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  1. - Top - End - #91
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    Default Re: Redtongue & Goldleaf (OOC)

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    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
    Last edited by TankLaser007; 2022-05-26 at 01:50 PM.

  2. - Top - End - #92
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    Default Re: Redtongue & Goldleaf (OOC)

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    Spoiler: Adeptus Arbites Verispex Adept
    Show

    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

    Spoiler: Skills
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    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

    Spoiler: Traits & Talents
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    Spoiler: Traits
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    • 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.
    Spoiler: Talents
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    • 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

    Spoiler: Gear
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    Spoiler: Melee Weapons
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    Name: Shock Maul
    Class: Shock
    Damage: 1d10
    Type: Impact
    Pen: 0
    Weight: 2.5 kgs.
    Special: Shocking
    Spoiler: Shock Maul
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    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: -
    Spoiler: Missile Weapons
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    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
    Spoiler: Arbites Combat Shotgun Vox Legi-Pattern
    Show
    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
    Spoiler: Stub Revolver
    Show
    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.

    Spoiler: Armour
    Show

    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)
    Spoiler: Verispex Armour
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    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)
    Spoiler: Verispex Helmet
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    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: -
    Spoiler: Ballistic Cloth Surcoat
    Show
    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


    Spoiler
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    BACKGROUND

    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:
    Last edited by TankLaser007; 2022-05-26 at 12:39 PM.

  3. - Top - End - #93
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    Default Re: Redtongue & Goldleaf (OOC)

    Spoiler: Adeptus Arbites Verispex Adept
    Show

    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

    Spoiler: Skills
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    • 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

    Spoiler: Traits & Talents
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    Spoiler: Traits
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    • 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.
    Spoiler: Talents
    Show

    • 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

    Spoiler: Gear
    Show
    Spoiler: Melee Weapons
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    Name: Shock Maul
    Class: Shock
    Damage: 1d10
    Type: Impact
    Pen: 0
    Weight: 2.5 kgs.
    Special: Shocking
    Spoiler: Shock Maul
    Show
    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: -
    Spoiler: Missile Weapons
    Show

    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
    Spoiler: Arbites Combat Shotgun Vox Legi-Pattern
    Show
    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
    Spoiler: Stub Revolver
    Show
    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.

    Spoiler: Armour
    Show

    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)
    Spoiler: Verispex Armour
    Show
    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)
    Spoiler: Verispex Helmet
    Show
    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: -
    Spoiler: Ballistic Cloth Surcoat
    Show
    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


    Spoiler: Experience
    Show

    Spoiler: Rank 1 (Novice) 0-499
    Show

    Redemptionist Firebrand 200 [200]
    Pistol Weapon Training (Primitive) 100 [300]
    Basic Weapon Training (Primitive) 100 [400]
    BS +5 -Simple 100 [500]
    Spoiler: Rank 2 (Initiate) 500-999
    Show

    Rapid Reload 200 [700]
    Sound Constitution 100 [800]
    BS +5 -Intermediate 250 [1,050]
    Spoiler: Rank 3 (Priest) 1,000-1,999
    Show

    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


    Spoiler
    Show

    BACKGROUND

    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:

  4. - Top - End - #94
    Troll in the Playground
     
    TankLaser007's Avatar

    Join Date
    Jan 2017
    Gender
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    Default Re: Redtongue & Goldleaf (OOC)

    [QUOTE=LairdMaon]
    Quote Originally Posted by 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

    Spoiler: Sar Dukar
    Show

    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
    Spoiler: Talents & Traits
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    Spoiler: Iron Stomach
    Show

    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.


    Spoiler: Primitive
    Show

    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.


    Spoiler: Rite of Passage
    Show

    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.


    Spoiler: Wilderness Savvy
    Show

    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
    Spoiler: Weapons
    Show

    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
    Spoiler: Armor
    Show
    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
    Spoiler: Equipment
    Show

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



    XP Advancements
    Spoiler: XP Advancements
    Show

    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
    Spoiler: Background
    Show





  5. - Top - End - #95
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    Default Re: Redtongue & Goldleaf (OOC)

    Spoiler: Shhh!
    Show
    Brothers side by side...



