Balor's Head
A New Cad Goleór IRC Game
Title of Game: "Balor's Head"
Name of Host: Seraphine_Harmonium
Game World: Cad Goleór
System: Pathfinder
Number of Players: ~3-5 (Details below)
Tone/Genre: Sword and Sorcery/Dark Age Celtic
Game Time (What Day/Time): TBA
Game Length (How Long): ~ 1 hour
How to Join? Submit a character, or choose a sample character below.
Sample Characters[spoiler=Atann MacEtrin]
Name: Atann MacEtrin
Class: Gaestat |
Level: 5
Race: Human |
Gender: Male
STR: 12 | {+1 pts}
DEX: 14 | {+2 pts}
CON: 14 | {+2 pts}
INT: 8 | {-1 pts}
WIS: 12 | {+1 pts}
CHA: 15 | {+2 pts}
HP Total: 61
Defense Bonus:+8 (+5 Training, +2 Dex, +1 Dodge)
Initiative: +6
Base Attack: +5
Enech: 18
Saving ThrowsFortitude Total: +6
Reflex Total:+3
Will Total:+2
Weapons(MW Cold Iron Claymore) - Attack:+7 |Damage:2d6+1 |Crit:19-20x2
(Javelin) - Attack:+7 |Damage:1d6+1 |Crit:20x2
(Longbow) - Attack:+7 |Damage:1d8|Crit:20x3
(Shortsword) - Attack:+6 |Damage:1d6+1 |Crit:19-20x2
Armornone
Skills(Acrobatics) - Total:+9 |Ranks:5 |
(Climb) - Total:+9 |Ranks:5
(Know (Nature)) - Total:+8 |Ranks:5 |
(Perception) - Total:+10 |Ranks:5 |
(Ride) - Total:+10 |Ranks:5 |
(Swim) - Total:+9 |Ranks:5 |
FeatsCall of Nature's Fury
Dodge
Improved Initiative
Extra Rage x2
Class AbilitiesGeas of Recklessness: A Gaestat must accept a magical oath called a geas not to use any form of bodily protection. This includes armor, shields, clothing, or magic items that provides a direct bonus to a Defense Roll. This does not include items that grant bonuses to attacks or to stats. A Gaestat loses all class features except proficiencies if she ever willingly wears restricted protective gear or clothing in combat.
Call of Nature's Fury: The Gaestat gains Call of Nature's Fury as a bonus feat.
Rage: +4 Str, +4 Con, +2 Will saves, -2 Defense while raging.
Superstition: +3 save vs. Magic while raging
Invulnerability (Ex): At 2nd level, the Gaestat gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Naked Courage (Ex): At 3rd level, the Gaestat gains a +1 dodge bonus to Defense rolls and a +1 morale bonus on saving throws against fear when wearing no armor or shields. This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense.
Renewed Vigor: 1/day while raging heal yourself for 1d8+2 HP
Equipment -Backpack
-Bedroll
-Horse
-Trail Rations (5 days)
-Waterskin
Atann MacEtrin belongs to a once-proud, but now largely disenfranchised clan. Their lands were seized in war, and since the family has been struggling to get by, and hold onto their honor. Though a fighting-man by trade, he is no ordinary soldier. Trained among the Gaestate, a society of warriors known for charging into battle naked, he knows how to evoke a battle frenzy that will terrify his enemies.
In his early teens Atann was made protegee to Mida, an experienced warrior who took to sparring with the boy. They fought without armor or shield, or any cloth, as was their way, clashing with wooden swords, throwing punches, and grappling, when it came to that. Atann in his adolescence grew very confused between his desires for women, and the excitement of Mida's firm body, whose shape he knew so well.
Atann is attracted to both men and women, and has had liasons and "encounters" with each. He takes the lead in these situations, especially with women, but he secretly desires to be dominated by a sufficiently powerful woman.
Atann's prized cold-iron claymore came off the body of a fallen enemy he slew in combat with a javelin. It was the first-born son of Core of Clan Dursten out of Beldangan. Now members of the clan seek his death as payment for the blood debt. They seek to return the sword to its original owner, to be buried with him.
Though wild and hard to control, Atann does care for his family honor. He tries to avoid scandal as best he can, but is admittedly more afraid of being *caught* in a misdeed than the moral fact of it. [/spoiler]
[spoiler=Brosna nic Sula]
Name: Brosna nic Sula
Class: Cleric|
Level: 5
Race: Human |
Gender: Female
STR: 17 | {+3 pts}
DEX: 12 | {+1 pts}
CON: 14 | {+2 pts}
INT: 13 | {+1 pts}
WIS: 17 | {+3 pts}
CHA: 11 | {+0 pts}
HP Total: 39
Defense Bonus:+11 (+7 Training, +1 Dex, +2 Shield, +1 Shield Focus)
Initiative: +1
Base Attack: +3
Enech:21
Saving ThrowsFortitude Total: +6
Reflex Total:+2
Will Total:+7
Weapons(MW Longsword) - Attack:+8 |Damage:1d8+3 |Crit:19-20x2
(Sling) - Attack:+4 |Damage:1d4+3 |Crit:20x2
Armor(Brigandine) - DR Bonus:+4
Skills(Heal) - Total:+11 |Ranks:5
(Know (Arcana)) - Total:+12 |Ranks:5 |
(Know (History)) - Total:+9 |Ranks:5 |
(Spellcraft) - Total:+9 |Ranks:5 |
FeatsPower Attack
Shield Focus
Skill Focus: Knowledge (Arcana)
Weapon Focus: Longsword
Class AbilitiesBattle Rage: Touched ally gets bonus to melee damage rolls for 1 round
Channel Energy: Use your holy symbol to heal the living or injure the undead.
Deity's Favored Weapon (Longsword): Proficient in longsword
Spontaneous Casting: Cleric can swap memorized spell for Cure spells
Strength Surge: Touched ally gets bonus to strength skills and strength checks for 1 round.
Equipment -Adventurer's Kit
-Alchemist's Fire
-Candle x 5
-Flint and Steel
-Wooden Holy Symbol
-Trail Rations (5 days)
-Waterskin
Brosna is much more concerned with the "big picture" than with her own personal honor. She tries to act with honor when she can, but she is entirely willing to dishonor herself for a goal she sees as the "greater good." She gets highly frustrated with selfishness and short-sighted in those around her, and is not afraid to tell them off for it.
She is not without humor, however, and loves games, songs and jokes. She will laugh, and sometimes tries to "play-the-bard" though she does not have a storyteller's skill. She is very learned about magical practices, the gods, and the three worlds, though. She has a tendency to make highly intellectual jokes about the gods that no one else understands.
She hates showing weakness. She wears armor and a shield to protect herself, and thus better protect her friends, and ignores any derisive comments about "cowardice." They do get to her on some level, though, and she has to deal with those feelings periodically.
She is not afraid to wade into combat, and when she does, she only retreats to tend to an injured companion. Though not concerned with honor, her personal sense of pride will not allow her to retreat if she has strength to fight.
She has a recurring nightmare of a massive, lidless eye watching her in the dark. She is helpless--petrified--in its presence, and can take no action as she feels it penetrating her soul.
She trusts the high priestess Cillai, Mistress of the Eternal Flame of Brigantia, absolutely. She keeps the Cill that honors the goddess of fire, smithcraft, and magic, of battle and healing, and sovereignty. This cill is nestled into the foothills of Cill Bearna, in Samildan.
[/spoiler]
[spoiler=Ferca Dubh "Black Ferca"]
Name: Ferca Dubh, "Black Ferca"
Class: Rake (Rogue Archetype) |
Level: 5
Race: Human |
Gender: Male
STR: 12 | {+1 pts}
DEX: 13 | {+1 pts}
CON: 10 | {0 pts}
INT: 11 | {0 pts}
WIS: 15 | {+2 pts}
CHA: 18 | {+4 pts}
HP Total: 29
Defense Bonus:+6 (+4 Training, +1 Dex, +1 Dodge)
Initiative: +5
Base Attack: +3
Enech: "20" (Achieved by lying. Should be much lower. Would crumble if revealed)
Saving ThrowsFortitude Total: +1
Reflex Total:+5
Will Total:+3
Weapons(Shortsword) - Attack:+4 |Damage:1d6+1 |Crit:19-20x2
(Shortbow) - Attack:+4 |Damage:1d6 |Crit:20x3
(Club) - Attack:+4 |Damage:1d6+1|Crit:20x2
(Dagger) - Attack:+4 |Damage:1d6+1 |Crit:19-20x2
Armor(Studded Leather) - DR: 3
Skills(Acrobatics) - Total:+9 |Ranks:5 |
(Bluff) - Total:+16 |Ranks:5 |
(Climb) - Total:+9 |Ranks:5
(Diplomacy) - Total:+13 |Ranks:5 |
(Know (Local)) - Total:+8 |Ranks:5 |
(Perception) - Total:+10 |Ranks:5 |
(Sense Motive) - Total:+10 |Ranks:5 |
(Stealth) - Total:+9 |Ranks:5 |
(Swim) - Total:+9 |Ranks:5 |
FeatsDodge
Improved Initiative
Point Blank Shot
Skill Focus: Bluff
Weapon Finesse
Class AbilitiesBravado's Blade (Ex): When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.
Rake's Smile (Ex): At 3rd level, a rake gains a +1 morale bonus on Bluff and Diplomacy checks. This bonus increases by +1 for every 3 levels beyond 3rd.
Sneak attack +3d6: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to Defense, or when the rogue flanks her target.
Evasion: Successful Ref saves for half damage instead deal no damage.
Surprise Attack: Opponents can always be sneak attacked by you on the Surprise round.
Rogue Finesse: Weapon Finesse as a bonus feat.
Uncanny dodge: He cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible.
Equipment -Backpack
-Bedroll
-Caltrops
-Grappling Hook
-Rope
-Torch
-Trail Rations (5 days)
-Waterskin
"Look out for yourself." These are the words "Black Ferca" lives by. This principle is followed closely in importance by "Never see an alliance outlive its usefulness." Ferca has one concern: his own well being. He loves being in the company of others, but not because he likes the people. He likes playing them, conning them, and using them. He loves manipulating people by exploiting their weaknesses. It is a game he enjoys.
Ferca was raised thinking his family were the only ones he could trust. Then his twin brother Morga, the only person alive he trusted completely, sold him out to the clanmates of one of their victims who they had killed. Ferca was brutally wounded, and was disfigured in the attempt. He only survived by playing dead.
Black Ferca has many skills, but his chief talent is boasting. "It doesn't matter if you can't beath them" he once confided, "If they don't dare to try." To others, though, he makes sure to always come off as cheerful, worth knowing, and deadly beyond words. His is the language of the body, and the subtle glances that speak more than words. He almost never says exactly what he means.
He takes great care in spreading and fostering his reputation as a great adventurer. He makes sure his name is heard everywhere he goes, and preferably by the most important people there. He always makes a point of talking about his skills, and what powerful enemies he has defeated. How much of his stories are true, no one knows but him.
[/spoiler]
None of these sample characters are compulsory. They are just that: "samples." If you WANT to play as any of these characters, however, feel free to claim one as your own. First come first served.
Characters ClaimedPremiseThe PCs are exceptional folk. Whether they are nobles filled with wanderlust, or those who do not fit into ordered society, they are people who are outside the usual structure of society. They may be expendable, they may not be missed, but their special skills sometimes make their services necessary. They are people who do what others dare not attempt, and for whom madness is an admirable trait.
Character Creation• Character Level: 5
• Stats: Point Buy Method, High Fantasy (20 points)
• Race: Human only
• Class: See list of Available Classes (http://www.thecbg.org/index.php/topic,209360.msg209425.html#msg209425)
- Bard
- Cleric
- Druid
- Fenian (Ranger)
- Fighter
- Gaestat (Barbarian)
- Ovate (Oracle)
- Rogue
- Witch
House Rules• Defense Roll (http://www.thecbg.org/index.php/topic,209360.msg217843.html#msg217843)
• Equipment list (http://www.thecbg.org/index.php/topic,209360.msg216091.html#msg216091)
• Honor Points (called Enech in game)
This will begin some point in the near future. If you are interested, post the days and times you are available. I am looking to have about 3 to 5 players for this, but 5 is not a hard limit, and this will be pretty open to player characters dropping in and out from one session to the next. So if your schedule is a little erratic, you can take a week off, while events move forward. If you can't make it, you character will either blend into the background, or be said to go off into town to do their own thing for a while.
On a case by case basis I might CONSIDER non-humans (on non-pureblooded) humans, but characters are human unless otherwise specified. Characters should have backstories to highlight mentality and motivations. They should involve at least one other person besides the character in question.
I'm available Monday through Friday from 6PM EST onwards. And I'd be quite interested in playing Atann MacEtrin, though I may roll up a Druid or Ovate instead.
Quote from: HippopotamusDundee
I'm available Monday through Friday from 6PM EST onwards. And I'd be quite interested in playing Atann MacEtrin, though I may roll up a Druid or Ovate instead.
Feel free to do either.
A couple things I should also mention about Cad Goleor:
Weapons and ArmorArmor is typically seen as "dishonorable," and "cowardly," though some places are more strict than others. Similarly, there are social rules regarding the weapons one uses. Ranged combat is generally looked down on, but is not always dishonorable. Bows are seen as "hunting" weapons, rather than "war weapons," so using them against other humans will earn you an Enech penalty. Feel free to use them on monsters, though.
Magic ItemsThey will be few and far between. It is unlikely that any character will have more than one, or two at most. To help make up for this, where there ARE magic items, I'm going to allow magic items to improve with the characters, so that as characters level, they will not be stuck with underpowered items.
Relatively common, however, will be magical tattoos. A character can have multiple of these (each takes up an item slot such as chest, arm, etc.), and they function very similarly to spell scrolls, except they always hold spells that affect the character with the tattoo, and non-caster's don't need a "Use Magic Device" to use them. These tattoos are created by a cleric, druid, or witch, who possesses the Craft Magic Tattoo feat.
