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Swords and Schemes: The Savran Adventure

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nman Since: Mar, 2010
#1: Dec 11th 2012 at 9:22:03 PM

The City of Jeralta in the Kingdom of Savras is home to many an adventurer - individuals who make their living seeking treasure and fame exploring the many mysteries held by the long-forgotten ruins and dungeons scattered around the world, offering their services to employers, or by taking jobs from one of the public job boards scattered around the many districts. Numerous groups in the city house their own private boards for members only, while there are rumors abound of other means of employment for an adventurer who asks no questions. It's not uncommon for adventurers to engage in a wide range of jobs to support themselves, such as bounty hunting, couriering, and the occasional experiment requiring consent forms.


So hey! It's a fantasy RP. Neat, right? I'll be using Microlite74 Extended for character creation and combat.* What I like about this system is that you don't have forty different skills that make the non-combat stuff a pain in the ass. Most situations will still be mostly freeform.

The primary goal of this RP - well actually, the primary goal of this RP is to have fun. But the secondary goal is to make this game feel like you're playing a fantasy RPG like Dragon Age, Elder Scrolls, the Witcher and even Fable*

. But the thing about traditional freeform games is that it's really hard to give people a sense of level progression and any sort of gains/losses, while a regular tabletop game doesn't give you too much of a chance to flesh out characters and doesn't really encourage player character interactions. I'm hoping to merge the two formats together, and if things don't burn down in the process, this should be quite fun. In addition, while this game might have some serious constrictions on character creation and combat at the start, I'm actually trying my best to make it incredibly sandboxy. If only one of you wants to run off on a quest away from the others, that is just fine - though I will say there's safety in numbers. And I want this RP to last, so as long as one of you is still willing to post in this game, I'll try to keep it alive.

However, if all these things scare you, don't worry, because I'm trying to make the numbers not so scary. You've got two options. If you just don't want anything to do with the numbers, I'll let you make a character and I'll deal with all the number stuff somewhat invisibly for you. However, if you want to take this route, you won’t want to be a magic class, because there's too many details about spells and stuff that it requires you know how things work. But any other class is okay. Another option, for those of you who want to fill out a full sheet, but might be confused or something after reading the rules, can just start filling out a sheet, and then ask me or anyone else in the Skype group for help filling out the rest. In addition, the character sheet down there, I tried to put as much info as I could so if you only read the section on races/classes and picked your for stat values, you'd be able to fill out the whole sheet without looking up all these details scattered across multiple pages.

Another thing for people who want to fill out their own sheets: I always thought it was fun to be able to roll my own dice, so I want to let you guys be able to do that too. You can roll your own dice in most situations*

by just using Invisible Castle. Make an account, and then you can roll things to your heart's content there - just make sure to put *what* you're rolling for in the notes section*. Or, for those of you who use Skype, I'll set up a chat room for the game, and I'll also have a dice rolling plugin*. I can't stress just how useful it is to only use of these two methods, and if you use Invisible Castle, make sure you always roll when you're logged in. Rolling when logged in makes it easier on me to figure things out. In fact, I just won't accept rolls that aren't made when logged in so I don't have to look at six different places for results.

And some stuff about geography and lore: Here's a map I made a while back for a different campaign that didn't pan out, but I figured that since it was lying around, it would be useful to have a visual. Try to ignore anything on the map that isn't a city in Savras, since technically those are supposed to be "secret" dungeon locations that your characters shouldn't really know about, but there's no harm in you guys seeing them. I have a ton of lore written up as well, but I think I can just dole that out as we go along so I don't bombard you guys with it*

. If you pick a class like thief or something I'll also PM you some super-secret things your character should know. Anyway, minor geography dump: There's the Kingdom of Savras, Empire of Kwalrah, and Republic of Tar-Konath, all of whom are at a point of relative peace due to there being large oceans and forests separating them all - most military threats come from raiders, potential civil wars, and the like.

So for those of you still here after all that, congratulations! I think this'll be a lot of fun. I'm giving you a lot of freedom for character creation that isn't in the rules, so go nuts - just don't abuse that freedom.