    Spoiler: Adeptus Arbites Information Extraction Specialist – Sar Rakud
    Show

    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

    Spoiler: Skills
    Show

    • 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

    Spoiler: Traits & Talents
    Show
    Spoiler: Traits
    Show

    • 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.
    Spoiler: Talents
    Show

    • 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

    Spoiler: Gear
    Show
    Spoiler: Melee Weapons
    Show

    Name: Shock Maul
    Class: Shock
    Damage: 1d10
    Type: Impact
    Pen: 0
    Weight: 2.5 kgs.
    Special: Shocking
    Spoiler: Shock Maul
    Show
    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
    Spoiler: Axe
    Show
    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
    Spoiler: Combat Knife
    Show
    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.

    Spoiler: Missile Weapons
    Show

    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
    Spoiler: Combat Shotgun
    Show
    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
    Spoiler: Composite Longbow
    Show
    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.

    Spoiler: Armour
    Show

    Name: Hardened Body Gove
    Type: Mesh
    Location(s): 3 AP (Arms, Body, Legs)
    Weight: 5 kgs
    Special: -
    Spoiler: Hardened Body Glove
    Show
    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: -
    Spoiler: Enforcer Light Carapace
    Show
    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: -
    Spoiler: Carapace Helm
    Show
    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


    Spoiler: Experience
    Show

    Spoiler: Rank 1 (Conscript) 0-499
    Show

    • T +5 Simple 250 [250]
    • BS +5 Simple 100 [350]
    • BS +5 Intermediate 250 [600]
    Spoiler: Rank 2 (Guard) 500-999
    Show

    • Basic Weapon Training (Launcher) 100 [700]
    • Dodge 100 [800]
    • Sound Constitution 100 [900]
    • Survival 100 [1,000]
    Spoiler: Rank 3 (Chaliced Commissariat) 1,000-1,999
    Show

    • 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


    Spoiler
    Show

    BACKGROUND

    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
    Last edited by TankLaser007; 2022-05-26 at 12:40 PM.

  6. - Top - End - #96
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    Default Re: Redtongue & Goldleaf (OOC)

    Spoiler: Adeptus Arbites Secluse Assassin
    Show
    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

    Spoiler: Skills
    Show

    • 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

    Spoiler: Traits & Talents
    Show
    Spoiler: Traits
    Show

    • 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.
    Spoiler: Talents
    Show


    • 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

    Spoiler: Gear
    Show
    Spoiler: Melee Weapons
    Show

    Name: Shock Maul
    Class: Shock
    Damage: 1d10
    Type: Impact
    Pen: 0
    Weight: 2.5 kgs.
    Special: Shocking
    Spoiler: Shock Maul
    Show
    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
    Spoiler: Sword
    Show
    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
    Spoiler: Knife
    Show
    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.

    Spoiler: Missile Weapons
    Show

    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
    Spoiler: Combat Shotgun
    Show
    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.
    Spoiler: Armour
    Show

    Name: Hardened Body Gove
    Type: Mesh
    Location(s): 3 AP (Arms, Body, Legs)
    Weight: 5 kgs
    Special: -
    Spoiler: Hardened Body Glove
    Show
    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


    Spoiler: Experience
    Show

    Spoiler: Rank 1 (Sell-Steel) 0-499
    Show

    Silent Move 100
    Catfall 100
    Sound Constitution 100
    Sound Constitution 100
    [b]Weapon Skill 100
    Spoiler: Rank 2 (Shadesman) 500-999
    Show

    Weapon Skill 250
    Toughness 250
    Spoiler: Rank 3 (Nighthawk) 1,000-1,999
    Show

    Chem-Use 100
    Silent Move +10 100
    Sound Constitution 200
    Swift Attack 200
    Melee Weapon Training (Shock) 200
    [b]Sleight of Hand 200
    Spoiler: Rank 4 (Secluse) 2,000-2,999
    Show

    Quick Draw 100
    Lightning Reflexes 100
    Lip Reading 200
    Chem-Use +10 100



    Background


    Spoiler
    Show

    BACKGROUND

    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

  7. - Top - End - #97
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    Default Re: Redtongue & Goldleaf (OOC)