MoneyThere is no coinage in Cad Goleor. Exchanges are made in goods and services. Make sure that any wealth is converted into trade goods, or into some other items.
Definitely interested, but as I said before I don't have a set schedule. Very roughly, I'm far less likely to be available friday to sunday than I am during the week. Also, I'm in the UK, so if you decided to play much past early/mid evening the time difference might cause problems.
As for a character, I'd probably make my own. Fighter seems the most likely choice, but we'll see.
Quote from: Kindling
Definitely interested, but as I said before I don't have a set schedule. Very roughly, I'm far less likely to be available friday to sunday than I am during the week. Also, I'm in the UK, so if you decided to play much past early/mid evening the time difference might cause problems.
As for a character, I'd probably make my own. Fighter seems the most likely choice, but we'll see.
So you'd vote for Mon-Thu and on the earlier side. And as I mentioned, it's ok if you have to drop in and out from week to week.
For those making characters, look HERE (http://www.thecbg.org/index.php/topic,209360.msg217843.html#msg217843)for figuring out your defense.
Would a falcata fit the setting? I'm unsure as it's more of a Celtiberian weapon, so I dunno if it would work for the more Irish-Celtic theme of Cad Goleor. They are badass though, and I was thinking of giving my guy one, possibly using the stats for a scimitar? If you're not cool with it though that's fine and I'll go for a more typical spear and shield combo.
EDIT: Oops, just saw that PF actually has stats for a falcata anyway.
EDIT2: Also, can we have any info about our starting location? I feel like I may like to tie my character a bit to the area, rather than having the typical "rootless wanderer" background. Maybe he could serve a local minor noble or something? Or would that get in the way of the sorts of adventures you had in mind?
I'm interested in playing some sort of warrior-type. Like Kindling I'd need the games to start early-ish to join in.
Quote from: Kindling
Would a falcata fit the setting? I'm unsure as it's more of a Celtiberian weapon, so I dunno if it would work for the more Irish-Celtic theme of Cad Goleor. They are badass though, and I was thinking of giving my guy one, possibly using the stats for a scimitar? If you're not cool with it though that's fine and I'll go for a more typical spear and shield combo.
EDIT: Oops, just saw that PF actually has stats for a falcata anyway.
Yes, I think a falcata would be fine. While based more in the "Irish-Celtic" it is not exclusively so.
Quote from: KindlingAlso, can we have any info about our starting location? I feel like I may like to tie my character a bit to the area, rather than having the typical "rootless wanderer" background. Maybe he could serve a local minor noble or something? Or would that get in the way of the sorts of adventures you had in mind?
Yes, of course! In fact, having characters tied to the location in some way could prove useful for multiple reasons.
[ic=Ceann Balor]Welcome to the coastal town of Ceann Balor, where the windswept western shore is guarded by a great stone sentinel. Meaning "Head of Balor," it is rooted in an ancient legend that the god Lugh slew the Fomorian king, and brought his head here to the site of this town. A wooden palisade defends the sloping hillside town from attack, and from the dangers of the wild forest to the north. Though the town is a league inland, the stiff ocean breeze wafts the smell of salt sea over the town, which is speckled with round houses with thatched roofs, their walls of wattle and daub. Striped canopies, set up craftsmen to draw attention to their trades, surround a large open shelter in the middle of town designed for assemblies.
The town is the seat of a local petty king, though "king" is a questionable term. Local warrior-nobles rule their clans, which are prone to fighting. Clans Forna and Tresteg have lately been at each other's throats.[/ic]
[note](http://4.bp.blogspot.com/_kuhzwshrQyw/S4NTxif4H3I/AAAAAAAAABk/3J4WF0fcNrE/s400/Carved+Copper+Celtic+Lion+01.jpg)[/note]Some more info about the place, specifically about the two clans mentioned in the above post.
Clan Tresteg
The sigil of Clan Tresteg is the Lion, and the men groom themselves as befits a lion—encouraging their members to grow thick manes of hair which they leave unbound, and allow to cascade over their shoulders and down their back. They are known for their pride, and their characteristic two-weapon fighting style. They often show off their wealth, preferring bronze and gold for their ornamentations. They give patronage to skilled jewelers and metalworkers. They admire leadership and charisma, and those that are not warriors are frequently bards.
The current king of Ceann Balor, Ecnel, is of Tresteg clan, an honor which they take great pride in, and one that many of them take every opportunity to remind the other clans of. Ecnel of the Battle Roar, he is called, since mastering a feat of arms known as "the Warrior's Scream." Ecnel's position grants the Tresteg clan a good degree of protection and favor, but also provokes jealousy and resentment from the others. Though he once won glory and honor on the battlefield, Ecnel has grown somewhat decadent of late, plating his chariot with gold, and wearing expensive silks from across the sea. He has taken on a new wife, as well.
Favored Classes: Fighter, Bard
Enech: +5
Preferred Weapons: Two-Short Swords
Clan Chieftain: Lachu
Clan Forna
[note](http://www.craftycelts.com/brooch/images/boar.jpg)[/note]
This clan boasts the Boar as its sigil. The men of the clan use lime to stiffen their hair, forming it into a "Mohawk" like the crest of the boar. Their war paint is typically red, and they commonly paint or tattoo tusks on their faces, or grow bristly mustaches. They foster a reputation for their ferocity in battle. The weaker, or less warlike, are considered something of an embarrassment, though they respect cunning greatly. They are known for their stubbornness and tenacity.
Achnaid of Forna Clan is a "lawman" of sorts. He is one of the few literate warriors in the land, and keeps in his home the Book of the Law, which he consults as needed when there is no Brehon present. He is also skilled at tracking down lawbreakers, trailing them over the surrounding countryside, and bringing justice to them, often with the sword. He is respected for his prominent role in the town, but he can be brutal in his handling of criminals, earning him a measure of fear as well.
Favored Classes: Gaestate (Barbarian), Fighter, Fenian (Ranger)
Enech: +3
Preferred Weapons: Longspear
Clan Chieftain: Briove
Ooh, cool stuff. Would it be cool to be affiliated with one of the two big clans? If so, my chap might have to be with the Forna, just for the punx :P
Here's a rough character sheet - all seem okay to you?
[ic]Elisedd
Fighter 5
STR 14 +2
DEX 16 +3
CON 14 +2
INT 10
WIS 14 +2
CHA 10
HP 33/33
Defence +13
FORT +6
REF +4
WILL +3
BAB +5
BDB +7
CMB +7
CMD 20
Falcata (normal attack) +9 1d8+4 19-20/x3
Falcata (power attack) +7 1d8+8 19-20/x3
Class abilities:
Bravery
Armour Training
Weapon Training: Heavy blades
Feats:
Exotic Weapon Proficiency: Falcata
Shield Focus
Shield Specialisation
Weapon Focus
Weapon Specialisation
Missile Shield
Power Attack
Skills (ability modifiers included):
Climb 5
Handle Animal 3
Ride 6
Survival 5
Swim 5
Gear:
heavy wooden shield
falcata[/ic]
Quote from: Kindling
Ooh, cool stuff. Would it be cool to be affiliated with one of the two big clans? If so, my chap might have to be with the Forna, just for the punx :P
Here's a rough character sheet - all seem okay to you?
I think so. You'll need a write-up about the "fluff" side of the character as well, of course, but this all looks to be in order.
As for Clans, yes, I think it would be alright to be a member of one of the Clans. It would certainly be useful for getting a character invested in the events, and could lead to some fun roleplaying, especially when interacting with members of other clans.
Quote from: Seraphine_Harmonium
You'll need a write-up about the "fluff" side of the character as well, of course, but this all looks to be in order.
Oh of course, that's the good bit - but it does take more time and effort, and so will be a while longer in manifesting :)
Oh, and one more thing, Kindling: Would you mind labeling your Class Abilities/Feats/Skills/etc. sections as such? Not a big deal, it just makes it easier to see what is what right away.
How would people feel about Mondays 7 pm Eastern (4 pm Pacific)? My understanding of people's schedules is a bit hazy, but it SOUNDED like that might fit. Let me know if that doesn't work.
That sounds fine to me.
Quote from: HippopotamusDundee
That sounds fine to me.
Cool. Any more thoughts on character choice? With Kindling as a Fighter, and Ghostman talking about a warrior type, if you went with Atann like you were considering, we'd have a party of all fighting types. Which could be really great in some scenarios, but frighteningly unequipped to handle others. Of course with the right group that could be part of the fun...
I think from a tactical standpoint the risk of frighteningly unequipped trumps the possibility of fun and limited greatness.
With that in mind, I think I'll be rolling up some kind of a spellcaster after all. Probably a druid(in which case, are we running with the proposed alternate Druid you posted or just the standard Pathfinder one?), but maybe a witch or Ovate instead. We'll see.
Quote from: HippopotamusDundee
With that in mind, I think I'll be rolling up some kind of a spellcaster after all. Probably a druid(in which case, are we running with the proposed alternate Druid you posted or just the standard Pathfinder one?)
My proposed alternate Druid is incomplete, and I don't think it is fully playable yet. I will see if I can fiddle with it to get somewhere workable, but if I don't get something up quick, I'd suggest making a "standard Pathfinder" one, though some of the Archetypes are fun, especially "Menhir Savant."
Alright, standard Druid it is.
On another note, what are the guidelines for calculating Enech?
Quote from: HippopotamusDundee
Alright, standard Druid it is.
On another note, what are the guidelines for calculating Enech?
Oh, I suppose I haven't provided that yet. Ok, here's what I have on Enech.
Your character class determines your "starting enech" but your history and your deeds increase or decrease it from there, as would things like family. I am willing to, within reason, give some freedom on that, but here are the guidelines:
Starting EnechBarbarian 10
Bard 15
Cleric 15
Druid 20
Fighter 10
Oracle 15
Ranger 10
Rogue 1d6+4
Witch 10
Background AdjustmentsStatus "Fliath" (Noble) +5
Status "Fuidir" (Slave) -5
Kinless -10
Ancestral Hero +2
Ancestral Failure -2
Family reputation good +1
Family reputation outstanding +2
Family reputation mostly bad -1
Family reputation bad -2
Adjustments for ActionsAvenging Murder of Kinsman +5
Being caught lying -1
Breaking one's word -2
Breaking an Oath -5
Breaking a Geas -10
Refusing a contest -2
Serving a powerful king +2
Fulfilling a family debt +7
Leading a force to victory +5
Saving the life of another at the risk of your own +5
Fulfilling an Oath +2
Giving a valuable gift to an NPC +1
Granting a favor to an NPC +1
Overindulgence in food or drink -2
Rash or improper social behavior -2
Failing an assigned task -3
Kin Slaying -5
Losing to inferior opponent of same class -2
Defeating feud enemy +4
Defeating superior opponent of same class +1
Defeating Monsters +1/CR above
Here's my proposed character.
I did want to run the Fey Foundling feat by you as to whether that works within the setting and your plans for the game. Character description and write-up coming later in a couple of days.
[ic=Medraut]
Medraut
Human Male Druid 5
[ic=Background]
Conceived in the middle of a backwoods feud between two families each claiming distant descent from eldritch forebears (one Formorian and the other Unseelie), Medraut was blessed or cursed by his heritage; inheriting all the more darkly aspected elements of his ancestors' respective natures and a strong touch of the otherworld along with it.
Born silent and with dark eyes that were already open even as his mother bled out and breathed her last, Medraut was instantly reviled by her kin and abandoned in the wilderness to die; a nameless, kinless and defenceless child who survived only through the attentions of a mother wolf who mistook the fey and eerie babe for one of her own cubs.
Raised by animals under the shadow of the deepwoods, Medraut grew up tall and straight and silent, often wandering alone through the dark deep places of the woods and ever-aware of a brooding sense of watchfulness concentrated around certain caves, rivers and groves of thorn trees where he would glimpse figures at once wondrous and terrible as though through a veil.
Captured and imprisoned by the leaders of a caravan that his wolfish mother's pack had attacked while it was passing through the woods, Medraut was spared from an ignoble end only by the word of a wandering druid named Mynydd the Dark, an old man who proposed that instead the feral-child be punished by being bound to him in indentured apprenticeship for seven years and a day.
Though he was worked to the bone by his new master, nonetheless Medraut learned quickly and after the end of seven long painful years of humiliation and toil, he had learned the secrets of the dark side of Druidry; the power of the winter chill during which the earth lies fallow and rests, the necessity for death to occur in order for life to spring forth again, the power to call storms and to tame them.
Now a fully-fledged Druid in his own right and no longer bound by his oath of servitude, Medraut wanders the land making his living as a healer and weatherworker. Though he is respected for his skills, something about the fey and unearthly cast of his features makes folk uneasy and reminds them that he could just as easily turn his skills to great harm rather than help. Deep down in the secret places of his heart, this is a fear that Medraut shares and one that clenches around his heart every time he meets with or faces Formorii and Unseelie alike.
[/ic]
STR: 8 | {-1 pts}
DEX: 14 | {+2 pts}
CON: 14 | {+2 pts}
INT: 14 | {+2 pts}
WIS: 18 | {+4 pts}
CHA: 9 | {-1 pts}
HP Total: 42
Defense Bonus: +7 (+5 Training, +2 Dex)
Initiative: +4
Base Attack: +3
Enech: 20
Saving Throws
Fortitude Total: +6
Reflex Total: +3
Will Total: +8
Weapons
(Quarterstaff) - Attack:+2 |Damage:1d6-1 |Crit: x2
Skills
(Handle Animal) = Total: +7 | Ranks: 5
(Heal) – Total: +12 | Ranks: 5
(Knowledge [geography]) – Total: +10 | Ranks: 5
(Knowledge [nature]) – Total: +12 | Ranks: 5
(Perception) – Total +12 | Ranks: 5
(Spellcraft) – Total: +10 | Ranks: 5
(Survival) – Total: +16 | Ranks: 5
Feats
Aspect of the Beast (Wild Instinct): Gain +2 bonus to Initiative and Survival
Fey Foundling: When healed magically heal an extra 2 points per dice rolled, +2 to saving throws vs. death effects, take +1 damage from cold iron weapons.
