huge variety of different shotgun designs are used in different Precinct Fortresses across the galaxy, depending upon local forge worlds. The Vox Legi-pattern is particularly widespread amongst the Arbitrators of The Periphery, and is broadly typical of the weapons favoured by Calixian Arbitrators.

Effectively a large-bore, locally manufactured version of the shotgun design used by many planetary enforcers, the Vox Legi is a devastating and adaptable weapon that fires shotgun shells nearly the size of those employed by the Adeptus Astartes.

The increased size of the weapon reduces its ammunition capacity compared to that of its fellow shotguns, but it still remains more powerful and adaptable than a standard shotgun. Most patrolling Arbitrators take advantage of this flexibility by carrying a variety of shotgun shell types so as to offer them different tactical options in the event of encountering a situation that requires their intervention.

Over-engineered by a considerable margin, the weapon is also perfectly capable of being used as a large club - indeed, it is expressly designed with this secondary purpose in mind. It is also designed for maximum psychological impact, with a very audible pump action (standard Arbites riot training makes use of this). The sound of a hundred Arbitrators simultaneously chambering their weapons has ended countless riots over the millennia.

Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal.

The Vox Legi counts as a club when used in melee. The user may opt to hand load a single shotgun shell into the specially designed tube magazine as a single Full Action. This shotgun shell may be of a different type to the other shells in the gun, but must be the next shell fired from the weapon.

If fired at a foe within Point Blank range, each two degrees of success the firer scores indicates another hit However, at longer ranges this spread of small projectiles reduces its effectiveness. All Armour Points are doubled against hits from scatter weapons at Long or Extreme Range.

Name: Stub Revolver
Class: Pistol (Solid Projectile)
Damage: 1d10+3
Type: Impact
Pen: 0
Range: 30 meters
ROF: S/-/-
Clip: 6
RLD: 2 Full Rounds
Weight: 1 kg
Special: Reliable
Based on an ancient and welltested design, the stub revolver is an ideal backup weapon. Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal.

Name: Verispex Armour
Type: Arbites Light Carapace
Location(s): 2 AP (Arms, Body)
Weight: 5.5 kgs
Special: Integrated Tools (auspex, chrono, combi-tool, data-slate)
Verispex armour contains an auspex, chrono, combi-tool and data-slate. In addition, the armour has storage space for specialised tools, granting a +10 bonus to Awareness and Medicae tests made to find information in the field.

Name: Verispex Helmet
Type: Arbites Carapace
Location(s): 4 AP (Head)
Weight: 2.5 kgs
Special: Integrated Tools (infra-red goggles, photo-visor)
Issued with the Adept’s Verispex armour, the Verispex helm is a diagnostic and detective device. The Verispex helm includes both infra-red goggles and a photo-visor. The helm grants +10 to Search and Tracking tests.

Name: Ballistic Cloth Surcoat
Type: Arbites Ballistic Cloth
Location(s): +1 AP (Arms, Body)
Weight: 1 kg
Special: -
Many senior Arbitrators wear formal surcoats over their carapace armour in the discharge of their duties. The origin of this practice is unknown, but is apocryphally said to have begun on Terra, where the corrosive acid rain of that most holy of hive worlds tends to strip the paint off unprotected armour. The advanced weave of these garments adds somewhat to the protective quality of the carapace armour beneath. This article of clothing adds +1 AP to the arms and body of the wearer, and can be worn over other armour, provided it has been tailor-made for the wearer and their equipment.



Experience



Redemptionist Firebrand 200 [200]
Pistol Weapon Training (Primitive) 100 [300]
Basic Weapon Training (Primitive) 100 [400]
BS +5 -Simple 100 [500]
Rapid Reload 200 [700]
Sound Constitution 100 [800]
BS +5 -Intermediate 250 [1,050]
Hatred (Criminals) 100 [1,150]
WP +5 -Simple 100 [1,250]
Ag +5 -Simple 250 [1,450]
Scholastic Lore (Heresy) 100 [1,550]
Scholastic Lore (Legends) 100 [1,650]
Dodge 100 [1,750]
Tech-Use 200 [1,950]


Background


BACKGROUND


https://i.pinimg.com/736x/d4/3f/f0/d43ff00ffa5e601767660d5bac8adfa5.jpg
Head (4)
(1-10)

Right Arm (3)
Left Arm (3)
(11-20)
(21-30)


Body (3)
(31-70)

Right Leg (0)
Left Leg (0)
(71-85)
(86-00)


===







===


Name:
Class:
Damage:
Type:
Pen:
Range:
ROF:
Clip:
RLD:
Weight:
Special:

Name:
Class:
Damage:
Type:
Pen:
Range:
ROF:
Clip:
RLD:
Weight:
Special:

===

Apply all of the following changes to your character:

TankLaser007
2020-09-09, 03:41 AM
[QUOTE=TankLaser007]Do you want me to make you a version of your sheet w/ my template? Just send me the URL for your character pic and your sheet.

https://imgur.com/a/zSUlqWL


Name: Sar Dukar
Homeworld: Feral
Career Path: Assassin
Rank: Secluse
Divination: “The wise man learns from the deaths of others.”

Characteristics
WS: 48
BS: 34
S: 37
T: 40
Ag: 38
Int: 30
Per: 33
WP: 30
Fel: 28

Wounds & Fate
Total Wounds: 15
Current Wounds: 0
Critical Damage: 0
Fatigue:

Fate: 2

Insanity & Corruption
Insanity: 0
Corruption: 0

Experience
Available: 0
Spent: 2,500

Skills & Talents & Traits


Food is often scarce on feral worlds and those born on such worlds learn to set aside their revulsion and eat whatever they must to survive.
Benefit: You gain a +10 bonus to Carouse Skill Tests made to resist the effects of ingested toxins, poison or tainted foods. This bonus applies to Tests made to consume unusual or unpleasant meals—rotting meat, Grox testes, corpse starch rations, to name a few—as well as Tests made to resist throwing up.



Feral worlders have no time for the mysteries of technology or the rubbishy constraints of etiquette and social niceties.
Penalty: You take a –10 penalty on Tech-Use (Int) Tests and a –10 penalty to Fellowship Tests made in formal or civilised surroundings.



Life is harsh for a feral worlder, and blood spills all too frequently. Whether through surviving a brutal initiation ritual or through tribal teachings, feral worlders are adept at tending bleeding wounds.
Benefit: You may spend a Full Action to make an Intelligence Test to staunch Blood Loss (see Chapter VII: Playing the Game on page 211). This is a Full Action. On a success, you manage to stop the bleeding.



Feral worlders are accustomed to hunting their own food.
Benefit: Navigation (Surface) (Int), Survival (Int) and Tracking (Int) count as Basic Skills for feral worlders.


Skills:
Speak Language (Low Gothic) (Int)
Awareness (Per)
Dodge (Ag)

Talents:
Melee Weapon Training (Primitive)
Ambidextrous
Pistol Training (Las)
Basic Weapon Training (SP)
Pistol Training (SP)



Weapons

Sword
Class: Melee
Damage: 1d10 R
Pen: 0
Special Rules: Balanced, Primitive

Stub Revolver
Class: Pistol
Damage: 1d10+3 I
Pen: 0
Reload: 2Full
RoF: S/-/-
Range: 30m
Clip: 6/6
Special Rules: Reliable


Armor
Chain Coat
Head: 4 [0]
Right Arm: 7 [3]
Left Arm: 7 [3]
Body: 7 [3]
Right Leg: 7 [3]
Left Leg: 7 [3]
Type: Primitive


Equipment

Shotgun and 12 shells
sword
knife
charm (corpse hair)
black bodyglove (Common Quality Clothing)



XP Advancements

Rank 1, Sell-Steel 0-499
Silent Move 100
Catfall 100
Sound Constitution 100
Sound Constitution 100
Weapon Skill 100

Rank 2, Shadesman 500-999
Weapon Skill 250
Toughness 250

Rank 3, Nighthawk 1,000-1,999
Chem-Use 100
Silent Move +10 100
Sound Constitution 200
Swift Attack 200
Melee Weapon Training (Shock) 200
Sleight of Hand 200

B]Rank 4, Secluse[/B] 2,000-2,999
Quick Draw 100
Lightning Reflexes 100
Lip Reading 200
Chem-Use +10 100



Background

TankLaser007
2020-09-09, 04:39 AM
Brothers side by side...

https://i.ibb.co/RPrx3y7/Sar-Dukar.jpghttps://i.ibb.co/f4ndRGd/Sar-Rakud.jpg




Arbiter Sar Rakud (https://www.myth-weavers.com/sheet.html#id=2295569)
Advance Scheme


WS
BS
S
T
Ag
Int
Per
WP
Fel



32

43

36

42

29

38

26

31

25



Divination: “The wise man learns from the deaths of others.”
Homeworld: Schola Progenium
Career: Guardsman Rank: Chaliced Commissariat (3)

Wounds:12/12 Critical: None
Fate: 1/1 Fatigue: 0/4
IPs: 0 Cps: 0
DoM: - DoC: -
Disorders: None Malignancies: None



Skills

• Awareness (Per): - 13
• Barter (Fel): - 12
• Carouse (T): - 21
• Charm (Fel): - 12
• Climb (S): - 19
• Common Lore - Administratum (Int): - 19
• Common Lore - Ecclesiarchy (Int): - 19
• Common Lore - Imperial Creed (Int): - 19
• Common Lore - Imperium (Int): - 19
• Common Lore – Criminal Underground (Int): - 38
• Common Lore - War (Int): - 19
• Concealment (Ag): - 14
• Contortionist (Ag): - 14
• Deceive (Fel): - 12
• Disguise (Fel): - 12
• Dodge (Ag): - 26
• Evaluate (Int): - 19
• Gamble (Int): - 19
• Inquiry (Fel): - 12
• Intimidate (S): - 19
• Interrogate (Wp): - 51
• Literacy (Int): - 38
• Logic (Int): - 19
• Scholastic Lore - Philosophy (Int): - 19
• Scrutiny (Per): - 13
• Search (Per): - 13
• Silent Move (Ag): - 14
• Speak Language - Low Gothic (Int): - 38
• Speak Language - High Gothic (Int): - 38
• Survival (Int): - 38
• Swim (S): - 36


Traits & Talents

• Schola Education: You begin play with the skills Literacy (Int), Speak Language (High Gothic) and Speak Language (Low Gothic). Additionally Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium, War), and Scholastic Lore (Philosophy) are Basic Skills for you.

• Skill at Arms: You begin play with the Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), and Pistol Training (Las or SP) talents.

• Sheltered Upbringing: You take a -10 penalty on all Charm, Command, Deceive and Scrutiny Tests when dealing with the worst of examples of humanity (cultists, traitors, narco-addicts, gutter scum, mutants and the like).

• Tempered Will: Whenever you would attempt a Very Hard (-30) Willpower Test, you only take a -20 penalty for your Characteristic instead of the normal -30.

• Scion of Martyrs: Your parents were members of the Imperial Guard and perished serving the benefit of mankind.

• Feared & Loathed: When recognised as a CC agent you gain a +10 bonus on Inquiry and Intimidate Tests when used against members of the Imperial Guard or PDF. You take a -10 penalty, however, when Testing Charm or Command on the same groups.
• Weapon Training Basic - (Primitive, SP, Launcher): No Penalties to Weapon Use

• Weapon Training Melee – (Primitive, Shock): No Penalties to Weapon Use

• Weapon Training Pistols - (Primitive, SP): No Penalties to Weapon Use



Gear

Name: Shock Maul
Class: Shock
Damage: 1d10
Type: Impact
Pen: 0
Weight: 2.5 kgs.
Special: Shocking
Shock mauls are mostly commonly found in the hands of the Adeptus Arbites and enforcer squads on countless worlds to enforce the Emperor’s Law. While they are intended for crowd control and riot suppression in the hands of an enthusiastic user they can also be deadly combat weapons.

Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon, after Armour and Toughness Bonus, must make a Toughness Test, though they receive a +10 bonus for every Armour point they have on the location hit. If they fail, they are Stunned for a number of Rounds equal to half the Damage they suffered.

Name: Axe
Class: Primitive
Damage: 1d10+1
Type: Rending
Pen: 2
Weight: 4 kgs.
Special: Unbalanced, Mono
An axe sports a brutal blade, used both as a tool and weapon. While they generally do not have the reach of a sword and lack its ability to parry away blows, a strike from an axe will generally create a more lethal effect when it lands, ripping apart flesh and shattering bone with ease. Heavy and difficult to ready after an attack, these kinds of weapons impose a -10% penalty when used to Parry.

Mono weapons have specially fashioned blades with superfine edges, which can easily cut through armour and never lose their edge. Mono weapons no longer count as Primitive and add a +2 bonus to their Penetration.

Name: Combat Knife
Class: Melee (Primitive)
Damage: 1d5+3
Type: Rending
Pen: 2
Weight: 3 kgs.
Special: Mono
These oversized bladed weapons are almost to the size of a short sword. Each has a heavy, straight-edged blade designed to cut flesh as well as puncture light armour, and can be affixed to most basic weapons as a bayonet.

Mono weapons have specially fashioned blades with superfine edges, which can easily cut through armour and never lose their edge. Mono weapons no longer count as Primitive and add a +2 bonus to their Penetration.

Name: Combat Shotgun
Class: Basic (Solid Projectile)
Damage: 1d10+4
Type: Impact
Pen: 0
Range: 30 meters
ROF: S/3/-
Clip: 18
RLD: Full
Weight: 6.5 kgs.
Special: Scatter
These automatic shotguns, often fed from a drum magazine, are designed purely for warfare and are even deadlier than the normal shotgun. In addition to their short-range destructive power, they hammer out an intimidating racket when being fired.

If fired at a foe within Point Blank range, each two degrees of success the firer scores indicates another hit However, at longer ranges this spread of small projectiles reduces its effectiveness. All Armour Points are doubled against hits from scatter weapons at Long or Extreme Range.

Name: Composite Longbow
Class: Basic (Primitive)
Damage: 1d10+2
Type: Rending
Pen: 1
Range: 40 meters
ROF: S/-/-
Clip: 1
RLD: Half
Weight: 3 kgs
Special: Accurate, Primitive
Composite bows are constructed from a variety of materials such as wood, sinew and horn fused together under pressure to give the bow a compact design without sacrificing power. Accurate and quick to use, composite bows require substantial craftsmanship to make and care to look after, but offer notable advantages over most primitive black powder weapons. Composite bows created on advanced worlds use the same principal as their forbears but are crafted from superior materials, enabling them to shoot custom arrows that would not necessarily fly from a bow of classical design.

Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, this is in addition to the bonus granted from Aiming. All Armour Points are doubled against hits from Primitive weapons, unless the armour also has the Primitive quality.

Name: Hardened Body Gove
Type: Mesh
Location(s): 3 AP (Arms, Body, Legs)
Weight: 5 kgs
Special: -
Intended as a covert form of personal armour, the hardened body
glove comprises a form-fitting suit made up of a flexible mesh fibre material that tenses when struck to disperse the impact. Additionally, the suit is also reinforced with a micro-scale insert of hardened ceramic lamellar plating over vital areas. Wearable under other loose or specially tailored clothing, hardened body gloves are a common choice for elite troops engaged in covert operations, bodyguards and anyone who wishes to protect themselves without an overt show of doing so.

Name: Enforcer Light Carapace
Type: Carapace
Location(s): 5 AP (Arms, Body, Legs)
Weight: 15 kgs
Special: -
Carapace armour is made of densely layered plates of armaplas,
ceramite or some other kind of highly durable material. It is heavy to wear and cannot easily cover flexible areas such as joints, but it offers significantly better protection than lighter kinds of armour.

Name: Carapace Helm
Type: Carapace
Location(s): 4 (Head)
Weight: 2 kg
Special: -
Carapace armour is made of densely layered plates of armaplas,
ceramite or some other kind of highly durable material. It is heavy to wear and cannot easily cover flexible areas such as joints, but it offers significantly better protection than lighter kinds of armour.