    Submissions

    Class Username Character Sheets
    Warlock//Barbarian Mechagaston Ozric Greenwillow [Sheet]
    Knight//Favoured Soul LoyalPaladin Harland or Vanguard ECS-01 [Sheet]
    Rogue 4//Warblade 3/Elf Paragon 1 Evil_Goblin Syrus Nοlo [Sheet]
    Warblade // Warmage Simba Marco Swift [Sheet]
    Cloistered Cleric 3/Church Inquisitor 1//LA 1/Dread Necromancer 1/Soulknife 2 Morcleon Celia Lenore [Sheet]
    Dragon Shaman // Sorcerer Swami Monsoon Ali Nuqtavi [Sheet]
    Factotum//Archivist Ruess Slavida Venora Vasana Iloia, of Clan Cepool [Sheet]

  8. - Top - End - #98
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    Default Re: Redtongue & Goldleaf (OOC)

    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.
    Last edited by TankLaser007; 2022-02-15 at 12:16 PM.

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    Default Re: Redtongue & Goldleaf (OOC)

    Spring & Autumn - In the Shadow of War
    春秋 - 战争阴影下

    Spoiler
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    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.
    Last edited by TankLaser007; 2022-05-22 at 08:21 AM.

  10. - Top - End - #100
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    Default Re: Redtongue & Goldleaf (OOC)

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    Serenarian “Seran” Elylongelyn

    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

    Spoiler: Exposed to Awfulness – A Spirit Tainted
    Show

    “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…”

    Spoiler: Description
    Show

    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.

    Spoiler: Personality
    Show
    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.

    Last edited by TankLaser007; 2022-09-01 at 03:51 AM.

  11. - Top - End - #101
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    Default Re: Redtongue & Goldleaf (OOC)

    Spoiler: hide
    Show

    Talisin Ciaseal

    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

    Spoiler: Touched by Divinity – A Master of Pentacles
    Show
    En-route

    Spoiler: Description
    Show

    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.

    Spoiler: Personality
    Show
    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.

    Last edited by TankLaser007; 2022-05-26 at 12:38 PM.

  12. - Top - End - #102
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    Default Re: Redtongue & Goldleaf (OOC)

    Spoiler: Talisin Caiseal (Arcane - Prepared)
    Show

    Level (Slots) Spell Function Save/SR Special
    1 (5) Obscuring Mist Control No / No CL+2 (D)
    1 (5) Ray of Enfeeblement Debuff Fort ½ / Yes -
    1 (5) Shield Buff - self only
    1 (5) True Skill Buff - self only
    1 (5) Vanish Utility - CL+1
    1 (5) Grease Control Reflex & Acrobatics / No CL+2 (D)
    1 (5) Windy Escape Defense - self only
    1 (5) Spell True Strike Buff - self only
    1 (5) Abundant Ammunition Utility No / No CL+2 (D)
    2 (2) Cat’s Grace Buff Will / Yes CL+1, (D) x2
    2 (2) Acid Arrow Offensive No / No CL+2 (D)
    1 (SLA) Shield of Faith Buff Will / Yes SLA – 1/ Day

    Spoiler: Tali Summers (Arcane - Spontaneous)
    Show

    Level (Slots) Spell Function Save/SR Special
    1 (7) Grease Control Reflex & Acrobatics / No -
    1 (7) Endure ELements Utility Will / Yes -
    1 (7) Mount Utility No / No -
    1 (7) Mage Armour Buff Will / No -
    1 (7) Magic Missle Offensive No / Yes +1 DC / Die
    1 (7) Burning Hands Offensive Reflex ½ / Yes +1 DC / Damage / Die
    1 (7) Enlarge Person Utility Fort / Yes -
    1 (7) Silent Image Utility Will / No -
    2 (4) Burning Arc Offensive Reflex ½ / Yes +1 DC / Damage /Die



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


    Spoiler: Character (Caster Type)
    Show

    Level (Slots) Spell Function Save/SR Special
    Level (Slots) Spell Name Function Save/SR Special
    Level (Slots) Spell Name Function Save/SR Special
    Level (Slots) Spell Name Function Save/SR Special
    Level (Slots) Spell Name Function Save/SR Special
    Level (Slots) Spell Name Function Save/SR Special
    Level (Slots) Spell Name Function Save/SR Special
    Last edited by TankLaser007; 2022-04-25 at 06:26 AM.