Greater Wild Empathy: +2 bonus to Wild Empathy, Fey can now be effected by Wild Empathy, Wild Empathy can be used for Intimidate as well as Diplomacy.
Toughness: +3 hit points, +1 per HD over 3.
Class Abilities
Orisons: Prepare 0-level spells as per usual, but aren't expended when cast.
Nature Bond: Gain access to the Weather Domain as a Cleric of equivalent level, add Obscuring Mist, Fog Cloud and Call Lightning to spell list.
Storm Burst 7/day: Create a storm burst that targets a creature within 30ft as a ranged touch attack dealing 1d6+2 non-lethal damage and giving a -2 penalty to the target's attack rolls for the next round.
Nature Sense: Gain a +2 bonus to Knowledge (nature) and Survival.
Wild Empathy +6: Improve the attitude of animals as per the Diplomacy skills.
Woodland Stride: Move through any mundane undergrowth at full speed without taking damage or suffering any impediment.
Trackless Step: Leave no trail in natural surroundings and cannot be tracked.
Resist Nature's Lure: +4 bonus on savings throws vs. spell-like and supernatural abilities of fey as well as effects or spells that target plants.
Wild Shape 1/day: Take the form of a Small or Medium animal for 5 hours once per day.
Equipment
-Cloak, Wool
-Fidchell Set
-Quarterstaff
-Staunchgrass
-Druid's sickle
-Flint belt-knife
-Wooden Ogham runestones
[/ic]
Generally looks ok. Looked up Fey Foundling. I think that would be cool, and works for the setting.
I think you have "Storm Burst" at too much damage, though. The text of it says:
Quote from: Pathfinder Reference DocumentThe storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess
At it's most liberal, for a lvl 5 character this would result in 2d6+2, though I can just as easily see it as suggesting only 1d6+2, if it's only the extra point(s) that increase per every 2 levels. You currently have it at a whole (1d6+1) per druid level, which is too fast, unless I am missing something somewhere.
Quote from: Seraphine_Harmonium
I think you have "Storm Burst" at too much damage, though. The text of it says:
Quote from: Pathfinder Reference DocumentThe storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess
At it's most liberal, for a lvl 5 character this would result in 2d6+2, though I can just as easily see it as suggesting only 1d6+2, if it's only the extra point(s) that increase per every 2 levels. You currently have it at a whole (1d6+1) per druid level, which is too fast, unless I am missing something somewhere.
Herp de derp. My mistake - there's a reason that I dropped Maths in school as soon as I could :P
I suggest players look to the provocative questions (http://www.thecbg.org/index.php/topic,209685.msg217860.html) thread for inspiration on some questions that might be helpful to answer during character building.
But here are a couple more for consideration:
Do you belong to any particular clan?
Are you well respected? Why or why not?
Who would you risk your honor for? Your life?
Who would risk their honor for you? Their life?
In your opinion, what is best in life?
What is your darkest secret? Who do you fear will find out? What would they do if they did?
What are your character's hobbies? Candle-making? Gardening? Herbalism? Wood-carving?
What is your worst fear? What terrifies you? What do you dread? Is it something terribly personal, or a generic phobia? How did you acquire this fear? Are you ashamed of it?
Is there a geas upon you? What is it?
Is there an oath you have undertaken, that is yet to be fulfilled?
Quote from: Seraphine_HarmoniumAt it's most liberal, for a lvl 5 character this would result in 2d6+2, though I can just as easily see it as suggesting only 1d6+2, if it's only the extra point(s) that increase per every 2 levels. You currently have it at a whole (1d6+1) per druid level, which is too fast, unless I am missing something somewhere.
I've always seen it used as 1d6+<bonus>, because of the separation.
They say "1d6, plus 1 point per 2 levels," not "1d6+1 per 2 levels."
(
Magic Missile is a decent example of the other style of writing it, though it's a bit less clear because of the way it talks about multiple missiles)
And, yes, this makes the ability not that great. Most of the inherent/domain/whatever powers are like that.
Quote from: sparkletwist
Quote from: Seraphine_HarmoniumAt it's most liberal, for a lvl 5 character this would result in 2d6+2, though I can just as easily see it as suggesting only 1d6+2, if it's only the extra point(s) that increase per every 2 levels. You currently have it at a whole (1d6+1) per druid level, which is too fast, unless I am missing something somewhere.
I've always seen it used as 1d6+<bonus>, because of the separation.
They say "1d6, plus 1 point per 2 levels," not "1d6+1 per 2 levels."
(Magic Missile is a decent example of the other style of writing it, though it's a bit less clear because of the way it talks about multiple missiles)
And, yes, this makes the ability not that great. Most of the inherent/domain/whatever powers are like that.
I am inclined to think you are correct. That is what the wording suggests.
Any interest in making a character yourself?
Your suggested time could be fine for me, but will mean late nights (if my understanding of the time difference is correct) so if it COULD be any earlier that would be much appreciated. If not, don't worry :)
Quote from: Kindling
Your suggested time could be fine for me, but will mean late nights (if my understanding of the time difference is correct) so if it COULD be any earlier that would be much appreciated. If not, don't worry :)
With my current schedule I could push it an hour earlier, but that also might change in the future.
Any else want in on this?
Anyone have more details about their characters? Back-stories, current info?
Anyone still have questions, or want more general knowledge about Ceann Balor, for character building purposes?
Sorry, I almost finished a brief background for Elisedd a few days ago but I've been too busy to write the half-paragraph I had left to do since then :P
I might get to finish it tomorrow.
I got a call for more knowledge about what is going on, for cluing into what will drive the adventuring, so I am going to share this next bit with you all now, since it is information your characters would be likely to know anyway.
[ic]King Ecnel mac Bain, the petty "king of Ceann Balor" belongs to Clan Tresteg. His marriage to Ernain of Forna brought unity to the region. In the past twenty years since his taking the seat at Tor Knockard—the castle at the top of the hill—there have been only minor skirmishes of the sort men have to let off steam. But he has not yet sired children, and his trusted advisor arranged to find him a new wife. As per rituals, he was ceremoniously wedded to a new flower maiden, a woman named Elphain, who has stayed on in his house, and whose belly now grows full with child. The fruit of their union will soon be born, and the city looks forward to the day.
But not all are happy. Briove of clan Forna is insulted by this new arrangement. Ernain was his own sister, and he feels she has been cast aside, in favor of an outsider. The king's new bride was unknown in Ceann Balor, belongs to no clan, and brought the realm neither wealth nor land, nor any alliances. All that she brought with her was her clothes and a retinue of servants and protectors. Ecnel spends lavishly, and parades his new gravid wife through the city and the countryside on his golden chariot in long processions. Briove resents the king's expenditures, and the slight against his sister.
Now Clans Forna and Tresteg are on the verge of open war, as duels of honor and revenge-killings increase, spiraling the town and countryside toward open warfare.[/ic]
I'd ideally like to get this up and running by the 10th. Is that enough time for people to get their characters solidified?
Tell me if anything doesn't work in the background, Seraphine (or if I miscalculated anything).
[ic]Name: Arngrim the Haunted
Class: Sea Reaver (Barbarian Archetype) | Level: 4 | Oracle | Level 1
Race: Human | Gender: Male
STR: 16 | {+3 pts}
DEX: 10 | {+0 pts}
CON: 16 | {+3 pts}
INT: 12 | {+1 pts}
WIS: 10 | {+0 pts}
CHA: 15 | {+2 pts}
HP Total: 52 (62 raging)
Defense Bonus: +6 (+5 Training, +1 Shield)
Initiative: +4
Base Attack: +4
Enech: 5
CMB: +7
CMD: 17
Saving Throws
Fortitude Total: +7 (+9 raging)
Reflex Total: +1
Will Total: +3 (+5 raging, +6 vs. spells, supernatural abilities, and spell-like abilities)
Speed: 30 ft.
Languages: Glasconneach (Broken), "Teangránnach"
Weapons
(Masterwork Battleaxe) – Attack: +9 (+11 raging) | Damage: 1d8+3 (+5 raging) | Crit: x3
(Dagger) – Attack +7 (+9 raging) | Damage: 1d4+3 (+5 raging) | Crit: 19-20/x2
(Shortbow) – Attack +4 | Damage: 1d6 | Crit: x3
Armor
none
Skills
(Acrobatics) – Total: +10 (+11 in aquatic terrain) | Ranks: 5
(Climb) – Total: +13 (+14 in aquatic terrain) | Ranks: 5
(Intimidate) – Total: +12 | Ranks: 5
(Profession [Sailor]) – Total: +8 (+9 in aquatic terrain) | Ranks: 5
(Survival) – Total: +8 (+9 in aquatic terrain) | Ranks: 5
(Swim) – Total: +13 (+14 in aquatic terrain) | Ranks: 5
Feats
Sea Legs
Toughness
Improved Initiative
Intimidating Prowess
Weapon Focus (Battleaxe)
Class Abilities
Marine Terror (Ex): A sea reaver can hold her breath for a number of rounds equal to four times his Constitution score (64 rounds). In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost him extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water.
Rage (Ex): +4 Str, +4 Con, +2 Will saves, -2 Defense while raging (7 rounds/day)
Eyes of the Storm (Ex): At 2nd level, a sea reaver ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved.
Intimidating Glare (Ex): The sea reaver can make an Intimidate check against one adjacent foe as a move action. If the sea reaver successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the sea reaver's check exceeds the DC.
Savage Sailor (Ex): At 3rd level, a sea reaver gains a +1 bonus on Acrobatics, Climb, Profession (sailor), Survival, and Swim checks made in aquatic terrain, including aboard a ship or along shorelines. These bonuses improve by +1 every three levels after 3rd.
Superstition (Ex): The sea reaver gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the sea reaver has attained. While raging, the sea reaver cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Mystery – Battle: An oracle with the battle mystery adds Intimidate, Knowledge (engineering), Perception, and Ride to his list of class skills.
Haunted (Ex): Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Orisons: 0-level Oracle spells do not consume spell slots.
Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
Spells Known:
0th: bleed, stabilize, ghost sound, guidance, resistance, mage hand
1st: divine favor, bane
Spells/Day:
0th: Unlimited
1st: 4
Equipment
-Bag, waterproof
-Pouch, belt
-Bread, loaf
-Cheese, hunk of
-Meat, chunk of
-Flint and steel
-Waterskin
-Whetstone
-40 arrows
The man is huge – well over six feet in height, with broad shoulders and thickly corded muscles to match. He could be anywhere between thirty and sixty: layer upon layer of scars, dozens of strange tattoos, and years of hard use have obscured his age. His weatherbeaten skin is like ancient leather, crisscrossed and puckered, chapped by the wind, tanned by the sun. He is missing two fingers from his left hand, half his right ear, his right nipple, and one of his filed teeth. His nose has been broken several times and his left thigh is twisted and wrinkled from an old burn. His eyes are pale grey-blue and dead-looking, the colour of a frozen sea; along with his ropy, whitish-yellow hair, his unwholesome foreign mannerisms, and his savage tribal markings, they mark him as an outsider, native of a cold, cruel land where it is said to always be winter.
He came here many years past, leading a party of his kinsmen in a raid on the folk of Gwladwyn. The raid went poorly – the foreign warriors were cut down, until only Arngrim (as he is called) remained, frothing at the mouth and cursing in the uncouth tongue of his people. He was captured, made one of the Daer-fuidir, passed from family to family like a horse or an ox. He was made to fight, to labour in the field, to perform tasks too difficult, dangerous, or demeaning for free men. He learnt a few words – enough to follow the orders of his enslavers. But though he did all that was asked of him with a grudging stoicism, he was bartered away with unusual frequency, for wherever Arngrim went, strangeness followed. Beasts he tended would give birth to corpses or monstrosities; fields he tilled would sicken and die; if he drew water from a well, it would prove tainted. Illness and accident seemed to surround him.
Now, finally, the law has granted Arngrim his freedom. He wanders the Gaedhelic Isles as a mercenary, fighting with a battered old axe which more than one foolish brigand has mocked as a woodcutter's weapon moments before being brutally dismembered. His black reputation has only grown blacker; these days he is known as Arngrim the Haunted. Rumour holds that he is accompanied always by the spirits of his dead kinfolk, or perhaps those claimed by his axe. Other tales paint the warrior as a phantom from the Otherworld, some demon of Annwn - an Unseelie shade intent on bringing death and decay to Abred.
Arngrim's motivations are inscrutable. Some claim that the northern berzerker seeks a way to lift his curse and quiet the wraiths that clamour at him and plague his dreams. Others say he is trying to amass enough wealth to buy a ship to bring him back to his icy homeland. A few who have met the warrior insist that neither is true. The foreigner fights, they say, because he knows nothing else; he travels as a vagabond because he has no home, no kin, for to return to his native soil after being defeated in battle and enslaved by enemies would be unthinkable. The ghosts that haunt him, such folk say, have become a part of him, like the scars that mar his body - old friends to keep him company on the lonesome roads and in the desolate wilds.[/ic]
I notice that "Iron Skin" is listed, even though it says you have to be 11th level to take it.
I was going to say that someone who had socially redeemed themselves enough to be legally granted their freedom would have an enech of at least 15, but you also mentioned that "his black reputation has only grown blacker" since then, so that's fine.
The only VERY MINOR nitpick is that though Cad Goleór is the name of the SETTING, nobody in the setting would use that name to talk about the world around them. The term people of these islands would use is "Abred."
Missed that prerequisite! I thought that seemed to good to be true... will change it to something else!
I had my Cad Goleor/Abred mixed up - I thought the world was Abred and the islands were Cad Goleor :p. Thanks, I'll change that!
(Also, wouldn't he be "kinless" as well?)
EDIT: also realized I screwed up my hp as well... will reroll. Been awhile since I created a character!
Quote from: Steerpike
Missed that prerequisite! I thought that seemed to good to be true... will change it to something else!
I had my Cad Goleor/Abred mixed up - I thought the world was Abred and the islands were Cad Goleor :p. Thanks, I'll change that!
