A Monster for Every Season: Summer 2
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    Default OOC - The Azure Drakes

    Okay, let's get this started. Posting some resources from the recruitment thread below for convenience.

    The PCs!

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    {table=head]Player|Character|Premise|Sheet
    Jormengand|Pedro Ignacio|Human Honor Guard|http://www.myth-weavers.com/sheetvie...sheetid=481039
    Guigarci|Ertelm Levesh|Human Factotum|http://www.myth-weavers.com/sheetvie...sheetid=481049
    Meemaas|Omega|Master of many styles/Quingongg Monk|http://www.myth-weavers.com/sheetvie...sheetid=483048
    InsiderTrading|Mica Farrel|Half Elf Synthesist Summoner|http://www.myth-weavers.com/sheetvie...sheetid=485688
    CowMasterTrojan|Ansolon Peramat|Tiefling Sorcerer/Dragon Disciple|http://www.myth-weavers.com/sheetvie...sheetid=510967
    Rokku|Heavens Knight Alkuriel|Aasimar Sentai|http://www.myth-weavers.com/sheetvie...sheetid=511094[/table]


    Mana

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    Learning and Preparing Spells: Spellcasters learn and prepare spells following the normal rules for their class. Normally spontaneous spellcasters may use their Spells Known list OR their Spells per Day list to determine spells known. Characters to not receive bonus spells for a high ability score (so, prepared spellcasters have fewer spells at any one time, but can change them day to day, while spontaneous casters have more spells but can't change them until they level).

    Mana: Spellcasters have a pool of Mana equal to twice its class level + its casting modifier (multiclassed spellcasters have a single Mana pool using the combined levels of all spellcasting classes). Casting a spell costs an amount of Mana equal to the spell's level (the spell itself is not expended; a character can cast its spells as long as it has Mana to spend). For psionic characters, Mana is equal to Power Points for all purposes, with one Mana equal to two Power Points. Mana recovers at the rate of one point per hour, and resets to full after eight hours of rest.

    Additionally, in situations of stress, danger, or strong emotion (always during combat, though the DM may call out other situations at its discretion), the spellcaster can tap into its reserves to generate excess magical energy. During this time, it gains a second pool of Mana, equal to its total spellcasting class levels + its casting modifier, referred to as its Active pool. Each situation that triggers its Active pool allows it to begin with a full pool of Mana. While its Active pool is available, the character can recover Active Mana equal to half its casting modifier as a full-round action. Once the situation ends, the Active pool can no longer rejuvenate, and fades entirely over the course of the next minute. Generating an Active pool happens instinctively, and it cannot be purposefully called upon by the spellcaster. While the character has an Active pool, it cannot spend Mana from its base pool; it draws on Active mana subconsciously.

    Spellcasters cannot use their Active pool to create permanent matter. When casting from their Active pool, the character's spells cannot exceed Long range or last longer than one round per caster level; greater ranges and durations are brought down to those levels. Spellcasters also cannot use their Active pool to cast any spell with a casting time of greater than one full round.

    Spells of six level or higher are too powerful to be cast with Active Mana alone; if cast in a situation where Active Mana is being used, the Mana cost is deducted from both the Active and the normal Mana pools. This only applies to spells whose base level are six or more; lower level spells improved with metamagic are not subject to this limitation. Additionally, spells whose primary effects are to deal or heal damage are exempt from this rule.

    Metamagic can be added to spells simply by paying the Mana cost for the appropriate level increase. Any effect that reduces the effective level of a metamagic feat only applies once per spell, not once per metamagic feat. Such abilities cannot bring the spell level increase of any given metamagic feat below 0.

    Persistence: Spellcasters can maintain persistent spell effects, keeping a trickle of Mana constantly flowing to maintain the spell. This process is called persisting the spell.

    When casting any spell with a duration of at least one minute per level (or a flat duration of at least ten minutes), the caster can choose to persist the spell. Persisted spells are measured in points; spells with a duration measured in minutes cost three points, tens of minutes cost two, and hours cost one. Spells measured in days or longer cost half a point. If the duration does not scale with level, the point cost increases by 1 (or to 1, for spells with a duration of one day).

    ((Note, unlike the Scholar itself, spellcasters using these rules can't persist rounds/level spells, since they are getting access to higher level spells and I'm...not sure the balance would hold up))

    A caster can persist a number of points worth of spells equal to its casting modifier without difficulty. Past that, and each point of spells persisted lowers the caster's maximum Active Mana by 1.

