Ire of the Storm ala Fabian (Inactive)

Game Master Fabian Benavente

Telling the interactive story of a group of colonists and their adventure south of Sargava


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male

We can start posting ideas about PCs and connections here.

The Kaava Cutter, a naval vessel that regularly runs cargo and passengers between Eleder and Port Freedom, makes monthly stops in Pridon’s Hearth and serves as transport for the PCs.

The adventure proper starts once you arrive at the colony from the Kaava Cutter, which was boarded in Eleder, Sargava.

It's better if you are new to the area so no locals but you may have local ties, a relative, friend, and/or business associate may already be at the colony.


Thanks Fabian for considering me for your new game. It feels weird posting first but thought I'd give it a go. I was thinking a character that is more geared for combat - maybe a Slayer or a Brawler...but that's all I have at the moment.


male
Shari wrote:
Thanks Fabian for considering me for your new game. It feels weird posting first but thought I'd give it a go. I was thinking a character that is more geared for combat - maybe a Slayer or a Brawler...but that's all I have at the moment.

Well, thanks for having some faith in me.

Just about everyone else I invited turned me down. :(

I'll see if I can get some more enthusiasm from other people I know.

If not, I'll set up a recruitment thread.

Game on!

IC: A martial character could be running away from someone and finds a faraway colony a good place to 'restart'.


It's probably not the best idea...but I think I'm in. I'm in a Crypt of the Everflame game that's on the final fight now, and even if the group continues to the next module I was going to bow out anyway (it's bogged down a little too much for me). So that opens up a game slot in the pretty-near future, and I'm always up for filling a spot with a Fabian game. :)

I really need to get a grounding in arcane spellcasting (it's my most-neglected role so far), so I think I'll take a shot at an arcanist if you're cool with them (probably a sorcerer if you don't like arcanists). But as always, I'm supremely flexible when it comes to character choice - I'll fill in wherever's needed. I'll not likely have a ton of time for character creation until Friday night, which will create more chance for party composition to get worked out anyway.


male

Ok, so I got another sucker player. :(

Arcanist is fine and given the 4th of July weekend coming up, we won't be starting until later next week at the earliest.

On top of that, it looks like I'll have to open up a recruitment thread so that will slow things down some more.

Questions?

Game on!


Why you frowny at me joining?! D:

You know what...f#%! it. Change of mind. The chance is never going to come up in my IRL group and rarely comes up in PbPs, and I've been wanting to try one for a while...how do you feel about gunslingers? I know in the character creation guidelines you say anything Paizo, but I always re-check when it comes to black powder stuff, because most people are so vehemently against it. But if there's any game that screams guns-appropriate to me, it's jungle exploration - it just feels right.


male
Rennaivx wrote:

Why you frowny at me joining?! D:

You know what...f~$* it. Change of mind. The chance is never going to come up in my IRL group and rarely comes up in PbPs, and I've been wanting to try one for a while...how do you feel about gunslingers? I know in the character creation guidelines you say anything Paizo, but I always re-check when it comes to black powder stuff, because most people are so vehemently against it. But if there's any game that screams guns-appropriate to me, it's jungle exploration - it just feels right.

I'm Ok with gunslingers for this part of Golarion (close to the Shackles).

However, this is an out-of-the-way, small colony so don't expect much support (i.e., no one selling guns and/or ammo).


Got it - I'll make myself as self-sufficient as possible, then. If I can't set up to do most if not all of my crafting myself, I'll switch back to arcanist. Can I assume I'll have access to the raw materials I need for ammo and repairs (i.e., will I be able to pay the appropriate cost in gold and have it happen)?


male
Rennaivx wrote:
Got it - I'll make myself as self-sufficient as possible, then. If I can't set up to do most if not all of my crafting myself, I'll switch back to arcanist. Can I assume I'll have access to the raw materials I need for ammo and repairs (i.e., will I be able to pay the appropriate cost in gold and have it happen)?

There is a 'regular smithy' in the colony but he won't know gunsmithing but he'll have raw materials for 'regular weapons'.


The smithy will have the metals I need, charcoal is common, sulfur is a fungicide and pesticide, and saltpeter is a food preservative used primarily in cured meats. There's good reason for all of those to be in a nascent jungle colony, and they're the constituents of bullets and black powder, so I should be good. I'll have the knowledge necessary.