(Also, wouldn't he be "kinless" as well?)
Yes he would. Even if he has living relatives back in his homeland, he would be considered kinless, as there is no one on the islands to vouch for him, protect him, or to take responsibility for his wrongdoings.
And I can see your confusions. Abred TECHNICALLY is their name for the entire world, but world beyond the islands isn't fully real to them, and is sometimes thought to be part of the Otherworld instead of this world.
There is no word that encompasses both Glasconai and Gwladwyn, though you might call them "The Gaedhelic Isles."
Hey guys, we gonna be ready for this on Monday? I at the very least need background write-ups from Hippo and Kindling. Anyone else who wants in on the first session needs to get me a character sheet and background both.
Sorry haven't had a chance to finish off the last couple of questions, plus I was gonna add a para on how and why he became a vagabond in the first place but I guess that can come to light later.
[ic]Elisedd came to Caenn Balor as a wandering vagabond five years ago, kinless and ragged from his travels.
Upon his arrival he fell in love with a young woman of the Forna named Braith. Despite his disreputable appearance he was able to win her heart, but she had another suitor that her kin favoured; the stocky Forna spearman Arthfael.
The two fought a duel for Braith's hand and Elisedd won after a long and close-run contest. Arthfael, at first glowering and grim-faced, found himself laughing at the sheer joy of the fight and afterwards announced that such a canny warrior as Elisedd deserved a comely bride like Braith.
Arthfael and Elisedd soon became firm friends, and Arthfael was instrumental in persuading Braith's family that Elisedd would be a fine addition to Clan Forna.
Since then Elisedd has lived a relatively quiet life, embracing his new clan's ways and raising a son, Eurig, who is now four years old.
In the recent tensions between the Forna and Clan Tresteg, Elisedd has toed the party line, but has less passion and fervour for the clan's rivalries than his fellows who grew up with them.
Elisedd is a swarthy man of middle height with a compact, sinewy build and sharp features. He limes and spikes his black hair in the manner of the Forna. He prefers to go bare-chested, and favours a cloak over a tunic when the weather is cold.
Do you belong to any particular clan?
Clan Forna.
Are you well respected? Why or why not?
Moderately. My defeat of Arthfael was competent but unspectacular, however our subsequent friendship is seen as praiseworthy.
Who would you risk your honor for? Your life?
My wife Braith, our son Eurig, my friend Arthfael.
Who would risk their honor for you? Their life?
My friend Arthfael.
In your opinion, what is best in life?
To love my wife, see my son grow, and to know I have the strength in my sword-arm to protect them should I need to.
What is your darkest secret? Who do you fear will find out? What would they do if they did?
What are your hobbies? Candle-making? Gardening? Herbalism? Wood-carving?
I like to walk in the woods and wilderness. Not to hunt, as others might, but rather just for the joyful solitude of the far-places.
What is your worst fear? What terrifies you? What do you dread? Is it something terribly personal, or a generic phobia? How did you acquire this fear? Are you ashamed of it?
Is there a geas upon you? What is it?
No.
Is there an oath you have undertaken, that is yet to be fulfilled?
Only, through my marriage, to serve Clan Forna, which I do faithfully.[/ic]
Quote from: Kindling
Sorry haven't had a chance to finish off the last couple of questions, plus I was gonna add a para on how and why he became a vagabond in the first place but I guess that can come to light later.
Sure. This is sufficient for the time being. And the questions were more guidelines for getting you thinking about characters and how they relate to their surroundings than "you must answer all of these."
[ic=Sorcha]
Sorcha
Human Female Witch 5
[ic=Background]Born under an inauspicious moon, it was evident even when she was a small child that Sorcha was odd. While she came from a rather prestigious branch of clan Forna, in a clan known for its strength and prowess, someone like her was an embarrassment. She was not much of a warrior, not much of a huntress, and not even farming came to her very well. In her youth, she was thought a simple fool, and pitied. Yet, she was no fool. She had a frighteningly sharp mind, although it worked in ways quite unlike those of her kinfolk.
In her childhood, she would frequently wander off into the foothills. Her family did little to look for her, believing that if she never came back, perhaps it was for the best. Still, when she was found suffering from a snakebite, they could not bring themselves to not tend to her; she was still their daughter. She recovered, and proceeded to find the snake that had bitten her-- and seemingly befriend it. When a man from the village tried to kill it, Sorcha lashed out, sending him to the ground in a fit of gibbering and coughing. Achnaid then came to the scene. He roused the man, and turned his attention to Sorcha; while some wanted to exile her, he saw the value in someone with her abilities.
All grown up, Sorcha is, perhaps, a comely woman, but certainly not without many quirks. Her glance darts from here to there like a spooked animal, yet her dark eyes deem devoid of soul. Her body is covered in strange, esoteric tattoos she has crafted herself, many of them infused with dark magic. She often speaks in seemingly utterly nonsensical phrases or babbles in unknown tongues. Her prematurely white hair often rises and drifts about of its own accord, wisps of dark magic seem to leak from her fingertips with every one of her erratic motions, and occasionally a small spider will spontaneously crawl from her mouth. When sense can be made of her utterances, there is often surprising knowledge and insight behind them. The languages are bizarre, but they are real; at least one has been proven to be a language from beyond this world. She shows a surprising amount of skill with the small, finely crafted scythe that she always carries. And, of course, her greatest talent: when she manages to focus her erratic magic, it manifests itself in the form of hideous curses and hexes inflicted upon any who cross her and her clan.
She now loyally serves her clan, Forna. Her talents are considerable, and useful, giving her a certain amount of influence, particularly in these troubled times. More than a few enemies of the clan have suffered Sorcha's wicked magic. However, she is often kept at arm's length, feared due to her bizarre behavior and appearance. Her uncle Briove, in particular, has never met with her face-to-face and vows never to, believing he will be struck down by her evil eye if he ever looks directly at her.
[/ic]
STR 13 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 20 (+5)
WIS 8 (-1)
CHA 7 (-2)
HP: 34 (6 + 4 + 3 + 4 + 3 + 10 Con + 4 Favored)
Melee Attack: Scythe +4 (d6+1) [(d6+3) with Arcane Strike]
Defense: +5 (+3 BDB, +2 Dex)
Init +6 (+2 Dex, +4 Familiar)
BAB +2
BDB +3
CMB +3
CMD 15
Enech: 11 (Base 10, +3 Forna, -2 for improper social behavior)
Class Features:
Hexes
Familiar: Snake (Greensting Scorpion)
Patron: Deception
Feats:
- Arcane Strike
- Inscribe Magical Tattoo
- Iron Will
- Extra Hex
Hexes:
- Incapacitate (Slumber) [DC 17]
- Evil Eye [DC 17]
- Cackle
- Flight
Saves:
Fort +3 (+1, +2 Con)
Ref +3 (+1, +2 Dex)
Will +5 (+4, -1 Wis, +2 Feat)
Speed: 30ft.
Languages: Glasconneach, Coillenach, Realtach, Fomor, "Mysterious Language", 2 more
Skills (40 ranks):
Craft (Tattoos) +13 (5 + Int 5 + Class)
Disable Device +5 (3 + Dex 2)
Fly +9 (4 + Dex 2 + Class)
Knowledge (Arcana) +10 (2 + Int 5 + Class)
Knowledge (History) +9 (1 + Int 5 + Class)
Knowledge (Nature) +9 (1 + Int 5 + Class)
Knowledge (Nobility) +6 (1 + Int 5)
Knowledge (Planes) +10 (2 + Int 5 + Class)
Linguistics +6 (1 + Int 5)
Perception +4 (5 + Wis -1)
Ride +5 (3 + Dex 2)
Spellcraft +12 (4 + Int 5 + Class)
Stealth +5 (3 + Dex 2)
Swim +5 (0 + Str 1 + Hex)
Use Magic Device +6 (5 + Cha -2 + Class)
Spells Per Day: 5x level 1, 3x level 2, 2x level 3
Spells Known:
Level 1: Cure Light Wounds, Ear Piercing Scream, Enlarge Person, Mage Armor, Mount, Obscuring Mist, Ventriloquism, Beguiling Gift, Charm Person, Command [DC 16]
Level 2: Blindness/Deafness, Detect Thoughts, Invisibility, Vomit Swarm, Web, Hold Person [DC 17]
Level 3: Bestow Curse, Suggestion [DC 18]
Tattoos:
Tattoo of Power level 1 - Lower back ("Belt" slot)
Tattoo of Power level 2 - Upper chest ("Armor" slot)
Tattoo of Power level 3 - Entire left arm ("Shield" slot)
Other Possessions:
Masterwork Scythe
Tattered Black Cloak and Skirt
Small Leather Pouch containing tattooing needles and spell components
[spoiler=Flavorful Modifications]
Snake familiar
Mechanically, her familiar is a greensting scorpion. However, a snake worked better thematically.
Cackle
Her Cackle hex doesn't always involve cackling. Sometimes she'll blather in some unknown language, or just stand motionless and stare, since it takes a move action.
Incapacitate
Her Incapacitation hex works mechanically just like Slumber, but does not put people into a peaceful sleep. Instead, they collapse in a fit, sometimes twitching and seizing, sometimes coughing, sometimes laughing madly. This is just fluff and the effect is mechanically identical; the person is still incapacitated, requiring some action by someone else to snap them out of it, like the standard Slumber hex.
Tattoos of Power
They're just Pearls of Power in a tattoo form. She has one for each of the spell levels she can cast. When their power is drained, they become drab and monochrome.
[/spoiler]
[ooc=Tattoos]If other characters want magic tattoos (and are willing to fork over the cost of them), we can figure out a way Sorcha made them for you, as long it's something she's able to actually do.[/ooc]
[/ic]
Cool Sparkle. Looks great!
And since you mentioned languages nonspecifically, I will make mention of that. Instead of just one "common" tongue there are two (one for each island): Glasconneach is the tongue of this island, Gwladwych being the "common" tongue of the other.
Other languages are:
Coillenach (essentially Sylvan)--The language of the Sidhe and of intelligent woodland creatures, which comes in upper and lower dialects;
Réaltach--The language of the Tuatha (gods);
Fomor--the language of the Fomorians;
Teangránnach, which is not an actual language at all, but rather the umbrella term for all "Ugly Tongues" from other lands.
Actually, there would probably also be at least one more language for the Fir Bolg, but it would not be widely known outside of Thiodonn.
SH, thanks for the information. Given Sorcha's weird "speaking in tongues" aspect, I think I'll deliberately not give her Gwladwych or other human languages as her known languages. Such things would be far too mundane for her. The other weird stuff is good. What sort of "feel" do these languages have? (e.g., sounds "Russian", sounds "Chinese", etc.) In other words, since she tends to blather in them, if I wanted to add some of that to her IC speech, what kind of inspirations should I draw on?
I've also added something called "Mysterious Language" to her list. At the moment, Sorcha herself is the only person she or her clan has ever heard speaking it. It could be something entirely made up by her disturbed mind, or it could be the language of some long-dead yet-undiscovered civilization. I'll leave it as an open plot hook. I'd kind of like to flesh the sound of this one out myself, but if you have suggestions, I'd love to hear them, too.
That leaves 2 left. High Int in d20 leads to quite the polyglot! Any thoughts?
Or we can just leave these ill-defined for now. Perhaps something in her ramblings makes sense to someone somewhere. :grin:
Here are a couple of things I've noticed about other characters:
- From talking to SH on IRC, I got the sense that we had amassed a decent amount of "stuff," that being trade goods or whatever equal to the 5th level WBL, 10500 gp. It's how Sorcha got all those fancy magic tattoos, for example. She's still got about 3100 gp worth of stuff left over to reflect her home, lifestyle, and so on, though I imagine the goods and land are entrusted to someone in her clan a bit less... odd. Most of the other characters don't really have a lot. I'm thinking you guys could probably afford at least a really nice weapon or a couple of magic tattoos or that ship Arngrim supposedly wants to buy.
- Kindling, I think you've miscalculated your HP. I'm not sure how a Fighter only ends up with 33 when my Witch has 34. Did you forget your con bonus? With average HD rolls (which is what I did) you should have 42 HP, or 47 if you use your favored class bonuses for HP.
Sorry for having taken this long to get around to posting my character concept. I'm still eager to play :)
[ic=Cadwgan]
CADWGAN MAC MUIREDACH
Born and raised in the fliath warrior-nobility, Cadwgan is a bold and dangerous man. Since an early age he has excelled in the traditional pursuits of his caste: hunting boar, raiding cattle, and leading men to glory on the battlefield. The fruits of his exploits have done much to elevate the fortunes and standing of his household. But that glory is now tainted by the scandal of fratricide.
Two years ago, Cadwgan marched with a warband on a raid upon a remote village perched on a barren hill. The raid was successful enough, despite furious resistance by the natives; slaves, cattle and gold were plundered. Cadwgan himself had the honor of facing and slaying the son of the local chieftain in single combat. What he had not anticipated was that said chieftain, old and gray, was quite a formidable witch. As vengeance for taking his son's life, the man placed upon Cadwgan a geas, a prohibition to "suffer a man to live who treads on his shadow". Bound by this curse, Cadwgan was doomed to slay his younger brother Ruadhan, the most beloved to him among his family.
It happened when he was returning home from the raid. Ruadhan, who by chance was out tending to the livestock that evening, made with haste to greet his brother. With the sun setting behind him, casting his shadow long, Cadwgan hadn't enough time to warn his sibling, who stepped on his shade. Moments later Cadwgan was standing by the bleeding corpse of his brother, whose face was frozen in an expression of shock and terror. His blood-dripping blade fell off his hands as the enormity of what he'd done sunk in.
A murderer! A kinslayer! A traitor to his line! His geas had left him with little choise, but the blood of his brother now stained his hands all the same. It would follow him for the rest of his days, he realized, no matter what he did.
The shame of the fratricide has driven Cadwgan to the brink of despair and madness, the memories of it haunting his dreams and the weight of guilt bearing down on him during waking hours. He finds a temporary reprieve from the horror in only two things: the heat of battle and the heat of inebriation.