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    d6 Re: Redtongue & Goldleaf (OOC)

    Testing:

    (3d10)[8][3][9](20)
    With Label - (3d10)[6][5][6](17)
    (3d6)[2][6][4](12)
    Sixes with Label - (3d6)[5][1][1](7)

  14. - Top - End - #104
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    Default Re: Redtongue & Goldleaf (OOC)

    Spoiler: Adeptus Mechanicus Astynomia Acuitor Mech-Assassin – “Lexmechanic Genetorus H3X”
    Show

    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

    Spoiler: Skills
    Show

    • 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

    Spoiler: Traits & Talents
    Show
    Spoiler: Traits
    Show

    • 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:
    Spoiler: Implants
    Show
    Spoiler: Electro-Graft
    Show
    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.
    Spoiler: Electoo Inductors
    Show
    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.
    Spoiler: Respirator Unit
    Show
    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.
    Spoiler: Cyber-Mantle
    Show
    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.’
    Spoiler: Potentia Coil
    Show
    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.
    Spoiler: Cranial Circuitry
    Show
    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.
    Spoiler: Mind Impulse Unit
    Show
    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.
    Spoiler: Machine (2)
    Show
    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.


    Spoiler: Talents
    Show

    • 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

    Spoiler: Gear (000 Gelt)
    Show
    Spoiler: Melee Weapons
    Show

    Name: Utility Mechadendrite (Blade)
    Class: Melee
    Damage: 1d5
    Type: Rending
    Pen: 2
    Weight: -
    Special: Defensive, Mono
    Spoiler: Utility Mechadendrite (Blade)
    Show
    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.


    Spoiler: Missile Weapons
    Show

    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
    Spoiler: Lathe-Laspistol
    Show

    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.


    Spoiler: Armour
    Show

    Name: Xeno Mesh
    Type: Mesh
    Location(s): 4 AP (Arms, Body, Legs)
    Weight: 2 kgs
    Special: -
    Spoiler: Xeno Mesh
    Show
    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.

    Spoiler: Tools & Special Equipment
    Show

    Spoiler: Tracking Device
    Show
    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.
    Spoiler: Pict Recorder
    Show
    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.
    Spoiler: Vox-Pickup
    Show
    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.
    Spoiler: Multikey
    Show
    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.
    Spoiler: Micro-Bead
    Show
    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.
    Spoiler: Data-Slate
    Show
    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

    Spoiler: The True Flesh – Cybernetics
    Show
    Spoiler: Electro-Graft
    Show
    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.
    Spoiler: Electoo Inductors
    Show
    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.
    Spoiler: Respirator Unit
    Show
    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.
    Spoiler: Cyber-Mantle
    Show
    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.’
    Spoiler: Potentia Coil
    Show
    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.
    Spoiler: Cranial Circuitry
    Show
    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.
    Spoiler: Mind Impulse Unit
    Show
    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.
    Spoiler: Concealed Weapon Bionic Arm
    Show
    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.
    Spoiler: Bionic Arm Integrated Lathe-Laspistol
    Show
    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.
    Spoiler: Auger Arrays
    Show
    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.
    Spoiler: Mechadendrites
    Show
    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.
    Spoiler: Utility Mechadendrite
    Show
    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.
    Spoiler: Optical Mechadendrite
    Show
    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.
    Spoiler: Lathes Mechadendrite Stabilisers
    Show
    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


    Spoiler: Experience 4,500/4,500
    Show

    Spoiler: Background Package
    Show

    • Untouchable (The Radical’s Handbook p.38) 400
    Spoiler: Rank 1 Technographer 0-499
    Show

    • Logic 100
    • Binary Chatter 100
    • Common Lore (Tech) 100
    • Forbidden Lore (Adeptus Mechanicus) 100
    • Light Sleeper 100

    Total this Rank 500
    Total Spent 900
    Spoiler: Rank 2 Acuitor Mech-Assassin 500-999 (The Lathe Worlds p.30-32)
    Show

    • 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
    Spoiler: Rank 3 Electro-Priest 1,000-1,999
    Show

    • 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
    Spoiler: Rank 4 Enginseer 2,000-2,999
    Show

    • 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
    Spoiler: Rank 5 Tech-Priest 3,000-5,999
    Show

    • 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


    Spoiler
    Show

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


    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)
    Last edited by TankLaser007; 2022-05-04 at 06:17 AM.