    A persisted spell lasts as long as it is persisted, regardless of its usual duration. Persistence only ends with the death or will of the caster, or if the caster no longer has the spell known or prepared. If a persisted spell is dispelled, it automatically renews itself, but this causes the caster's current Active Mana (if any) to lower by the point value of the spell. This can result in negative Active Mana. Persisted spells that directly increase the caster's stats (but not those that cause other effects or grant abilities) are imbued into the caster's body directly enough to even remain active in an antimagic field or dead magic area. However, this requires pulling far more energy from the caster, resulting in a -1 penalty on all checks, AC, and DCs per two points of such spells.


    Combat Rules

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    Initiative is mostly ignored. NPCs will simply all act first (but results of actions won't apply until end of the round), then PCs as each player can post, each player posting for their character and any other characters they control (summons, companions, etc). Include any reactions to NPC actions, and any necessary rolls, right in your post. If you want to "time" an action to occur before or to interrupt an NPC's action (for example, you want to move to block a charging enemy), you roll an Initiative check, DC 11 + the NPC's initiative modifier to do so. This option basically replaces readied actions for PCs (NPCs will ready actions normally, in spoilers). Once everyone's posted, my next post will be to post NPC reactions and responsive rolls, resolve all the numbers, and then post their next turn. If a PC forgets to make a roll called for (a save, for example), I'll roll for them in my post.

    If you attempt to time an action and fail, your action gets resolved after all untimed or successful timed actions, rather than simultaneously. If this invalidates your action (for example, you try to dispel an enemy's spell but wind up casting too late), you do still lose the action and resources involved. Generally, enemy movement will not prevent you from targeting unless the enemy moves out of range (if you were moving to the enemy to attack, as long as your movement could still get you into reach, you're fine, though you may provoke more attacks of opportunity or the like). Additionally, failing to time an action against an action that targets you results in taking a -2 penalty to AC and saves against the action, since your attention is divided.

    In combat, I'll be keeping to about a two-day limit on delays. Past that, I'll play the character's turn. If you want to define a set of tactics for me to follow in that situation, feel free. In the case of prolonged absences without notice, I'll PM and post OOC first as a "poke", and if the absence seems to be delaying everyone, will step in to NPC the character as best I can until the player resumes control. If the player is absent for two weeks or until the end of the current mission (whichever is longer), and no one can make contact with PMs or OOC, I'll assume a dropout, that PC can break from the party, and we can seek out new players to fill the gap. If you know you'll be absent, just let us know how you want us to handle the character in the meantime (NPC'd, controlled by another player, sit out, whatever).


    Kasengard and the Azure Drakes

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    The campaign takes place on a continent roughly the size of Australia. The continent was discovered by humans roughly a thousand years ago. It was a very wild land, inhabited by a wide variety of monstrous creatures and races. The land was made more dangerous by several passages into the Underdark, and a few ancient extra-planar portals (current speculation is they were remnants of planar wars that spilled onto the material plane, although that hasn't been conclusively proven).

    Early attempts to settle on the continent went fairly poorly. Lots of battle, lots of death. The humans did manage to persevere, and eventually, established alliances with elven, dwarven, gnomish, and even orcish tribes that had been ekeing out survival in the dangerous region. Over the next couple centuries, the allied populations developed into the kernel of what would become the kingdom of Kasengard (in modern times, the entire continent takes its name for the kingdom, much as Kasengard has basically expanded to control the whole place).

    Elven magic, dwarven armaments, gnomish inginuity, and orcish strength gave the fledgling kingdom a fairly formidable military force, but it was the humans who allowed Kasengard to truly prosper. They formed and cemented the alliance, despite often bitter racial animosities, and once the kingdom had stabilized, began to slowly expand its influence, forming diplomatic relationships, treaties, and eventually, alliances with many of the intelligent races and even monsters that inhabited the continent over the course of the next several centuries. Each new addition to the alliance was a new bit of leverage the kingdom could use against more individually powerful creatures. They even managed to broker alliances with both angels and devils, giving them security even against attacks from other planes.

    So for the past couple hundred years, the government of Kasengard has basically claimed the whole of the island. This isn't to say the whole continent exists in perfect unity. The alliances are with the kingdom of Kasengard, and while Kasengard's substantial military forces (bolstered by several powerful allies) can and will mobilize to defend their allies from non-allied forces, they officially maintain a policy of minimal interference in disputes or conflicts between their allies. Likewise, even with the spectre of reprisal looming, border towns and even small cities do sometimes come under monster attack for various reasons, and non-sentient creatures, though more rare, do exist and can be threats.

    Kasengard's network of alliances is also not entirely centralized. Kasengard has a large network of noble families, and many alliances are linked through them. Still others come from powerful guilds and other organizations, and the continent also has its share of individually powerful warriors, mages, and adventurers who, while officially part of the kingdom, have their own alliances and interests. Resultantly, while the kingdom is quite secure, there are a lot of factions at work under the surface, and numerous beings of various levels of power who pursue their own agendas under the radar of Kasen enforcement.