APPEARANCE:
Cadwgan is tall, though not particularly tall for fliath. He is built like a young ox and bears scars from numerous battles, giving him a fearsome, albeit somewhat blemished appearance. His hair is tawny with a hint of red to it; he lets it grow wild but shaves his face. His eyes are steely blue. For clothes he wears plaid trousers and a heavy cloak.
[/ic]
Stats are still in the making, but he'll be a Shielded Fighter.
Ah, very interesting Ghost! Seeing as "Cadwgan" is much more Welsh sounding than Irish or Scottish, and Gwladwyn is the "Wales" analog of the setting, does your character have any Gwladwych heritage?
That's a serious geas! Could lead to difficulty in life. That might be a disadvantage worthy of an extra feat.
I hope you can join us. I know timing is difficult: are you available to play at the times we were talking?
I don't think I will make it to the first session, by the way.
Quote from: Kindling
I don't think I will make it to the first session, by the way.
If that is the case, then you can join us in session 2.
In other news, since many of the characters have lived here for a while, I am providing a map of Ceann Balor. For clarity, since i neglected to add a compass, the top of the map is North.
(http://farm9.staticflickr.com/8322/7967157808_f50dd4f029_c.jpg) (http://farm9.staticflickr.com/8322/7967157808_74b2129200_h.jpg)
1. Tor Knockard: The castle of King Ecnel mac Bain of clan Tresteg. With him here live his first wife, Ernain of clan Forna, and a handful of guards and servants. Within the castle's palisade, but separate from the main castle lives the king's new bride Elphain and her personal retinue.
2. Training Grounds: Where warriors go to learn athleticism and feats of arms. Includes dueling circles, dummies, as well as a field which is used for both chariot races and games of Hurley.
3. Broch Forna: The stone tower of Broch Forna is the center of Clan Forna, and the residence of Briove, a few close family members, their servants, and their stables.
4. Fenian Barracks: A walled compound dedicated to the training of these hunter-soldiers, and quartering them during the winter.
5. House Dumne: the estate of a minor clan. Moderately wealthy, but not able to hold up against Forna or Tresteg.
6. Grianan: a women-only public space, that is a great mystery to men. Often used for socializing and for working at "women's professions"
7. The College: The center of learning for law, history, and poetry.
8. Market: A few flimsy permanent structures surrounded by a number of haphazardly arranged tents, where people ply their wares.
9. House Tresteg: The house of Lachu, acting chief of Clan Tresteg now that Ecnel is King. It is the center of the clan's power and wealth.
10. Assembly: A sheltered open-air gathering space. Used for public events. It is surrounded by shops and tents.
11. Brug Leóman: The "Inn of the Lion." It is owned by Clan Tresteg, but as is custom, the Brug provides hospitality to men of any clan, or none, providing them with a room for as long as they need, and with food and drink for a price. Brug Leóman also has tubs for bathing.
12. Seven Stones: On a hill southwest of the town proper lies this circle of Menhirs. It is the site for druidic rituals on holy days, and a place they are known to congregate for council and to perform acts of magic.
The Head of Balor: The massive stone head for which the town was named does not appear on the map. Said to belong to the Fomorian King of legend, this monolith is located near the coast, the better part of a league west of the town.
Here's the character sheet for Cadwgan. I'm not sure if I can make it to the session though. Mondays and thursdays won't be good days for me this season :(
[ic=stats]Name: Cadwgan mac Muiredach
Class: Fighter (Shielded Fighter) | Level: 5
Race: Human | Gender: Male
STR: 16 | {+3} (+2 racial bonus)
DEX: 16 | {+3} (+1 increase at 4th level)
CON: 14 | {+2}
INT: 14 | {+2}
WIS: 10 | {+0}
CHA: 8 | {-1}
HP Total: 42
Defense Bonus: +9 (+5 Training, +4 Dex)
Initiative: +7
Base Attack: +5
Enech: 8 (+10 Fighter, +5 Fliath, -5 Kinslaying, -2 Overindulgence in drink)
Saving Throws
Fortitude Total: +6
Reflex Total: +4
Will Total: +1 (+1 vs fear)
Weapons
Masterwork longsword - Attack:+9 |Damage:1d8+3 |Crit:19-20x2
Masterwork javelin - Attack:+9 |Damage:1d6+3 |Crit:20x2
Masterwork dagger - Attack:+9 |Damage:1d4+3 |Crit:20x2
Armor
Skill (+2 Fighter, +2 INT, +1 Human = 5/level)
Class skills:
-Climb - Total: +5 | Ranks: 1
-Diplomacy - Total: +5 | Ranks: 3
-Intimidate - Total: +4 | Ranks: 2
-Knowledge (Nobility) - Total: +8 | Ranks: 3
-Ride - Total: +10 | Ranks: 4
-Survival - Total: +6 | Ranks: 3
-Swim - Total: +7 | Ranks: 1
Crossclass skills:
-Handle Animal - Total: +3 | Ranks: 1
-Perception - Total: +4 | Ranks: 4
-Sense Motive - Total: +2 | Ranks: 2
-Stealth - Total: +4 | Ranks: 1
Feats (4, + 3 Fighter bonus feats)
-Combat Expertice
-Deadly Aim
-Improved Initiative
-Mounted Combat
-Opening Volley
-Quick Draw
-Shield Focus
Class Abilities
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Active Defense: At 3rd level, a shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.
Shield Fighter: At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full-attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.
Equipment
-Noble's outfit
-Masterwork backpack
-Bedroll
-Large tent
-Trail rations (10 days)
-Waterskin
-Barrel (hauled on the back of a packmule)
-50 gallons of beer (in the barrel)
-Tankard
-Masterwork iron longsword
-5 Masterwork javelins
-Masterwork iron dagger
-Masterwork bronze helmet
-Masterwork heavy iron shield + shield blade
-Wool cloak
Other property (livestock and most of the slaves obviously staying at the homestead)
-Cattle (50 heads)
-Sheep (400 heads)
-25 Mules
-10 Ponies
-4 Horses
-6 Hunting dogs
-Odhran, a specialist slave (healer; saer-fuidir)
-4 Common slaves (daer-fuidir)
-Light warhorse
-Bit & bridle
-"Four horned" riding saddle
-Saddlebags
[/ic]
Sorry to say I'll be missing next session. Feel free to play my character for me (should be pretty easy - he doesn't speak much).
Quote from: Steerpike
Sorry to say I'll be missing next session. Feel free to play my character for me (should be pretty easy - he doesn't speak much).
Actually I don't think I can make it either. My girlfriend will be over (it would be rude to suddenly ignore her for 2 hours), and I don't have much internet data left on my Verizon wifi plan. It will reset on the 20th, though, and I will be able to continue again next week.
I actually may be missing the next 2 sessions as well - there's a workshop running at my school that I should really attend.
EDIT: Sorry for any inconvenience. If it's easier to temporarily write my character out, that's fine by me. He should be very easy to roleplay if needed, however.
If you can't make it that is fine Steerpike. I am sure we can have Arngrim mutter incoherently and chop stuff as needed until you can rejoin us. And maybe we'll just have you wander off for a bit, and reappear when it is convenient.
Ok guys, we had a week off, but I am planning to run this tomorrow(/today) 3 pm PST/6 pm EST
With any luck I'll be joining :)
For those who missed the session yesterday, it was mostly dialogue. The group went to Broch Forna to talk with Briove, and they all made their way up to Tor Knockard to try and resolve the violence. There were doubts expressed about the motives of the king, and having unwittingly met eyes with Sorcha, Briove is having bad feelings about his day, despite Medraut assuring him that he would not let her curse him. The group has been joined (at least for the moment) by a very...uh...manly fighter by the name of Chisand mac Arrony.
Another Session tomorrow
3pm PDT (Sparkle informed me that PST was wrong)/6pm EDT
And in other notes, we haven't as a group discussed XP at all. Each character has received at least 1335 xp so far.
The following are bonuses for particularly good roleplaying:
+200 xp to Sorcha
+100 xp to Medraut
+100 xp to Arngrim
I've got work, so I will unfortunately be unable to make it. Sorry :(
Oh shoot. And Kindling said in the Tavern that he probably wouldn't be able to make it either. Should we postpone?
Well, I can make it. But if nobody else can, there wouldn't be much point. :D
I can't make it either, sadly! Canadian Thanksgiving. Or, as we Canadians call it, Thanksgiving.
Well with this many no-shows there is no point. We will cancel for this week and try again next week.
We're on tonight, right?
(6 pm EDT, 11 pm GMT, etc.)
Apparently not.
I can firmly commit to being there next week.
Sorry for missing yesterday guys, but I got spontaneously ill. I was bedridden with nausea, vomiting, and cold-sweats. Next week for sure.
So, we've been missing sessions for one reason after another. The last couple weeks, I've been available, but I failed to advertise us having a session, so nobody showed up. I would like for this to start back up again, if possible. Who can make a session this Monday (if anyone is still interested)?
I can make it!
I can make this Monday and Nov. 26, but would miss Nov. 19 and Dec. 3.
I would have to miss November 19 as well.
(At least our scheduling conflicts line up so far. :D )
Ok, sounds good so far! How about the others?
If we're going to play on Monday, it would be awesome if we could confirm that soon... otherwise I might go see Skyfall.
PM'ed the others. Hopefully we will get an answer soon.
Kindling is out for a while. Maybe permanently. Have not heard from Hippopotamus Dundee yet.
Hippo is out at least until the end of this month. So nobody can make next week, and half the group can't make the following week.
So, let's get an update on whether anyone will be able to continue. I probably can, though I am noticing that something has always seemed to be going on for me on Mondays lately. Sometimes it's being out of town, sometimes it is having guests, but I don't lately seem to be available at the actual game time we worked out. Perhaps we could find an alternative? That is assuming anyone will be able to continue. Let me know.
I am still interested!
Good to hear Sparkle! How would you feel about potentially changing the schedule to have it on a different day?
I'm ok with that!
Mondays are good, but Tuesdays or Thursdays are usually good too.
Fridays or Saturdays could sometimes work for me too.
How would anybody feel about trying to have a game sometime on Thursday? Let's say normal time for right now, just a different day.
I could probably make that work.
I can probably make it work, too!
Are we sticking with the Pathfinder game for now, or are you going to try to use Q&D?
I was planning a separate one-shot using Q&D, and leaving this one in Pathfinder. That said, if everyone wanted to proceed with this game using Q&D, I think that could be a lot of fun.
So, are we doing this? :D
As long as people show up, yes.
Thursday should work for me just fine.
So, "the usual time" is still 6pm EST, right?
I don't want there to be any confusion this time. :D
Quote from: sparkletwist
So, "the usual time" is still 6pm EST, right?
I don't want there to be any confusion this time. :D
6 pm, yes.
That's now!
So we FINALLY had another session today. Went a little slow, and still no combat since the minor scrape in Session 1.
Since I've been thinking about Cad Goleor using Q&D lately, I am seriously thinking of just switching over mid game. Things are moving slowly enough already, it seems like that might allow more things to happen, and encourage the players to take a bit more agency in the story. Starting to feel like I am narrating WAY too much. It would mean making new characters, but Q&D characters are pretty easy to make. How would people feel about this?
Also, I want to remind people that we are still accepting new characters. People could jump into the mix, taking over an NPC, or making up someone altogether new.
I would first like to apologise for being MIA this evening/morning my time - I have recently been ridiculously sleep-deprived and slept in through my alarms. So sorry for that.
As for the other matter, no objection here.
I'd be OK with it, but based on what I saw, the system wasn't the issue. We rolled very few dice that game - it really wasn't the Pathfinder system that slowed things down (I rolled a single Perception roll, I think, and Sorcha rolled a Knowledge check or two). I run a weekly IRL Pathfinder game (2-3 hours/week) and we sometimes get through a lot of stuff - an average of 8 pages per session in my notes. In the last session, for example, the players traveled down a branch of Yggdrasil, persuaded some ratatosk to help them as guides, encountered a lost modron, fought a brood of ettercaps, looted their lair, lied their way past a fire drake guarding a root to the Grey Waste, fought a squad of the dishonoured dead patrolling the perimeter of Niflheim, encountered a group of Bleak Cabalists searching for a lost mental patient, snuck past Garm the Hellhound, helped a Dustman find the True Death, and fought a large band of giants (trolls, ogres, frost giant) conveying a caravan of slaves to Hel, a drawn out "boss-battle" of sorts. I have 7 players of 6th level, and all of that took us about 3.5 hours to run in Pathfinder. So the system can definitely move quickly.
I certainly don't want to sound ungrateful or overly critical as what I've seen so far of the game is engrossing and detailed and bespeaks considerable preparation and thoughtful world-building and characterization, as well as extensive historical and mythological research. As we were playing yesterday, however, I noticed a few things that I thought contributed to the game progressing quite slowly and discouraging player interaction. Unless I'm mistaken, you type out most of your descriptions and dialogue as we play. This is very time-consuming - much, much more so than improvising orally at a table. When I run IRC games I tend to prepare a lot of text ahead of time (sometimes too much!) and improvise lines when describing actions that can't be predicted, as in combat or conversations with PCs.
I also noticed that a lot of the dialogue and interaction was between NPCs, rather than between PCs and NPCs. There are times when this makes sense - but when, in essence, we're listening to a "cutscene" between two NPCs it might be best to write up their dialogue beforehand and copy/paste, perhaps allowing opportunities for PCs to interrupt or what-have-you. But it's hard to see how a change in system would have altered the way we played that scene, or at least how I would have played it. Our characters are relatively peripheral to the conflict at hand right now, and my character is a bit of the strong silent type anyway. I suppose as per Quick and Dirty's system we could have "hijacked" these NPCs, but I don't really know enough about the conflict, the personalities involved, or the issues at hand to play them properly. I would have found Medraut, or the King, or his mysterious grizzled advisor Gairemand, for example, very difficult to play without a sheaf of notes explaining their motivations. Does Medraut have a hidden agenda, or does he genuinely want peace? Is King Ecnel just tired, or is he dying, or cursed (and was the somewhat sinister Medaut involved?!), and is he trying to conceal that fact? And what is Gairemand's stake in all of this? Knowing all of these details in advance would rather spoil the sense of mystery and intrigue, and being able to control these important NPCs would mean compromising a sense of suspense and (oh that dreaded controversial term!) immersion, to a certain degree, I think. Personally I find the whole "hijack" idea a little vertiginous and I think I would be hard pressed to do the characters justice without the "god's eye view" of the GM. I'm sympathetic to Q&D's overall goal of encouraging player interaction with the story, but I admit to finding the idea of controlling NPCs directly is the least appealing aspect of the system, for me.