Experience



• T +5 Simple 250 [250]
• BS +5 Simple 100 [350]
• BS +5 Intermediate 250 [600]
• Basic Weapon Training (Launcher) 100 [700]
• Dodge 100 [800]
• Sound Constitution 100 [900]
• Survival 100 [1,000]
• Interrogation 100 [1,100]
• Interrogation +10 200 [1,300]
• Interrogation +20 300 [1,600]
• Melee Weapon Training (Shock) 100 [1,700]
• Common Lore (Underworld) 300 [2,000]


Background


BACKGROUND


https://i.ibb.co/f4ndRGd/Sar-Rakud.jpg
Head (0)
(1-10)

Right Arm (3)
Left Arm (3)
(11-20)
(21-30)


Body (3)
(31-70)

Right Leg (3)
Left Leg (3)
(71-85)
(86-00)

Armour Worn: Hardened Body Glove

TankLaser007
2020-09-10, 05:51 AM
Sar Dukar
Advance Scheme


WS
BS
S
T
Ag
Int
Per
WP
Fel



48

34

37

40

38

30

33

30

28



Divination: “The wise man learns from the deaths of others.”
Homeworld: Feral
Career: Assassin Rank: Secluse (3)

Wounds:15/15 Critical: None
Fate: 2/2 Fatigue: 0/4
IPs: 0 Cps: 0
DoM: - DoC: -
Disorders: None Malignancies: None



Skills

• Awareness (Per): - 33
• Barter (Fel): - 14
• Carouse (T): - 20
• Charm (Fel): - 14
• Chem-Use (Int): - 30
• Climb (S): - 18
• Concealment (Ag): - 19
• Contortionist (Ag): - 19
• Deceive (Fel): - 14
• Disguise (Fel): - 14
• Dodge (Ag): - 38
• Evaluate (Int): - 15
• Gamble (Int): - 15
• Inquiry (Fel): - 14
• Intimidate (S): - 18
• Lip Reading (Per): - 33
• Literacy (Int): - 15
• Logic (Int): - 15
• Scrutiny (Per): - 13
• Search (Per): - 13
• Silent Move (Ag): - 38
• Slight of Hand (Ag): - 38
• Speak Language - Low Gothic (Int): - 30
• Swim (S): - 18


Traits & Talents

• Iron Stomach: You gain a +10 bonus to Carouse Skill Tests made to resist the effects of ingested toxins, poison or tainted foods. This bonus applies to Tests made to consume unusual or unpleasant meals or vomiting.

• Primitive: You take a –10 penalty on Tech-Use (Int) Tests and a –10 penalty to Fellowship Tests made in formal or civilised surroundings.

• Rite of Passage: You may spend a Full Action to make an Intelligence Test to staunch Blood Loss (see Chapter VII: Playing the Game on page 211). This is a Full Action. On a success, you manage to stop the bleeding.

• Wilderness Savvy: Navigation (Surface) (Int), Survival (Int) and Tracking (Int) count as Basic Skills for feral worlders.

• Ambidextrous You can use either hand equally well. You do not take the normal –20 penalty for making attacks with your secondary hand.

• Catfall Whenever you fall, you may Test Agility as a Free Action. On a success, and for every degree of success, reduce the distance fallen by a number of metres equal to your Agility Bonus for the purposes of determining the Damage dealt by the fall.

• Lightning Reflexes When rolling for Initiative, you add twice your Agility Bonus to the roll of 1d10.

• Quick Draw You can Ready as a Free Action

• Swift Attack As a Full Action, you may make two melee attacks on your Turn.

• Weapon Training Basic - (SP): No Penalties to Weapon Use

• Weapon Training Melee – (Primitive, Shock): No Penalties to Weapon Use

• Weapon Training Pistols – (SP, Las): No Penalties to Weapon Use


Gear

Name: Shock Maul
Class: Shock
Damage: 1d10
Type: Impact
Pen: 0
Weight: 2.5 kgs.
Special: Shocking
Shock mauls are mostly commonly found in the hands of the Adeptus Arbites and enforcer squads on countless worlds to enforce the Emperor’s Law. While they are intended for crowd control and riot suppression in the hands of an enthusiastic user they can also be deadly combat weapons.

Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon, after Armour and Toughness Bonus, must make a Toughness Test, though they receive a +10 bonus for every Armour point they have on the location hit. If they fail, they are Stunned for a number of Rounds equal to half the Damage they suffered.

Name: Sword
Class: Primitive
Damage: 1d10+1
Type: Rending
Pen: 2
Weight: 4 kgs.
Special: Balanced, Mono
Swords can range from short dagger-like models to longer elaborate duelling blades. The nature of the blade (single or double-edged, curved or straight, flexible or stiff, cutting or stabbing, and so on) varies with the intent of the sword and the taste of its user. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry. Mono weapons have specially fashioned blades with superfine edges, which can easily cut through armour and never lose their edge. Mono weapons no longer count as Primitive and add a +2 bonus to their Penetration.

Name: Knife
Class: Melee (Primitive)
Damage: 1d5
Type: Rending
Pen: 2
Weight: .5 kgs.
Special: Mono
The knife is the ubiquitous back-up weapon for warriors all across the Imperium, be they lowly hive scum or the elite soldiers of a planetary governor. Some, such as the psykana mercy blade, are designed for a specific purpose, whilst others are more generic in nature.

Mono weapons have specially fashioned blades with superfine edges, which can easily cut through armour and never lose their edge. Mono weapons no longer count as Primitive and add a +2 bonus to their Penetration.

Name: Combat Shotgun
Class: Basic (Solid Projectile)
Damage: 1d10+4
Type: Impact
Pen: 0
Range: 30 meters
ROF: S/3/-
Clip: 18
RLD: Full
Weight: 6.5 kgs.
Special: Scatter
These automatic shotguns, often fed from a drum magazine, are designed purely for warfare and are even deadlier than the normal shotgun. In addition to their short-range destructive power, they hammer out an intimidating racket when being fired.

If fired at a foe within Point Blank range, each two degrees of success the firer scores indicates another hit However, at longer ranges this spread of small projectiles reduces its effectiveness. All Armour Points are doubled against hits from scatter weapons at Long or Extreme Range.
Name: Hardened Body Gove
Type: Mesh
Location(s): 3 AP (Arms, Body, Legs)
Weight: 5 kgs
Special: -
Intended as a covert form of personal armour, the hardened body
glove comprises a form-fitting suit made up of a flexible mesh fibre material that tenses when struck to disperse the impact. Additionally, the suit is also reinforced with a micro-scale insert of hardened ceramic lamellar plating over vital areas. Wearable under other loose or specially tailored clothing, hardened body gloves are a common choice for elite troops engaged in covert operations, bodyguards and anyone who wishes to protect themselves without an overt show of doing so.


Experience



Silent Move 100
Catfall 100
Sound Constitution 100
Sound Constitution 100
Weapon Skill 100
[b]Weapon Skill 250
Toughness 250
Chem-Use 100
Silent Move +10 100
Sound Constitution 200
Swift Attack 200
Melee Weapon Training (Shock) 200
Sleight of Hand 200
[b]Quick Draw 100
Lightning Reflexes 100
Lip Reading 200
Chem-Use +10 100



Background


BACKGROUND


https://i.ibb.co/RPrx3y7/Sar-Dukar.jpg
Head (0)
(1-10)

Right Arm (3)
Left Arm (3)
(11-20)
(21-30)


Body (3)
(31-70)

Right Leg (3)
Left Leg (3)
(71-85)
(86-00)

Armour Worn: Hardened Body Glove

TankLaser007
2022-02-09, 05:39 AM
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[Sheet (https://www.myth-weavers.com/sheet.html#id=1210214)]

TankLaser007
2022-02-15, 12:10 PM
A Nest of Gold and Ash

Those looking upon the silvery-blue gold trimmed ceremonial armour of an Ordained Hunter Inquisitor of Abadar would never think the woman wearing those honourable vestments began in the lowest of places.

Born to a human slave beneath the earth in the unforgiving and harsh underdark the ‘little lark’ of the temple gardens travelled a long and strange road to reach her present state. The product of an unknown drow slave master and a human slave, a young Occitan girl named Divnaenne.

Discovering that his ‘little pet’ had become pregnant and fearing discovery he hastily sold here to some passing duergar, ecstatic to buy the girl for such a low price, they were soon enraged at the drow’s deception upon the realization they had a slave who was soon unable to work. Divnaenne gave birth to an ebon skinned, ruby eyed, silver haired little girl. Shortly thereafter she was put to work in the smithy tending the bellows and ensuring the fires stayed lit.

The little infant was soon given the name Linath-Suru, ‘song bird’ by the drow slaves for her unusually good temperament and the lilting ‘cooing’ she made. Her mother called her Oisillon ‘baby bird’ in her native Occitan.

By the time she was four she was joining her mother in the ceaseless and back breaking work in the forge. Much her days and nights were spent gather fuel, feeding the fire, and cranking the bellows. Years of working in sweltering noxious crucible had taken its toll on Divnaenne and a time came when she was no longer able to work, so little Linath began to work in her stead.

When one of the pit masters found the debilitated Occitan sleeping in the slave quarters when she should have been working he became incensed dragging her out of the slave quarter beating and cursing her all the while.

She ran and only made near the settlement's edge before being recaptured where a strange benefactor stumbled across them. A duergar tyrant, [Not!ValJean], moved to pity at the scene he offered to buy her, giving double what she would have been worth had she been healthy and in her prime.

The slaver agreed, and [Not!ValJean] took the unconscious and injured woman to freedom. She spent weeks in convalescence, feverish and disoriented. When she regained her senses she lamented the that her freedom had come at the cost of her daughter, and begged her benefactor [Not!ValJean], above all else to bring her daughter Oisillon to her.

[Not!ValJean] returned to the duergar settlement aghast to hear that the half-drow girl had managed to escape, along with the help of some of the other drow slaves. Having heard her mother was sold to other duergar she fled in search of her. By the time [Not!ValJean] was able to find the girl, her mother had already passed. The pair travelled together for time always ahead of some unknown stalker, an ominous shadow that stalked them, nipping at their heels.

[Not!ValJean] never mentioned what it was, only saying that a ‘half-drow and duergar tyrant’ were quite the ‘odd pair’ in these ‘lands of law’ and perhaps she would do better among her own people, as she was also half-human.

So the two parted, Oisillon was taken to an orphanage under the care of clerics of Abadar and left with a generous stipend. [Not!ValJean] visited her whenever he passed through and when she ‘came of age’ she left her golden eagle’s nest, eager to accompany her surrogate father and see for herself all of the wonders he had always told her about in his stories.

TankLaser007
2022-02-15, 12:11 PM
Spring & Autumn - In the Shadow of War
春秋 - 战争阴影下


1. What game system are you running We'll be using Pathfinder 1e with Dreamscarred Press Path of War material (sorry no Psionics/Akashic Magic.)

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)? This is a game for the martials to shine and take centre stage it will take place in a homebrewed world based on a hodgepodge of Far Eastern fantasy myths and legends. The flavour is heavily influenced by wuxia and martial arts historical dramas of China, Korea and Japan. In terms of "real world" influences think sengoku era Japan, and the Warring States and Three Kingdoms periods of China.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many? Looking at 4-5 "additional" players as OP from original thread has guaranteed spot.

4. What's the gaming medium (OOTS, chat, e-mail etc.)? Standard GitP array. IC/OOC threads on this forum. Possibility of Discord OOC, dependent on player interest.

5. What is the characters' starting status (i.e. experience level)? 9th level

6. How much gold or other starting funds will the characters begin with? WBL - 46,000 gp

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes? This is a game for martials, try to build around that theme. No full casters.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

9. By what method should Players generate their attributes/ability scores and Hit Points?
20 Point Buy, full HP 1st level average each level thereafter.

10. Does your game use alignment? What are your restrictions, if so? I consider alignment more of broadstrokes for giving me and you an idea of your character's baseline sense of "morality" and moral compass. Regardless of your alignment you're expected to "play well with others" and be capable of working with the other PCs.

11. Do you allow multi-classing, or have any particular rules in regards to it? Standard multi-classing is allowed.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them? Rolls on the forum, in OOC or IC as appropriate.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)? At least skirt length.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above? Expect a bit of each but this is a martial game so there should be plenty of opportunities for combat.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters? Pathfinder 1e with Dreamscarred Press Path of War material (sorry no Psionics/Akashic Magic.) 1e and SRD gives a wide variety of options I think that should be enough. While I don't mind "reskins" , tweaks or flavourful reimagining of existing material I'm not interested in hombrews or various 3PPs.

TankLaser007
2022-04-22, 04:07 PM
https://i.ibb.co/VBFgdz5/Seran.jpg
Serenarian “Seran” Elylongelyn (https://www.myth-weavers.com/sheet.html#id=2627360)
Male Aasmir (Idyllkin) LG Paladin of Arqueros 3 / Shieldbearer Warpriest 1


Role: Tank / Guardian / Defender / Back-up Buffer/Healer
Traits: Shield Bearer [1], Exposed to Awfulness [C], Redeemer [D]
Drawbacks: Tainted Spirit
Terendelev Scale: Retribution
Presumed Mythic Path: Guardian


“It’s not working!” a rough voice rasped, heavy with desperation and fear.

“Well do it again!” another ordered, pleaded. The pair stood in the midst of a blasted landscape, even in the dark of night the spell scarred earth was plainly visible. The ruined remains of hundreds of battles.

Between them was a what looked like a child, lashed to a stone of some kind, his hair, although black seemed to shine in the dappled drops of starlight dripping from the cloud soaked sky.

“No! He’ll die! This wasn’t what we agreed!” a third man whimpered. “I was promised he wouldn’t be hur--” the man stammered, “...killed that he wouldn’t be killed. If my sis--” The man froze. All of them froze. Even the unconscious form on the crude altar seemed to stiffen.

“Am I to infer that you are casting doubt as to the sincerity of our adherence to our agreement?” the voice seemed to echo in everyone’s mind, both booming and incomprehensibly imperceivable all at once. A vermilion clad giant of a man towered over the trio, seeming to have simply appeared from nowhere.

“Ghet, you test my patience, the ritual and task assigned to you was one as simple as it is important.”

“My lord, I’ve carved the runes three times already, look he’s growing pale and cold, I’m not sure he’ll even live, but the stone, it’s inert, the runes…”

The ‘man’ held up a hand and Ghet was struck silent. Leaning down he cupped the child’s face in his hand, pincering the boy’s chin between two fingers and raising the head. The thing’s black eyes seemed to shine in the darkness. He turned the tiny face, dwarfed by the monstrous digits left and right.

“The blood.” He turned to face the man wearing a crusader’s uniform, “you said he was angel borne.”

“Y-y-yes,” he stammered, “his father…”

“Is Agathion.” the creature finished, dropping the child’s face, which struck the ancient alter with a wet crunch. “the bargain was for the blood of an angel, freely given, diluted though it may be. This is a violation. A breach of covenant…”

The two men flanking the altar took several steps backwards.

“My, lord, I--”

“No. Do not worry. I’ve yet a use for the essence of an Idyllkin. You are still his guardian by rite is that not correct?”

“Y-yes my lord.”

“Surrender to me a portion of his spark and consider our contract amended and upheld.”

“Euraidlewych! She’ll be mine! As she was meant to before she was stolen from me!”

“You shall have her. Now surrender the spark.”

“Of course, what was it... ‘I guardian of Serenarian Ellyllongelyn do impart, as is my right over my ward, his spark to you in accordance with our bargain.”

The body of the child convulsed as golden and silvery motes exited his body and coalesced into a radiant sphere, a second pair of hands slithered out from beneath the cloak enclosing the essence in an orb of greenish black stone.

“As for your payment.”

The craven crusader stepped eagerly forward, “She’s here! You’ve brought her!”

“She’s behind you now.”

There was a flash, the clouds parted and the moon bathed the men in its pale bluish light, as the officer turned a spear thrust forward to meet him, transfixing the traitor and sending him stumbling backwards into the stone altar.

“Our business is concluded. I hope you find the end to your satisfaction. As promised, your beloved Euraidlewych. Do enjoy her ‘embrace’” The creature turned to the two cultists shivering in the shadows “Gheth the solstice is soon upon us. Your preparations for the elven maidens have been made?”

“Yes my lord.”

“Good.”

There was a soul piercing blast of cold and a violet flash and the men were alone once again.

“Should we take the spear? He looks rich enough, sure he’s a fair bit of coin in that purse too.”

“Leave him. Master didn’t give leave, besides there’s an entire manor in our futures…”


Standing over six feet and broad shoulder, Seran is the epitome of the soldier in a city of soldiers. He followed his father in service to The Lord of the Wall, the Golden Bulwark Arqueros and grew up on the stories his uncles and father brought him from the fronts. Now he makes his own stories.

His father named him Serenarian, after one of the drifting mountains in Nirvana the Silver Star. Growing up though most simply called him Seran. With his emerald green eyes, and long black hair he doesn’t fit the view most have of those of celestial ancestry, yet many lack the breadth of knowledge regarding the various realms and their inhabitants.

Sans the silvery, blond or fair traits many associate with aasimir upon closer examination the signs of his alien lineage can be discerned. His hair jet black seem formed not of hairs but thin feathers, his skin has a bronze colouration that seems to take on a sheen in the light of the fire and his verdant eyes seem possessed of a their own inner illumination.

His chest, back and upper arms bear an intricate network or scrawling spiral like runic scars from a diabolical ritual he barely survived. He always keeps them covered, beneath his uniform or armour, from a strong sense of shame and fear that the blemish of his body has cut deeper to scar or taint his very soul.