So here's the base part of the signup. If you don't want to deal with the d20 aspects, just fill out this part and I'll deal with the rest for you.
  • Name:
  • Age: Make your character over 18. As for upper limits, assume that every race has a lifespan between 100-150 years
  • Race: Human, Dwarf, Elf, Gnome, Half-Elf, Half-Orc(or Orc), Halfling, Dark Elf. Those are just the default - if you really want to, we can make more races if you want something else.
  • Sex:
  • Appearance:
  • Class: Fighter, Ranger, Paladin, Magic-User, Illusionist, Cleric, Druid, Thief, Assassin, Barbarian, Bard, Monk, Mystic, Sorcerer, or Warlord.*
  • Alignment: Neutral/Light/Dark. Most of you will want to be neutral for the freedom it gives you. Don't choose light or dark unless you are comfortable with the effects they have. And while all types are available, I'll warn you right now that really dark characters are going to have problems if they're going around murdering people left and right in the town square - namely, problems like angry villagers, other characters getting pissed at them, more angry villagers, and the law. Please don't force me to throw your character into prison. And for those of you who want light characters, I’ll warn you that there’s no straight up black and white morality here, so be prepared for that.
  • Languages Known: Characters speak common and any language their race knows, and you can give them another language for every Mind point over ten. As for what languages there are, each race has their own language, and "common" is actually the common tongue of Savras, Savran. Tar-Konath and Kwalrah also have their own common languages, which you can feel free to let your characters know(if they can learn a language, I mean), since there's no doubt immigrants from those nations living in Savras.
  • Background: A one-or-two word description that that sums up what sort of skills and knowledge they will have in addition to skills their class gives them. "Farmer", "Merchant", "Guard", "Carpenter", and "Doctor" all give you an idea of what someone can do or know. Keep in mind that this only gives you social and noncombat skills – it’s your class that gives you combat skills. Try to pick something you’d like to talk about when you aren’t busting skulls.
  • Brief Backstory: The Background was for the tabletop aspects, and for knowing what skills to give a character. This section's for the roleplaying aspects. It's up to you how much you want to write, from the simple or generic to the complex or unique. Try to limit your characters to being from some place in Savras - or if you want someone foreign, the eastern fringes of the Great Divide - so that when your characters go exploring outside of the region, they can all get to experience new things together.*. Also explain why they're in Jeralta if they're from a different town, but that can be as simple as saying "they're an adventurer".
    Also, because I want this to be an RP as much as it is a game, I've decided to let you guys give your characters "things" that you can use to flesh out their backgrounds and for plot reasons without trying to change gameplay. You can give your character a house, but try using it as a source of free items and gold, and it'll mysteriously burn down. You can make your character be poor or rich alike, but there has to be something preventing them from just accessing that wealth so that they’re limited to their in-game inventory. They can have family members, but if you try using them as a source of free soldiers, they'll wind up getting badly hurt. Don't think that means I'm discouraging you from having them, though. As this goes on, I really want to try making some adventures involve things that are personal to your characters. Just bear in mind that regardless of their backstory, they're still just going to be a level 1 adventurer, so plan accordingly.
    Overall, I encourage you guys to try making whatever backstory you like*, and I'll give you a lot of freedom with that, just try to limit the scope and impact of events in their backstory*. Your character shouldn't be famous (yet). Feel free to make up a small town or village that isn't listed on the map if you want. And just a quick note on who the people in charge are: The Kingdom of Savras has a King, each city has a Duke, larger towns have a Count, while smaller towns and villages have a Baron. If you want to go tribal, then whatever wilderness tribe you make up has whatever structure you want. And remember that the technology is more-or-less medieval with magic, but hasn't reached the gunpowder age yet.
    For Clerics and Paladins (or anyone else who wants to go the extra step, really) you'll also need to include at least a brief overview of what their beliefs and morality are, such as what things go against the tenets of their faith, etc.* You will need to make up some deity* as well, so assume that the Sanctum has a whole plethora of 'em, and that they are effectively just really powerful ghosts/spirits/ascended beings. "The Sanctum" is just the name of the conveniently-all-encompassing religious organization of Savras. The deities in their pantheon are all either light or neutral, though.
  • Any other information:

edited 21st Dec '12 10:41:56 AM by nman

nman Since: Mar, 2010
#2: Dec 11th 2012 at 9:22:18 PM

And this is the part required for anyone who wants to have total control over character customization. I tried to make it so that even if you haven't read the rules thoroughly but want to fill this out, you can. *

The way we're getting stat values is by rolling 4d6 four times, and taking the highest three from each roll as the sum of that roll. Then you take the four sums and assign one to each stat. If you don't want to risk it and be able to balance your character, you can do 44-point buy instead. If you use Invisible Castle, the command to roll for each stat is "4d6.takeHighest(3)". Remember, it's important that you roll when logged in so that when we want to find past rolls we just look up your name instead of having to look through dozens of posts in the RP. If you would rather use Skype, just hit me up for more info.


  • Strength: Determines things like melee combat, how many health points you have, and some weapons have a minimum strength needed to use them effectively.
    • Bonus: (STR-10)/3, round toward zero.
  • Dexterity: Affects quickness of reflexes, accuracy of ranged combat.
    • Bonus: (DEX-10)/3, round toward zero.
  • Mind: This stat deals with magic and knowledge.
    • Bonus: (MIND-10)/3, round toward zero.
  • Charisma: Governs things that deal with communication, such as how persuasive your character can be, how trustworthy they seem, and the like. Also affects how well they can withstand effects like fear.
    • Bonus: (CHAR-10)/3, round toward zero.
  • Fortitude: STR Bonus + anything that adds to this saving throw.
  • Reflex: DEX Bonus + anything that adds to this saving throw.
  • Will: MIND Bonus + anything that adds to this saving throw.
  • Presence: CHAR Bonus + anything that adds to this saving throw.
  • Hit Points: Your character's strength score, and then once you submit a character I'll roll your bonus or you can use the provided roller.
  • Body Points: 20 - Who says I'm not nice? I already filled this out for ya.
  • Melee Attack Bonus: STR bonus + Physical Combat Bonus
  • Missile Attack Bonus: DEX bonus + Physical Combat Bonus
  • Magic Attack Bonus: MIND bonus + Magical Combat Bonus
  • Dominant Hand: Left/Right/Both*
  • Experience Base:
  • Level: 1
  • Equipped Armor: (Take it out if they can't wear any)
  • Equipped Weapon(s):
  • Armor Class: 10 + whatever bonuses you get.
  • Equipment/Inventory: You'll most likely want to go with default loadouts where you pick one of three backpack loads, choose a weapon* according to your class guidelines, and get whatever starting gold it says. In their inventory, you can give them some chintzy knick-knacks, a book they like to read,* etc - just throw it in, and it'll probably be okay unless it's something that clearly gives them an unfair advantage. Also, if you're feeling adventurous, if you want to do the custom inventory where you roll for 120+(3d6x5) gold pieces and pick out your own inventory, that's fine too. I suggest you don't do that though, since you are more likely to get better stuff just using the defaults. Also, there's no default wand given to the classes that can use them, so if you would prefer to have a wand instead of a dagger, feel free to make the switch - or hell, drop your starting gold by 2 to just "buy" a wand if you want.
  • Gold: The specific amount is part of the standard equipment, most likely 5, (10 for Monks). Also, some people might start with less stuff than they're supposed to by default, so I'll just randomly roll a bit of dice to see how much extra they should have.
  • Silver:
  • Copper:
I have also decided that I will allow the use of the optional advantages, but because they're soooooo good, even factoring the extra experience base, the tradeoff is that you must also pick a disadvantage*. But being ambidextrous is minor enough that it doesn't need a disadvantage added(see "Dominant Hand" a few lines up). I just want to have more material to work with. Feel free to take a disadvantage without an advantage if you want, though. Hell, take two. Three even, if you feel like it. It makes things interesting.
  • (Optional)Advantage:
  • (Optional)Disadvantage:
And just so people don't have to look up the rules to know everything about your character, it would be helpful if you also included what spells/special abilities they have. Don't write out the nitty-gritty stuff, just the name.
  • Race Abilities:
  • Class Abilities:
This next section is only needed for magic people
  • Starting Spell Book: I'm not doing the 1d2 thing, just pick two level-1 spells and Read Magic for your spell book.
    • Read Magic
    • Spell 1
    • Spell 2
  • Memorized Spells: For Magic-Users or Illusionists. At level one, you get the default ones for your class for free, and then you can know up to MIND+Level(which is 1 for now) spells at any given time. Though since you can only have three spells in your book anyway... unless you're a magic user with less than 14 int, you should have everything in your spellbook memorized.
    • Spell 1
    • Spell 2
    • Spell 3, etc.
  • Signature Spells: Just pick a level 1 spell for now, since they're a first level character. This is an additional memorized spell they know and costs 1 HP less to use, but it is permanently memorized.
    • Level 1 Signature Spell:
And this part is just a hand reference.
  • Equipable Armor Types:
  • Equipable Weapon Types: List shields here, too, if you can use them.