This is just my take. Like I said, I wouldn't necessarily be strongly opposed to switching over to Quick and Dirty, or anything, but I don't think the Pathfinder system mired us in rolls or actively slowed the narrative much. Perhaps in Q&D the whole council thing could have been resolved in a quick and crunchy manner (Persuasion and Deceit rolls, players contribute AP), but on the other hand Pathfinder could easily do that as well (opposed Diplomacy rolls, a little Bluff or Intimidate, with the players Aiding Another as required).
First of all, I pretty much agree with Steerpike's suggestions as to how the pace and the game could've been improved.
I'll add that I think that the most important thing in a game is to have all the game's participants (including the GM) approximately on the same page. They should be encouraging the same feel, and agree as to the general idea of what might happen in the game's story. Given the way the story was developing and the general aloofness of the active PCs to that story, I feel we might not have been, and maybe that was the real problem, regardless of system.
However, I hope you don't mind if I defend Q&D a little bit. Here is what I feel Q&D might have done better:
- It is expressly a "PCs act, NPCs react" system. NPC-on-NPC interactions, as written, don't even merit having mechanics or rolling dice. They exist purely to do what the GM wants in order to move the scene forward and to get to things in which the players actually are involved. So, I feel like it kind of lights a fire under the GM to resolve these situations as expediently as possible.
- Compels encourage the GM to get players involved by creating problems that draw them in. Furthermore, they can shift the burden away from the GM having to do all of that, because players are now able to point out situations or character flaws that would create problems for their characters but add to the story without feeling like they're only harming themselves, due to the AP reward. So we'd all be encouraged to chime in situations that could've gotten the current PCs more involved in the story.
- The controversial "hijack a NPC" feature could've figured in, too. I actually sort of agree with Steerpike that using it without knowing the motives and thought process of a NPC could be rather problematic, but I also think that it doesn't necessarily need to be used that way. As a player I wouldn't attempt (and as a GM I wouldn't allow) hijacking of an important, well-defined NPC until it was clear the players really understood that character. However, just about every scene is full of NPCs that have no real personality; blank slates, as it were. These ones are ripe for adding some color or introducing a new twist.
As for why Q&D may or may not be a good fit, I'll be the first to admit that the "god's eye view" has a little bit of fog in Q&D. This is by design. I've found that I prefer (both as a player and as a GM) systems where the players more overall narrative control than something like Pathfinder grants. Obviously, this is a matter of personal preference.
Yeah, I should clarify that I have no major problems with Q&D as a whole, and I'd be OK with a switch. I was just contending that Pathfinder need not be slow, and that hijacking specifically (as opposed to Q&D generally) probably wouldn't help. I probably would need to see more of Q&D in action to tell if I really liked it overall or no.
It's true that not all of (or much of, for that matter) this past session's difficulties were particularly the fault of Pathfinder as a system. That actually wasn't necessarily the point. The point was that a system with a different focus might actively encourage things to keep moving.
But the real problem last session was two-fold. First, neither of the characters belonging to the players present were (or even could be) particularly interested and involved in the events (discussion) taking place. With that in mind, I failed you two, by keeping you in a situation where there was nothing for you to DO, really. So I apologize for that. Whether we change or not, I will keep in mind a way to shift the focus, and give you something to actually do.
Are we playing this week?
Yes. As long as at least three of us (including me) show up, we will play. And, for now at least, still in Pathfinder.
I'll just say, Sorcha is probably just going to get up and leave.
She's got no interest in being part of any of peace ritual, and nobody will probably miss her if she's gone.
It'll get things back to being focused on the PCs who are likely to actually be in attendance, too. :grin:
(I'm just giving you a heads-up so you know what to prepare!)
That works fine, and honestly isn't far from what I was thinking anyway.
Hey, I am working later than usual tomorrow, and cannot make it until around 4 pm Pacific. That's 7 pm Eastern and Midnight GMT. Is that ok with people?
That's fine with me.
Works for me, although I won't be able to play for super long.
Ok. I will try to prepare as many bits as I can tonight, so things can proceed quickly tomorrow.
Actually, work called. They changed my shift, and I can make normal hours again. I will be online at normal time tomorrow, and hope people make it then. But I won't worry if people don't show until 4pm Pacific/7pm Eastern
I'll be there at the normal time. (6pm EST)
Alright, since everyone either said yes to Q&D, or was willing to try, I think we should give this a try.
Stats in Q&D are pretty much just skills, and now class features. Some of these are already up on the Q&D thread (http://www.thecbg.org/index.php/topic,209736.msg219271.html#new), but since it is still very barebones, if one of the core features is not there, either ask for it, or make it up (trying to keep power-levels in line, but we can tweak as we playtest).
A preliminary "Rage" class feature was posted in chat yesterday, and I am working on tweaking magic.
Here's my idea for a Q&D Witch.
[ooc=Witch]Witches commune with spirits from beyond this realm, granting them esoteric powers. Witches wield potent magic, but it can sometimes be difficult to control.
Class Features:
- Hex: The Witch snarls a curse on her target, bringing ill will upon it. She can always perform maneuvers using her Occult, which the opponent resists with Willpower. In addition, by spending an AP upon success, she can increase the potency of the Hex to a more lasting curse. This causes the maneuver's effect to endure for the rest of the scene or beyond, depending on the exact nature of the Hex decided upon by the player and GM.
- Spirit Contact: Witches commune with mysterious and strange spirits, petitioning them for aid. By spending an AP and spending her turn petitioning a spirit, the Witch is to temporarily draw it into her body, calling forth potent magical effects. However, the spirits are capricious entities; when petitioning the spirits, the Witch should roll a d6. On a 1, the spirits are unhappy, and inflict their wrath on the Witch, bringing misfortune roughly equivalent to a "Negative Consequence." A Witch should keep track of the spirits that she knows of. She can only petition spirits that she knows. As she travels and adventures, she can certainly gain contact with more.
[ooc=Spirits]
The exact list of spirits should vary depending on the setting, but here is a list of interesting powers a Witch might wish to utilize.
- Invisibility: The Witch draws in a hidden spirit of the the shadows, causing her body to become as invisible as the wind. She gets a +15 bonus to any Deceit to hide, Athletics to avoid ranged attacks, and other skills that would benefit from her being unseen. The power lasts for the rest of the scene, but the shadow spirits are skittish-- the spirit will vacate her body, ending the invisibility, if the Witch enters melee combat or does something else aggressive that would frighten the spirit.
- Shattering Scream: A horrific banshee momentarily possesses the Witch. She emits an ear-piercing screech. She makes a ranged attack using her Occult, that, if successful, inflicts d8 damage as well as a successful combat maneuver of the Witch's choice on the target. Alternatively, she can screech a command that the target must obey if it fails to oppose her roll. This command can be nearly anything, but it must be simple and not obviously suicidal.
- Hideous Swarm: A spirit of vermin and decay takes hold of the Witch, causing her to vomit forth a horde of insects or other small, disgusting creatures. They move independently, taking their turn just before the Witch does. Each turn, they perform a random combat maneuver on whatever enemy is nearest the swarm, rolling 2 skill dice. At the end of the scene, the swarm disbands, skittering off in a multitude of directions. The Witch can also attempt to vomit the swarm directly onto an enemy, who treats it like dodging a ranged attack. If it hits, the swarm inflicts d6 automatic Stress per turn on that creature until it is taken out or they are removed. They then act as normal.
- Flight: A sky spirit possesses the Witch, and she takes to the air for the rest of the scene. She can traverse vertical distances as though they were flat horizontal terrain, and she gets a +2 bonus to dodge any ranged attacks made against her. Melee attacks are made as normal, but only if she's actually in range for them to hit at all, which she often won't be. This flight effect only lasts for a few minutes at most, and is mainly used for maneuvering and quick escapes. It cannot be used to traverse large distances.
- Charm: A charismatic spirit possesses the Witch. She may immediately take an action that involves a Charm roll, which she gets a +10 bonus on. For many things, this is enough to have a request granted or make a good impression on someone. However, if the conversation continues, she gets a +5 bonus on further Charm rolls against that target for the rest of the scene.
- Arete: A pragmatic spirit possesses the Witch. It has great expertise, albeit in a limited area. She gets a one-die bonus on any skill of her choice for the rest of the scene.
[/ooc] - Witchcraft: Witches get a +5 bonus on Knowledge checks related to "witchy" things, like spirit lore and brewing potions.
[/ooc]
It's a bit more complicated than I hoped, but at least it contains everything that makes Sorcha feel like Sorcha, which was, admittedly, one of my goals. :grin:
I'm fairly unsure how the power level compares with, say, a Warrior's ability to add a combat maneuver to attack, a Cleric's Prayer, or a Wizard's Ritual... or, for that matter, a more general use of "spend an AP to say something happens," but, in the spirit of Q&D, I feel like it's tweakable to match the feel that we want for the game.
[/list]
Are people going to be able to make it tomorrow? With Q&D versions of their characters?
I will be able to make it!
I'm not sure if I'll be quite ready to go Q&D-- I kind of forgot, and then I was busy with holiday stuff.
Perhaps we should stick with Pathfinder for one more session?
I probably won't be able to.
Unfortunately some work stuff has come up and I probably won't be able to make it either.
Ah, well if some people won't be able to make it at all, then we should probably postpone until next week. That will give some more time to get Q&D character sheets together too.
Just realized that today is Wednesday, and that that means game is tomorrow. How are people feeling about game tomorrow? If no one is ready to make the switch we can continue in Pathfinder for another session.
I am flying tomorrow so I won't be around for gaming, sadly!
I won't be around either, sorry.
Ok, so no game tomorrow after all.
For a sample, I took the liberty of statting up a potential Q&D version of Steerpike's character Arngrim:
Animals 0
Athletics 4
Charm 0
Deceit 0
Knowledge (Sailor) 5
Melee 5
Occult 0
Perception 0
Persuasion (Intimidate) 4
Ranged 3
Willpower 4
And for class abilities, any 3 of the following seem like they are potentially applicable to Arngrim in some way or another:
- Rage: A Barbarian that has entered battle and either scored a hit or been injured can unleash a furious rage. The Barbarian gets +2 to Melee, Intimidation, and any other skill that would be relevant to battle, for the rest of the scene. In addition, if a raging Barbarian has just scored a hit and spends an AP to get another turn, the bonus is increased to +5 for that extra turn. However, Raging Barbarians also suffer a -5 penalty to Knowledge, Charm, Deceit, and other such skills. The Rage cannot be "turned off" at will; the Barbarian must wait until the scene ends to be able to calm down.
- Armor: Armor reduces the Stress from a successful non-magical attack by one die size. The exact flavor of the armor is up to the player; anything from a simple shield to a full suit of plate mail is mechanically identical. Magical attacks are handled on a case-by-case basis: a fireball would probably be reduced by armor, but a psychic blast directly into the mind would not.
- Fierce Attack: Warriors are able to call up their strength and deliver crushing blows. A Warrior can spend an AP upon making a successful attack and inflict an extra d6 Stress, or, alternatively, something else the player and GM deem is suitable from the "Combat Maneuvers" or "Bonus Awesomeness" tables.
- Cantrips: Wizards know lots of small, utilitarian spells. By concentrating on the spell for a turn and spending an AP, the Wizard is able to cast a minor spell to solve a problem. It should be something that can in theory be accomplished by mundane equipment, such as creating light, opening a door, lifting something, and so on. Sometimes a skill roll may be necessary; the Wizard can choose whether to roll the relevant skill, or Occult.
- Simple Soul: Barbarians have simple and rugged souls as well as bodies, and are not nearly as affected by the esoteric, subtle effects of magic. Attempts to resist enemy magic get a +5 bonus.
- Sailor: +5 to Athletics, Perception, and Willpower rolls relating to operating a ship, or working on board one.
Well, we'll see what Steerpike thinks, but, in my opinion as the designer of Q&D, this is pretty good.
One issue is that "Knowledge" is actually intended to be more like Knowledge skills in Pathfinder, and isn't really specific: 5 levels in Knowledge would make Arngrim quite the scholarly type. (It's an average of 17.5, which, in Pathfinder, would be like having 18 or 20 Int, a class skill, and either 10 ranks or ~6 ranks and traits or feats helping you) I'm not sure if it applies for a "Profession."
However, I think you've solved the problem with the "Sailor" class feature. It seems like each Q&D class has one of these "+5 in certain things you're good at" profession-type class features. I'll write that more formally into the rules.
Quote from: sparkletwist
Well, we'll see what Steerpike thinks, but, in my opinion as the designer of Q&D, this is pretty good.
One issue is that "Knowledge" is actually intended to be more like Knowledge skills in Pathfinder, and isn't really specific: 5 levels in Knowledge would make Arngrim quite the scholarly type. (It's an average of 17.5, which, in Pathfinder, would be like having 18 or 20 Int, a class skill, and either 10 ranks or ~6 ranks and traits or feats helping you) I'm not sure if it applies for a "Profession."
However, I think you've solved the problem with the "Sailor" class feature. It seems like each Q&D class has one of these "+5 in certain things you're good at" profession-type class features. I'll write that more formally into the rules.
Yeah, I think it would be better to take some points off of knowledge and redistribute them to a few other things. Maybe Occult, since the character in Pathfinder had a level of Oracle and some minor abilities from being haunted. Or some perception.
Something like this...