  15. - Top - End - #105
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    Default Re: Redtongue & Goldleaf (OOC)

    i see you, my friend

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    Thumbs up Re: Redtongue & Goldleaf (OOC)

    Nothing untoward is going on here I assure you!!

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    Default Re: Redtongue & Goldleaf (OOC)

    A likely story

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    Default Re: Redtongue & Goldleaf (OOC)

    (4d6b3)[9]
    (4d6b3)[12]
    (4d6b3)[10]
    (4d6b3)[12]
    (4d6b3)[8]
    (4d6b3)[15]
    (4d6b3)[13]

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    hmmmm ...

    ten characters

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    Default Re: Redtongue & Goldleaf (OOC)

    ▒░▒▒▒░░░▒▒▒░▒▒▒░░▒░▒░░▒▒▒░▒▒▒░░▒░░░░░▒▒▒░▒▒▒░░░▒░▒ ░░▒░▒▒▒░░░▒▒▒░░░▒░▒░░░▒░▒▒▒░░░▒░▒▒▒░░░▒▒▒░▒▒▒░░▒░░ ░░░▒▒▒░░░▒▒▒░░░▒░▒░░░▒░▒▒▒░▒▒░▒▒▒░░▒░▒░░▒▒▒░▒▒▒░░░ ▒░▒░░▒▒░░░▒▒▒░▒░▒░▒▒▒░░░░░▒▒▒░░▒░▒░░▒▒░▒░░▒▒░░▒░▒░ ▒

    ten characters are my bane for testing

  21. - Top - End - #111
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    Default Re: Redtongue & Goldleaf (OOC)

    (5d6b3)[16]
    (5d6b3)[12]
    (5d6b3)[16]
    (5d6b3)[11]
    (5d6b3)[18]
    (5d6b3)[10]
    (5d6b3)[8]
    (5d6b3)[16]

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    Default Re: Redtongue & Goldleaf (OOC)

    Completely without merit ...

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

  23. - Top - End - #113
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    Not gonna lie, that did hurt a bit. The rest came out alright though

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    Default Re: Redtongue & Goldleaf (OOC)

    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.

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    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.

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    Post Re: Redtongue & Goldleaf (OOC)

    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.


    Spoiler: Big 16
    Show

    1. What game system are you running

    We'll be using Pathfinder 1e with 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 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. 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, The Elephant in the Room: Feat Taxes, Traits (2) or (3) with a 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 and the Spheres Wiki 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.
    Spoiler: Languages
    Show

    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.
    Spoiler: Societies & Organisations
    Show

    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.
    Spoiler: Regions
    Show

    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]
    Spheres Track Standard Track Race Player Character [Sheet]
    Spheres Track Standard Track Race Player Character [Sheet]
    Spheres Track Standard Track Race Player Character [Sheet]
    Last edited by TankLaser007; 2022-05-29 at 04:12 AM.

  27. - Top - End - #117
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    MindFlayer

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    Default Re: Redtongue & Goldleaf (OOC)

    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?

  28. - Top - End - #118
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    TankLaser007's Avatar

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    Default Re: Redtongue & Goldleaf (OOC)

    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.

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    Post Moar Tests and Stealing ...

    Name Name Name 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
    Name [IMG]IMAGE LINK[/IMG] Description
    Name [IMG]IMAGE LINK[/IMG] Description
    Name [IMG]IMAGE LINK[/IMG] Description
    Name [IMG]IMAGE LINK[/IMG] Description
    Name [IMG]IMAGE LINK[/IMG] Description



    Spoiler: Template
    Show

    [tr]
    [td]Name[/td]

    [td][IMG]IMAGE LINK[/IMG][/td]

    [td]Description[/td]

    [td]Affiliation[/td]

    [td]Location[/td]

    [td]Status[/td]
    [/tr]
    Last edited by TankLaser007; 2022-06-20 at 11:38 AM.

  30. - Top - End - #120
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    Default Re: Redtongue & Goldleaf (OOC)

    Horgus Gwerm 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 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 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.
    Last edited by TankLaser007; 2022-06-15 at 12:57 PM.

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