Although ruggedly handsome, and possessed of a captivating and powerful charisma, he’s never been one suited to bouts of socialisation or politics. Much to the consternation of his uncles and surprise of many he’s never moved up the ladder, always striving to maintain anonymity, much preferring to let others stand in the spotlight. He rather prefers the simplicity of service, protecting the weak, defending the line, and standing shoulder to shoulder and shield to shield with his comrades in arms.

At heart Seran is an unabashed romantic, with an idealistic view of the world, and often people. In spite of all the evil he faces, and the horrors he has seen and experience he sincerely believes in the eventuality of the triumph of light over the dark.

Regardless of his heavenly heritage and optimism there’s a smouldering sadness, a darkness that seems to weigh him upon him. Clearly he has suffered much in this long war. Perhaps endless war. Yet he is ever hopeful. For if he was able to bring to save his uncle’s life those many years ago, and bring him not only from the drink of death but from the edge of damnation and ruin then he has to believe that Kenabres too is not beyond redemption.

TankLaser007
2022-04-22, 04:08 PM
https://i.ibb.co/PQQD7TG/Eldritch-Archer-Talisin.jpg
Talisin Ciaseal (https://www.myth-weavers.com/sheet.html#id=2628368)
Male Half-Elf N Eldritch Archer Hex Crafter Magus 4


Role: Ranged & Utility Arcane Caster / Back-up Buffer/Skill Monkey
Traits: Master of Pentacles [1], Touched by Divinity [C], Transmuter of Korada [D]
Drawbacks: Burned
Terendelev Scale: Retribution
Presumed Mythic Path: Archmage

En-route


The black eyes and tapered ears betray his eleven lineage, while lithe and agile he lacks the almost ineffable alien demeanour of ‘true’ elves. The left side of his faced is screened behind a curtain of long silken black hair, concealing a visage marred by discoloured stiff bark-like scars, burns, covering much of his torso and thighs – a parting ‘gift’ from his former associates.

Festooned in a latticework of buckles and straps, quivers and pouches Talisin could easily be mistaken for one of the actual soldiers of the Crusade. The long griffin pelt wrapped horn and bone longbow constantly in his hand does little to dispel the idea that he’s a soldier in this newly flared war. Save for those well versed in the esoteric or arcane few would suspect the half-elf to be practitioner of arcane arts.

However, those well schooled in the more ‘questionable’ paths of the occult might divine the contradictory collection of fetishes and iconography emblazoned upon his garb, from the silver spiral patterned lotus of Korada to the devil-heads of Fumeiyoshi he seems to represent opposites and opposition in more ways than just his half-blooded heritage.
Despite all of his arcane and academic acumen, Talisin is utterly ignorant of the intricacies of interpersonal interactions. He’s easily frustrated and confounded at how his social situations play out, while most mistake his genuine ineptitude for arrogance, or worse cruelty, he’s sincerity is overshadowed by his awkwardness.

He’s never learned to relate to people in what would be considered a ‘normal’ or ‘polite fashion.’ He’s often brutally blunt, direct, and abrasively honest in his views and opinions seeing ‘tact’ and ‘niceties’ as inefficient, disingenuous and unnecessary obstacles to quickly and succinctly achieving one’s goals.

His time spent in solitude at the forge, in isolated study, and in the thrall of an amoral coven, haven’t helped acclimatise him to what passes for ‘respectable’ interactions. He’s often as baffled and surprised by how others act and respond to him as they are by him. Yet, with time and attention he is sure to be able to adapt – he has to.

TankLaser007
2022-04-25, 05:39 AM
Level (Slots)
Spell
Function
Save/SR
Special



1 (5)
Obscuring Mist (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Obscuring%20Mist)
Control
No / No
CL+2 (D)



1 (5)
Ray of Enfeeblement (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Ray%20of%20Enfeeblement )
Debuff
Fort ½ / Yes
-



1 (5)
Shield (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shield)
Buff
-
self only



1 (5)
True Skill (https://www.aonprd.com/SpellDisplay.aspx?ItemName=True%20Skill)
Buff
-
self only



1 (5)
Vanish (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Vanish)
Utility
-
CL+1



1 (5)
Grease (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Grease)
Control
Reflex & Acrobatics / No
CL+2 (D)



1 (5)
Windy Escape (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Windy%20Escape)
Defense
-
self only



1 (5)
Spell True Strike (https://www.aonprd.com/SpellDisplay.aspx?ItemName=True%20Strike)
Buff
-
self only



1 (5)
Abundant Ammunition (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Abundant%20Ammunition)
Utility
No / No
CL+2 (D)



2 (2)
Cat’s Grace (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Cat%27s%20Grace)
Buff
Will / Yes
CL+1, (D) x2



2 (2)
Acid Arrow (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Acid%20Arrow)
Offensive
No / No
CL+2 (D)



1 (SLA)
Shield of Faith (https://aonprd.com/SpellDisplay.aspx?ItemName=shield%20of%20faith)
Buff
Will / Yes
SLA – 1/ Day







Level (Slots)
Spell
Function
Save/SR
Special



1 (7)
Grease (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Grease)
Control
Reflex & Acrobatics / No
-



1 (7)
Endure ELements (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Endure%20Elements)
Utility
Will / Yes
-



1 (7)
Mount (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Mount)
Utility
No / No
-



1 (7)
Mage Armour (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Mage%20Armor)
Buff
Will / No
-



1 (7)
Magic Missle (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Magic%20Missile)
Offensive
No / Yes
+1 DC / Die



1 (7)
Burning Hands (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Burning%20Hands)
Offensive
Reflex ½ / Yes
+1 DC / Damage / Die



1 (7)
Enlarge Person (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Enlarge%20Person)
Utility
Fort / Yes
-



1 (7)
Silent Image (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Silent%20Image)
Utility
Will / No
-



2 (4)
Burning Arc (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Burning%20Arc%20(Kele** **e))
Offensive
Reflex ½ / Yes
+1 DC / Damage /Die






===============Template======





Level (Slots)
Spell
Function
Save/SR
Special



Level (Slots)
Spell Name (SPELL LINK)
Function
Save/SR
Special



Level (Slots)
Spell Name (SPELL LINK)
Function
Save/SR
Special



Level (Slots)
Spell Name (SPELL LINK)
Function
Save/SR
Special



Level (Slots)
Spell Name (SPELL LINK)
Function
Save/SR
Special



Level (Slots)
Spell Name (SPELL LINK)
Function
Save/SR
Special



Level (Slots)
Spell Name (SPELL LINK)
Function
Save/SR
Special

TankLaser007
2022-04-26, 01:30 AM
Testing:

[roll0]
[roll1]
[roll2]
[roll3]

TankLaser007
2022-05-02, 12:48 AM
Lexmechanic Genetorus H3X (SHEET LINK)
Advance Scheme


WS
BS
S
T
Ag
Int
Per
WP
Fel



24

35

31

44

33

52

40

50

15



Divination: “Thought begets Heresy; Heresy begets Retribution.”
Homeworld: Forge World (Lathe-Het)
Career: Tech-Priest Rank: Acuitor Mech-Assassin (5)

Wounds:13/13 Critical: None
Fate: 2/2 Fatigue: 0/3
IPs: 0 CPs: 0
DoM: Normal DoC: Normal
Disorders: None Malignancies: None



Skills

• Awareness (Per): – 40
• Barter (Fel): – 07
• Carouse (T): – 22
• Charm (Fel): – 07
• Climb (S): – 15
• Common Lore – Tech (Int): – 52
• Common Lore – Machine Cult (Int): – 26
• Contortionist (Ag): – 16
• Deceive (Fel): – 07
• Demolition (Int): – 52
• Disguise (Fel): – 07
• Dodge (Ag): – 16
• Evaluate (Int): – 26
• Forbidden Lore - Adeptus Mechanicus (Int) – 52
• Forbidden Lore - Archeotech (Int) - 52
• Gamble (Int): – 26
• Inquiry (Fel): – 07
• Intimidate (S): – 15
• Literacy (Int): – 52
• Logic (Int): – 52 +10
• Medicae (Int): – 52
• Pilot - Military Craft (Ag): – 33
• Scholastic Lore - Archaic (Int): - 52
• Scrutiny (Per): – 20
• Security (Ag): – 33 +20
• Search (Per): – 20
• Speak Language – Low Gothic (Int): – 52
• Secret Tongue – Tech (Int): – 52
• Stealth (Ag): – 16
• Swim (S): – 15
• Tech-Use (Int): – 52 +20
• Tracking (Int): - 52
• Trade (Copyist) (Int): - 52


Traits & Talents

• Unsettling Presence: Reduce your starting Fellowship by 10 (to a minimum of 0) and receive a -10 penalty to all Interaction Skill Tests.

• Psychic Blank: The character may never gain Psychic Powers, Pure Faith, Sorcery or related Talents.

• Psychic Invulnerability: An untouchable is completely immune to Psychic Powers, psychic energy and effects directed against them (as well as warp powers, possession, sorcery, Corruption from warp shock, and so forth) They cannot be detected by means of Psyniscience, Sense Presence, or similar abilities, powers of this type directed at their person, even though successfully manifested, simply fail. Powers in whose wider areas they are caught simply fail to affect them—although they may affect other people normally, subject to their disruption effect.

• Psychic Disruption: All Psychic Powers and abilities manifested in the character’s immediate area (a radius equal to the Untouchable’s Willpower Bonus in metres) have their Threshold increased by 10, any associated Test by the psyker (such as Willpower Tests) suffer a -20 penalty. Additionally, entities subject to Warp Instability will suffer double Damage from its effects while in this area. It may still be possible to indirectly affect an untouchable with a Psychic Power, for example, a boulder telekinetically dropped from a great height on an untouchable will still flatten them. This is left entirely left to the discretion of the GM.

• Datacrypt Custodian: Lathe-Het is now the data centre of the Lathe worlds, housing untold amounts of knowledge in ancient decaying datacrypts and cogitators that span the entire world. Those who originate from Lathe-Het are usually quite adept at accessing information quickly, and often have the means to do so. Characters originating from Lathe-Het start with the Talent Electro Graft Use and a Common-Quality Mind Impulse Unit.

• Stranger to the Aquila : Although forge world born citizens know that the Emperor is their god and saviour, they see the Imperial Creed through the lens of Cult Mechanicus doctrine. As a result, they can be surprisingly, and sometimes dangerously, ignorant of the common teachings and practices of the Ecclesiarchy, often failing to offer its clerics the level of deference they expect. You suffer -10 penalty on Tests involving knowledge of the Imperial Creed, and a -5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings.

• Credo Omnissiah: Rather than being fully indoctrinated into the Imperial Cult, even the lowliest member of a forge world’s society is brought up to venerate the spirits of the machine and to know and trust the basic rites of tech-propitiation. You begin with the Technical Knock talent.

• Mechanicus Implants: Over the course of many complicated rituals, you have been blessed, purified and deemed a suitable vessel for the following implants:
Electro-Graft: This small port is grafted into your nervous system via small mechadentrite data fibers housed in your fingers, enabling you to interface with machine data ports, and certain types of data nets.Electoo Inductors: These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or siphon power in many ways. Electoo inductors can be any colour, and can appear anywhere on the body—though hands or mechadendrites are the usual sites.Respirator Unit: This implant covers the lower half of your face with a network of grilles and tubing, purifying your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a variety of ways. This unit is encased inside an intricate skull embossed mask.Cyber-Mantle This is a framework of metal, wires and impulse transmitters bolted to your spine and lower ribcage. As you gain implants, this mantle will act as a sub-dermal anchorage point. Some servants of the Omnissiah refer to the cyber-mantle as ‘the true flesh.’Potentia Coil : Cradled within the cyber-mantle is a power unit known as the potentia coil. This compact mass of small crystal stacks can store energy and produce various types of energy fields while powering your many augmatics and implants.Cranial Circuitry : This is a series of linked processors, implants and cortical circuits that augments your mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away to provide room for additional augmentations. Cranial circuits are often very crude-looking, and frequently rather aged.Mind Impulse Unit: These devices, also known as sense-links, allow users to directly interface with a machine or technological device, and see very widespread use among the Adeptus Mechanicus who regard them as objects of divine communion. This MIU includes wrist connector probes in addition to the spinal plug. This unit provides a +10 bonus to Tech-Use, Pilot or Drive Tests used in conjunction with devices capable of MIU linking.Machine (2): You are fashioned from so much inorganic material that the True Flesh has overtaken the Weak Flesh. You do not breathe in the sense that incomplete humans do, and are immune to the effects of a vacuum, extremes of cold and any mind-influencing psychic effects. Your entire body is reinforced with the True Flesh granting you innate armour which provide Armour Points for each location equal to the number indicated by this trait. These Armour Points apply towards fire Damage. This armour stacks with worn armour, but not with the Natural Armour Trait.


• Weapon Training Melee – (Primitive): No Penalties to Weapon Use

• Weapon Training Basic - (Las): No Penalties to Weapon Use

• Weapon Training Pistols - (Las): No Penalties to Weapon Use

• Exotic Weapon Training (Integrated Ranged Weapons): No Penalties to Weapon Use

• Electro Graft Use: +10 bonus to Inquiry, Tech Use, Common Knowledge.

• Technical Knock: Unjam a gun as a Half Action.

• Binary Chatter: Gain +10 to tests to control Servitors.

• Light Sleeper: Always count as awake, even when asleep.

• Cogs Within Cogs: May interface with machines and program them to perform specific tasks and activate them remotely equal to Int Bonus km.

• The Flesh is Weak (2): Gain Machine Trait with value equal to number of times this talent is taken.

• Orthoproxy: +20 bonus to resist mind control and interrogation.

• Mechadendrite Use (Utility): May operate associated Mechadendrite.

• Mechadendrite Use (Optical): May operate associated Mechadendrite.

• Logis Implant: As a Reaction make a Tech-Use test to gain +10 to all WS and BS tests until end of the next turn, causes one level of Fatigue.

• Concealed Cavity: May conceal one palm sized small object in cavity -10 to Search Tests




Equipment

Name: Utility Mechadendrite (Blade)
Class: Melee
Damage: 1d5
Type: Rending
Pen: 2
Weight: -
Special: Defensive, Mono
A Defensive weapon, such as a shield, is intended to be used to block attacks and is awkward when used for making attacks. Defensive weapons grant a +15 bonus to tests made when used to Parry, but take a –10 penalty when used to make attacks. Mono weapons have specially fashioned blades with superfine edges, which can easily cut through armour and never lose their edge. Mono weapons no longer count as Primitive and add a +2 bonus to their Penetration.


Name: Lathe-Laspistol
Class: Pistol (Las)
Damage: 1d10+5
Type: Energy
Pen: 2
Range: 40 meters
ROF: S / 2 / -
Clip: ∞
RLD: ∞
Weight: 2kgs.
Special: Tearing, Holo-Linked Laser Sight, Integrated, Concealed

Smallest of Lathe pattern integrated weaponry the pistol, ubiquitous among the Crimson Guard while lacking the range of the larger Integrated-Lasrifle, its no less deadly, boasting a good rate of fire and penetration. With holo Visor Laser linked targeting system, Whilst the red-dot laser sight can be invaluable for improving one’s aim, it can be far too visible for covert operations. The holo visor is wired through the ocular interface of the auger arrays and works in conjunction with a weapon mounted laser sight that has been tuned to emit a non-visible beam. The aiming point is visible to the user without giving away one’s intentions.

Integrated Weapons are linked to and draw power directly from the Potentia Coil, and as such only those who posses this implant can make use of this weapon type. While connected to a Potentia Coils, Integrated Weapons have unlimited ammunition and do not need to be reloaded. Integrated weapons do not Jam; whenever an Integrated Weapon would suffer a Jam, the user instead takes 1 level of Fatigue as the drain on their own Potenia Coil starts to wear them down. Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll two dice for Damage and choose the highest.


Name: Xeno Mesh
Type: Mesh
Location(s): 4 AP (Arms, Body, Legs)
Weight: 2 kgs
Special: -
Of alien design, and sometimes manufacture, mesh is formed from thousands of thermoplas cells linked together to create a fabric-like material. It is lightweight and can withstand most impacts or heat energy by becoming momentarily rigid, spreading and dissipating the attack.

Consisting of both a marker (which is approximately the size of a Throne coin) and a tracker (roughly the size of an Auspex), the system indicates direction and distance to the marker so long as it remains within range. Within 1 kilometre, the signal will remain strong, and even out to 2 kilometres, the signal will read properly so long as there isn’t a large amount of stone or metal between the marker and tracker (such as a hive or tunnel system). The tracker is backed with an adhesive that will bond with virtually any material, but can be removed with relative ease either before or after discovery.Pict recorders are relatively simple live-media recording devices, and some have holographic capabilities. Most also allow for playback as well as recording, and some are even built into special servitors so they can capture important archaeological tech-quests, weapons tests, alien interrogations and other possibly dangerous events.These tiny devices, taking the form of black boxes no larger than the joint of a child’s thumb, are technological wonders from a forgotten age. They are capable of eavesdropping upon any conversation within a 10-metre radius. They can either record up to 100 hours of such conversation, or directly transmit them contemporaneously in short, secure bursts to waiting receivers. The Arbites make extensive use of this equipment to obtain damning evidence against suspects. Enforcers make use of similar devices, though usually they are less sophisticated and easier to detect. The Inquisition also has a great fondness for these machines.