(Probably put this in a new post?)
Custom Races
  • Half-Cat/Half-Neko (or Cat/Neko): Gain +2 to DEX. Experience base modifier of +4. Special Abilities: +2 to reflex saves; speaks Neko; can see in darkness half as well as in light.
  • Bone Lepers: Gain +2 to STR and DEX and -4 to CHA. Experience base modifier of +3. Special Abilities: lack of flesh gives +1 to armor; +4 to any save vs. poison; Needs half as much food and water to survive, can go twice as long before experiencing the effects of dehydration or starvation. Can speak the language or Tar-Konath or Kwalrah in addition to common.
  • I'll put any other races here. Ask first if you want to be a race that doesn’t exist yet, because I’ll have to figure out what stats to give them. The Microlite Forum has a thread of supplemental rules with a few classes and races if you want an idea.
Custom Advantages
  • Entrepreneur: In a city in Savras that appears on the map, no more than once per week per city, a character rolls a d20 + Presence + character level to determine if any businesses they own owes them anything. Rolled against a DC of 10 + 3 * Reward Level, providing 30 gold per reward level. Additional benefits, such as food, ale, and lodging given at GM discretion. Experience base of +5
  • If you really want to have some other advantage that isn't abusive, I'm all for it, especially if it allows there to be a lot more roleplaying potential. I have to work out the actual mechanics of them though, which might take a while.

(Not Quite )Complete List of Optional/Companion Rules:
  • 4d6-L per stat, or 44 point buy (Or 15/11/11/7 array, if you wish).
  • All the classes/races in the book
  • Minimum strength for weapons
  • Initiative rolled per-side
    • Counterspells (for the side that wins initiative)
  • Advantages/disadvantages
  • Characters becoming "Good/Expert/Master at" certain skills on even levels.
  • For combat, 1 is a miss and 20 is a hit.
  • In case anyone plays a class that can do animal summoning, I'll use the animal list in the ML74 Swords and Sorcery Edition, just because it's got a large amount of predefined animals and their stats.
  • I found the encumbrance rules to be too much of a hassle as they are written, so what we're doing instead is that you can carry a number of items equal to your strength/2 rounded up, + the strength bonus. Your backpack counts as a single item, and can carry up to a dozen "small" items*, and your armor and currently-held weapons don't count against it.
  • There's no real archer class, so instead, fighters who want to be more ranged than melee can replace their ability to attack again after killing an enemy with the manyshot ability instead. At level 1, manyshot allows the user to shoot two arrows from a bow at once, at the same target, with a -3 attack penalty for both arrows. At level 4 and every 4 levels thereafter, the fighter can add another arrow to the shot for a -2 attack penalty. Can be used on multiple targets with a base penalty of -5 instead of -3, rolling a separate time for each target.

Character Roster:

edited 23rd Dec '12 5:07:04 PM by nman

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#3: Dec 12th 2012 at 12:27:21 AM

Man I'm glad to have already had private contact with Nman to work a lot of this out. tongue

  • Name: Admiral Loser.*
  • Age: 27.
  • Race: Half-Neko.
  • Sex: Male.
  • Appearance: Caucasian Human Male, a bit tall and skinny, with short, messy red hair (As in red red, not "redhead" orange.) and red eyes. Usually wears a slightly tattered green shirt and tan pants, with normal looking shoes that are actually insanely comfortable. (and expensive) The quickest word that should come to mind is, "Human hobo". Despite being only half Human, Admiral possesses no visual traits of his other half, except for an unnatural hair and eye color, which could easily be attributed to some sort of magic.
  • Class: Swashbuckler.
  • Alignment: Neutral.
  • Languages known: Common and Neko.
  • Background: Rich Merchant.
  • Brief Back Story: At first, Admiral lived a normal life as a lazy boy. Then, when he turned 18, he left home to go on a "journey of self-discovery" through the Great Divide. There he met and lived for five years in a remote village that was populated entirely by people who were, shall we say, not the sharpest tools in the shed. At the end of his stay there, the current chieftain of the tribe came up with a half-assed plot to conquer the world; part of this plot involved them needing a powerful navy, and an admiral to lead it. Admiral volunteered for the job, and came to an agreement with the chieftain that he'd get the job if he changed his name to "Admiral"; why he changed his last name to "Loser" is unknown. So, Admiral got the job... For all of four hours, which is when the chieftain remembered they were a landlocked tribe and decided to scrap the entire plan, stripping Admiral of his rank and expelling him from the tribe. When Admiral returned to the city, he moved in with his sister. He decided "meh, whatever" and didn't bother changing his name back. Shortly after returning, he had a strange dream one night, from which he managed to draw out a schematic before shortly forgetting it. The schematic turned out to be for a much more efficient type of windmill, which Admiral quickly patented and nearly overnight was launched into the extravagantly rich life of the upper mercantile guilds... When he could be bothered enough to do so. To this day he still lives in his sister's house, generally choosing to live like a bum despite his wealth, with few exceptions, like his footwear.
  • Other Info: Admiral's sister, Maria, looks entirely like a Neko, and is a former mercenary who regularly hunts bears, because she hates them. Not long ago she fell in love with a pirate who got engaged with her... And four other women in secret. Maria and the other women have only recently found out about this, and have joined together to hunt down the pirate. (Maria will only show up in the game at Nman's discretion, and only for interaction. I'll take control of her if/when she shows up.)