Sorcha
Animals 0
Athletics 2
Charm 1
Deceit 2
Knowledge 5
Melee 3
Occult 5
Perception 2
Persuasion 1
Ranged 1
Willpower 3
I think he looks awesome! Thanks for doing that Seraphine!!
We are on for tomorrow! 6pm Eastern/3pm Pacific! This will be our first actual session using Q&D.
Arngrim
Animals 0
Athletics 4
Charm 0
Deceit 0
Knowledge (Sailor) 3
Melee 5
Occult 1
Perception 0
Persuasion (Intimidate) 4
Ranged 3
Willpower 5
And for class abilities, any 3 of the following seem like they are potentially applicable to Arngrim in some way or another:
Rage: A Barbarian that has entered battle and either scored a hit or been injured can unleash a furious rage. The Barbarian gets +2 to Melee, Intimidation, and any other skill that would be relevant to battle, for the rest of the scene. In addition, if a raging Barbarian has just scored a hit and spends an AP to get another turn, the bonus is increased to +5 for that extra turn. However, Raging Barbarians also suffer a -5 penalty to Knowledge, Charm, Deceit, and other such skills. The Rage cannot be "turned off" at will; the Barbarian must wait until the scene ends to be able to calm down.
Fierce Attack: Warriors are able to call up their strength and deliver crushing blows. A Warrior can spend an AP upon making a successful attack and inflict an extra d6 Stress, or, alternatively, something else the player and GM deem is suitable from the "Combat Maneuvers" or "Bonus Awesomeness" tables.
Sailor: +5 to Athletics, Perception, and Willpower rolls relating to operating a ship, or working on board one.
Braith
Skills: Athletics-2; Charm-4; Deceit-2; Knowledge-3; Melee-3; Occult-2; Perception-2; Persuasion-3; Ranged-2; Willpower-2.
Profession (Sexiness): +5 to Charm and Knowledge to recall lore.
Class Features: Bard-Song; Feats of Athleticism
Ok, if enough people show up today, we will have a game. Sorry I didn't advertise, the day kinda snuck up on me.
Might start a bit late though. I'll get online as soon as I can, but I am working until 2:45 or 3, so factoring things in, it might be 3:30.
I'll be there.
I will too, though I will have a somewhat limited time to play.
I can't make any promises today. I may have to bail out early if I do make it, because I have work tonight. I'll try thought! We have a quest to sing about!
Good session yesterday!
With the Fomorians defeated, and Sorcha having cured Briove of his poisoning, the team set themselves to trying to find who it was who had tried to kill the Forna chieftain.
[ic]Braith says, "Well, unless anyone wants to waltz into the Otherworld and rap on the formorians' door, I'm going to suggest we track down the poisoner. Sorcha, were you able to learn the nature of the poison used?"
...
Sorcha muses. "It came from a Nightshade plant... beyond that..." She shrugs. Then she starts like she's going to walk off, because, well, she's Sorcha, so she's got a plan anyway. It's just a crazy Sorcha-plan.
...
Braith says, "Where are you going?"
Sorcha grins. "To rap on the door of the Otherworld..."[/ic]
And so Sorcha leads Anrgrim and Braith beyond the gates of the city out to the monument of Balor's Head to perform a ritual to contact the fomorii. Since both her companions have some occult skill, they take part in her ritual, aiding her as she attempts to contact the creatures of the Otherworld. The ritual is a fantastical success, and Sorcha not only succeeds in contacting the fomorians, but finds herself face to face with Balor himself, the dark godly king of their race. Addressing the Fomorian King, she asks about the fomorians attacking the peace talks disguised as clan Tresteg, and poisoning the Forna Chief. Balor is enraged at the suggestion that his men would use poison, calling such methods cowardly, and the purview of women and faeries. As Balor's rage grows, Sorcha pulls away before Balor decides to turn her to stone.
Returning to the mortal, world, she concludes that the "Fomorians" they encountered earlier were no Fomorians at all, but rather fae in disguise. They head back to town, as the storm whips up around them. At the gates they meet some starving farmers who come bringing their spoiled harvest to show the king. They did everything they were supposed to, but the crops were blighted and ruined. They heroes recall that the king is magically tied to the land at his coronation, and that his health and honor directly effect the harvest. It is late, and raining heavily. Not to mention the thunder, so everyone decides to go to bed for the night, and continue the investigation in the morning. Braith seduces some maiden, Arngrim goes off somewhere, and Sorcha does her Sorcha thing.
Assuming that people's schedules allow, we will be playing tomorrow.
Which is right now!
Braith spent this whole session in bed, still getting it on with the as-yet-anonymous maiden he bedded at the end of last session. Meanwhile, Sorcha and Arngrim decided to get some work done. First thing's first: Breakfast! Arngrim built a fire in the road, and Sorcha went about haggling for some bread. Since she didn't have anything to GIVE for the bread, she agreed to a little side quest of tracking down this guy Caithu who owed the the baker woman some money.
Sorcha was only half-paying attention to the directions and banged on the door of House Dumne, a lesser clan that wants to look like they are as important as Forna and Tresteg. After an angry shouting match with the Dumne guard regarding debts and cowardice, they found out that this was NOT Caithu's house. He lives two doors down. Turns out he owes a lot of people money and another woman named Buacha was there looking for her goat, and yelling all sorts of curses.
No one was home, but when Arngrim kicked in the door, they DID find the goat; almost dead from neglect and starvation. Apparently no one has been home for quite a long time. Sorcha saved the goat, and now the woman owes them a favor. But what of the missing Caithu? Is he a victim of Clan Warfare, or something more sinister and mysterious? The pair didn't have much time to consider this, as a swarm of rats are now attacking the marketplace on their way out of town.
Tune in next time to watch our heroes play Orkin Man (and Orkin Weirdo Girl).
I like these little summaries. :)
I like this summary. I'm sorry I can't make it for so many weeks in a row, but as soon as I can, Braith will totally stop manwhoring himself around town!
How long are you out, Hum?
At least two weeks, by the looks of my work schedule. Closing thursdays next two weeks for certain. When I get more schedules, I'll update you further.
Ok, keep me in the loop.
I'm a bit busy today. I will try to be around for the game, but I apologize in advance if I can't make it. So far it's about 50/50.
Sorry, I can't make it tonight.
(Well, I could, but I'd have to leave after such a short amount of time it wouldn't really be worth it anyway)
Actually that's kind of good for me, as I have guests coming over and need to make sure the place is tidy and presentable and that I have things to feed them with. Also final Underdeep preparations.
Well, this worked out well, actually. So it wasn't good for ANYONE today.
How does next week look for people?
Does anyone know their availability for this Thursday?
I am pretty sure I should be able to make it.
I should be about, I think!
Ok, if both of you can make it, we should be able to have a game tomorrow. Humabout? Hippo? Will either of you be able to join us?
I'm down the coast without laptop Internet @tm - but in good news I will be back for next week.
Aha, so at some point the Druid will return! Make sure to throw together some Q&D stats, since we are working with that system at the moment. It takes like, 5 minutes. Just assign points to skills and pick a few class features. You can mix-and-match from different "classes" if you like. Also, we can PM if you are tied to a power that hasn't been represented, and we'll figure out how to make it work.
Quick update: I'll be able to rejoin you guys starting 02/21, for at least two weeks. Braith shall bring the sexy back! (http://www.youtube.com/watch?v=ohFZjmr5RfU)
It's now, isn't it?
Our heroes did battle with the swarm of rats. Arngrim hid behind some barrels for a while until is bravery was questioned, then fell flat on his face when he tried to re-enter the fight. Sorcha had a curse partially backfire, and ended up hacking on her own miasma cloud. But through all this, the pair were victorious, and suffered no major injuries to anything but their pride. The rats were defeated and scattered, and now the heroes can continue their investigation.
I want to let everyone know that I will not be able to game this thursday. My girlfriend and I will have JUST moved into our new apartment, and between all the things we will have to do, and with it being Valentine's Day, there just will not be any time.
This makes me feel better. I would not have been able to make it either, but this way I'm not the one that derails everything. :grin:
It looks like I just might make next week's game! I'll keep everyone posted!
That would be great!
His Sexiness, Braith the Bard shall venture forth from his mistresses' chambers and make the world a little better to look at!
I will be busy from now through the end of March, and my availability may be erratic. I am tentatively giving this week the go ahead at normal time.
Humabout, that was an awesome post.
Thank you, LordVreeg!
So, I have rehearsal starting when we would normally finish, so I will have to end a little early. I will try to be online a little early to compensate if anyone can make it online maybe ten-fifteen early.
I will be there a bit early!
So we ended up not having the game yesterday, and that's ok. It was still hectic with moving in and rehearsals anyway. We will try again next week.
Sorry - I was unplugged for a week, on vacation (honeymoon, in fact).
Sorry I no-showed. I've been sick all week and remembered at about 9:30ish. I'll try to do better next week.
Quote from: Steerpike
Sorry - I was unplugged for a week, on vacation (honeymoon, in fact).
Congratulations!
Ok, unless I hear anything to the contrary I am planning to game tomorrow.
I may be a little late, but should be there.
I'm in! And for your approval, here is Medraut in Q&D form:
Animals 2
Athletics 0
Charm 0
Deceit 2
Knowledge 5
Melee 0
Occult 5
Perception 3
Persuasion (Intimidate) 3
Ranged 0
Willpower 5
Profession:
• Survivalist - Druids get a +5 bonus on Knowledge or Willpower rolls related to surviving in the natural world.
Class Features:
• Cantrips: Druids know lots of small, utilitarian spells. By concentrating on the spell for a turn and spending an AP, the Druid is able to cast a minor spell to solve a problem. It should be something that can in theory be accomplished by mundane equipment, such as creating light, opening a door, lifting something, and so on. Sometimes a skill roll may be necessary; the Wizard can choose whether to roll the relevant skill, or Occult.
• Rituals: Druids can also carry out longer incantations, such as conjuration, summoning, divination, attack, and defense. The Druid spends an AP and decides on a ritual, which is assigned a complexity by the GM: anything from 5 for a quick magical attack to 30 or more for an elaborate summoning ritual. The Druid then decides how many turns to break the ritual into, rolling against a portion of the difficulty on each one. For example, a complexity 20 ritual could be two turns of 10, or four turns of 5, or, if the Druid is very skilled or confident, could try to handle it all at once. The results are then adjudicated each turn of casting, except "Bonus Awesomeness" simply reduces remaining complexity by 2.
Oh cool, the druid returns! And that looks good, Hippo, but if I counted correctly I think you should actually take 5 more skill points to be on a level with the others. Just don't push anything past 5.
I counted 25 skill points, which is what everyone has, unless we got a level up that I didn't notice. :D
I worry that the Q&D incarnation of the Witch and the Q&D incarnation of the Druid are a bit mechanically similar. On the other hand, the characters are rather different-- so there may not be as much overlap between Sorcha and Medraut as the pure numbers would suggest.
Oh, I miscounted.
We are currently playing tomorrow. Hope to see everyone there!
And remember the time is 6 eastern, 3 pacific.
I will be there!
Just as a precautionary heads up I know for sure I will not be able to attend next week.
I might not be able to make it either. We have a preview performance that day, so timing would be tight, and there may well be several other things I need to do.
Just finalizing I am definitely not going to be able to make it tonight. We'll see about next week.
How do people feel about gaming this thursday?
I should be available.
I can make it, I do believe.
Sorry, this has not been the greatest week and I'm just not up for a game this week. I won't be there.
That's sad to hear, sparkletwist. I hope your week improves.
I can still be there, potentially, but it's up to you of course Seraphine.
I will try to be there. If there are 3 of us there in total, we will play, and we will say Sorcha is chasing off after the Queen, and just treat them as being out of the scene.
Ok, planning to game in about an hour. Hopefully a little less.
In the last few sessions, our heroes had defeated the swarm of rats, and were finally ready to get a decent breakfast, when who should arrive but the new Queen, with her 6 personal guards, bearing bread and words of good will. However, Sorcha sensed something amiss, and discovered that the Queen and her guards were in fact Unseelie Sidhe! Realizing that she had been discovered, Elphain ordered her guards to "kill the witch," and a fight ensued.
The Queen herself fled the scene, pursued by Sorcha, who was shaking off the effects of poisoned elfshot, leaving Arngrim and the naked Braith (fresh from a sexy encounter behind a fruit stand) to handle the guards. The pair dispatched the first five with relative ease, until the leader of the guard grinned and challenged Arngrim to duel one-on-one.
Who will win this test of skill and mettle? Will Sorcha apprehend the Unseelie Queen? Find out on in the next installment of Balor's Head!
Are people down for playing this Thurs?
It's doubtful I'll be able to make it. Sorry for my absenteeism lately.
I tried my hand at making a character for the new system, does this look alright?
[ic=Aidan mac Coilleach]
Aidan mac Coilleach is a controversial figure within clan Forna. He has earned his reputation as a powerful warrior and raider, but is also scoffed at for his scandalous ways: he shamelessly dons armour, wraps himself in foreign garb and confuses the minds of the youngsters with his tall tales from places far away. Traditionalists look down on him as one corrupted by the suspicious customs of effete outlanders.
He was born a son of a minor Fliath. His family has always been something of an outlier, living on remote hills by raising (and raiding) cattle. As the youngest of many brothers, Aidan found it difficult to stand out and make a name for himself despite his outstanding boldness and knack for martial skills. Growing up in the shadow of his elder brothers, he always felt that he was destined for something greater, and was being held back by his surroundings.
Restless in spirit, Aidan left his homeland after his coming of age, to wander the world. Finding livelihood and adventure as a sellsword, his travels brought him across Glasconai, over to Cwmvelod and from thence across the sea to distant shores of more exotic lands. For a span of seven years he was not seen or heard from.
And now he has returned, bearing strange items and stranger tales from unknown places at the edges of the world. Much to his dismay, his countrymen have shown little appreciation for his accomplishments abroad. Even his own familty has turned it's back on him to avoid the smear of his disgraceful status. Having little else to offer to Ceann Balor but his battle-honed skills, he has taken to participating in raids and skirmishes with much success.