Activating a vox-pickup is a Full Action, though they are so simple to use that no Tech-Use Test is required. Detecting an activated vox-pickup is a far harder proposition: anyone searching for one that has been planted must make an Opposed Search Test, pitting his Search Test against an Intelligence Test taken by the person who concealed the vox-pickup. At the GM’s discretion, modifiers may be applied for possessing equipment which can detect burst transmissions, or for having foreknowledge of the actual existence of vox-pickups in a given location.As it can open most standard Imperial locks, the multikey is not a standard item for most honest Imperial citizens. For the same reason though, they are widely sought after by criminals and other disreputable elements. A character with a multikey gains a +30 bonus to any Security Test when trying to open locks.A micro-bead or comm-bead is a short-range communication device worn in the ear, good out to about one kilometre. Such things as bad weather, dense terrain and intervening rock or plasteel can greatly reduce this range, however.Data-slates are commonplace in the Imperium, as the primary means of storing and reading printed text and other media such as video or audio recordings. They are so cheap and easy to make that many contain a single media recording, such as text, and can only play that single file. Others can re-record new information, and transmit and receive data from other devices.


The True Flesh – Cybernetics
This small port is grafted into your nervous system via small mechadentrite data fibers housed in your fingers, enabling you to interface with machine data ports, and certain types of data nets.These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or siphon power in many ways. Electoo inductors can be any colour, and can appear anywhere on the body—though hands or mechadendrites are the usual sites.This implant covers the lower half of your face with a network of grilles and tubing, purifying your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a variety of ways. This unit is encased inside an intricate skull embossed mask.This is a framework of metal, wires and impulse transmitters bolted to your spine and lower ribcage. As you gain implants, this mantle will act as a sub-dermal anchorage point. Some servants of the Omnissiah refer to the cyber-mantle as ‘the true flesh.’Cradled within the cyber-mantle is a power unit known as the potentia coil. This compact mass of small crystal stacks can store energy and produce various types of energy fields and power many of the augmatics and implants.This is a series of linked processors, implants and cortical circuits that augments your mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away to provide room for additional augmentations. Cranial circuits are often very crude-looking, and frequently rather aged.These devices, also known as sense-links, allow users to directly interface with a machine or technological device, and see very widespread use among the Adeptus Mechanicus who regard them as objects of divine communion. This MIU includes wrist connector probes in addition to the spinal plug. This unit provides a +10 bonus to Tech-Use, Pilot or Drive Tests used in conjunction with devices capable of MIU linking.This cybernetic limb mimics the function of the human arm and hand exactly, retaining strength, dexterity and sense of touch. It has also been equipped with a concealed integrated Lathe-Laspistol, which can be deployed and readied as a Half Action, it cannot be removed with a Disarm, and locating the pistol requires a detailed inspection or a successful auspex scan. Any catastrophic Jam or Overheat automatically disables the arm in question as well as the weapon.Smallest of Lathe pattern integrated weaponry the pistol, ubiquitous among the Crimson Guard while lacking the range of the larger Integrated-Lasrifle, its no less deadly, boasting a good rate of fire and penetration. With holo Visor Laser linked targeting system, Whilst the red-dot laser sight can be invaluable for improving one’s aim, it can be far too visible for covert operations. The holo visor is wired through the ocular interface of the auger arrays and works in conjunction with a weapon mounted laser sight that has been tuned to emit a non-visible beam. The aiming point is visible to the user without giving away one’s intentions.These are implanted devices duplicating the effects of special sensors. In all cases their use requires concentration and a Half Action. Common systems function identically to a standard auspex. used to detect energy emissions, motion and biological life signs. A character using an auspex gains a +20 bonus to Awareness Tests and may spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs or ambient radiation. The standard range of these augmented detection is 50m, although walls more than 50cm thick and certain shielding materials can block the scanner.Mechadendrites are cybernetic limbs that are usually mounted on the back or shoulder. Each mechadentrite requires the associated talent to use, the maximum number of Mechadendrites a character can have mounted on their body is equal to their Toughness Bonus.
This two-metre long limb houses a variety of tools and attachments designed to assist in the holy duties of the Mechanicus. This mechadendrite counts as a combi-tool, granting a +10 bonus to all Tech-Use Tests, and houses six injector pistons, each of which may be filled with one dose of sacred machine oil. It contains an electrically powered censer, which can gust incense fumes over particularly troublesome faults. The censer generates one “blast” of smoke every 15 minutes, which can by used in melee to distract and choke, imposing a –5 penalty to Weapon Skill Tests made by all living creatures within a two metre radius for one Round. This is a Half Action. Unless the censer is deactivated, all Perception Tests made to detect the Tech-Priest that rely on a sense of smell gain a +10 bonus. Finally, the mechadendrite contains a cutting blade. This counts as a knife with the Defensive quality and mono upgrade. You must have the appropriate Mechadendrite Use talent to operate this implant.This highly flexible, camera-studded mechadendrite is designed to assist in inspection and detection and may extend to a length of three metres, and can reduce its width to pencil thickness. It grants a +10 bonus to all Perception-based Tests. The optical feed allows the user to examine surfaces at a microscopic level and may also be used as a telescopic sight. The mechadendrite is mounted with an infra-red torch and sensors. A character using the mechadendrite suffers no penalties due to darkness and gains a +20 bonus to vision-based Perception Tests at night. Finally, the mechadendrite is fitted with a light that may be tinted a variety of different colours, depending on the controller’s whim. This mechadendrite may be shoulder or sternum-mounted. You must have the appropriate Mechadendrite Use talent to operate this implant.Instead of adding additional manipulation capabilities, this pair of gyroscopically-stabilised, heavily-clawed talons can anchor a Tech-priest firmly onto a surface, where he can conduct his furtive research more peacefully. Though considered a somewhat heretical design, more and more of this type of Mechadendrite are appearing across the Lathe Worlds. They require a Half Action to activate or deactivate. Once active, if the priest remains in place, he counts as being Braced and gains the Sturdy Trait. He may also ignore modifiers to Movement in areas of High, Low, or Zero Gravity and in areas with Tremors or other uncertain stability, he also gains a +10 Bonus to Climb Tests. These require the Mechadendrite Use (Utility) Talent to function.



Experience



• Untouchable (The Radical’s Handbook p.38) 400
• Logic 100
• Binary Chatter 100
• Common Lore (Tech) 100
• Forbidden Lore (Adeptus Mechanicus) 100
• Light Sleeper 100

Total this Rank 500
Total Spent 900
• Cogs Within Cogs (Talent) Free
• The Flesh is Weak [1] 100
• Exotic Weapon Training (Integrated Ranged Weapon) 100
• Orthoproxy 100
• Security 100
• Tracking 100

Total this Rank 1,000
Total Spent 1,400
• Mechadendrite Use (Utility) 100
• Sound Constitution 100
• Tech-Use +10 100
• Logic +10 100
• Toughness +5 100
• Willpower +5 100
• Intelligence +5 100
• Demolition 100
• Logis Implant 200

Total this Rank 2,000
Total Spent 2,400
• The Flesh is Weak [2] 100
• Mechadendrite Use (Optical) 100
• Pilot (Military Craft) 100
• Security +10 100
• Awareness 200
• Perception +5 250
• Intelligence +5 250

Total this Rank 3,100
Total Spent 3,500
• Forbidden Lore (Archeotech) 100
• Scholastic Lore (Archaic) 100
• Sound Constitution 100
• Tech-Use +20 100
• Security +20 100
• Concealed Cavity 100
• Medicae 150
• Willpower +5 250

Total this Rank 4,100
Total Spent 4,500


Background


++++DECRYPTING++++
++DATA DAEMON INITIATED++


https://i.ibb.co/LpRkDKf/00NUL.jpg
Head (2)
(1-10)

Right Arm (6)
Left Arm (6)
(11-20)
(21-30)


Body (6)
(31-70)

Right Leg (6)
Left Leg (6)
(71-85)
(86-00)



Armour Worn: Xeno Mesh (4 AP; Body, Arms, Legs); Machine (2) (2 AP; Head, Body, Arms, Legs)

LairdMaon
2022-05-02, 12:52 AM
i see you, my friend

TankLaser007
2022-05-02, 01:01 AM
Nothing untoward is going on here I assure you!!

LairdMaon
2022-05-02, 01:37 AM
A likely story

LairdMaon
2022-05-05, 07:24 PM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]

TankLaser007
2022-05-05, 11:46 PM
hmmmm ...

ten characters

TankLaser007
2022-05-14, 01:19 PM
▒░▒▒▒░░░▒▒▒░▒▒▒░░▒░▒░░▒▒▒░▒▒▒░░▒░░░░░▒▒▒░▒▒▒░░░▒░▒ ░░▒░▒▒▒░░░▒▒▒░░░▒░▒░░░▒░▒▒▒░░░▒░▒▒▒░░░▒▒▒░▒▒▒░░▒░░ ░░░▒▒▒░░░▒▒▒░░░▒░▒░░░▒░▒▒▒░▒▒░▒▒▒░░▒░▒░░▒▒▒░▒▒▒░░░ ▒░▒░░▒▒░░░▒▒▒░▒░▒░▒▒▒░░░░░▒▒▒░░▒░▒░░▒▒░▒░░▒▒░░▒░▒░ ▒

ten characters are my bane for testing

LairdMaon
2022-05-17, 04:41 AM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]

TankLaser007
2022-05-17, 05:49 AM
Completely without merit ...

Not sure how you get an 8 with best 3 of 5 ... ugh.

LairdMaon
2022-05-17, 05:56 AM
Not gonna lie, that did hurt a bit. The rest came out alright though

TankLaser007
2022-05-17, 06:26 AM
You're trying your hand at PF2e? I really can't get into 5e or PF2e not sure what it is about these systems doesn't "click" with me.

LairdMaon
2022-05-17, 06:29 AM
5e still sits strange in my gray matter. PF2e isn't all that bad until I try figuring out the magic item system.

Gotta try em out before I can know if I like em.

TankLaser007
2022-05-22, 09:31 AM
Spring & Autumn - In the Shadow of War
春秋 - 战争阴影下


Book One: The Death of Dragons
第一卷:龍之死

The Wabin Sea raged for eight days and nights, furious storms blowing from the wrathful winds reached as far inland as the Red Pavilion of the imperial capitol.

Lightning scarred the skies, shredding the cloak of night with claws of such brightness you would think it was noon.

The mountains of Xiongnu were shaken to their roots with thunderous roars so terrifying some said babes were born with hair white as snow due to the fright.

It was a storm the likes of which the Land Beneath Heaven had not witnessed in centuries.

Such was the lament, anger, and anguish of the Dragon King at the death of the Emperor of Wa, Tiandi Mizuten Yamato the Azure Dragon of the East.

It was only when the clouds subsided, and the veil of dark was peeled back to reveal the golden sun, her bright face nearly naught but memory after a week sequestered in the dark of the storm, that the second calamity befell the Middle Kingdom.

The peals of thunder gave way to the peals of the great Shibiela bell. The ringing cascaded from fortress to fortress, from city to city, from village to village and the news was grim indeed.

Longdi Liu Taizu the Golden Dragon of the West and Emperor of Shenzhou was dead!

A new fear set in. With the death of the dragons of east and west, the emperors of the known world were gone, and so too was the knot that bound the swords of the lands between heaven and earth, east and west.

The Treaty of the Dragons was dissolved. For fifty-seven years peace and prosperity had reigned.

Now the jade throne lay bare and old ambitions flared as rumours spread that once again the sight of armies were on the horizon and the glint of spears shone bright upon the borders.

Autumn was close to an end, and with it the first breaths of winter and the cold shadow of war.

The flame of the age of peace had died, and from its embers the age of heroes was rekindled.

https://i.ibb.co/wJ40h7J/01-Autumn-s-End.jpg





1. What game system are you running

We'll be using Pathfinder 1e with Spheres of Might (http://spheresofpower.wikidot.com/spheres-of-might) (SoM)

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

This is a game for martial artist to shine and take centre stage. It will take place in a homebrewed world (Spring & Autumn) based on a hodgepodge of far eastern fantasy myths and legends. The flavour is heavily influenced by wuxia and martial arts historical dramas of China, Korea and Japan. In terms of "real world" influences think sengoku era Japan, and the Warring States, Spring and Autumn and Three Kingdoms periods of China.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

Looking at 4-5 "additional" players as OP from original thread (https://forums.giantitp.com/showthread.php?644123-Martial-Oriented-Game-(PF-SoM-OR-PoW)) has guaranteed spot.

4. What's the gaming medium (OOTS, chat, e-mail etc.)?

Standard GitP array. IC/OOC threads on this forum. Possibility of Discord OOC, dependent on player interest.

5. What is the characters' starting status (i.e. experience level)?

The PCs are experienced heroes of the kingdom, well established and well known in society. Starting at 9th level.

6. How much gold or other starting funds will the characters begin with?

WBL - 46,000 gp, however, no item should exceed the value of your character's main weapon or similar signature weapon/gear (i.e an Amulet of Mighty Fists for unarmed themed character), although this is not a “hard rule” it should be considered when making selections.

This game is intended to focus upon martial characters, and magic in the setting is very rare. Magical weapons are considered to be family heirlooms, passed from master to disciple, gifts from spirits, immortals, or gods. They may be items that focus or act a as conduit for the inherent abilities of their wielder more than the products of mages, sorcery or arcane forges. Spell trigger and completion items or items that solely cast spells are not allowed.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

Try to build around the theme of a martial artist as made popular in wuxia/jidaigeki genres. No arcane casters (sorry Magus) of any kind, otherwise any Paizo or Spheres of Might (SoM) classes and archetypes should be fine. This game will be gestalt with a Spheres practitioner class, or archetype mandatory for one track and the second track free for another class.

While divine casters such as oracle/shaman and psychic/occult classes like the Kineticist/Occultist may be permitted, casting is capped at 6th level and you make a challenge for yourself in having to justify it as a martial focus. Remember you should be a martial artist with some mystical abilities highlighting or accentuating your physical/fighting prowess or adding utility, NOT a magic user that can hit with a weapon.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

There are five alternate human races, which are homebrewed and can be found here (https://www.worldanvil.com/w/spring-26-autumn---in-the-shadow-of-war-tanklaser007/c/playable-races-category). In brief, standard PF Humans and their existing variants, or those as found in the previous link are the allowable races. Setting appropriate supernatural races may be available upon request but the setting is human centric.

While oni, bakemono, xian, gui, yaoguai, dragons, kitsune/hulijing, tengu, kappa etc. all exist in the world they are on the fringes of society, in the wilds (ancient forests, in the mountains, swamps) and sacred/haunted places (old shines, temples, battlefields) and consider by the vast majority of society to be evil and harmful and thus most will be antagonistic and hostile to such creatures, often outright attacking them on sight.

Races, (or modified) versions of such races might be available upon request but would require a very solid narrative sell. I have notes for playable kitsune and half-kitsune which will be added as time permits or if there is a specific request. Otherwise this is mainly a “human only” game.

9. By what method should Players generate their attributes/ability scores and Hit Points?

20 Point Buy, full HP 1st level average each level thereafter. Background Skills (https://aonprd.com/Rules.aspx?Name=Background%20Skills&Category=Pathfinder%20Unchained), The Elephant in the Room: Feat Taxes (https://michaeliantorno.com/feat-taxes-in-pathfinder/), Traits (https://aonprd.com/Traits.aspx) (2) or (3) with a Drawback (https://aonprd.com/Traits.aspx?Type=Drawback) (1) are all in effect.

10. Does your game use alignment? What are your restrictions, if so?

I consider alignment more of broadstrokes for giving me and you an idea of your character's baseline sense of "morality" and moral compass. Regardless of your alignment you're expected to "play well with others" and be capable of working with the other PCs. Narrative intra-party conflict and tension can make for memorable and engaging role-playing and storytelling, but PvP will not be allowed.

11. Do you allow multi-classing, or have any particular rules in regards to it?

Standard multi-classing is allowed, provided one side of the gestalt is reserved solely for the Spheres of Might material.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honour system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

Rolls on the forum, in OOC or IC as appropriate. I might rarely make a passive roll for a PC but will likely keep that to a minimum.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

See below. The setting is hombrewed, most changes are purely narrative (window dressing/"fluff") and do not alter the rules of PF/SoM.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

Enough to give me and you an idea about your character's history, personality and goals/direction. I do want a brief description of 3 NPCs from you.