  • Strength: 11, bonus 0.
  • Dexterity: 14,* bonus +1.
  • Mind: 10, bonus 0.
  • Charisma: 17, bonus +2.
  • Class Saving Throw Bonus: +2
  • Fortitude: 2
  • Reflex: 7*
  • Will: 2
  • Presence: 4*
  • Hit Points: 19*
  • Body Points: 20
  • Melee Attack Bonus: 2*
  • Missile Attack Bonus: 2
  • Magic Attack Bonus: 1
  • Dominant Hand: Right
  • Experience Base: 26*
  • Level: 1
  • Equipped Armor: Buckler
  • Equipped Weapons: Rapier (1d6) and dagger (1d4)
  • Armor Class: 13*
  • Inventory: Backpack; bedroll; tent; 10 torches; flint & steel; hammer; 10 iron spikes; grappling hook; 50 ft. rope; water skin; iron rations for four days; book on seafaring and naval commanding.
  • Money: 21 gold pieces.
  • Advantage: Entrepreneur
  • Disadvantage: Hunted by enemies. Admiral is of course targeted by some basic thief guilds, on account of being technically really rich.
  • Race abilities: Can see half as well in darkness as in light.
  • Class abilities: "+1 to all attack and damage rolls. This increases by +1 at fifth level and every five levels thereafter. When not wearing armor a swashbuckler may add half her level rounded up +1 point for every point of dexterity above 15 to her AC. Due to their great precision and skill, Swashbucklers have a 50% chance of scoring a critical hit on a roll of 19."
  • Equipable Armor Types: Light.
  • Equipable Weapon Types: Light and medium weapons, and light shields.

edited 16th Dec '12 10:15:50 PM by FirockFinion

You are reading this.
Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#4: Dec 12th 2012 at 3:53:50 PM

  • Name: Elros Coamenel
  • Age: 19
  • Race: Half-Elf
  • Sex: Yes, meet me at the motel in five I mean male.
  • Appearance: In a stroke of laziness, the guy on the right I say. Yes he does always wear that hood. No, he doesn't have armor that swanky (yet).
  • Class: Fighter (kinda tongue. More reading on that below)
  • Alignment: Neutral
  • Languages Known: Elvish, Common, Orcish, Hobgoblin, Knoll
  • Background: Noble's Son
  • Backstory: Elros was born the son of the elvish nobleman Tuor Coamenel of Jeralta. As any good nobleman's son, he spent his early life making his father's generally hell. He had very little interest in anything other than chasing after women, although he did at least take time to learn how to shoot a bow. So he could do what he believed to be impressive trickshots. Of course, Tuor's time as a noble came down... spectacularly. Tuor was challenged to a duel to the death, a challenge that he accepted... and then the noble was never heard from again. Elros was forced to run from his now-dishonoured family and he now decides that by adventuring, he may in fact be able to bring back some honour to the name Coamenel.

Stats

  • STR: 13 Bonus: 1 A body honed to impress, but a perfectly able one.
  • DEX: 13 Bonus: 1 Agile and instinctive with aim straight and true.
  • MND: 4 Bonus: -2 ...expensive education did not take. He can show startling gaps in knowledge at times.
  • CHA: 16 Bonus: 2 A social savant, he always has the right thing to say. Despite poor knowledge, he still carries a wit.
  • Fortitude: 7
  • Reflex: 5
  • Will: 2
  • Presence: 6
  • HP: 16
  • Melee Attack Bonus: 3
  • Missile Attack Bonus: 3
  • Magic Attack Bonus: -1
  • Dominant Hand: Left
  • EXP Base: 21
  • Level: 1
  • Equipped Armor: Scalemail
  • Equipped Weapon: Shortbow.
  • Armor Class: 15
  • Other Equipment: Default Pack C and Fighter standard pack. Purchased 60 Arrows and a Dagger with starting 5gp
  • Gold: Fuck all

  • Race Abilities: ''Can use elf-made magic armor and magic
weapons even as a magic-user/illusionist; note secret/hidden doors (d20 + MIND bonus; DC 12 if carefully checking, DC 16 if just passing through area)''
  • Class Abilities: ''They add +1 to all attack and damage
rolls. This increases by +1 at 4th level and every four levels thereafter. After a fighter kills an opponent in melee combat, he may immediately make another attack against any still-standing foe in range. The maximum number of attacks he can make in one round is equal to his level.''

Disadvantage: Severe Phobia - Heights

edited 18th Dec '12 12:45:07 PM by Plumbum

Curse the ill fortune that led you to me.
nman Since: Mar, 2010
#5: Dec 13th 2012 at 1:07:29 PM

Alright, you're both looking good so far.