    All of which came to a head shortly after the Time of Troubles, as dozens of factions and individuals sought to exploit the chaos of the time, or took risky or controversial actions to survive it. The result was a five-year civil war that caused lots of damage, depopulated entire towns, and took the lives of over a fifth of the continent's population. Even once treaties were reestablished, alliances renewed, and peace restored, the instability underlying the network of alliances had become truly apparent for the first time. Kasengard lost the illusion of being a single united force, and those who have paid lip service to the alliance (or didn't join it but felt unable to operate against it) no longer felt as restricted as they had. Resultantly, direct attacks on Kasen interests and plots against it have begun to increase.

    Which resulted in the formation of the Azure Drakes. Initially a gathering of established adventurers and heroes with a proven reputation of loyalty to Kasengard, the organization was invested with substantial legal and military power. In particular, they have the authority to speak on the kingdom's behalf, gather intelligence on the kingdom's allies or even its own interests, and directly combat any credible threats to the kingdom, its people, or its allies, within or without. They are also enforcers of magical law in Kasengard, and deal with mages who use their magic unethically. The Drakes do so by enlisted and training skilled champions, people armed with not only the authority of the still-powerful kingdom, but also, with sufficient magical or martial prowess to personally neutralize powerful threats.

    The Azure Drakes are not strictly a military organization, using adventurer rather than army tactics. Novice members (generally first to fifth level) are considered trainees, and rarely go out on major missions; there are generally several hundred to a thousand trainees at any one time, though only a small number complete their training to the organization's standards. There are currently about a hundred Junior Officers (generally 6th-11th level), which usually operate in groups of 3-6 and handle most missions. Junior Officers are typically called upon as available and necessary, working together for a few missions, although there are several groups who have proven to work well enough together that they do so on a permanent, or at least regular, basis. There's also about a dozen Senior Officers (level 12+), who go out for major missions or might handle standard missions solo. They also assist in leadership and management, although the bulk of that is done by non-combat personnel.

    The PCs begin as fairly experienced Junior Officers, and the campaign will begin with them receiving a mission briefing. Which party members, if any, know each other or have worked together previously is for the players to decide.

    Responsibilities of the Azure Drakes:

    The Azure Drakes have several responsibilities. First, they are enforcers of Kasengard Magical Law. They receive automatic jurisdiction on any crimes committed through magical means. Since the Azure Drakes do have somewhat more freedom than mundane law enforcement in Kasengard, and are generally substantially more powerful, this makes magical crime in general a Bad Idea. In addition to mundane crimes by magical means, there are some laws regulating certain types of spells, and Azure Drakes investigate such crimes as well. One particularly important one is calling and compelling service of angels, devils, or genies. This isn't so much a legal matter as against the terms of Kasengard alliances. Since this can have major political implications, this can be a very serious crime. High Treason serious.

    Azure Drakes do not generally have jurisdiction regarding mundane crimes, although they have full authority to try and stop crimes in progress if they encounter them. However, some of their usual options in these cases are curtailed to the level of mundane law enforcement (see Benefits of the Azure Drakes). Kasengard law enforcement may also request the assistance of the Azure Drakes for dealing with criminals of significant personal power, though again, they are generally restricted to the limitations of normal law enforcement in these cases.

    Azure Drakes may also be called upon by the military to assist in operations, particularly those involving powerful creatures. They might work directly with a military unit, or simply under the directions of military command personnel. While the military is officially in a leadership role in these situations, Azure Drakes are known to be quite experienced, especially with regards to monsters and magical foes, so they are usually afforded significant respect and their input is well-heeded.

    Azure Drakes may be called upon to negotiate with, threaten, or even directly attack threats to Kasengard, or to protect official diplomats. Usually, these missions are against beings without an alliance to Kasengard, but they don't have to be.

    Finally, the Azure Drakes serve as a blanket Internal Affairs sort of organization, and police all levels of Kasen military and government agencies - as an organization, they can even investigate royalty. The organization itself is explicitly sworn to protect and serve Kasengard itself, not any specific governing entity. The Azure Drakes do also police themselves.

    These responsibilities are for the organization as a whole. Any individual member or group may or may not be involved in any particular task, generally as suits their capabilities.

    Benefits of the Azure Drakes:

    During an official Azure Drake mission (generally meaning, investigating a magical or internal crime, or dealing with a powerful being on behalf of Kasengard), Azure Drakes are generally free to use lethal force and whatever magic they have access to in pursuit of the goal. All Azure Drakes are beyond reproach by mundane law enforcement (although this is also something of a disadvantage; if they are really stepping out of bounds, they can still be reported to the other Azure Drakes). They can even ignore Kasengard treaties if they deem it necessary, although discretion is preferred when exercising this option, and such choices may be subject to investigation. When operating outside of such missions, Azure Drakes are expected to only use lethal force in response to the same, and are generally prohibited from violating civilian rights with magic (such as mind control or divinations). Again, these restrictions are only imposed for mundane civilian crimes; magical crimes and threats by powerful non-citizens can be investigated and punished with the full force of any magic or powers the party has available.