I get a free gun with the class, but may I purchase my starting ammunition at the crafting price instead of the purchase price? I'll have Gunsmithing as a bonus feat at first level, so it's reasonable for me to have made it, and you don't have to make a skill check to do it.


male
Rennaivx wrote:

The smithy will have the metals I need, charcoal is common, sulfur is a fungicide and pesticide, and saltpeter is a food preservative used primarily in cured meats. There's good reason for all of those to be in a nascent jungle colony, and they're the constituents of bullets and black powder, so I should be good. I'll have the knowledge necessary.

I get a free gun with the class, but may I purchase my starting ammunition at the crafting price instead of the purchase price? I'll have Gunsmithing as a bonus feat at first level, so it's reasonable for me to have made it, and you don't have to make a skill check to do it.

That's fine. I think it may work. Maybe you'll start a gunsmithing shop. :)


male

APs are much more exciting. I don't know if it's the art (which certainly gets to me) or just the bigger/story scope.

OK, question. Would you two gals be more excited to play the Giantslayer AP?

Caveat. You know me and my dislike of high level play so I would only run the first two books of the AP. You will only be going up against hill giants, which is pretty daunting, and only rise to level 7. That being said, the story would provide good closure.

I think it would be easier to get other people excited about an AP (even a reduced one) than a module.

Thoughts?


If you did the Giantslayer AP then you'd probably get Vandomir to play from your other game. He seemed to have a character for it that he was keen on playing :)

As for me, I'm good with either. I'm sure it's been obvious over the time I've played with you that I'm not as well-versed in all of the APs and modules as others. Therefore, I don't have strong opinions one way or another.

Tomorrow is Canada Day so I have the day off and have time to work on character ideas.

Are all standard races allowed as well? I was considering playing something other than human.


male
Shari wrote:

If you did the Giantslayer AP then you'd probably get Vandomir to play from your other game. He seemed to have a character for it that he was keen on playing :)

As for me, I'm good with either. I'm sure it's been obvious over the time I've played with you that I'm not as well-versed in all of the APs and modules as others. Therefore, I don't have strong opinions one way or another.

Tomorrow is Canada Day so I have the day off and have time to work on character ideas.

Are all standard races allowed as well? I was considering playing something other than human.

That may be a point in favor for Giantslayer although remember that I won't do all of Giantslayer, just the first two parts, which is probably still a good year and then some.

Just to have some sort of reference, we are 11 months into Hell's Rebels and about 1 and 2/3 book. BTW, I'll be taking that campaign to the end of book 4.

I'll wait to hear from Rennvaix before making a decision which way to go.

In the meantime, yes all standard races are allowed for both games.

Questions?

Game on!


I'd actually kind of prefer Ire of the Storm - I'd seen it a little while back and been interested in it. And I've never had trouble drumming up people for modules; they're all I run, and I usually still end up with far more good applicants than spots. That said, though, I'm up for pretty much anything, so if you'd be more excited about Giantslayer, go for it. I'm good either way.


male

I'm reading up on Ire of the Storm and it's pretty good as well, especially given the themes above that I like. I could potentially turn it into a settle/colonize type of game but we'll see about that later.

So, it's 'settled' then. Ire of the Storm it is.

I'll open up recruitment and hope for the best.

Questions?

Game on!


So I was considering a half-orc slayer. I'm still fleshing out her backstory. If you think this may not be a good fit then I can work on something else.

Even though it is more difficult to 'hide' as a half-orc, she'd be trying to do so and restart in the new colony because she did kill in her past.


male
Shari wrote:

So I was considering a half-orc slayer. I'm still fleshing out her backstory. If you think this may not be a good fit then I can work on something else.

Even though it is more difficult to 'hide' as a half-orc, she'd be trying to do so and restart in the new colony because she did kill in her past.

That seems fine.

Is she having second thoughts about her previous line of work?

Is she being chased? If so, by whom? You know I love to mess with PC's background so give me something to work with. :)

Game on!