Killybegood Since: Dec, 2012
#6: Dec 16th 2012 at 1:51:35 PM

  • Name: Quinn
  • Age: 24
  • Race: Human (Bone Leper)
  • Sex: Female
  • Appearance: Unremarkable and of middling height, Quinn's only major feature is her strangely pale hair, cut short, though it is most often hidden beneath linen wraps and under her barbute helm. Her armor is plain, a dull breastplate and one arm of plate and mail, the rest of her armor made up of thick leather hidden under twisted woolen robes to hide her shriveled limbs. Commonly seen smoking a pipe.
  • Class: Paladin
  • Alignment: Neutral
  • Languages Known: Savran (common), Kwalran (common)
  • Background: Merchant, primarily common goods; trained as a weaver.
  • Brief Backstory: Born and raised in a town built at a crossroads, Roadsmuth, Quinn is a younger member of a moderately successful mercantile family. After unknowingly angering a witch (or so she assumes), she developed a 'leprosy' that has now taken an arm and both legs from her, leaving them bare and skeletal. She was turned from her home, and now seeks the aid of any gods or spirits who would return her to health, so that she may return home, and for the aid of any who have been as unfairly fated as her. Paladin tenets: there is no one above the cruelty of fate, and fate is most cruel to those who do not help themselves; worse even are the fates of those who surrender entirely. The paladin must show courage in the face of danger, mercy to those who have wronged them, and charity to the poor and the meek. They must be just and honorable at all times and in all things.
  • Any other information: My inspiration for the character: http://imgur.com/tAwER though she is not nearly as despairing.
  • Strength: 16 / 2 Unbound by sinew, her blows have become fierce
  • Dexterity: 14 / 1 Ever agile, it has not decreased in partial undeath
  • Mind: 10 / 0 Not studious, nor an idiot, she respects the learned
  • Charisma: 4 / -2 A lack of self-worth and the innate repulsion of death

  • Fortitude: 7 = 2 Sb + 3 (Paladin save bonus) + 1 (Paladin fort bonus) + 1 class bonus
  • Reflex: 5 = 1 Db + 3 (Paladin save bonus) + 1 class bonus
  • Will: 4 = 0 Mb + 3 (Paladin save bonus) + 1 class bonus
  • Presence: 3 = -2 Cb + 3 (Paladin save bonus) + 1 (Paladin Pre bonus) + 1 class bonus
  • Hit Points: 19 (Str + roll 3)
  • Body Points: 20
  • Melee Attack Bonus: 4 = 2 Sb + 1 (Level/2^) + 0 (Class bonus +1/5 levels) + 1 (class bonus)
  • Missile Attack Bonus: 3 = 1 Db + 1 (Level/2^) + 0 (Class bonus + 1/5 levels) + 1 (class bonus)
  • Magic Attack Bonus: 2 = 0 + 1 (Level/2^) + 1 (class bonus)
  • Dominant Hand: Ambidextrous; Right, for combat. Uses left hand for interacting with others, as it is still 'alive'.
  • Experience Base: 25
  • Level: 1
  • Equipped Armor: Medium +4 (Breastplate and leather)
  • Equipped Weapon(s): Sword 1d6+2s; Dagger 1d4+2s; Kite shield +2 (wooden heavy)
  • Armor Class: 18 = 10 + 1 Db + 4 Ar + 2 Sh + 1 NA
  • Equipment/Inventory: Pack A: backpack, bedroll, hooded lantern, 10 oil flasks, flint and steel, shovel, 2 sets of caltrops, signal whistle, pen and paper, water skin, iron rations four days, incense, vial of holy water, holy symbols of Holoch, Ima and Arun, signet ring of the Hellan family, book of poems by Gnieth Gnyet.
  • Gold: 3
  • Silver: 0
  • Copper: 0
  • Advantage: Ambidextrous.
  • Disadvantage: Aquaphobia, severe: cannot overcome fear of deep water. (-6xp)
  • Race Abilities: Bone Lepers get +2 to STR and DEX and get -4 to CHA. Experience base modifier of +5. Special Abilities: lack of flesh gives +1 to armor; +4 to any save vs. poison; Needs half as much food and water to survive, can go twice as long before experiencing the effects of dehydration or starvation
  • Class Abilities: Paladins (Fighting Class) can wear any armor, may use shields, and can use any weapon. Physical Combat Bonus is level/2, round up. Magical Combat Bonus is level/4, round up. Experience Base is 25. Class Saving Throw Bonus is +3. They add + 1 to FORT and PRE saves. They add +1 to all attack, damage and saving rolls. This increases by +1 at 5th level and every five levels thereafter. Paladins are immune to disease, detect evil within 60 feet by concentrating, and heal 1 BP per class level per day by laying on hands. Paladins must be true to the tenets of the religion or philosophy they follow to gain experience.

edited 19th Dec '12 9:43:40 PM by Killybegood

Fauxlosophe Perpetually Disappointed from Upper Hell Since: Aug, 2010
Perpetually Disappointed
#7: Dec 17th 2012 at 3:14:39 PM

  • Name: Diancecht
  • Motto: "A face you can trust. It's everything else you should doubt in."
  • Age: 35
  • Race: Half-Elf
  • Sex: Male.
  • Appearance: In truth and in times of need, Diancecht is fair skinned and quite good looking, with a charming smile. However, life on the road and his own laziness, more often then not leave him with the look a hobo or in worse times those of a scholar; often with medium length greasy hair, a beard and bags under his eyes heavy enough to be carrying iron bars. When he needs to sell his business and rub elbows with rich clientel, he cleans up quickly and nicely. However within days of the money passing on, he will return to his scruffy appearance.
  • Class: Illusionist
  • Alignment: Dark
  • Languages Known: Savran, Tar-Konath, Kwalrah, Gnomic Kant, Vulgar Elvish, Orcish Creole, Hobbesian, Nekonese, Hobbiton, Cat Tongue, Gnoillge, Low Gobbsian
  • Background: Charelton.
  • Backstory: An illegitimate child to a less than legitimate mother, Diancecht [though he had a different name then] was shown the ups and downs of life on the street. He showed an aptitude towards academic subjects which in a loving, nuturing environment would be seen as precious and promising. His environment was neither. Still as he shifted towards the criminal life style, he still found himself attracted towards what academia and magic he could find. Initially a back alley cleric took him under his wing, however the apprenticeship soon ended due to a ride by shooting incident from a rival guild. Shortly after he found himself following a circus and learning tricks from performers, including some basic illusion making skills. Between the two, he soon found himself out on his own again where he tried, honestly to apply his skills to help people. However, he soon found it easier and more to his education level to sell snake oil cures to gullible people. It wasn't long until he discovered there was an entire industry of people willing to grab swords and run into the wilderness on vaguely defined "quests" given to them by crazy looking old people in taverns. Sometimes they even got rich or turned out to be an heir or something instead of dying horribly, even. Sure, they reacted badly when the truth came out but as a general rule, they were pretty dumb.
  • Vices/Virtues: Academic, Friendly, Manipulative, Self-Centered, Egoistical, Lazy