One is an ally, friend, relative, lover/spouse, child/ward, someone who is close to your PC and on good terms.
The second is someone who is adversarial yet needn't be an open enemy perhaps they are a long time rival a fellow student jealous your master taught you the secret technique, or it could very well be someone out for you blood.
The third is individual of renown in the setting, whether in a small sense, beloved teacher of a mountain village, lucrative merchant, a famous poet, calligrapher, or smith, an official in the government or maybe a general renown for innovating a now classic manoeuvrer, its up to you.

Regarding builds, and background all characters should fit the martial arts, wuxia, chanbara/jidaigeki theme. The PCs are all well established heroes or personalities of renown within the world.

All PCs should have some kind of tie to the Dragon King's Granddaughter, Tiaoyueni (an ancient dragon). She is the patron of the Kanshou Dugoa (see below) which is an order of heroes from all over the lands beneath heaven, tasked with keeping internal peace between the kingdoms and the Shenzhou and Watama Empires. Characters can be members of the society or simply those with some type of personal debt of honour to Tiaoyueni or the society.

15. Does your game involve a lot of hack & slash, puzzle solving, role-playing, or a combination of the above?

Expect a bit of each with a healthy does of intrigue (the two rulers of the known world have both died within days of one another), but this is a martial game so there should be plenty of opportunities for combat.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

Pathfinder 1e The archives (https://www.aonprd.com/) and the Spheres Wiki (http://spheresofpower.wikidot.com/spheres-of-might) should have you covered. While I am open to some "reskins", tweaks or flavourful reimagining of existing material I'm not interested in homebrew or various 3PPs. We will only be using Spheres of Might (SoM) no Spheres of Power, (Champion content on a by-request basis, but be prepared for no), no Path of War, or any other 3pp other than SoM.
Languages
The official language of the Middle Kingdom, the Lands Beneath Heaven, the Shenzhou Empire is Zhongwen. Most other languages use some version of Zhongwen characters in their written forms. Zhongwen is the common language among most people and known by all officials and scholars regardless of their origin.

Longyu is the divine speech of the dragons and taught to their sworn vassals and offspring. It’s used by some societies and branches of the Imperial line. Many a court poet is versed in this ancient and respected language.

Hanyu and Watamago the official languages of the Kingdom of Hangou and Watama Empire respectively, are spoken by many sailors (and pirates) as well as on the Hangou peninsula, many coastal settlements and islands. Mayu is spoken by the nomadic tribes in the north and is the official language of the Xiongnu kingdom.

Fanwen, also known as celestial or heavenly speech is said to have originated from the speech of the five heavenly beasts, and used by the immortals on their sacred mountains. It is used in many religious and monistic orders, especially in the recitation of holy texts and myriad mantras and chants. The primordial language Shenzi is the language said to spoken by fox maidens, and all manner of kami and minor gods of the wilds. It’s used primarily by mystics in their esoteric rituals and texts as well as by exorcists.


Zhongwen (中文) – Language of the land Beneath Heaven the Shenzhou empire (Common)
Watamago (和珠語) – Language of the Watama Empire and her people.
Hanyu (韓國) – Language of the Kingdom of Hangou and the people of the Hangou peninsula.
Mayu (馬字) – Language of the Xiongnu Kingdom and northern tribes.
Longyu (龍語) – Speech of Dragons, language of Dragons and their earthly consorts.
Fanwen (梵文) – Heavenly Speech (Celestial), speech of the heavenly beasts, Immortals and many monastic orders and holy texts.
Shenzi (神字) – Spirit’s Speech, language of many spirits, and mystics, especially exorcists.


Characters start with 1 language of their choice and 1 skill point p/ point of Int Bonus that can be spent on Linguistics or a new skill Literacy.


Literacy
(Int; Trained Only)
You are able to read and write in a language you know. When choosing this skill pick a language you know in which you are literate. In addition to now being able to read and write in that language you are familiar with the various intricacies of the written word such as literature, poetry, plays and various styles of composition and calligraphy. You may receive +2 Circumstance bonus to Appraise, Artistry, Craft, Linguistics, Lore, and Perform checks relating to the written word or literature, when appropriate.

Societies & Organisations
Bridge Wardens, Guardians - Kanshou Dugoa (看守 渡过): An order of peacekeepers. For half a century they have kept peace and made sure the Treaty of Dragons was upheld. They wander the lands keeping the people safe from the ravages of warlords, beasts, demons, and bandits often arriving when there is trouble, even from natural disasters. Members have the unique position of being granted free reign to travel between all the lands of both the Watama and Shenzhou Empires.

They are popularised (and perhaps exaggerated) in folk-tales, plays, poems, romances and novels in both empires. Some say the order is in decline, having made themselves obsolete, as the last two decades have been some of the most prosperous and peaceful in recent memory. Their symbol is a leaping carp beneath an arched bridge and members often have this icon somewhere on their clothing, armour or weaponry or as a jade amulet with varying colours corresponding to their seniority within the society.

The Nameless Society - Wuming Shehui (無名社會): A secret society of thieves, entertainers, performers and those ostracised from normal, mainstream society.. They are known for always wearing masks, especially those popular at festivals. Members do not know one another and the “society” is thought by most not to even exist. They have no formal lodges, or meeting places and the only known rule is that all members are anonymous, and forbidden from knowing one another’s unmasked identities.

Regions
Watama Empire (和珠)
Meishu (明州) - Watama colony on the eastern coast, all that remains of the last invasion known as Mingzhou in Zhongwen.

Shenzhou Empire (神州)
Hangou (韓國) - Penensula, eastern coastal kingdom
Xiongnu (匈奴) - Northern border kingdom
Chaosu Dao (橋寺島) - Temple Island, home of the Dragon King's Granddaughter



Applicants


Spheres Track
Standard Track
Race
Player
Character
Sheets


Spheres Track
Standard Track
Race
Player
Character
[Sheet (LINK HERE)]


Spheres Track
Standard Track
Race
Player
Character
[Sheet (LINK HERE)]


Spheres Track
Standard Track
Race
Player
Character
[Sheet (LINK HERE)]


Spheres Track
Standard Track
Race
Player
Character
[Sheet (LINK HERE)]

LairdMaon
2022-06-08, 01:10 PM
I have a couple questions about Book One: The Death of Dragons.
I'm cobbling together a character concept: Striker, Unchained Barb, Boxing Sphere, race undecided.
Do I need to worry about choosing other Spheres?

TankLaser007
2022-06-08, 02:43 PM
Spheres is one of those things the more interactions you get the more you may get out of the system but its not necsary.
Its Human only with five variant Humans and variant Kitsune. Most of the build info is in the OP in the main thread. The info here is outdated // maybe not as clear.

TankLaser007
2022-06-15, 11:40 AM
Name Name Name

https://i.ibb.co/SvcMjb4/Shikai-Kun.png

A former captain in the Shenzhou Imperial Army, and currently a youxia in the employ of the Kanshou Dugoa. She deserted from the empire after rescuing Liyue from a corrupt official secretly employing slaves for labour. She's a fair-haired, fair-skinned lady with a strong sense of justice, who employs the Zhuquejian style of swordfighting





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TankLaser007
2022-06-15, 12:02 PM
Horgus Gwerm
https://db4sgowjqfwig.cloudfront.net/images/2264671/Horgus_Gwerm.png
An aging and slightly overweight noble who speaks with constant condescension in his voice. His clothes are always of the highest quality and has numerous pieces of expensive jewelry on his hands and clothes. Is a noble of Mendev and owns a large manor in Kenabres. Is a known money lender, investor and trader in the city and very shrewd in his dealings. Was implemented in an investigation of corrupt nobles and clergy based on allegations from Aravashnial. He was spied upon and had his house broken into and searched by Anevia Tirabade. He was cleared of any wrong doing.



[Aneiva Tirabade
https://i.ibb.co/ry3zjYR/Shikai-Kun.png (https://ibb.co/SvcMjb4)
Anevia was at some point a man. It was a somewhat convoluted love affair that she is now married to Irabeth, the half orc paladin from Kenabres. Aside from that distraction, she has proven herself resourceful in counter espionage and information gathering, the positives of a misspent youth. She follows her wife where ever the crusade calls her.
Before the fall of Kenabres, she was tracking insurgent activity. She believed Horgus was behind the funding of the cultist but was mistaken. He had secretly been fronting a large part of his businesses for the benefit of the crusaders. The shrewd merchant took the perceived profit and funneled it into stores, weapon caches, and reserves. She was at once disarmed with her suspicion and began having a greater respect for the lout.


Arivishnal
https://db4sgowjqfwig.cloudfront.net/images/1974690/images6JNNIPC8.jpg
A tall, lean elven man with long silvery white hair and formally light blue eyes. With the terrible injury he took from the whip of Khorramzadeh, his eyes have been destroyed and his proud head hangs low in shame. A member of the arcane society, the Riftwardens. Very vocal about the Riftwardens joining the crusade to drive back the demons instead of just studying the portals for knowledge sake. Proud of his knowledge and keen intellect and revels in being able to enlighten anyone around him if given half a chance.
Despite his arrogance he gives over to an almost childlike wonderment when he discovers something new or something that proves one of his many (conspiracy) theories correct.
Put together a report for the Eagle Watch of people he suspected of funding hostile cults in the city. In his report, he mentioned Horgus Gwerm but it was based on a hunch rather than proof and was ultimately proven as false. He feels some shame about the incident.

LairdMaon
2022-06-23, 07:24 PM
Storing this here while I rummage under the hood.

There are those who even the most militant of clergy look upon warily. Individuals who have sold themselves to causes with a fervor that beggars belief. On occasion, one of these fervent faithful may discover a way to unlock the powers of the domains.
There is no formal training nor organization for Dawn Zealots. Instead, they come from all walks of life with the only trait tying them together being their unswerving devotion to their individual beliefs.

Hit-Die: d10
Armor: Light, Medium, Light Shield
Weapons: Simple
Skill Points: 4
Skill List
Str: Climb, Jump, Swim
Dex: Balance, Tumble
Con: Concentration
Int: Knowledge (Religion), Search
Wis: Listen, Sense Motive, Spot, Survival
Cha: Bluff, Disguise, Gather Information



LvlBase AttackFortRefWillSpecial-1--2--3--4--5--6--7--8--9-

1st+0+2+0+2
Domains, Spellcasting
2- - - - - - - -

2nd+1+3+0+3
++++
3- - - - - - - -

3rd+2+3+1+3
Divine Channeling, Mettle
32- - - - - - -

4th+3+4+1+4
Zeal of Faith
43- - - - - - -

5th+3+4+1+4
Quick cast 1/day, 3rd Domain
432- - - - - -

6th+4+5+2+5
Spell power +2
443- - - - - -

7th+5+5+2+5
++++
5432- - - - -

8th+6/+1+6+2+6
Zeal of Faith (2nd feat)
5443- - - - -

9th+6/+1+6+3+6
4th Domain
55432- - - -

10th+7/+2+7+3+7
Quick cast 2/day, Zeal of the Heart (1.5)
55443- - - -

11st+8/+3+7+3+7
Spell power +3
655432- - -

12nd+9/+4+8+4+8
Zeal of Faith (-2)
655443- - -

13rd+9/+4+8+4+8
Divine Channeling (full attack)
6655432- -

14th+10/+5+9+4+9
5th Domain
6655443- -

15th+11/+6/+1+9+5+9
Quick cast 3/day
66655432-

16th+12/+7/+2+10+5+10
Spell power +4, Zeal of Faith (3rd feat)
66655443-

17th+12/+7/+2+10+5+10
++++
666655432

18th+13/+8/+3+11+6+11
Spell power +5
666655443

19th+14/+9/+4+11+6+11
6th Domain
666665544

20th+15/+10/+5+12+6+12
Quick cast 4/day, Zeal of the Heart (x2), Zeal of Faith (-3)
666665555



Domains
Dawn Zealots begins with the two domains of their choosing. They gain the benefits of the domain granted powers and add the domains' spell list to their spells known. Dawn Zealots gain an additional domain at levels 5, 9, 14, and 19.

Spellcasting
A Dawn Zealot casts divine spells drawn from their domain choices. They can cast any spell they know without preparing ahead of time. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, they receives bonus spells per day if they have a high Wisdom score.
To cast a spell, a Dawn Zealot must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a Dawn Zealot's spell is 10 + the spell level + the Dawn Zealot's Wisdom modifier.

Divine Channeling
Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Mettle
At 3rd level and higher, a Dawn Zealot can resist magical and unusual attacks with great willpower or fortitude. If they makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), they instead completely negates the effect. An unconscious or sleeping Dawn Zealot does not gain the benefit of mettle.

Zeal of Faith
At 4th level gain a metamagic feat that you meet the prerequisites for. You may apply it to your domain spells with the slot penalty reduced by 1 a number of times per day equal to your wisdom modifier. The slot penalty reduction is for each spell effected, not per individual feat.
At 8th and 16th levels an additional metamagic feat may be chosen for this.
The slot penalty reduction becomes 2 at 12th and 3 at 20th.

Quick Cast
Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. Quick Cast is mutually exclusive in it's effect and cannot be combined with any metamagic.

You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

Spell Power
Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.

Zeal of the Heart
At 10th level static numerical ability bonuses gained from the Dawn Zealot's domain spells are multiplied by 1.5. This multiplier becomes 2 at 20th level.

TankLaser007
2022-06-24, 11:48 AM
Looks nice, is this for your setting/game?

LairdMaon
2022-06-24, 04:18 PM
Just needed a place to work on it. The PEACH thread is here: https://forums.giantitp.com/showthread.php?647089-Dawn-Zealot-feel-free-to-PEACH

TankLaser007
2022-06-27, 01:16 PM
What's the DC for that...

+ [roll=1d6

TankLaser007
2022-06-27, 01:17 PM
What's the DC for that... try again

1d20+1d6+20

Does this work?

TankLaser007
2022-06-27, 01:18 PM
What's the DC for that?

[roll0]
[roll1]

TankLaser007
2022-06-28, 07:39 AM
[roll0] 4d6
[roll1] 4d6
4d6 4d6
4d6 4d6


Testing b/c I always forget.

TankLaser007
2022-07-04, 03:46 AM
It's go time:

[roll0]
[roll1]
[roll2]

LairdMaon
2022-07-17, 04:50 AM
At a young age, a foolish boy was given a grand opportunity, but no guidance. He hadn't hit puberty when a powerful angel came to town with a nasty chip on his shoulder. In his spiteful frustration, he handed out Miracle spells to five children and then left to absolve himself in his church.

A Miracle is a powerful spell. And it caused the effective deaths of four of the recipients due to their lack of worldly wisdom and experience. The foolish boy survived. Mostly.
The foolish boy asked for strength in combat. And the angel gave it to him, but not without a burden to carry.

When he awoke from his first blackout, he discovered his hands were sticky with congealing heart-juice. His confusion and horror grew when he followed the trail to find his youngest sibling and their new hunting dog pups strewn about their home.

Fear and disgust drove him to flee. A strange joy and mirth drove him to recreate the scene to the best of his abilities whenever he found suitable prey out playing in the forests.In time, he decided he would be better served by mastering his impulses. He found himself in the presence of a drow priestess and enlisted himself into her retinue. There, he learned to use his strength to his benefit rather than letting it control him.

It took little time for him to gain the attention of the goddess Lolth. She favored him quickly and in a short time she took him as her latest husband. His no nonsense ways brought her pleasure and she honored him with the pet name "Bear" due to his body being so much larger than her more common worshipers. When he felt he was ready to leave, he swore to hunt down the angel who had thrust this life on him. That angel and all it's ilk would fall before him.

The boy had grown into a man. The anger given him by the angel festers in his heart daily. He's grown to embrace it as he hunts the angel who gave it to him.

His hunt proved successful several times over. Eventually, he heard of a call to assault the heavens. He sought an invitation to join.

It was in a tavern known as the meeting place of a small but well known warband that he got his chance to get one. The leader of the warband was bragging to his cohort about his invitation. So proud he was. The boy-become-man had walked over and torn his head from his shoulders. Simple and effective. When he departed, he had his papers in hand and the tavern was left an abattoir.

TankLaser007
2022-07-17, 05:16 AM
At a young age, a foolish boy was given a grand opportunity, but no guidance. He hadn't hit puberty when a powerful angel came to town with a nasty chip on his shoulder. In his spiteful frustration, he handed out Miracle spells to five children and then left to absolve himself in his church.

A Miracle is a powerful spell. And it caused the effective deaths of four of the recipients due to their lack of worldly wisdom and experience. The foolish boy survived. Mostly.
The foolish boy asked for strength in combat. And the angel gave it to him, but not without a burden to carry.

When he awoke from his first blackout, he discovered his hands were sticky with congealing heart-juice. His confusion and horror grew when he followed the trail to find his youngest sibling and their new hunting dog pups strewn about their home.