It's a little rough but her background draft is below. It is possible that she's being chased but it all depends on whether she was seen or not and if there was someone in the family who wasn't home at the time. Since we start out as first level characters, I figured her skill as a trapper/hunter combined with her natural abilities as a half-orc morphed into the abilities of a Slayer - rather than being specifically trained as a slayer by someone.

background:
If someone were to ask Zeljka the odds of two half-orcs meeting at an orphanage and falling in love, she would have no answer. But this is what happened with her and her mate, Ausk. They were both originally from Varisia and were taken in by a temple dedicated to Erastil in the city of Magnimar. One of the priests, brother Joel, believed that taking in the unwanted and teaching them basic skills was a practical way to worship Erastil whose teachings prized good deeds over spoken words. Brother Joel would tell Zeljka and Ausk stories of where he had grown up which was a small settlement near the Barrowood. He would share these stories as he taught them the basics of agriculture in the small garden at the temple. He’d also teach them about trapping and hunting even though there wasn’t a lot of opportunity to practice being in the city.

After a year or so of hearing about Brother Joel’s stories, the two half-orcs began to yearn for the picture of an uncomplicated life that his words painted. There always seemed to be tension within the city and Zeljka knew they couldn't stay at the temple forever. Having spent a lot of time with each other, neither Zeljka nor Ausk could imagine being without the other and soon they decided to leave Magnimar for Barrowood. They knew that their kind were not necessarily welcomed in a new place and so they talked to the the priest about whether or not they would be accepted outside of a larger city. Brother Joel did have his concerns but also trusted that actions spoke louder than race and so if they worked hard and contributed to the community that they would be tolerated at the very least.

Ausk and Zeljka made the trek south to Brother Joel’s hometown which was just on the outskirts of the Barrowood. It provided good farmland for the community but also was close enough to the forest to allow for trapping and hunting. As expected, at first the pair were met with resistance. However, a note from Brother Joel swayed the elders enough to allow them to stay. Over the next few years, Ausk and Zeljka worked hard and earned the grudging approval of the town. Ausk’s strength and endurance made him a workhorse in the fields while Zeljka excelled in using traps to hunt. They also showed a side of their race that the townspeople may not be familiar with by showing a commitment to each other to build their own family. Soon a pair of half-orcs was added to the community when Zeljka gave birth to a couple sons.

Their peaceful, idyllic life was cut short by a chance encounter with someone who fancied themselves to be an adventurer. Unbeknownst to Zeljka and Ausk, there were numerous rumors surrounding the Barrowood that would attract would-be adventurers intent on proving their worth. Ausk and the boys, along with one of their friends from town named Lluc, accompanied Zeljka into the forest on that fateful day. She needed to check on her traps and the others were going to gather some wild blueberries. While separated, one of these would-be adventurers stumbled upon Ausk and the children. Seeing three half-orcs in the presence of a human child, they assumed the worst and attempted to rescue the human. It probably didn’t help matters that Ausk became defensive and moved to protect the children which appeared aggressive. In the resulting chaos that ensued, Ausk and Zeljka’s two children were killed. She could hear the sounds of fighting and ran towards it but arrived too late. When Lluc refused to go with the ‘hero’ and ran towards Zeljka instead, the adventurer realized their mistake and fled. Something snapped inside Zeljka when she saw the motionless bodies of her family on the ground and she meant to follow their killer but couldn’t leave Lluc alone in the woods. Moving quickly, she ran back to town and relayed what had happened. A group of men returned with her to collect the bodies of her family and bring them back to town. For the rest of the day, Zeljka was unable to slip away from those attempting to comfort her in her loss. It was only when night fell that she was able to leave unnoticed. Taking everything she would need to track and follow her prey, she left with every intention of finding the man who had killed her family and returning the favor.

Using her abilities she had learned to hunt, she tracked her prey. It didn’t take long for her to catch up to the young man who had killed her family. However, it wasn’t enough to just kill him. In her grief, it seemed perfectly logical that the debt of the loss of her family had to be paid with the loss of his. For the next few days, Zeljka stalked her prey and followed him easily back to Kintargo. Growing up in a large city, Zeljka was able to move through the streets without drawing more attention to herself than a half-orc normally would. Following him to his home, she struck quickly since she had the benefits of surprise and the cover of night – no one in the home at the time survived.