Stats:

  • HP: 12 [11+1]
  • STR: 11 (+0)
  • DEX: 14 (+1)
  • MND: 17 (+2)
  • CHA: 16 (+2) [14+2 Half Elf]
  • Fortitude: 1 [0+1 Class Bonus]
  • Reflex: 2 [1+1 Class Bonus]
  • Will: 4 [2+1 Illusionist Bonus +1 Class Bonus]]
  • Presence: 4 [[2+1 Illusionist Bonus +1 Class Bonus]]
  • Melee Attack Bonus: 0 [2+0/4]
  • Missile Attack Bonus: 1 [2+0/2]
  • Magic Attack Bonus: 2 [2+0/2]
  • Dominant Hand: Right
  • EXP Base: 40 [+5 Half Elf, -5 Hunted, +10 Alchemy]
  • Level: 1
  • Equipped Armor: Doctor's clothing.
  • Equipped Weapon: A surgeon's knife [ie. a only slightly rusted dagger]
  • Armor Class: 11 [10+1+0]
  • Other Equipment: Default pack A and Magic User Default. Magic Wand.
  • Gold: 3

  • Race Abilities:
    • Can use Elf Magic Armour and Weapons.
    • Spot secret/hidden doors
  • Class Abilities:
    • Hypnotism (Signature Spell)
    • Read Magic
    • Arcane Blast
    • Minor Magic
    • Change Shape
  • Advantage: Alchemy [10]
  • Disadvantage: Hunted by "Satisified Customers" [-5]

  • Kick Ass Stats: http://invisiblecastle.com/roller/view/3829142/
  • Lousy HP: http://invisiblecastle.com/roller/view/3829147/
  • Two Spells: http://invisiblecastle.com/roller/view/3829174/

edited 20th Dec '12 11:25:57 AM by Fauxlosophe

Mé féin ag daṁsa faoin ngealaċ seanrince gan ċeol leis ach ceol cuisle. DS FC: 4141-3472-4041, feel free to add me.
nman Since: Mar, 2010
#8: Dec 18th 2012 at 2:28:41 AM

Both these characters are good, though I'm going to have to invent a few languages for you to choose from, Faux.

nman Since: Mar, 2010
#9: Dec 18th 2012 at 10:21:21 PM

For those of you who have this watchlisted, I made a discussion thread here if you want to stop by and ruin the place discuss thing with each other.

Pyrite Until further notice from Right. Beneath. You. Since: Jan, 2001 Relationship Status: Hiding
Until further notice
#10: Dec 19th 2012 at 5:08:28 AM

Okay, sorry for the delay. *sweatdrop*


  • Name: Orgun Traydor ("...Just go with it.")
  • Age: 32
  • Race: Human
  • Sex: Male
  • Appearance: A hulking, scar-covered monster of a man, Orgun is possessed of an off-putting glare and a fearsome air, which hampers him somewhat when it comes to his current occupation. On the other hand, when he asks you if you'd like to hear the good news, you do not say "No".
  • Class: Cleric
  • Alignment: Good
  • Languages Known: Savran, Tar-Konathian, Kwalrahn, Elvish, Orc, Halfish, Dwarvish, Gnomish, Proge, Nycraen (because knowing is half the battle). Orgun unfortunately has a natural disinclination towards the feline and goblin languages, which, to him, sound like "Nyan Nyan Nyan Nyan" and "Gobble Gobble Gobble Gobble" respectively.
  • Background: Thug.
  • Brief Backstory: Ex-footpad, bodyguard and hired muscle, the complete massacre of Orgun's gang in a bloody feud sent him fleeing for sanctuary in a remote temple on the outskirts of Savras. He emerged a changed man many years later, and is now devoted to the betterment of people everywhere, even if his methods may be a little... unorthodox.
    • Beliefs:
      • Orgun believes in liberty and freedom for all who deserve it (not having enjoyed his time behind bars) and, though he is a decent healer, sees violence as a necessary evil in order to protect it.
      • His patron deity is the God of Second Chances, Samidis. Samidis favours mercy and forgiveness, and frowns on blind vengeance, which is why Her temples are regarded as holy sanctuaries and violence is strictly forbidden on their grounds - a feature that Orgun exploited to save his hide. Her holy symbol is a silver key.

Rolls: See here.