Fear and disgust drove him to flee. A strange joy and mirth drove him to recreate the scene to the best of his abilities whenever he found suitable prey out playing in the forests.In time, he decided he would be better served by mastering his impulses. He found himself in the presence of a drow priestess and enlisted himself into her retinue. There, he learned to use his strength to his benefit rather than letting it control him.

It took little time for him to gain the attention of the goddess Lolth. She favored him quickly and in a short time she took him as her latest husband. His no nonsense ways brought her pleasure and she honored him with the pet name "Bear" due to his body being so much larger than her more common worshipers. When he felt he was ready to leave, he swore to hunt down the angel who had thrust this life on him. That angel and all it's ilk would fall before him.

The boy had grown into a man. The anger given him by the angel festers in his heart daily. He's grown to embrace it as he hunts the angel who gave it to him.

His hunt proved successful several times over. Eventually, he heard of a call to assault the heavens. He sought an invitation to join.

It was in a tavern known as the meeting place of a small but well known warband that he got his chance to get one. The leader of the warband was bragging to his cohort about his invitation. So proud he was. The boy-become-man had walked over and torn his head from his shoulders. Simple and effective. When he departed, he had his papers in hand and the tavern was left an abattoir.



This is for a game?

TankLaser007
2022-07-17, 05:16 AM
At a young age, a foolish boy was given a grand opportunity, but no guidance. He hadn't hit puberty when a powerful angel came to town with a nasty chip on his shoulder. In his spiteful frustration, he handed out Miracle spells to five children and then left to absolve himself in his church.

A Miracle is a powerful spell. And it caused the effective deaths of four of the recipients due to their lack of worldly wisdom and experience. The foolish boy survived. Mostly.
The foolish boy asked for strength in combat. And the angel gave it to him, but not without a burden to carry.

When he awoke from his first blackout, he discovered his hands were sticky with congealing heart-juice. His confusion and horror grew when he followed the trail to find his youngest sibling and their new hunting dog pups strewn about their home.

Fear and disgust drove him to flee. A strange joy and mirth drove him to recreate the scene to the best of his abilities whenever he found suitable prey out playing in the forests.In time, he decided he would be better served by mastering his impulses. He found himself in the presence of a drow priestess and enlisted himself into her retinue. There, he learned to use his strength to his benefit rather than letting it control him.

It took little time for him to gain the attention of the goddess Lolth. She favored him quickly and in a short time she took him as her latest husband. His no nonsense ways brought her pleasure and she honored him with the pet name "Bear" due to his body being so much larger than her more common worshipers. When he felt he was ready to leave, he swore to hunt down the angel who had thrust this life on him. That angel and all it's ilk would fall before him.

The boy had grown into a man. The anger given him by the angel festers in his heart daily. He's grown to embrace it as he hunts the angel who gave it to him.

His hunt proved successful several times over. Eventually, he heard of a call to assault the heavens. He sought an invitation to join.

It was in a tavern known as the meeting place of a small but well known warband that he got his chance to get one. The leader of the warband was bragging to his cohort about his invitation. So proud he was. The boy-become-man had walked over and torn his head from his shoulders. Simple and effective. When he departed, he had his papers in hand and the tavern was left an abattoir.



This is for a game?

Knocking on heaven's door? (https://forums.giantitp.com/showthread.php?647562-Knocking-on-Heaven-s-Door-High-Level-3-5-Gestalt-Evil)

LairdMaon
2022-07-17, 05:47 AM
Yeah. I have little confidence in getting chosen due to the character not being a spellcaater. The crunch that goes with that fluff is currently waiting for the answer to a single query before I push forward.

LairdMaon
2022-08-15, 11:07 PM
1. Think up at least 5 things about the character and his background that are essential to the character. This is your foundation for the character.
A. She's been fighting for enough time to become pragmatic about combat. She's used to fighting alone, though she prefers to work within an established unit.
B. Forging false papers is a happy pastime for her. A hobby, if you will. And it's very convenient for so many uses!
C. The gemshorn is more to drown out the voices in her head than to entertain others.
D. She had her right arm tattooed dark red, like thick blood. It's a reminder of the business she's been in for so many years.
E. She has a strong desire to use her talents, whatever they are, to create a visible positive result in the world.

2. Think up at least 2 goals for the character. These are the things the character or you, the player want to see happen.
A. She wants to find her place in the world. Fighting for coin doesn't satisfy, even if it's the government's coin.
B. There's a pride to be had in being the best at what you do. She'd like to master her trade.

3. Think up at least 2 secrets for the character. 1 should be a secret that the character has, and 2 should be a secret that involves the character but the character doesn't know yet.
A. She has a fear of human children. They're often her size while being still children!
B. Unknown to her: Scandal! Her absent family is still alive. They're all just suffering from a mild case of imprisonment for traitorous acts against the Karrnath throne.

4. Describe 3 people tied to the character through blood, romance or honor. Two should be friendly, one should be hostile. Everyone has friends and enemies.
A. Honor: A diplomat currently living in Rekkenmark. She'd saved his life at the cost of her arm back in the Blade Desert.
B. Honor/Love: Her old unit in the Blade Desert. Her farewell was celebrated with tears and song. She loves them as family.
C. Hostile: The full might of the opposing military she'd been fighting. Chances are very high that they have warrants out for her capture.

5. Describe 3 memories the character has. They don't have to be elaborate, but they should provide some context and flavor.
A. Her first kill. It was in combat. There's no escaping that one. He was a young man, too young for military duty. He cried as he bled out.
B. The send-off when she left Griffonclaw. Sure, her memory isn't entirely clear thanks to all the alcohol imbibed...
C. The nervous calm before a combat action. The feeling of built-up tension is intoxicating.
D. Bonus, a memory she doesn't have: Any recollection of her family.

TankLaser007
2022-08-16, 10:29 AM
1. Think up at least 5 things about the character and his background that are essential to the character. This is your foundation for the character.
A. She's been fighting for enough time to become pragmatic about combat. She's used to fighting alone, though she prefers to work within an established unit.
B. Forging false papers is a happy pastime for her. A hobby, if you will. And it's very convenient for so many uses!
C. The gemshorn is more to drown out the voices in her head than to entertain others.
D. She had her right arm tattooed dark red, like thick blood. It's a reminder of the business she's been in for so many years.
E. She has a strong desire to use her talents, whatever they are, to create a visible positive result in the world.

2. Think up at least 2 goals for the character. These are the things the character or you, the player want to see happen.
A. She wants to find her place in the world. Fighting for coin doesn't satisfy, even if it's the government's coin.
B. There's a pride to be had in being the best at what you do. She'd like to master her trade.

3. Think up at least 2 secrets for the character. 1 should be a secret that the character has, and 2 should be a secret that involves the character but the character doesn't know yet.
A. She has a fear of human children. They're often her size while being still children!
B. Unknown to her: Scandal! Her absent family is still alive. They're all just suffering from a mild case of imprisonment for traitorous acts against the Karrnath throne.

4. Describe 3 people tied to the character through blood, romance or honor. Two should be friendly, one should be hostile. Everyone has friends and enemies.
A. Honor: A diplomat currently living in Rekkenmark. She'd saved his life at the cost of her arm back in the Blade Desert.
B. Honor/Love: Her old unit in the Blade Desert. Her farewell was celebrated with tears and song. She loves them as family.
C. Hostile: The full might of the opposing military she'd been fighting. Chances are very high that they have warrants out for her capture.

5. Describe 3 memories the character has. They don't have to be elaborate, but they should provide some context and flavor.
A. Her first kill. It was in combat. There's no escaping that one. He was a young man, too young for military duty. He cried as he bled out.
B. The send-off when she left Griffonclaw. Sure, her memory isn't entirely clear thanks to all the alcohol imbibed...
C. The nervous calm before a combat action. The feeling of built-up tension is intoxicating.
D. Bonus, a memory she doesn't have: Any recollection of her family.

What game is this for?

LairdMaon
2022-08-16, 10:33 AM
What game is this for?


https://forums.giantitp.com/showthread.php?648691-Dark-Dank-Dungeons-(3-5-Eberron-Re-Recruitment

TankLaser007
2022-09-01, 05:30 AM
Vaedar Gevie
Melee's Moon, Naked Knight, Singing Spear



https://i.ibb.co/k459F13/Singing-Spear-500w-Trans.png





Paladin of Shelyn

Race: Aasimar (Azata-Blooded)
Role: Frontliner / Tank / Reach Fighter / Back-up Buffer/Healer
Traits: Planar Savant (F), Inner Beauty (R), Destined Diplomat (S)
Drawbacks: Naive
Class: Paladin of Shelyn (14) / Fighter (1) / Unchained Monk (1)
Archetypes: Paladin (Warrior of Holy Light, Invigorator), Fighter (Gloomblade, Spear Fighter), Unchained Monk (Scaled Fist)

HP: 208 DR: 2 / Magic | (2 / -) Init: +6 AC: 32 (35)
Touch: 26 Flat-Footed: 25 CMD: 36
Fortitude: 25 Reflex: 21 Will: 18

Attack Options:
Longthorn (+1 Mithral Fauchard)
Attack: +24/+19/+14/+9, Damage: 1d10+7
Crit: 15-20 / x2, Range: 5'/10' (Reach), Type: Piercing or Slashing

Longthorn (+1 Mithral Fauchard) (Against Evil Outsiders)
Attack: +27/+22/+17/+12, Damage: 1d10+2d6+9
Crit: 15-20 / x2, Range: 5'/10' (Reach), Type: Piercing or Slashing

Winter's Harp (+1 Darkwood Short Bow)
Attack: +23/+18/+13/+8 Damage: 1d6+1,
Crit: 20/x3, Range: 60', Type: Piercing


Auras & Emanations:
• Anchoring Aura: Constant, 20' Radius gain effects of Dimensional Anchor (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Dimensional%20Anchor) vs. Evil Outsiders Will DC 23 to enter or exit the aura.

• Angelic Bond: Standard, 20' Radius produce light as Continual Flame (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Continual%20Flame) and allies gain; benefits of Protection from Evil (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Protection%20from%20Evi l) except the Sacred Bonus to Deflection AC and Saves are +6, 14 minutes (3/day)

• Aura of Courage: Constant, 10' Radius allies gain +6 Morale Bonus vs Fear effects.

• Aura of Faith: Constant, 10' Radius all attacks count as Good Aligned vs DR/Good

• Bestow Hope: Swift, Grant up to 7 targets in LoS (DR 5 / -) until end of encounter (9/day)

• Channel Energy: Standard, 30' Radius Burst, Heal 7d6, (2 LoH)

• Heaven's Light: Standard, Light as Daylight (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Daylight) spell, Evil creatures w/i 30' Radius DC 24 Fort save or become Sicked while in range +1 round after leaving (15 Rounds/day)

• Holy Fount: Swift, 10' Radius, allies gain; Fast Healing 10, 7 rounds (2 BH)

• Power of Faith: Standard, 30' Radius allies gain; +3 Morale Bonus to Attacks, Damage, AC & Fear Effects and Resistance 10 to one Energy Type, 1 minute (1 LoH)

• Shared Defences: Standard, 15' Radius, +3 Sacred Bonus to AC, CMD, Saves; Immune to Bleed, Auto Stabilise, 6 rounds (1 LoH)

• Shinning Light: Standard, 30' Radius Burst, all allies heal 7d6 HPs and gain +2 Sacred Bonus to Saves, Attacks, Skill Checks for 1 round; all Evil creatures take 7d6 damage, Dragons, Outsiders and Undead are Blinded for 1d4 rounds, Reflex DC 23 for half damage and no blind. (1/day)








Text Text Text


Standing over six feet and broad shoulder, Seran is the epitome of the soldier in a city of soldiers. He followed his father in service to The Lord of the Wall, the Golden Bulwark Arqueros and grew up on the stories his uncles and father brought him from the fronts. Now he makes his own stories.

His father named him Serenarian, after one of the drifting mountains in Nirvana the Silver Star. Growing up though most simply called him Seran. With his emerald green eyes, and long black hair he doesn’t fit the view most have of those of celestial ancestry, yet many lack the breadth of knowledge regarding the various realms and their inhabitants.

Sans the silvery, blond or fair traits many associate with aasimir upon closer examination the signs of his alien lineage can be discerned. His hair jet black seem formed not of hairs but thin feathers, his skin has a bronze colouration that seems to take on a sheen in the light of the fire and his verdant eyes seem possessed of a their own inner illumination.

His chest, back and upper arms bear an intricate network or scrawling spiral like runic scars from a diabolical ritual he barely survived. He always keeps them covered, beneath his uniform or armour, from a strong sense of shame and fear that the blemish of his body has cut deeper to scar or taint his very soul.

Although ruggedly handsome, and possessed of a captivating and powerful charisma, he’s never been one suited to bouts of socialisation or politics. Much to the consternation of his uncles and surprise of many he’s never moved up the ladder, always striving to maintain anonymity, much preferring to let others stand in the spotlight. He rather prefers the simplicity of service, protecting the weak, defending the line, and standing shoulder to shoulder and shield to shield with his comrades in arms.

At heart Seran is an unabashed romantic, with an idealistic view of the world, and often people. In spite of all the evil he faces, and the horrors he has seen and experience he sincerely believes in the eventuality of the triumph of light over the dark.

Regardless of his heavenly heritage and optimism there’s a smouldering sadness, a darkness that seems to weigh him upon him. Clearly he has suffered much in this long war. Perhaps endless war. Yet he is ever hopeful. For if he was able to bring to save his uncle’s life those many years ago, and bring him not only from the drink of death but from the edge of damnation and ruin then he has to believe that Kenabres too is not beyond redemption.

TankLaser007
2022-09-06, 09:57 AM
https://i.ibb.co/yNW3MGJ/Tiaoyueni.jpg

Suddenly the clouds are pierced as if by a lance, of radiant sun light, and the heavens open in a scintillating rainbow of colour, its as the brightest stars of night have taken to the stage of day and the curtains have been opened before their splendour. All at once the rain ceases, and the goddess of the Island rises above the mountain to survey her domain. Hers is a radiance to rival sun and moon.

TankLaser007
2022-09-10, 12:55 AM
[roll0] DC 25

Wow. Crit success.

TankLaser007
2022-11-10, 01:21 AM
Shard is done, just getting the background down and awaiting the final answers for finalisation to the build. Pending those, this is a serviceable build.




Shard (https://www.myth-weavers.com/sheet.html#id=2709753)

Tiny Psiforged (https://srd.dndtools.org/srd/races/racesMoe.html#psiforged) Scout (http://eberronunlimited.wikidot.com/warforged-scout) (CL 9) [ Erudite (https://srd.dndtools.org/srd/classes/baseCpsi/erudite.html#mantled-erudite) 7 , Phrenic Creature (https://www.d20srd.org/srd/psionic/monsters/phrenicCreature.htm) 2 // Sublime Archer (https://forums.giantitp.com/showthread.php?565580-Sublime-Soldier) 5, Mindbender (https://www.realmshelps.net/charbuild/classes/prestige/general/mindbender.shtml) 2, Soulknife (https://forums.giantitp.com/showthread.php?636784-Biscuit-s-Straight-Forward-Soulknife-Fix&p=25206200) 2 ]
Action Points 9; Power Points (Innate) 89; Power Points (Body) 5
Init +4, Senses Listen, Spot, Search +10 (+17 w/i 20'), Mindsight 120'
Languages Common, Quori, Riedran, Draconic, Giant, Undercommon, Mabran
Defenses Ref 10 (Flat-footed 6), Fort 8, Will 7
HP 74, SR 19
+1 Durable Cyrsteel Plating AC: 19 (Touch: 16; Flat-footed: 15)
Speed 30' Land, 20' Climb
Melee Mind Dagger +8/+3 (1d2+1d4+1)
Ranged Mind Arrow +17/+12 (1d8+1d4+16)
Base Attack Bonus +8/+3 Grp -6

Abilities Str 4, Dex 18, Con 14, Int 24, Wis 12, Cha 10

Description
Shard stands at 18 inches in height, shorter than even most common house cats, Shard is often overlooked, which makes the small Psiforged excellent as a reconnaissance and stealth operative. As a Psiforged Shard's external casing is of obsidian and crysteel while its internal frame is of Quori Beech around which grows a composite of psychoactive deep crystal, and Khyber dragonshards, fuelled in large part by a core of polluted Siberys crystal that pulses a sickly golden green like a heart in Shard's chest. The Psiforged's ghulra has two curving hooks in opposition of a central circle above and beneath which there are two vertical lines, much like an amputated starburst or archaic cyclopean eye.

Personality

Shard is cautious and calculating to an extreme some might mistake for cowardice, much preferring to observe a situation and ponder on the myriad possible outcomes and variables before committing to any action. The Psiforged is the type to have backup plans for backup plans, plural. One might think this hinders its ability in the field but with three minds working in concert, and a formidable psionic and arcane arsenal at hand this is rarely an issue.