Zeljka took a moment to make sure her and her weapon were cleaned before she moved back into the night and found an inn near the docks to rest. It was when she was finally alone and her task completed that she allowed the grief to swallow her. The next evening while at a tavern, she heard the rumors about one of the minor noble houses being killed in their home. Even though she didn’t regret taking vengeance, she knew enough that it being a noble family complicated matters. She couldn’t return home in case there was a chance she could be identified because she didn't want to endanger those who had shown her kindness. Not that there was anything left for her back there other than painful memories. Fortuitously, as she was contemplating where to go she heard the table next to her talking about a new colony far to the south that was trying to recruit settlers. Convincing herself that this was Erastil guiding her towards a second chance, Zeljka sought out passage on a ship sailing south.


Regarding traits...are their any campaign traits that you'd like us to consider for this or does anything go?


male
Shari wrote:

It's a little rough but her background draft is below. It is possible that she's being chased but it all depends on whether she was seen or not and if there was someone in the family who wasn't home at the time. Since we start out as first level characters, I figured her skill as a trapper/hunter combined with her natural abilities as a half-orc morphed into the abilities of a Slayer - rather than being specifically trained as a slayer by someone.

** spoiler omitted **...

The story is good; I can certainly work with that. It's possible that you took a few ships to get to the colony as I don't think recruitment went all the way to Cheliax so you probably fled 'south' and then eventually ended upon the Kaava Cutter.

Any two traits are fine but try to work them into your background/personality if possible.

Questions?

Game on!


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

This'll be my gunslinger's alias, which will get updated as I come up with things. (This alias has ended up being an awful lot of things in the past - a human improvised weapon slayer/revolutionary/possible carrier of a divine spark, a lore oracle who talks to spirits and works as a carnival act, a halfling eldritch guardian fighter with a pet hedgehog smarter than her...) I've got the skeleton of a story figured out (I used the Paizo background generator and it actually ended up fitting and fleshing out story bits I'd already had in my head), but I wanted to check - is it too presumptuous?

Story bits:

I'd always planned for Alleria to be from Alkenstar, since that's where guns are by far the most prevalent. Using Paizo's background generator, I established that she was born into nobility as the child of a duke or duchess. That fit in well with what I'd been toying with before - a daughter of Alkenstar's Grand Duchess, Trietta Ricia, running away from her family for some reason under an assumed name. There's not much out there about the Grand Duchess, so I couldn't find any canonical reason to rule out the idea.

She's shaping up to be the Grand Duchess's older daughter, born to privilege and the heir to the Duchy of Alkenstar. As such, she was trained from very early on with all sorts of guns, as well as receiving the best instruction in their construction and the theory behind them from one of the Gunworks' most prestigious scientists. Being noble, she was also engaged to a nobleman, a quite suitable future Duke Consort, but her heart wasn't in it - she'd secretly fallen for a childhood friend, a daughter of one of the palace's stablemasters.

When she refused to marry, her fiancé confronted her and grew violent, and in self-defence she pulled her pistol and shot him, nearly killing him (especially since magical healing in the Mana Wastes is at best unreliable). He accused her of trying to kill him to get him out of the way, and with her lacking the charm of most nobles, he was the one everyone believed (for some reason, "if I'd meant to kill you I would have" didn't work so well as a defence). So, in order for the family to save face, she was disinherited and her younger sister was installed in her place; with no real reason to stay in Alkenstar, she took off for anywhere but there with her girlfriend under a false name, Alleria Hawkins.

Is it a bit too much to claim descent from one of Garund's most powerful people? It does create a very good reason for her to want to start over, and it helps to explain how she got all her experience in gunsmithing and gun use. (It almost makes me want to play a gunmaster vigilante instead, except that the two identities don't pair right.) One possible other issue I see is that it's an awfully long way from Alkenstar to Eleder, and getting that far still at level 1 is hard to imagine. If the story doesn't seem like it fits I can come up with something different, but I kind of like where it's gone (and it's serendipitous that the background rolls matched what had already been in my head). If it's all right, I'll get a more complete version worked up.


male
Alleria Hawkins wrote:

This'll be my gunslinger's alias, which will get updated as I come up with things. (This alias has ended up being an awful lot of things in the past - a human improvised weapon slayer/revolutionary/possible carrier of a divine spark, a lore oracle who talks to spirits and works as a carnival act, a halfling eldritch guardian fighter with a pet hedgehog smarter than her...) I've got the skeleton of a story figured out (I used the Paizo background generator and it actually ended up fitting and fleshing out story bits I'd already had in my head), but I wanted to check - is it too presumptuous?