  • Strength: 16. Sometimes, when words fail, a strong arm will suffice.
    • Bonus: 2
  • Dexterity: 14. Orgun's no dancer, but you don't survive on the streets without at least a modicum of skill.
    • Bonus: 1
  • Mind: 18 + 1 (Human bonus) = 19. Orgun supplements his clerical studies with a rogue's mental flexibility, resulting in an incredible breadth of knowledge and the means to implement it practically.
    • Bonus: 3
  • Charisma: 9 + 1 (Human bonus) = 10. Orgun's intimidating presence barely balances out his terrible looks. Some might speculate that there is assorted non-human blood in his ancestry - but never to his face.
    • Bonus: 0
  • Fortitude: 2 (STR) + 2 (Clr Base) + 1 (Clr Bonus) = 5
  • Reflex: 1 (DEX) + 2 (Clr Base) = 3
  • Will: 3 (MIND) + 2 (Clr Base) + 1 (Clr Bonus) = 6
  • Presence: 2 (Clr Base) = 2
  • Hit Points: 16 + 1 = 17. Surviving the gang wars was a feat in itself, but Orgun definitely suffered along the way.
  • Body Points: 20
  • Melee Attack Bonus: 2 (STR) + 1 (Lvl 1) = 3
  • Missile Attack Bonus: 1 (DEX) + 1 (Lvl 1) = 2
  • Magic Attack Bonus: 3 (MIND) + 1 (Lvl 1) = 4
  • Dominant Hand: Left
  • Experience Base: 20 (Cleric) + 0 (Human) - 6 (Disadvantages) + 3 (Advantage) = 17
  • Level: 1
  • Equipped Armor: Light Armour (AC +2)
  • Equipped Weapon: Heavy Mace and Heavy Shield
  • Armor Class: 10 + 1 (DEX) + 2 (Light Armour) + 2 (Heavy Shield) = 15
  • Equipment/Inventory: Default Pack B + Cleric starting gear
    • Gold: 5
    • Silver: 0
    • Copper: 0
  • Advantage: Photographic Memory (+3 Exp Base)
  • Disadvantages:
    • Vow of Mercy: As a cleric of Samidis, Orgun is obligated to offer mercy towards any defeated enemy that asks for it. This tends to clash with his knowledge that said enemies will often try to stab him in the back. It's what he'd have done back in the day. However, he will hold them to their plea - if they violate his trust, dispensation of judgement is permitted. (-3 Exp Base.)
    • Hunted by Enemies: A survivor of the gang wars, Orgun has many enemies - either criminals who bear grudges from his past occupation, or suspicious guards who don't buy the "turned to religion" story. (-3 Exp Base.)
  • Race Abilities: None
  • Class Abilities: Smite, Turn Undead
  • Signature Spells:
    • Level 1 Signature Spell: Cure Light Wounds
  • Equipable Armor Types: Light and Medium Armour
  • Equipable Weapon Types: Blunt Weapons and Shields

edited 22nd Dec '12 12:02:08 AM by Pyrite

Not a substitute for a formal medical consultation.
nman Since: Mar, 2010
#11: Dec 19th 2012 at 5:42:08 PM

You're also pretty much good to go, Pyrite, save for sorting out the disadvantage. Also, you're in the same boat as Faux with the languages, so I've attached a list of languages at the bottom of this post for you guys to pick from. I hope it's enough, but if not, I'll make up more.[lol] Oh, and Faux, you should pick which of your character's spells will be his signature one.


  • Contemporary Languages:
    • Common (Savran)
    • Tar-Konathian
    • Kwalrahn
    • Elvish (Elf)
    • Orcish (Orc)
    • Halfish (Halfling)
    • Dwarvish (Dwarf)
    • Gnomish (Gnome)
    • Nekonese (Neko)
    • Catese (Cat)
    • Hobgoblin (Hobgoblin)
    • Goblin (Goblin)
    • Vrajian (One of the common tribal languages, most commonly found near the east of the Great Divide)
    • Akredin (Another common tribal language, though it tends to be found more to the west of the Great Divide)
  • Dead Languages:
    • Proge (A long-dead language, but used by the Sanctum for many rituals)
    • Nycraen (Another ancient dead language, this one seems to be popular among necromancers and death cultists)
    • Konian (Spoken by the indigenous peoples of Tar-Konath many centuries ago. Things... didn't work out too well for them.)
  • Other Languages:
    • Eltaren (A language constructed about forty years ago by a linguist known as Ruge Corar, who created it in an attempt to give the nobility their own secret language. Those with money didn't care too much for having to learn yet another tongue.)
    • Othuggol (Created by Enlolelad Melogot, a crazed writer who spent the majority of his life writing fictional tales and epics of questionable quality, a common factor in many of his works was the language that was spoken by the deities and otherworldly travelers. He also wrote dozens of books detailing the complexities of the language. The first book on the language was published nearly ninety years ago.)

edited 19th Dec '12 10:42:45 PM by nman

mantlemask FISTINGLY DELICIOUS from Here and There Since: Oct, 2012
FISTINGLY DELICIOUS
#12: Dec 20th 2012 at 12:15:31 AM

Changed a few things.

  • Name: Kuon Mauer

  • Age: 26

  • Race: Human

  • Sex: Male

  • Appearance: Growing up near Abegon, Kuon is a product of the cosmopolitan nature inherent in a port city. He stands at around 6 feet, with tanned skin and sandy hair usually cut short. His features are plain and pleasant, exactly as you'd imagine a wandering ascetic, though his lean frame is hardened by over two decades of training and practical application and covered in scars.

He dresses simply but carries the uniform expected of the monks folded carefully in his knapsack, with bandages wrapped around his fists and forearms. e colors of his clothes usually autumn-toned while the wooden beads around his neck inscribed with various mantras, prayers and earth-themed motifs.

  • Class: Monk, or more officially; Adept of the Raging Earth School.

  • Alignment: Neutral

  • Languages Known: Savran

  • Background: Wandering Monk

  • Brief Backstory: Once a wild orphan running amok in Abegon's poor quarters, Kuon was taken in by kind but boisterous brothers of the secluded Temple of Raging Earth. For fourteen years, he had found happiness and achievement, learning the arts of unity with the earth at their feet and on the field, in defense of the common man. He loved the monks for teaching him many things; his letters, a working knowledge of the healing arts and, of course, how to imitate the inexorable might of the element of earth with his limbs and kata. Then came one terrible night that saw the destruction of his Temple and the deaths of his brethren. With the tears burning in his eyes, he fled to vibrant and irrevocably corrupt Abegon, where he found a boat bound for Jeralta. Upon this strange new town, he hopes to start anew, like an acorn becoming an oak... And maybe to find out what caused the ruination visited upon the Raging Earth.