Even by Warforged standards Shard seems detached, aloof and cold. More than one officer has remarked on the Psiforged's "condescending and haughty demeanour." As a Psiforged with prodigious telepathic and empathic abilities Shard is better equipped to understand human emotions and foibles than other Warforged, yet has a complete disregard for others as more than means to achieving goals.

While loyal to its Cyran commanders Shard often takes great "creative" liberalities with the interpretation of its orders and mandates, while committed to achieving its mission objectives, Shard will often also pursue its own parallel interests and goals along the way, the greatest of which is the acquisition of knowledge. Whether arcane, historical, personal or political, information is an influential asset, properly leveraged it can be just as powerful or devastating as any power or spell. Shard views the use of "force" and violence as pedestrian and a last resort, and much prefers missions that make full use of its "astounding" intellect and capabilities. While disdaining "wet-works" once committed to violence Shard engages the enemy with a single-minded focus and a merciless diabolical efficiency.

Backstory


Three Minds, Two Vessels, One Purpose

Shard takes its name not only as an allusion to its physical makeup, as it appears to be formed of various shards of crystal, but due to the fact that it views "itself" as a composite being. While most perceive a single entity Shard is, in fact, a gestalt personalty, a triumvirate of "Shard" the Psiforged created by the creation forge of Cyre, a hashalaq quori, Si'qry, whose psyche was "seeded" in the Siberys crystal at the Psiforged's core, thousands of years ago, and Vatakrish a composite of both Shard and Si'qry's personalities coalesced in the material plane as their psicrystal. The three are in a constant telepathic communion and are often unable to delineate between one another's individual ideas as their confluence of cognition bleeds together in an empathic choir of near uniform thought. It is for this reason Shard refers to itself as "we."

Shard is the "dominant" persona, the Psiforged controls the body and share's it with Si'qry, it is rather young only being alive for a few years and so is often easily influenced by the more experienced quori. Shard is a quick study and fortunate for the pair they seldom disagree, sharing much of the same outlook and views, however whether that is serendipitous or due to the hashalaq's influence or manipulation is unclear.

Vatakrish, is the sheer force of will and focus of Shard and Si'qry condensed into a single entity. The crystal keeps the psymbiotic team on track, always focused on the objective. The crystal often acts as a counter to the grand over sweeping and complex plots, plans and machinations of the other two to ensure that things stay simple and straightforward, although Vatakrish has been known to be drawn into the seductive web of Si'qry's skein on more than one occasion. However more often than not the psicrystal is the anchor of the gestalt, keeping them grounded and on tack.

While Si'qry is not, actually the Hashalaq slain over 40,000 years prior, it is a perfect imprint of the dying Quori's psyche which sought to save itself in the resonant Siberys as it was struck down in the war with the Giants. Si'qry brings its knowledge of history, the arcane and psionics and war to the trinity of minds, but more than anything it shares its overpowering desire for victory at any cost -- Si'qry lost the last war, and won't make the same mistake twice, for this reason the gestalt shares a uniformity of purpose to win Cyre's war at any cost.

https://i.ibb.co/HnPxWDN/Siqry.jpg


A 40,000 year old copy of the causality of a lost war




https://i.ibb.co/GsZ5str/Shard-2.jpg
https://i.ibb.co/KyJ7tZc/Vatakrish.jpg

TankLaser007
2022-11-23, 12:48 PM
Memento: [roll0]

TankLaser007
2023-01-22, 01:18 PM
1. What game system are you running

We’ll stick to the beloved 3.X system with Pathfinder 1e content allowed. Home Brew and 3PP upon request.

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

To be discussed with Laird… watch this space.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

Looking at 3-5 “additional players, Laird has guaranteed spot.

4. What's the gaming medium (OOTS, chat, e-mail etc.)?

To be decided depending upon players standard GitP array. IC/OOC threads on this forum or Discord (text) or a mix of GitP and Discord, dependent on player interest.

5. What is the characters' starting status (i.e. experience level)?

The PCs are experienced and well established in their spheres of expertise and influence. 8th level gestalt.

6. How much gold or other starting funds will the characters begin with?

Starting wealth 33,000 gp, pregame crafting is allowed provided your character begins the game with the requisite skills/feats/spells to create the items. No retraining/psychic reformation/Dark shuffle shenanigans.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

As long as you can point me to a link/book/magazine etc. I’m willing to consider any 3.X/PF1e or brew you request.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

As long as you can point me to a link/book/magazine etc. I’m willing to consider any 3.X/PF1e or brew you request.

9. By what method should Players generate their attributes/ability scores and Hit Points?

32 Point Buy, full HP 1st level average each level thereafter.

10. Does your game use alignment? What are your restrictions, if so?

I consider alignment more of broadstrokes for giving me and you an idea of your character's baseline sense of "morality" and moral compass. Regardless of your alignment you're expected to "play well with others" and be capable of working with the other PCs. Narrative intra-party conflict and tension can make for memorable and engaging role-playing and storytelling, but non-consensual PvP will not be allowed. Alignment restrictions on classes can be “handwaved” given a good narrative hook or “reskinning.”

11. Do you allow multi-classing, or have any particular rules in regards to it?

Standard multi-classing is allowed.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honour system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

Rolls on the forum/Discord in OOC or IC as appropriate. I might rarely make a passive roll for a PC but will likely keep that to a minimum.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

Pathfinder skills (I find them easier and more “forgiving”), retroactive skill points, no XP costs for crafting, Feats at every odd level.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

Enough to give me and you an idea about your character's history, personality and goals/direction. I would also like brief description of 3 NPCs from you to help flesh out the world and your background.


One is an ally, friend, relative, lover/spouse, child/ward, someone who is close to your PC and on good terms.
The second is someone who is adversarial yet needn't be an open enemy perhaps they are a long time rival a fellow student jealous your master taught you the secret technique, or it could very well be someone out for you blood.
The third is individual of renown in the setting, whether in a small sense, beloved teacher of a mountain village, lucrative merchant, a famous poet, artist, or smith, an official in the local government, its up to you.

15. Does your game involve a lot of hack & slash, puzzle solving, role-playing, or a combination of the above?

Expect a bit of each with a healthy does of intrigue.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

3.X / PF material and 3PP / Homebrew on request.

LairdMaon
2023-01-22, 11:40 PM
Soul Brand (https://forums.giantitp.com/showsinglepost.php?p=24766911&postcount=4)

Magitech Templar (https://forums.giantitp.com/showthread.php?176276-3-5-Magitech-Templar-Iron-Man)

Dawn Zealot (https://forums.giantitp.com/showsinglepost.php?p=25498808&postcount=1)

Snowbluff
2023-01-23, 01:21 AM
Hello, I am Snowbluff but you maybe know me as Snowbluff.

Considering making an Eldritch Disciple or Eldritch Theurge themed character. However, as I understand it, such a character would violate the Gestalt rules. Would you be will to permit it, perhaps with a stipulation?

Another consideration would be for a psionics + maneuvers based character. There is such a prestige class in Path of War, however I feel it would be unnecessary.

TankLaser007
2023-01-23, 02:17 AM
Hello, I am Snowbluff but you maybe know me as Snowbluff.

Considering making an Eldritch Disciple or Eldritch Theurge themed character. However, as I understand it, such a character would violate the Gestalt rules. Would you be will to permit it, perhaps with a stipulation?

Another consideration would be for a psionics + maneuvers based character. There is such a prestige class in Path of War, however I feel it would be unnecessary.

Only concern is advancing more than two spell casting/psionic progressions p/level.

So even if you had a manifesting class/spellcasting class on track one and a Theurge PrC class on track two, you still only advance a maximum of two. Sometimes its worth it for class features and building out interesting spell lists or just having a "full" caster(s) with more flexibility in terms of other classes without loosing caster/manifesting levels.

AvatarVecna
2023-01-23, 12:25 PM
Requests:

Savage (https://forums.giantitp.com/showthread.php?240943-The-Savage-one-part-barbarian-one-part-druid-one-part-Wolverine-3-5-PEACH-WIP)

Evolutionist (https://forums.giantitp.com/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)

TankLaser007
2023-01-23, 12:49 PM
Requests:

Savage (https://forums.giantitp.com/showthread.php?240943-The-Savage-one-part-barbarian-one-part-druid-one-part-Wolverine-3-5-PEACH-WIP)

Evolutionist (https://forums.giantitp.com/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)

Both approved. Evolutionist is a classic.

AvatarVecna
2023-01-23, 02:20 PM
Traits/Flaws?

EDIT: VoP Remix? (https://forums.giantitp.com/showthread.php?335794-Vow-of-Poverty-Remix)

Snowbluff
2023-01-23, 11:48 PM
Only concern is advancing more than two spell casting/psionic progressions p/level.

So even if you had a manifesting class/spellcasting class on track one and a Theurge PrC class on track two, you still only advance a maximum of two. Sometimes its worth it for class features and building out interesting spell lists or just having a "full" caster(s) with more flexibility in terms of other classes without loosing caster/manifesting levels.

Oki doki.

I'm thinking like Eldritch Disciple on one side then, then maybe I'll do skirmishing on the other, but I also think that might be a little plain. Maybe I can find some maneuvers that can fit into the other side, maybe some boosts that work with glaive.

TankLaser007
2023-01-24, 12:55 AM
Traits/Flaws?

EDIT: VoP Remix? (https://forums.giantitp.com/showthread.php?335794-Vow-of-Poverty-Remix)

Traits and flaws are active let me go though the VoP brew and get back to you.

TankLaser007
2023-01-24, 10:08 AM
Traits/Flaws?

EDIT: VoP Remix? (https://forums.giantitp.com/showthread.php?335794-Vow-of-Poverty-Remix)

Yeah that VoP looks solid. I'm not sure how I feel about the ability to spend points after a minute of meditation but let's see how it works. I'm guessing you'll handle the attribute enhancements via evolutionist or something similar?

VoP Approved.

Doxkid
2023-01-24, 11:04 PM
Uchiha Warrior (https://forums.giantitp.com/showthread.php?643234-Sharingan-Dojutsu-Classes&p=25382915)
Grod Hexblade (https://forums.giantitp.com/showthread.php?275279-Hexblade-Rev-404-ERROR)
Anathematist (https://forums.giantitp.com/showthread.php?632877-Anathematist-3-5-PrC)

An oracle who has corrupted his gift.

"FATE IS WHAT I WILL IT TO BE."

Snowbluff
2023-01-24, 11:57 PM
Requesting Grod the Giant's Warlock fix. (https://forums.giantitp.com/showsinglepost.php?p=16920452&postcount=4) And Warmage Rework. (Maybe I kinda want to be all cha). (https://forums.giantitp.com/showthread.php?323460-The-Warmage-(Fixed-List-Caster-Project)-3-5-PEACH&p=16725350#post16725350)
I will not this can get wonky with Spellblast duping spells on a full attack. Willing to limit that essence to trigger 1/action.

Also here is my sheet (https://www.myth-weavers.com/sheet.html#id=2747812) I am working on.

TankLaser007
2023-01-25, 07:09 AM
Requesting Grod the Giant's Warlock fix. (https://forums.giantitp.com/showsinglepost.php?p=16920452&postcount=4) And Warmage Rework. (Maybe I kinda want to be all cha). (https://forums.giantitp.com/showthread.php?323460-The-Warmage-(Fixed-List-Caster-Project)-3-5-PEACH&p=16725350#post16725350)
I will not this can get wonky with Spellblast duping spells on a full attack. Willing to limit that essence to trigger 1/action.

Also here is my sheet (https://www.myth-weavers.com/sheet.html#id=2747812) I am working on.

All approved as well. I'll keep an eye on the blasting, if the full attack is getting out of hand or its scaling oddly or interacts in a way that's "unbalancing" maybe we tweak it, but lets see it in play first.



Uchiha Warrior (https://forums.giantitp.com/showthread.php?643234-Sharingan-Dojutsu-Classes&p=25382915)
Grod Hexblade (https://forums.giantitp.com/showthread.php?275279-Hexblade-Rev-404-ERROR)
Anathematist (https://forums.giantitp.com/showthread.php?632877-Anathematist-3-5-PrC)

An oracle who has corrupted his gift.

"FATE IS WHAT I WILL IT TO BE."

All approved along with Fiend of Possession, loving the thematic nature of the character.

Doxkid
2023-03-17, 07:59 PM
Please pardon me. I just need to borrow this thread really quick.
1. What game system are you running?
D&D 3+ (3e & 3.5 base, with Homebrew and Pathfinder by request)

2. What 'type' or variant of game will it be? What is the setting for the game?
I am stealing directly from other media.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
Enough

4. What's the gaming medium?
Discord Play by Post. Game progresses every other day.

5. What is the characters' starting status?
Level 6 Gestalt

6. How much gold or other starting funds will the characters begin with?
30,000 GP. Do as you will with it.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want?
Be able to contribute to a battle.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species?
All LA and HD must exist on one track of the gestalt.

9. By what method should Players generate their attributes/ability scores and Hit Points?
42 Point Buy. Max HP at every level. Please note down your Ability Score breakdown somewhere on your sheet.

10. Does your game use alignment? What are your restrictions, if so?
Alignments are exclusively for mechanics. Paladins can not fall.

11. Do you allow multi-classing, or have any particular rules in regards to it?
There is no multiclassing penalty and no classes will lock you out if you multiclass. You can have prestige classes on both sides ofthe gestalt, but only one prestige class on each level.
Example: A [9 Ranger//9 Sorcerer] that levels up can become [10 ranger// 9 Sorcerer/1 Sand Shaper] who then becomes [10 Ranger/ 1 Arcane Fencer//9 Sorcerer/1 Sand Shaper/1 Sorcerer]

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system?
Players roll in the discord.

13. Are there any homebrewed or optional/variant rules that your Players should know about?
2 Traits if you want them, 2 Flaws if you want them, Two level tracks worth of level-up feats (so that's Two feats at level 1, Two feats at level 3, Two feats at level 6. The human bonus feat is NOT doubled, Flaws are NOT doubled, etc).
Fractional BAB and Saves. Multclasses can only get the +2 to each good save ONCE regardless of how many Good Save classes they take.
Pathfinder skills replace 3.5 skills when relevant (Hide + Move silently are compressed down to Stealth, for example). (https://www.d20pfsrd.com/skills/consolidated-skills-optional-rules)
3.5 skill system (maximum of 3 + Level), Concentration Exists

14. Is a character background required? If so, how big? Are you looking for anything in particular?
Skirt length. A very, very short skirt. More of an arrogant Belt than anything else, really.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Hack & Slash dungeon crawl to start. We can incorporate more if this group can actually make it through one encounter.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material?
I can't promise I'll accept your homebrew, but I do promise I'll look at it.

GENERAL RULES

1.) MAX HP at each level.
2.) Negative energy magic heals undead. Example: Inflict Light Wounds.
3.) Positive energy magic harms undead. Example: Cure Light Wounds.
4.) Living creatures do not die at -10 HP, instead perishing at either -10 or negative (Hit Dice + Con Mod) HP, whichever is lower.
5.) Gems are exempt from the '1/2 Market Value when Sold' rule. They are treated as general currency in the exact amount you and the merchant agree upon, or in some cases, the merchant insists upon, if you've no way to know the difference.
6.) Racial BONUSES to Ability scores are Inherent bonuses and don't stack with other Racial bonuses to ability scores, but do stack with Wishes/Tomes.
7.) Inherent bonuses to ability scores, including racial bonuses and template bonuses, can reach a maximum of (HD/2); if you would gain more you hold on to the excess bonus until you are high enough level to receive it. Example: A Mummified Creature Orc would normally have +12 Strength, +4 Strength from Orc and +8 Strength from Mummified Creature; since those don't stack the better bonus is what's used, +8 in this case. If the Orc is level 10 it only gains +5 Str out of the total +8 strength it should have; when it reaches level 12 it only gains +6 Str out of the total +8 it should have; only when it reaches level 16 does the Orc gain the full +8 Str bonus.
8.) Tomes/Wishes for an inherent bonus cost 15,000 GP for a +1 and stack with both Racial Inherent bonuses and more Tome/Wishes. A level 20 Mummified Orc with +8 Strength from its template can have a maximum of +10 Inherent bonus to Strength (Level 20/2). It can buy 2 Tomes/Wishes to reach the maximum possible Inherent Bonus of +10 Str. If it buys 42 individual Strength Tomes the Orc still uses a +10 Inherent Str bonus, but at level 100 it will gain the full +50 Strength it deserves.
9.) Racial PENALTIES to Ability scores are Inherent penalties and don't stack with other Racial penalties to Ability scores. Each point of Inherent penalty costs 5,000 GP to remove. Track your Racial penalties and how much of them have been removed; should you regain an Inherent Penalty to an ability score it is reduced by the amount you've already removed. Example: Orcs have a -2 Racial Penalty to Intelligence. Buying off that penalty costs 10,000 Gp. Should the Orc then recieve the Mummified Creature template it would normally have -6 Int; since the penalties dont stack that becomes -4 Int, the higher of the two possible penalties; since it already paid off 2 points of Intelligence Penalty that becomes -2 Int.