    Azure Drakes are entitled to request assistance from law enforcement and military personnel, as well as guilds and allies of Kasengard. Minor aid is expected to be given freely (not to say it always is, but officially, it should be). More substantial assistance, especially from powerful beings, may take time and negotiation. It should be remembered that the point of the Azure Drakes is to allow Kasengard to exercise significant martial and magical force where needed; if a team feels itself outmatched by a mission, the proper course of action is generally to request it be assigned to a stronger party, not to try and whelm a massive force of outside aid. Still, if the situation is dire, that option is open.

    Azure Drakes have the ability to negotiate and threaten on behalf of Kasengard, as is reasonable. In most cases, they simply need to report to their superiors what offers or ultimatums were made and accepted, and it will be taken care of. Naturally, there are limits to this; unreasonable requests will be rejected, so Drakes should use their best judgement in negotiations.

    Azure Drakes are not underpaid law enforcement; they receive enough income to live quite comfortably, and regular dispensations of new and improved gear. The organization has crafters in its employ, so if an item can be created within their power, it can usually be requested, although it may take time. ((This is basically a fluff explanation you can use for acquiring new gear with your WBL, it doesn't generally result in excess gear)). Azure Drakes can generally request most forms of mundane gear and even some low-end magic items as needed for a particular mission (figure about 100 gold per character level, with no item valued higher than 10 gold per level, unexpended items returned at the end of the mission).

    The Azure Drakes are a quite magically-capable organization. If specific spells are necessary, those of less than third level can usually be made available quite easily (finding a trainee who knows the spell). Spells of up to sixth level are usually available as well, but may take some time to find or get in touch with a capable Junior Officer who isn't busy with its own missions, and may require return favors. Spells of seventh level or higher, while often available to the organization as a whole, generally aren't going to be made available to Junior Officers unless the reasoning is compelling.

    Finally, direct attacks on Azure Drakes tends to prompt an aggressive response, of course, but in particular, any attempt to attack, kidnap, or otherwise use friends or family members of the Azure Drakes against them or their organization will result in all out WAR descending on the head of whatever would-be supervillain is both cliched and crazy enough to try it.

    The Azure Drake Badge:

    All Azure Drake Officers are given a badge, in the shape of a golden disk with a blue dragon emblazoned on it. When displayed, it functions as a Masterwork tool, granting a +2 circumstance bonus to Diplomacy and Intimidate checks made regarding citizens or allies of Kasengard. More importantly, these items are enchanted. A character wearing or carrying the badge can communicate telepathically with other such characters within 400', and senses the name and status (per the Status spell) of such characters, as well as what spells or effects are active upon them. The badges are generally used to coordinate and communicate in the field, but they also make infiltrating the Drakes very difficult (since all other nearby Drakes will know if you are who you say you are, and if you are under the effects of mind-controlling or similar magic). Likewise, anyone displaying a badge of similar appearance, who doesn't show up to other Drakes in the area, will be easily detected as attempting to impersonate an Azure Drake, which they don't like very much. Azure Drake Badges do not count against WBL.


    House Rules

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    I'm perfectly happy to gloss over mundane gear (I think a nice rule of thumb is to assume everyone has a Pathfinder's Kit and Deluxe Dungeoneering Kit) and encumbrance rules. I mean, within logical limits.

    If you want to play a minion-master sort of character (summoning, calling, dominating, leadership, animate, etc), let me know. I have some rules that I'd prefer to use. The short version is basically, you can have as many minions as you can get, but a max EL of your level - 2 can be actively with you and helping you at the start of an encounter. Conjuration (Calling) in particular is somewhat more involved.

    XP is...probably going to be mission-based. This may be just, level up every few missions, or I might give mission XP that fluctuates based on accomplished goals and such. Note sure yet and open to hearing preferences.

    Wealth acquired in-game is just mundane wealth, it may be usable in play (bribes, special purchases, etc), but is not tied to character power. Basically, assume there is no magic item trade. Characters will receive normal WBL at each level, which they may use to purchase/upgrade their magic items (fluff as you choose, crafting, acquired from organization, item powers awakened over time, whatever). The characters may, in the course of play, receive specific items or other rewards. While you're free to get rid of or otherwise not use them, they are separate from WBL, neither counted against it nor able to be exchanged for more of it. WBL level can be used to improve such items (if you get a sword +2, you can improve it to sword +3 for 10,000 gold, for example).