Aidan has a fiery red hair and beard, deep dark eyes, a formidable jaw and scars enough to blemish an entire warband. He wears a fancily patterned Cwmvelodi-styled cloak over his shirt and trousers. He rides a greymaned horse that is bad-mannered but sturdy and swift. When going on raids he arms himself with sword and shield, a handful of throwing spears, a helmet and chainmail.
Aidan
Animals 3
Athletics 4
Charm 0
Deceit 2
Knowledge 1
Melee 5
Occult 0
Perception 2
Persuasion 1
Ranged 4
Willpower 3
Profession: Raider - +5 bonus on Animal, Perception and Persuation (intimidation) rolls related to seizing cattle or other valuables, and to general plundering.
Fierce Attack: Warriors are able to call up their strength and deliver crushing blows. A Warrior can spend an AP upon making a successful attack and inflict an extra d6 Stress, or, alternatively, something else the player and GM deem is suitable from the "Combat Maneuvers" or "Bonus Awesomeness" tables.
Armor: Warriors rely on their armor to protect them. Any Warrior in armor reduces the Stress from a successful non-magical attack by one die size. Magical attacks are handled on a case-by-case basis: a fireball would probably be reduced by armor, but a psychic blast directly into the mind would not. The exact flavor of the armor is up to the player; anything from a simple shield to a full suit of plate mail is mechanically identical.
[/ic]
I'll be there if the game is on!
Looks good Ghost!
I will be online today for game. If people show up, then we will play.
Sorcha chased off after the queen, only to receive an unexpected counter-attack! Elphain took flight, amid cloud-like black wings, and sucked the...well, SOMETHING out of Sorcha, who found herself plummeting toward the ground, and the queen nowhere to be found! She got control of her senses and her powers just in the nick of time to avoid becoming a witch-shaped splat on the sidewalk, only to find herself being bludgeoned by angry Tresteg guards.
Sorcha might have been done for, if it were not for a new player who arrived: the mysterious Aidan mac Coilleach. Aidan charged launched a spear through one's kneecap and slashed him on the neck as he rode by, freeing up Sorcha to put a hex on the other. Together they now have the final Tresteg nearly under control.
Meanwhile, the raging Arngrim faced off against the Unseelie leader of Elphain's bodyguard. The two circled each other, with neither laying a solid hit. The hit that Arngrim did land healed almost instantly. Just how resilient is this grinning villain? What new secrets are in store? Find out on the next exciting episode of Balor's Head!
Are we on for this Thursday? I am good.
I will just plan to be there unless people tell me otherwise. I hope to see you all on IRC!
I will try to be there. :)
The battle continues!
Aidan and Sorcha caught and bound themselves a Tresteg warrior, and headed back to the market place, where Arngrim was doing battle with the Unseelie fae.
These two traded attacks, and maneuvers, but nothing Arngrim did to this sidhe left a lasting impression. Even the burns from the firebrand he grabbed from the hearth were gone by the time the Unseelie backed away into the sunlight. This got Arngrim wondering whether it was the sunlight itself, or the open air that made this Unseelie regenerate at such a rapid rate. He rushed off for the nearest blacksmith's shop, desperate for a weapon of cold iron. He found this:
(http://www.ironick.co.uk/USERIMAGES/runeseax.jpg)
Will this new, unfinished blade make all the difference, and finally put an end to this menace? Find out next time!
Game tomorrow, and by hell or high water, we are going to finish that damn encounter!
Sorry I had to drop out in the middle of things. Hope you guys managed to wrap up the battle! :)
I will have to cancel for this week. I have things to do. Sorry guys. Next week!
I can't make it today, but feel free to play without me, of course.
I, on the other hand, am here. :grin:
Edit: Nobody else showed up.
I just got off of work, though I'll be out of town for two weeks-ish, starting tomorrow.
Work ran late, and I did not get online until 3:30, and by then anyone who HAD shown had left already. We'll see about the upcoming weeks.
I actually don't even know if there was a game scheduled tonight or not, so just to be safe I'll let you know that I will not be able to attend.
Last minute, but just letting everyone know I can't make game today. Sorry everyone!
Ok, I am hoping we can game tomorrow. 3pm/6pm as usual.
I'll be at work until 8pm eastern; home around 9. :/ Sorry guys.
The vicissitudes of my schedule are in flux right now, and tomorrow I can't be there for game... I'm not sure if this will change in the future :(
Doesn't sound promising. We should probably try again next week.
If anyone showed up today I apologize for not being there (AGAIN). There was just a whole flurry of things today. Work ran late, and then had to drive the girlfriend to the dentist.
Are we going to try to have a game this week?
I am currently planning to have game this week if people can come. This is subject to change, as it is entirely possible I will have to drive to San Diego that day.
However to briefly recap the last session:
Braith was sent into time out, and Arngrim stood guard while Sorcha and Aidan talked over their situation. They met up with Achnaid, and all planned a way to expose the Royals and their fae corruption (and with luck destroying the reputation of Clan Tresteg in the process). Achnaid took Sorcha "into custody" and they will soon put their plan into motion.
Game is on for later today! Hope to see you guys there!
6:00 EDT (3:00 PDT) right?
I'll be there!
Quote from: sparkletwist
6:00 EDT (3:00 PDT) right?
I'll be there!
You are correct!
Game today at 6pm EDT! (Tomorrow for me since I haven't gone to bed yet) Hope to see you guys there!
There is a chance I will not be able to make this Thursday. I will keep you guys updated.
I'm definitely not going to be able to attend. Sorry for the short notice.
That's alright. No worries. We'll try again next week.
Ok, let's start talking about Thursday:
At some point I will have to pick up my girlfriend at the airport. She says this will be "evening" though she hasn't given me an exact time yet. I will PROBABLY be able to game.
Hum has officially dropped out. This leaves Sparkletwist, Steerpike, and Ghostman as the active players. So, who will be here? SOUND OFF!
I should be able to attend unless something unexpected comes up.
Same goes for me!
And now it looks like chances are that I will not be able to make it after all. Still a chance, but not looking good.
I know I have not gotten around to announcing game this week (meaning today), but I am planning to be there if others can make it.
I am there! :D
Is this happening this week?
Sorry there was no game this week. I was for a while trying to figure out if there would or would not be game. I found out late the night before & fell asleep, and have not had access to my computer since until now. I apologize.
However, I do want to start talking about maybe rescheduling for a different day or time. Let me know your schedules. Until the school year starts after labor day, I am mostly free, at least in theory. Things often come up, though.
*Right now* I could game any weekday.
Thursday is actually a pretty good day for me!
Monday or Friday could work, too... or possibly the weekend, but that's more variable...
Ok, so if we want Steerpike to be able to start joining again, the times we would have to play would be chosen from the following:
Monday afternoon (from about 2-4 EST)
Tuesday early afternoon (from 12-3 EST)
Thursday early afternoon (from 12-3 EST)
Unfortunately, I can't commit to any those of times consistently because they're just too early in the day. I might be able to show up from time to time if I don't have a busy afternoon but it depends quite heavily on my workload.
I could make any of those listed times.
It's been a while since we've had a summary of events, and these have been some very interesting sessions.
Aidan and Arngrim sought out a way to acquire Cold Iron with which to combat the fae menace, discovering that it has been bought up by Clan Dumne. Entering the lion's nen (the Tresteg-owned bar, Brug Leoman), they met with Lokirk, a representative of that clan, and began negotiations. Meanwhile Sorcha used her witchery to bring Briove out of his coma, and filled him in on the plan.
Returning to House Dumne, the heroes argued with a guard at the gate who remembered Sorcha from before. Lokirk made the enticing offer to let Sorcha take over his punishment. The scene that followed was dripping with innuendo and there was much flirtation. Aidan returned to Broch Forna to conclude the negotiations, Lokirk offering to supply a cold iron blade for each barrel of wine, coffer of silver, and each day spent in Sorcha's presence.
Aidan traveled through the city, passing a bunch of Tresteg guards who took note of him riding quickly through town, but made no attempt to stop him. More on that in a moment. He conveyed the news to a joyous Briove who began arranging her marriage to Lokirk, pleased to be rid of her.
Sorcha wandered through House Dumne, having some amusing hijinks in the Kitchens, when Lokirk hurried in, announcing that the Trestegs had invaded his home searching for her. He led her through the corridors, pursued by Tresteg guards, though a hall lined with tapestries. He looked for a particular tapestry of the Battle of Magh Ruadh, which was fought between the Tuatha and the Fomorians. The first, of the god Lugh slaying Balor, was the wrong one. He found another, of Balor's eye turning tuatha to stone, and behind this, opened a secret door. By now, Sorcha had grown quite suspicious, and refused to enter, instead turning invisible to conceal herself. A frustrated Lokirk shut the door just as the Trestegs rounded the corner.
Will Sorcha escape? Was Lokirk just setting her up this whole time? What will happen when Aidan returns to House Dumne, now occupied with Trestegs? See how events unfold in the next installment of Balor's Head!
Game this Thursday?
I will try to be there. I'm pretty sure I can make it!
Should be there as well.
Awesome!
Hey guys. Game today if you are available.
Oops, I forgot to post. :suprised:
I'm here now!
And so am I.
Will there be a game today?
I will be there if so!
Planning on it! See you there.
Scheduling update!
For the most part, Thursdays should still be good for me. However, I'm fairly certain I can make this time, now:
Quote from: Seraphine_HarmoniumMonday afternoon (from about 2-4 EST)
So, if we wanted to reschedule to maybe give Steerpike (or whoever) a chance to rejoin and not have to go so late into the night for Ghostman, we could.
That time would be preferable for me over thursdays.
Quote from: sparkletwist
Scheduling update!
For the most part, Thursdays should still be good for me. However, I'm fairly certain I can make this time, now:
Quote from: Seraphine_HarmoniumMonday afternoon (from about 2-4 EST)
So, if we wanted to reschedule to maybe give Steerpike (or whoever) a chance to rejoin and not have to go so late into the night for Ghostman, we could.
Now that Sparkle can consistently make this time (probably), school is starting up again, and I can't guarantee it. If I happen to not have a work shift on mondays that's fine, but if I get the chance that would have to take precedence. If everyone's ok with it being left kinda to chance, then we can try for that time. Which would mean we would potentially be playing tomorrow. I do not as of yet have a shift for then, but that could change, and I would tell you guys right away. What do you guys think?
I can make it tomorrow!
I'd probably be on IRC that time either way :)
Where is everybody? :D
Oh sorry guys. Forgot I had work. (and here I said I'd tell you if that happened, too!)
Got a last minute job today, so I am afraid I will be unable to play.
I'm getting the idea that this new time isn't working out.
OH FUCK. I thought I had mentioned that. I thought of the fact that I wasn't available today about 10 times in the past week, and EVERY SINGLE TIME, either I wasn't in a place where I COULD mention it, or I was so wrapped up in something else it wouldn't have been right to interrupt that, or I was about to and someone needed something THAT SECOND.
But yeah, while my schedule is different every week, this is pretty consistently not working. Need to work out a new time. Unfortunately, the Thursday afternoon window has closed, so we'll need to come up with a new time. What do people's schedules look like now?
I think I have most other afternoons free.
As things look for me now, I can't go back to gaming on thursday nights and mondays aren't all that easy anymore either. Fridays would be the best option for me, followed by wednesdays. Tuesdays could do if it doesn't get awful late.
Well, I would prefer Fridays, as my Wednesdays could be getting pretty busy too.
This Friday (i.e., the 27th) won't work for me, but I think it'd work in general.
That sounds good for me.
If we are trying for the usual afternoon time, 2pm EDT, I don't think I can make that tomorrow. I will be able to be there around 3pm EDT, so an hour late-- if that's ok, I'd still like to play.
Sorry for the short notice.
Oh right, the time zone thing is still being problematic. I forgot that we were talking about that time. I think unless we went Saturday or Sunday, I can't say I'll be able to make that time. It's just right in the middle of when I am working (it's like 11 am for me, right during school hours) so I either need a Sat/Sun or later in the day. I wish I could have a time that wouldn't be so late for you, Ghost.
Later in the day is no problem (and is in many ways actually better) for me, but, yeah, that's pretty late for Ghostman.
I can make this Saturday (the 5th) but I can't commit to it as a weekly thing.
I should be available this saturday too.
Ok, let's do it. It's been way too long since we've had a session. So 2 pm Eastern tomorrow? (or today for Ghost)
Ok, let's talk about our next session. On Friday 6:30 Eastern is the earliest I can manage. I would also be glad to do Saturday pretty much any time. What do you guys prefer?
Friday would work for me, but it might be late for Ghostman.
Saturday is still a little up in the air, but I'll let you know.
Quote from: Seraphine_Harmonium
Ok, let's talk about our next session. On Friday 6:30 Eastern is the earliest I can manage.
Way too late for me. :( Next saturday is doable though.
Saturday should be fine for me.
Same time as last week? (2pm Eastern)
Quote from: Ghostman
Quote from: Seraphine_Harmonium
Ok, let's talk about our next session. On Friday 6:30 Eastern is the earliest I can manage.
Way too late for me. :( Next saturday is doable though.
When you say next do you mean the one coming up, or one week from this Saturday?
The one coming up.
Sounds great! This battle has been too long coming.
So, uh?
I guess this is kinda sorta dead.
Things have been busy, and we were having trouble finding days that everyone can do it. I'd like to try again. Would people be open to gaming on this Sat at 3pm Eastern/12 Pacific?
I would :)
Sounds good!
Cool!
I'm here!
I am sorry for missing it, guys! I don't know why this keeps happening. I had errands that ran over, and no way to contact you guys until now. GRRRRR!
Quick check-in: how does tomorrow look for people?
I'm free until 5pm EST or so.
So early or mid afternoon, I can do, otherwise no.
I can manage that if you and Ghost can. Noon Pacific/3 pm Eastern?
I can probably go as early as 11 pacific, but we need all of us here.
I'm available :)
I'll be there!
No game tomorrow. I will be unavailable.