FEAT EFFECTS YOU GET FOR FREE
You get the effects of the following feats for free, and they are removed from anything that uses them as a prerequisite. These do not have to be listed on your character sheet as their effects are simply how everyone functions - PCs and NPCs alike.
1.) Weapon Finesse (SRD) - Use Dex or Str for 'light' weapon Attack Rolls, whichever is better.
2.) Power Attack (SRD) - Deduct positive points from your Attack Rolls and add them to Damage Rolls.
3.) Eschew Materials (SRD) - Material Components that don't have a price attached are never required.
4.) Improved Weapon Familiarity (Complete Warrior, p. 101) - You can treat all the exotic weapons associated with your race as Martial Weapons rather than as Exotic Weapons. A weapon is treated as being associated with a race if the race's name appears as part of the weapon's name, such as the Elven Thinblade, or the Dwarven Waraxe.


FEAT EFFECTS YOU GET FOR CHEAP
The costs of the following effects, items, rituals, and so on have been lowered to make them more accessable for this low level game.
1.) Tome/Wish for +1 Inherent Bonus -
2.) Dexterity to damage - New feat named 'Subtle Strike'. When dealing damage with a Ranged Attack or a Weapon Finesse weapon you deal Dexterity Modifier bonus damage. (This also allows for Str + Dex to damage)
3.) Ritual of Association/Ritual of Alignment/Ritual of Gills from Savage Species - Normally costs over 50,000 Gp. Now costs either 1 feat or 5,000 GP.
4.) Mantle of the Fiery Soul/Mantle of the Icy Soul/Mantle of the Earth Soul/Mantle of the Air Soul/Mantle of the Electric Soul each cost 2 feats, or 3000 XP, or 15,000 GP, or some combination of these; As an example you could pay 1 feat, 1,499 XP, and 5 GP should you so choose.
.

TankLaser007
2023-10-26, 06:46 AM
[roll0] w/o both sides rollv
[rollv]3d78[/rollvl] w/both sides

TankLaser007
2024-01-05, 05:47 AM
Æterna Urbis : the Immortal City

https://i.ibb.co/n3sVksQ/The-Immortal-City.jpg


Æterna Urbis, it has many names the Immortal City, Infinite City, Eternal City, The First City, The Primordial City or simply, Æterna. The city is all that most know. It is a living, some say sentient, city that many believe is endless, eternal and ever-growing. It’s spires pierce the Æther of the Sky Sea and many districts are floating islands within the Shadow Sea. Its roots are anchored in the depths of the Maze Mines and it is encircled by the Wreath, keeping the horrors of the Outreworld at bay. No complete map exists as the city is constantly growing and expanding; up, down and ever outward. Entire districts the size of mountains dislodge themselves and ascended into the Æther ocean above or can drift from the city’s periphery to its centre or from the inner ring to the edge of the Wreath itself. Structures and buildings are “birthed” as often as they are “built.” It is a city of endless possibilities and adventures as well as dangers.





1. What game system are you running

All Pathfinder 1e content allowed. Home Brew, 3.X and 3PP upon request.

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

Home brewed setting (see below) a Magi-Tech sand box. Think Arcane (https://www.youtube.com/watch?v=fXmAurh012s) meets Gormenghast (https://en.wikipedia.org/wiki/Gormenghast_(series)) meets Planescape (https://en.wikipedia.org/wiki/Planescape) Much like Sigil or Gormenghast, expect the city itself to be as much a character as any other N/PC. The world is also populated with myriad factions, guilds, cults and organizations.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

Looking at 3-7 “additional players”, paradox26 has guaranteed spot.

4. What's the gaming medium (OOTS, chat, e-mail etc.)?

To be decided depending upon players. Default is standard GitP array: IC/OOC threads on this forum with possible voluntary Discord (text) if desired as an auxiliary/OOC.

5. What is the characters' starting status (i.e. experience level)?

The PCs are experienced and well established in their spheres of expertise and influence. 16th level. Keep in mind though low-OP. Making something unique and flavourful is more likely earn a spot than the “best healer/tank/melee/blaster ect.”

6. How much gold or other starting funds will the characters begin with?

Starting wealth 315,000 gp, pre-game crafting is allowed provided your character begins the game with the requisite skills/feats/spells to create the items. No retraining/psychic reformation/Dark shuffle shenanigans.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

As long as you can point me to a link/book/magazine etc. I’m willing to consider any 3.X or brew you request. Keep in mind low-op.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

As long as you can point me to a link/book/magazine etc. I’m willing to consider any 3.X or brew you request. Keep in mind low-op.

9. By what method should Players generate their attributes/ability scores and Hit Points?

27 Point Buy, full HP 1st level average each level thereafter.

10. Does your game use alignment? What are your restrictions, if so?

I consider alignment more of broadstrokes for giving me and you an idea of your character's baseline sense of "morality" and moral compass. Regardless of your alignment you're expected to "play well with others" and be capable of working with the other PCs. Narrative intra-party conflict and tension can make for memorable and engaging role-playing and storytelling, but non-consensual PvP will not be allowed. Alignment restrictions on classes can be “handwaved” given a good narrative hook or “reskinning.”

11. Do you allow multi-classing, or have any particular rules in regards to it?

Standard multi-classing or variant multi classing is allowed.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honour system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

Rolls on the forum/Discord in OOC or IC as appropriate. I might rarely make a passive roll for a PC but will likely keep that to a minimum.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

Retroactive skill points, Feats at every odd level, Elephant in Room (https://michaeliantorno.com/feat-taxes-in-pathfinder/), and Background Skills, two traits, third with drawback.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

Enough to give me and you an idea about your character's history, personality and goals/direction. I would also like brief description of 3 NPCs from you to help flesh out the world and your background.


One is an ally, friend, relative, lover/spouse, child/ward, someone who is close to your PC and on good terms.
The second is someone who is adversarial yet needn't be an open enemy perhaps they are a long time rival a fellow student jealous your master taught you the secret technique, or it could very well be someone out for you blood.
The third is individual of renown in the setting, whether in a small sense, beloved teacher of a mountain village, lucrative merchant, a famous poet, artist, or smith, an official in the local government, its up to you.

Use as many words as you need to convey the concept, relationships, motivations or key character points/themes.

15. Does your game involve a lot of hack & slash, puzzle solving, role-playing, or a combination of the above?

Expect a bit of each with a healthy does of intrigue. Basically I’ll provide the milieu and take cues on where to go from the players, aggressive, belligerent shoot first ask questions later type of party can expect more combat and like treatment from the inhabitants of the world. Sneaky, investigative types will likely have more conspiracies to unravel and puzzles to solve. The sky’s (or dark depths) are the limits ...

16. Are your Players restricted to particular rule-books and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

All first party PF material allowed with 3PP / Homebrew 3.X on request.
(Depending on build concepts some SF may come in to play.)




Praenuntium – The unknown lost era of history about which nothing is known, not even myth or legend exists of to penetrate the darkness of this expunged epoch.

Ortus – Age of Ascendancy a time of advancement culminating in the apex of arcane and technological prowess and power. In this era the foundations of the Technoarcane society were built and the Technoarcanæ were founded. It is remembered as a utopian era of peace and prosperity for nearly all of the sapient races, although there are many who doubt the veracity of such claims.

Topor – Age of Stagnation wherein progress plateaus and corruption begins to set in. It is during this period that the first cracks begin to appear between the Technoarcanæ and various religions as the the arcane technocrats begin to take on many of the auspices of the clergy and their philosophy and traditions come more and more to resemble a cult of its own. Technoarcane society becomes less focused on advancement, research and discovery and more preoccupied with upholding tradition and spreading and gaining influence.

Apostasia – Age of Apostasy, the hubris of the intoxicating heights of the Technoarcane society causes widespread belief that the sentient races have transcended the gods. Inquisitions and holy wars sweep through the lands and society begins to falter, Paladins, Clerics, Inquisitors, and divine casters wage an ever losing war against the Ordos Techoarcanus, entire cities are laid to waste in the ever escalating wars. A great warship the Mind Splinter is created with the intent to pierce the veil between the planes of the “gods” and the material, where the Technoarcanus legions intend to invade, plunder and lay waste to the “heavens” and gods themselves. The vessel is destroyed by the combined might of the remaining divine orders and faithful Technoarcanæ, the act brings an end to the nearly 1,000 year God Slayer War and ushers in the last nightmarish age before the current era.

Dissonantia – The destruction of the Mind Splinter in the midst of its planar shift results in a devastating cataclysmic rupture in the fabric of time, space, and realty. Existence is rent and planes collide and overlap before collapsing in upon themselves leaving a ruined reality in its wake. The age known as the Sundering begins a chaotic cursed existence for those who survive. In the aftermath of the temporal catastrophe no one knows how long the age lasts. Hundreds of generations could live and die in the span of a few seconds and a child could remain a babe for aeons. Those who remained had a unified goal. End the chaos and restore order.

Renascentiae – Countless Technoarcanæ and Mage Priests from throughout all of existence and across multiple planes create Æterna Urbis, the Immortal City, from the collective essence of every city, habitation and congregation of sentient societies from throughout all time, space and reality. Most of the casters are lucky enough to be obliterated by the effort – wiped from existence, others are transmuted into mindless materia husks, while the damned are trapped in an endless moment of terror, sadness, madness, and agony for all eternity, their crystallized trauma powering the city giving it “life” in perpetuity.

Praesenseræ – The current era in which modern society lives. It is the age of Æterna Urbis. There are none still living (or so it is believed) that know any other time such as this. Some even reject the teachings of a time before Æterna as madness, stories, fantasy or even blasphemy. Regardless of the truth it’s all you’ve ever known, and all anyone you’ve ever known has ever known.






Sky Sea (Æther Ocean, Gods’ Breath, Shadow Sea, Sky Sea, Mystmaræ)

https://i.ibb.co/VCYdQKM/A-Wytch-Afloat-on-the-Shadow-Sea.jpg

A Wytch Afloat on the Shadow Sea

Seeing vessels of various shapes and sizes gliding through the skies over Æterna is a common sight among its citizens. Chartering a ferry from centre city to a settlement in the Girdle, or even the Wreath, is not uncommon. Some individuals or families have their own personal craft capable of taking to the sky allowing them fast and easy transport. This is all due to the presence of Mysterium in the atmosphere which trickles down from Sky Sea, known also as the Shadow Sea or Æther Ocean among citizens, and more commonly as Gods’ Breath and Mystmarae by Outre-Siders.

Much of the world’s atmosphere is comprised of the gaseous materia Mysterium, or as most call it, Æther. The closer to the earth one is the more disperse it becomes, as one ascends it’s found in long stream like channels which are fed from the larger pools higher in altitude. The further in the heavens one travels the more the Æther coalesces until in the upper atmosphere there is a vast ocean like mass of Mysterium which is seemingly endless.

Due to its arcane attributes, and the magitech of the Technoarcanæ, the inhabitants of Æterna are able to transverse these currents in Ætherships, vehicles designed to ride Æther, just as the nautical ships of old did the seas. Operators of large vessels, with crews in the dozens, are called Sky Captains those with larger military or commercial vessels, especially those designed to collect and transport Mysterium are known as Æthernaughts.

The vast Sky Sea is not the purview of Æterna’s citizens alone as Outre-Siders and Wytches have devised their own methods of transversing the heavens, in fact, the various Wytch covens were riding the heavens long before the Technoarcane artificers began cobbling together their first prototypes.

While tranquil and breathtaking in its best moments, the Sky Sea is not bereft of dangers, whether from outside factors like pirates or smugglers or the numerous naturally occurring hazards such as the many ephemeral and mysterious predators haunting the Shadow Sea. The Æther itself can be harmful, as pockets of melac, polluted Mysterium, can cause hallucinations, paranoia and insanity, a fate feared by many an Æthernaught – the dreaded “Myst Madness.”

The rarest most hazardous phenomena are rift storms that result in the overlap of the Shadow and Ethereal planes into the Material, allowing creatures from those planes to enter, or causing ships and crews to become lost in a realm not their own.




Æterna Urbis

https://i.ibb.co/GQNbyFq/The-City.jpg

Private yachts lazy circle a Highbridge neighbourhood in the Heights

Æterna is divided into two main sections each with their own subsections and districts. The upper parts of the city are know collectivity as The Heights and consist mainly of Monsfaciens, Lowbridge, Highbridge, Portsbridge, Middle Market, Gyrecourt, Spire, and the Crown, called the Halo be some. The lower parts of the city descending ever downward are known as the Depths and are comprised of Shadecity, Undertow, Glimmerdark, the Maze Mines, and The Bowels.

The Heights; (Monsfaciens, Lowbridge, Highbridge, Portsbridge, Middle Market, Gyrecourt, Spire, Crown)



The Depths (Shadecity, Undertow, Glimmerdark, Maze Mines, The Bowels)

https://i.ibb.co/WHGZ5HT/Miner-s-shanty-town-in-Shadcity.jpg

Miners' Shanty Town in Shadecity

There is a strata of Æterna that exists far from the towers and spires of the Heights, nestled beneath the bridges, towers and docks high above is a region far from the light of the heights and draped in ever deepening shadow and darkness. The region, know collectivity as the Depths, is home to many residential areas, taverns, inns, and general shops, and comprises further layers and districts that delve ever deeper. The lower one travels from the gleaming towers of the Crown the less likely one is to feel the suffocating presence of the Technoarcane and all their rules and regulations. What the people of the Depths lack in wealth they make up for in freedom.

The uppermost quarter is known as Shadecity and is the most affluent in the depths, and the only level wherein there are active patrols of Technoarcane Preservers or Magitemplars. Beneath it is Undertow known for its abnormal Æther storms that can make navigating via flight dangerous and unpredictable, beneath which is a district known as Glimmerdark which is lit only from the pale emanations of the Maze Mines beneath, yet for those with darkvision the atmosphere seems to dance with motes of multispectral light creating an effect allowing them to see in perfect colour while using their darkvision. The Maze Mines are next under which are the completely pitch black network of cave and catacombs known as the Bowles where much of the city’s waste collects. It’s inhabited by aberrations such as aboleths and colonies of illithids and mutants.



The Girdle (Mazara, Stubblelands, Mounds, The Burrows)

https://i.ibb.co/1n2fzLM/Girdle.jpg

One of the Girdle's many farms feeding the Endless City

WiP




The Wreath (Wild Wall, Ring Wood, The Wilds)

https://i.ibb.co/7VDXY8J/Warden-settlment-in-the-Wreath.jpg

Wardens shun the city, finding solace in the Wreath

It is debated as to whether the Wreath is part of Æterna or independent. While on the surface it seems to be juxtaposed to the city it encircles it does serve a very important and necessary purpose. It protects the city. The Wreath, also known as the Wild Wall, Ring Wood or the Wilds is a vast circular forest which wraps completely around Æterna. The Wreath forms a natural barrier between the Outreworld and Æterna and keeps at bay all the horrors found outside. It also serves to keep those within from getting out. In addition to vast dense forest, it is inhabited by all manner of wild beasts, monstrous creatures, mutants and various races who have chosen to make their homes outside of Æterna. Ents, dryads, elves, fae and tribes of golblinoids, can all be found in the wild wood. The Wreath is also home to two organisations the Wreath Wardens and Wreath Rangers as well as being frequented by Hunters and Slayers.


Outreworld

https://i.ibb.co/Xt8hpCJ/Outreworld-is-Wild.jpg


A native Outre-Sider cautiously observes a gravitational anomaly

Everything outside of the Wreath Wall, is known as the Outreworld. It is a hostile and dangerous realm rife with “reality wounds,” tears in the fabric of reality where outsiders enter and baleful radiation marring the landscape and warping the normal laws of physics and magic. No sane being traverses the Outreworld unless miles above the earth in the relative “safety” of the Sky Sea. Many in the City believe it is little more than myth, secure in the comforting ignorance that there is no existence outside of the confines of the Eternal City.

Against all odds, it is inhabited by nomadic people called Outre-Siders, many of whom have evolved (or mutated) in order to survive in the hostile environment. Enclaves of nearly all races can be found in the Outreworld but Aasimar, Tieflings, Gensai and other outsider or elemental breeds are the most frequent, followed by humans. However, most inhabitants of Æterna don’t differentiate between those outside of their walls referring to all of them collectively as as Outre-Siders or Xenos.

The alien landscape can be deadly, and the various anomalies, especially those close to wounds, can confound and debilitate those not equipped to face them. There are dead and wild magic zones, null zones where tech or magitech fail to function or worse dangerously malfunction. Hostile planar environments can seep in from a wound can make the very air poisonous, or create vacuums, crushing or absent gravitational fields, temporal affects like stasis or rapid ageing. The emanations can also mutate both animate and inanimate matter creating new nightmarish creatures or act as anchors and gateways for extra-planar entities and beings.