    Additionally, there is no surcharge for slotless items or multiple effects on the same slot. Indeed, you may feel free to spend your WBL on the effects of magic items as innate abilities of your character. In the case of weapon bonuses, these apply to any weapons you wield or natural attacks you make. Plus side, these can't be stolen, disjoined, disrupted by antimagic fields (except the ones that actually create spell effects, of course), or otherwise taken. Downside, they can't be lent to allies, and can't be crafted, so you can't spend feats to get a discount on them. All underlying rules for the item still apply; don't purchase an innate ability that functions as a wand unless you can use the wand.

    Leftover WBL may be used to pay for spell components, crafting items in play, acquiring items between missions, etc. The Azure Drakes do have people who can perform resurrections, but component costs will come out of current available WBL, so it might be a good idea to make sure the party keeps a few thousand spare, just in case. Just to make sure there's at least some sort of limit on resurrections. Once items have been purchased with WBL, they can't be converted back (until next level, see below).

    I'm generally fine with custom items using the normal guidelines, though they may be subject to some review. Constant or on-command effects that boost stats on a duration, however, will generally be a no-go; pay the real cost for the stats. Crazy things like Constant True Strike or Wraithstrike on Command are right out. I have absolutely no problem with unlimited out of combat healing.

    If you have multiple classes that use different mental ability scores to drive their abilities, you may choose one to use for all classes. Physical scores have some extra combat value in themselves, and are less common when driving abilities, and Strength is too easy to boost anyway, so they don't get this advantage. However, if you are allowed to substitute a different ability score for your attack rolls (including the natural substituion of Dex to ranged attack rolls), you may also substitute it for your weapon damage rolls.

    Finally, whenever you gain a level, it's treated behind-the-scenes as if you were entirely redoing your character sheet. You don't actually need to do so, but you may reselect abilities, change feats and skills, revise your equipment with the full WBL for your new level (including replacing any lost or destroyed equipment), etc. This also means that any perishable magical items are fully restocked upon gaining a level. You could even change your class and the like. However, if you do wish to make major changes that affect your character's theme, please work them into the story somehow (feel free to bring them up with me beforehand if you want some external reason to come about). This is only for major thematic changes such as loss of signature abilities or things like...a warrior becoming a mage, or whatever. Changes that can be explained away by standard advancement or using the same basic fluff can just replace the old stats.
    Last edited by Quellian-dyrae; 2013-02-15 at 06:34 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
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    Titan in the Playground
     
    Quellian-dyrae's Avatar

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    Default Re: OOC - The Azure Drakes

    And going to reserve a post just in case we need some space for additional resources and the first post overflows.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

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    Ettin in the Playground
     
    BlackDragon

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    Default Re: OOC - The Azure Drakes

    Allright, Ertelm will take a clever Deep Sky Blue for his dialogue.
    As for intertwining backstories, with the few levels in monk, maybe he has trained with omega for some time?

    Question: I got a wayfinder with a iounstone slotted in. How should I determine its granted power? The d% table or the fixed power table?

    Edit: sorry lapsus-ed here
    Last edited by Gildedragon; 2012-12-19 at 03:43 AM.

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    Quellian-dyrae's Avatar

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    Default Re: OOC - The Azure Drakes

    Fixed power.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

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    Ettin in the Playground
     
    BlackDragon

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    Default Re: OOC - The Azure Drakes

    Cool, okay. Lets see if I get anything, low's good.
    Pyramid (25%) (1d100)[94]
    Spindle (25%) (1d100)[53]
    Dull Grey (75%) (1d100)[87]
    Nothing then. Allright
    Last edited by Gildedragon; 2012-12-19 at 02:33 AM.

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    Default Re: OOC - The Azure Drakes

    You know, Guigarci, if you yourself can't remember the name of your own PC, maybe that's an indication that you should have chosen a simpler name?

    Also, If we're doing this, my dialogue is going to be in "Dark Red"

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    Ettin in the Playground
     
    NecromancerGuy

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    Default Re: OOC - The Azure Drakes

    I like regular Blue for Omega's speech.
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

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    Default Re: OOC - The Azure Drakes

    Quote Originally Posted by meemaas View Post
    I like regular Blue for Omega's speech.
    Do we need to have colours for our character's speech? I only ask because I plan to give Pedro a mental illness which will (at a later ponit IC) be called Ignacio's syndrome, and is basically a form of multi-personality disorder... and needs 6 colours and standard text. Here:

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    Pedro suffers - if it can be called that - from a mental illness known as Ignacio's syndrome. It involves multiple personalities, who usually only make suggestions to his main form, but also sometimes take command. The different personalities also change his eye colour if they take over.
    The voice of Pedro/neutral turns his eyes to a dull grey colour. It has no real gender identity per se - it does not conform to stereotypes, nor does it make moves to avoid them. It represents personal motivations, but it is not neccesarily selfish. It is Pedro's inherent sense of egocentricism, of morality, of conduct, of erratics, of thought and of feeling. It is the everything and the nothing. In this form, Pedro acts with almost unerring balance, though he stops before doing anything stupid to further the cause of balance. He will of course take a good action over an evil one in cases that allow it, and will generally follow all but the most arbitrary laws unless he has good reason to break them as well as taking sensible decisions over emotional ones in all but the most intimate of situations. Balance does not mean idiocy, nor a desire to destroy all. It is the state in which most people are.