  • Any other information: "Mauer", meaning "wall", is a surname he had taken for himself on what he believed was his 16th nameday. Kuon also keeps a journal containing whatever knowledge he can remember of his School. This is held by the kindly old abbot in charge of the Fellows' Rest, the shelter he works in. Interestingly, he also cannot hold a note to save his life. Kuon is also an amateur wood carver in his spare time.

Hard Stats

  • Strength: 16, bonus 2 The Raging Earth have taught him well of the might of stone

  • Dexterity: 14, bonus 1 The way or strength is not always the best.

  • Mind: 10, bonus 0 Not a good student is our Kuon.

  • Charisma: 12, bonus 0 He holds the common man close to his heart and treats them as he wishes to be treated.

  • Fortitude: 4

  • Reflex: 5

  • Will: 2

  • Presence: 2

  • Hit Points: 21

  • Body Points: 20

  • Melee Attack Bonus: 2

  • Missile Attack Bonus: 2

  • Magic Attack Bonus: 0

  • Dominant Hand: Both

  • Experience Base: 23 (+3 Conferred By Direction Sense, -5 Conferred By Hunted)

  • Level: 1

  • Equipped Armor: None, Clothes

  • Equipped Weapon: None, Unarmed Damage = 1d8+3

  • Armor Class: 13

  • Equipment/Inventory: Backpack containing:
    • Bedroll
    • Flint and Steel
    • Shovel
    • Signal Whistle
    • Pen and Paper
    • Water Skin
    • Iron Rations for 4 days
    • 1 Light Weapon (Quarterstaff)
    • Vial of Holy Water
    • Carvers' Kit (Counts As Dagger)
    • Bandages and Various Medicinal Herbs
    • Spare Change of Clothing, Fibers

  • Gold: 20

  • Silver: 0

  • Copper: 0

  • Advantage: For all that Kuon was a poor student, he was rather blessed with a sharp memory. (Direction Sense +3)

  • Disadvantage: Kuon is hunted by the Order of the Cleansing Tempest due to an old honor feud gone taken too far. Though there are whispers within the temple halls that the destruction of the Raging Earth is the herald for something deeper. (Hunted)

  • Race Abilities: N/A

  • Class Abilities: Monks are good at moving quietly and hiding in cover.

edited 20th Dec '12 1:30:01 AM by mantlemask

The hits keep rollin'!
nman Since: Mar, 2010
darksidevoid Anti-Gnosis Weapon from The Frontiers (Ancient one) Relationship Status: Robosexual
Anti-Gnosis Weapon
#14: Dec 22nd 2012 at 9:48:25 PM

  • Name: Saklas Blackheart
  • Age: 65
  • Race: Drow Dark Elf
  • Sex: Male
  • Appearance: Though the middle-aged, yellow-eyed Necromancer may have once been fairly handsome, Saklas has really let himself go over the years. Long hours of studying often result in him forgetting to eat, leaving his dark grey skin gaunt across his perpetually stern and frowning face and the rest of him unreasonably thin. Working full-time as an apothecary seems to have made his white, shoulder-length hair somewhat greasy, and little cowlicks seem to pop up no matter how hard he tries to suppress them. Though tall, he is typically seen hunched over and huddled in his cloak. No word yet on whether his more outlandish features are the consequence of practicing his art or merely par the course among Dark Elves.
  • Class: Necromancer
  • Alignment: Dark
  • Languages Known: Common, Elvish, Orcish, Hobgoblin, Gnoll, Dwarvish, Nycraen, Konian
  • Background: Shady Apothecary
  • Brief Backstory: Once a simple assistant at a small apothecary shop on the outskirts of Yiunt, Saklas Blackheart decided one day to delve into the dark and enigmatic art of Necromancy, and quickly became obsessed with pursuing ever-greater power, and ultimately, immortality. Leaving his quaint and lonely little forest home to travel the world in search of ways to further his studies, he wandered for a couple decades, and then settled down in Jeralta several years ago, lured by rumors of the incredible artifacts and knowledge possessed by the Curators. To sustain himself, he opened a humble apothecary of his own in the city, and quickly began doing a healthy amount of business. Saklas isn’t wealthy by any stretch of the imagination, but he’s successful enough to make a reasonable living and slowly but surely fund his private research, though not much else. He lives and sleeps in a flat above his smallish shop, and keeps the items that need special preservation in the comparatively spacious basement.

  • Stats:
    • Level: 1
    • EXP Base: 38 (Base 30, Dark Elf +8, Memory +3, Vow -3)
    • HP: 12 (10 + 2)
    • STR: 10
    • DEX: 8
    • MND: 13 (+1)
    • CHA: 13 (+1)
    • Fortitude: 2 (1 Necro bonus + 1 class bonus)
    • Reflex: 1 (+1 class bonus)
    • Will: 3 (1 MND bonus + 1 Necro bonus + 1 class bonus)
    • Presence: 2 (1 CHA bonus + 1 class bonus)
    • Melee Attack Bonus: 1 (1/4)
    • Missile Attack Bonus: 1 (1/4)
    • Magic Attack Bonus: 2 (1+1/2)
  • Dominant Hand: Right
  • Equipped Armor: Durable Gray Apothecary’s Trappings (0 AC)
  • Equipped Weapon: Dagger
  • Armor Class: 10
  • Other Equipment: Default pack B + Spellbook, Magic Wand
  • Gold: 3
  • Race Abilities:
    • Minor Magic and Arcane Blast by gesture
    • Spot secret/hidden doors
  • Class Abilities:
    • Minor Magic
    • Arcane Blast
    • Turn Undead
    • Read Magic
    • Locate Corpse
    • Command the Dead (Signature)
  • Advantage: True Photographic Memory
  • Disadvantage: Vow: Never Aid Humans

  • Rolls:

edited 22nd Dec '12 10:06:20 PM by darksidevoid

GM of AGOG S4: Frontiers RP; Sub-GM of TABA, SOTR, & UUA RPs
nman Since: Mar, 2010
#15: Dec 22nd 2012 at 10:12:57 PM

Saklas is good as well, welcome to the club.

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