    The voice of Pedro is associated with the quasi-elemental qualities of physical, pure magical, aether, the universe or untyped.

    The voice of Good turns Pedro's eyes a slightly different colour from the rest of the eyeball. While they appear to glow, they do not actually provide light. The voice has a strong feminine gender identity, though she does not change Pedro's sex. This form has an intrinsic desire to aid others who deserve it, although she will not put most before her in times of desperation. She is Pedro's morality and good will amplified. She will not be good to the exemption of all else, nor will she spare villains becuase killing is "bad," or worse refuse to fight at all, but she also will not destroy everything which she perceives to be evil. She is a good-hearted variant of Pedro, and retains the general level of sanity, but in a slightly more benevolent manner. The voice of good is associated with the semi-elemental qualities of light and positive energy.

    The voice of Evil turns Pedro's eyes a dark green, which seems to darken the area around it, though it does no such thing. The voice has a strong masculine gender identity. The voice of evil is a selfish side, but he's not an actual villain. He doesn't want anything silly like world domination, although it's a nice add-on if he just so happens to get it. Destroying the world is honestly pointless, and does not fall into his scope. Evil for evil's sake is not what this voice is about; it is a selfish, egocentric desire and nothing more. It aspires to be content, rather than reading off the stereotypical evil villain aims list.

    The voice of evil is accociated with the semi-elemental qualities of darkness and negative energy.

    The voice of Law changes Pedro's eyes blue. He has a minor masculine gender. He is a defender of the law, though not to the point of idiocy such as harshly punishing the least of offenders. He will not take the law into his own hands, that's what the police are for. He believes that "good" and "evil" are, to a point, useless qualifiers, although he doesn't completely ignore them.

    The voice of law is associated with the earth element.

    The voice of Chaos turns Pedro's eyes a bright, off-putting yellow. The voice has a minor female gender identity. She is not insane, and at the very least stays firmly within the RP. She doesn't betray everyone either. She doesn't hold the law in the highest regard, but will still follow it rather than gratuitously breaking it. She has no qualms about breaking the law if it is convenient, but won't murder someone for a few coins. Overall, she holds minor contempt for the law, but follows it nonetheless.

    She is associated with the air element.

    The voice of reason turns Pedro's eyes cyan. It has a neuter gender identity. It prefers solid thought and definite proof, resorting to Okkam's Razor when all else fails. It shuns emotion, but is not enough of a **** to completely ignore moralistic concepts at any but the worst of moments. It cares about the opinions of others inasmuch as that it is benefited, but also on a vaguely personal level.

    It is associated with the water element.

    The voice of Emotion turns Pedro's eyes red. This voice has a gender identity of both genders. Xe has heightened emotions, and eschews rational thought in the lieu of instinct and what xe feels like doing. Hir only aims are to feel good - unnervingly similarly to the voice of evil. Xe does still have a strong sense of morality, and guilt pulls strongly at hir.

    Xe is associated with the fire element.


    I just don't get why quotation marks aren't good enough, especially since I need the colours if I want to do this.

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    Default Re: OOC - The Azure Drakes

    Mostly, some of us just like colors for our posts. Thats why i use colors at least.
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

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    Default Re: OOC - The Azure Drakes

    Quote Originally Posted by meemaas View Post
    Mostly, some of us just like colors for our posts. Thats why i use colors at least.
    That'll get confusing. I guess we should just let you do what you want, though. Although, annoying the other players is fun, don't you think? And hells, it's not ilegal, but we should probably be nicer to them. Also, I'm not going to comandeer all the colours...

    (VoG will be silver and VoC will be orange, to make it easier.)

    Anyway, yeah. I'm going to do this, but by all means keep your colours. Also, I'm probably adding this to Pedro's fluff.
    Last edited by Jormengand; 2012-12-19 at 02:12 PM.

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    Default Re: OOC - The Azure Drakes

    Up to you guys, really. If you want to go with multiple colors, one thing you could do is add some other style to differentiate. A font or bold or something.
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    Default Re: OOC - The Azure Drakes

    Quote Originally Posted by Quellian-dyrae View Post
    Up to you guys, really. If you want to go with multiple colors, one thing you could do is add some other style to differentiate. A font or bold or something.
    Trouble is, the fonts aren't really too memorable, and there are only so many bold-esque things.

    Another thing, Ignacio's syndrome and alignment? I'm not going to be using it as a handy dodge for holy smites, but logically it would change. Probably easiest to keep it mechanically TN, but RP'ly change between them.

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    Default Re: OOC - The Azure Drakes

    Also, fluff has been added. Have fun.

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    Default Re: OOC - The Azure Drakes

    Sorry, I meant, use the colors, but use bold or a different font to distinguish between you and any other player with the same colors. Or, just don't use colors, which also works.

    Yeah, alignment is considered neutral for effects, regardless of current dominant personality trait.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

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    Default Re: OOC - The Azure Drakes

    Quote Originally Posted by Quellian-dyrae View Post
    Sorry, I meant, use the colors, but use bold or a different font to distinguish between you and any other player with the same colors. Or, just don't use colors, which also works.

    Yeah, alignment is considered neutral for effects, regardless of current dominant personality trait.
    That makes sense.

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    Default Re: OOC - The Azure Drakes

    Kn Nature: (1d20+24)[40] (17+Cun.Kn.)
    Kn Local (for any folklore about the mine, if applicable) (1d20+21)[29]
    Kn Arcana (ancient bound evils, if applicable) (1d20+24)[27]

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    Default Re: OOC - The Azure Drakes

    Ertelm:

    Spoiler
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    Well, first off, you know pretty much everything there is to know about Stone Giants. As far as immediately relevant information, though, there are several clans and tribes of giants in the mountains around Kasengard. They generally keep to themselves, although some have proven difficult, especially since the civil war. The thing is, even among giants of a single type, there are various tribes, and clans within those tribes, so while Kasengard has several formal alliances and even more treaties, it's difficult to really keep track of who all a given leader spoke for.

    Given the fighting power of giants, of course, Kasengard tends to tread somewhat lightly when dealing with them. Again, especially since the war, since it's not easy to tell when they're dealing with rogue or independent giants, giants in a clan or tribe that haven't formally created treaties, or giants that do have a treaty or even an alliance and are actively violating it, or giants that formerly had alliances or treaties but broke them during the war and haven't reformed them, when there is conflict. And the thing is, giant leadership isn't dumb; they know they make it difficult, and the various groups have their own politics, alliances, rivalries, and feuds, so even the closely allied ones have taken some advantage of the situation over the years. Basically, the whole thing is a mess.

    Your Knowledge (Nature) check is high enough that, given the chance to examine the giants (a few hours of watching, or a few minutes of active interaction), you will be able to identify which tribe and even clan they come from, and your Knowledge (Local) check is high enough that you'll be able to inform the party of the current status of any alliances or treaties they have with Kasengard.

    The mine was opened two months ago. It's a silver mine, and some good veins of ore have been found. You've heard that there's some mithral amidst the silver, but don't know off the top of your head quite how much. There's no Kasen folklore regarding the mine, though you are aware of the giant legend. Even so, it's pretty much as described - great danger, sleeping within, etc. Most of the details were lost over centuries of oral tradition.

    Based on currently available knowledge, there's no relevant information from an arcane standpoint.
    Last edited by Quellian-dyrae; 2012-12-19 at 06:23 PM.
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    Default Re: OOC - The Azure Drakes

    Ertelm would be game for thinktanking, though it would be an on-off relationship with that sort of side of the drakes.

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    Default Re: OOC - The Azure Drakes

    Gotcha.::Makes mental note::

    Also, since negotiation sounds like it's going to be a preferable tactic, and the default rules for such even in Pathfinder are...not great, I'm thinking the best option is probably going to be to use the Giant's Persuasion rules.

    Since I'm something of a tinkerer, I also came up with some expanded options that extend those rules to other social skills and add a few additional "actions" to social challenges. If no one has any complaints, we can use them as well:

    Spoiler
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    All three social skills (Bluff, Diplomacy, and Intimidate) can be used as per the Giant's Persuasion rules, depending on the method of persuasion used. They may also be called by the DM as individual checks to quickly resolve minor social actions (such as slipping a lie past someone, making a good impression, or making an effective threat). Combat and miscellaneous uses still function normally. However, the basic social uses of these skills to influence attitudes and request favors are removed.

    The base DC for all social skills is as described under the Giant's Persuasion Rules: DC 15 + highest level in the group + highest Wisdom modifier in the group. One member of a group may, if desired, roll a Sense Motive check; if this roll is higher than the base DC, the DC becomes equal to the Sense Motive check result. Only actual Persuasion attempts have the DC modified for relationship or offer favorability, and this modifier applies whether to the base DC or to a Sense Motive check result.

    Additionally, each skill has a special option, which can modify a later Persuasion attempt.

    In cases where two groups are attempting to persuade a third party on some opposed course of action, these options can also be used to cause the inverse effect for the other group.

    In general, social challenges are group-based; the success and failure of any given character's actions applies to the whole group. Sheer weight of numbers is not inherently advantageous in a social setting; any given social check can only receive the benefit of an Aid Another action once. Of course, the more social skills that a given group has available, the more tools they have to influence those they interact with.

    Bluff - Entice: You can attempt to convince the target that the offer is more beneficial or less risky than it actually is. A success improves the favorability of the deal by one step. If you fail by at least five points, the target loses faith in the deal, reducing the favorability by one step. If your group attempts to Entice the target multiple times in the same Persuasion attempt, the results (of both successes and failures) stack. However, the DC of each successive Entice attempt by your party increases by 10, regardless of the success or failure of previous tries.

    Diplomacy - Appease: You can smooth things over with the target, negating the result of previous failures (either on the Persuasion check itself, or on supplemental options). The DC of any Appease attempt is increased by half the total number of points your group has failed social checks by during this Persuasion attempt. On a success, the negative results of a single previous social check are negated (this can even keep a Persuasion attempt going after failing by five or more points). A success does not remove the DC increase the original check applied to Appease attempts. If you fail by at least five points, any negative results of the attempted check are doubled (and of course, such a failure does count towards the DC of future Appease attempts).

    Intimidate - Coerce: You can strongarm the target into going along with you, even if it doesn't like it. On a successful check, you halve the penalty of either an unfavorable deal or a negative relationship. If you fail the check by at least five points, you anger the target, reducing its relationship modifier by one step. If your group attempts to Coerce the target multiple times in the same Persuasion attempt, the results (of both successes and failures) stack. However, the DC of each successive Coerce attempt by your party increases by 10, regardless of the success or failure of previous tries.

    Sense Motive - Consider: You can analyze the target's reaction to your offer before you attempt to "close" it. On a successful check, you discern how favorable the target considers the deal, allowing you the chance to alter it. If you succeed by at least five points, you also learn what the total current DC of the Persuasion attempt stands it. If you fail the check by at least five points, you cannot get a sense of what the target wants and lose the ability to Consider for the rest of the attempt (though other members of your group still can).
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    Default Re: OOC - The Azure Drakes

    Well, I have no objections to using those rules. I've always wanted to play with the Giant's diplomacy rules, and this seems a good situation to try it out.

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    Default Re: OOC - The Azure Drakes

    Quote Originally Posted by InsiderTrading View Post
    Well, I have no objections to using those rules. I've always wanted to play with the Giant's diplomacy rules, and this seems a good situation to try it out.
    Same right here.

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    Default Re: OOC - The Azure Drakes

    Always fun to try a more balanced Diplomacy
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

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    Default Re: OOC - The Azure Drakes

    You know, I actually have a +7 to Knowledge Nature. Do I need to make a Knowledge nature roll, to see if Mica knows anything about stone giants beyond "They are large and made of stone, or is it automatically assumed that Ertelm will share his knowledge amongst the party?

    Knowledge(nature) check:(1d20+7)[12]
    Last edited by InsiderTrading; 2012-12-20 at 02:02 PM.

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    Default Re: OOC - The Azure Drakes

    You know that they are large and made of flesh which merely strongly resembles stone!
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    Default Re: OOC - The Azure Drakes

    Okay, you guys know the location of the mines. Unless there's more you want to discuss with each other/NPCs, I figure go ahead and post whatever preparations/business/travel methods/whatever, once everyone's done so my next post will be any necessary responses/results and a description of the area around the mines.
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    Default Re: OOC - The Azure Drakes

    About the previous missions between Captain Dana and Mica, do you have anything specific in mind I need to be aware of? I kinda want to fill in the gaps abit, but I'm worried ruining some future plot thread that you have in mind for the character.

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    Default Re: OOC - The Azure Drakes

    Nothing specific, go ahead.
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    Default Re: OOC - The Azure Drakes

    So, are we going to do the planning in Character or OOC? Because I kinda get the feeling that, if it is done in character, it's going to take awhile.

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    Default Re: OOC - The Azure Drakes

    That's up to you guys. Your badges give you telepathy, so I see no problem with everyone getting a plan together OOC and then just playing it out. That said, far as I'm concerned, RP is RP, so as long as everyone can have fun with the planning, I'm not really worried about how long it takes.
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    If brevity is the soul of wit, I'm witty like a vampire!

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    Default Re: OOC - The Azure Drakes

    It should be note right from the start that anyone who hands Arc a belt of gender-bending and then tries taking knowledge (Arcana) checks will be shot.

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