** spoiler omitted **...

The story is fine but Alkenstar is a long ways away from our starting location.

How about you make that story fit as Pirate Princess from the Shackles?

They have guns there and some of the pirates can be thought of as nobles in their own circle. Of course you would have to have done something else rather than shooting your would-be suitor but you could probably think of something bad that would make your PC be exiled or have to run away. It would make my life easier if some pirate is still out there looking for you.

Thoughts?


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Ooh, I could actually do you one better - remember that gunsmithing shop you were mentioning? Gunmaster vigilante, social identity humble gun manufacturer, vigilante identity exiled sharpshooting pirate princess.

Alleria (former/vigilante name TBD) grew up aboard the ship of her father, a notorious pirate lord of the Shackles. She ended up almost a mascot to her father's crewmembers; when he was killed and his ship commandeered by a rival, she was smuggled off to disappear in Port Peril at the age of fourteen, taken in by a local gunsmith. It's been so long since she's been on a ship that she's forgotten a lot of her old tricks, and having to blend in all her adulthood has left her more than accustomed to it.

She's on the Kaava Cutter to establish a small gunsmithy in Pridon's Hearth, trying to get in on the ground floor of the colony and its businesses. It makes sense that she knows how to make and shoot a gun, since gunsmithing's what she does, but the more time she spends at sea and the more she practices with her pistol, the more she remembers her old tricks. But using those tricks could threaten to reveal her for who she was before, and there's still a captain out there eager to capture or eliminate the last shred of his rival's legacy...

That do it for you? ;) She'll probably spend very little time actually in her vigilante identity - which means that any time she shows unusal aptitude with a gun (uses the quick clear or deadeye talents she'll likely be picking up), she risks exposing herself, since using vigilante talents in social identity forces a check without the Disguise benefit from Seamless Guise. So there's a good chance she'll be caught at some point, and if that's the case, it could give a very good reason for said rival to come looking.

One question: could the Double Time talent work with Gunsmithing? It's not technically a use of the Craft or Profession skill, but it's also definitely mundane crafting...


male
Alleria Hawkins wrote:
Ooh, I could actually do you one better - remember that gunsmithing shop you were mentioning? Gunmaster vigilante, social identity humble gun manufacturer, vigilante identity exiled sharpshooting pirate princess.

I like her story much better.

But why complicate things with the vigilante class? Just go straight gunslinger and we can fluff the 'trying to keep her identity secret'.

I'm not familiar with the vigilante class but I'm sure it will weaken her gunslinger class features. Is there such a thing as vigilante/gunslinger? Do they also get a free gun and the feats that go along with it?

Like I said, I like the story but I think adding vigilante 'crunch' needlessly complicates things when we can just 'fluff' it.

Thoughts?


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Gunmaster vigilante gets the gunslinger's battered gun and Gunsmithing in exchange for a vigilante specialization, and they get the option to take some of the main gunslinger deeds as x/day talents. So I'd keep a lot of what makes a gunslinger what they are, especially in the level range we're playing at.

The tradeoff gets me more skill points, some social abilities, and overall greater versatility in exchange for losing a little of the gunslinger's hyper-focus, and I like versatility. I also don't like being forced into dumping Charisma, which the gunslinger practically mandates. And if you allow the Double Time social talent to work with Gunsmithing, it lets me get my ammo and possible backup guns made in less time. As you said, it's not quite as good a gunslinger as a gunslinger, but it'll make for a more rounded character, which I know you're a fan of.

Edit: Added link to archetype.


Female half-orc Slayer/7

I worked on Zeljka's crunch which is in her profile. I'll change the end of her backstory to have her just fleeing south and eventually finding herself on the Kaava Cutter. Let me know if you have any problem with the traits I chose for her.


male
Alleria Hawkins wrote:

Gunmaster vigilante gets the gunslinger's battered gun and Gunsmithing in exchange for a vigilante specialization, and they get the option to take some of the main gunslinger deeds as x/day talents. So I'd keep a lot of what makes a gunslinger what they are, especially in the level range we're playing at.

The tradeoff gets me more skill points, some social abilities, and overall greater versatility in exchange for losing a little of the gunslinger's hyper-focus, and I like versatility. I also don't like being forced into dumping Charisma, which the gunslinger practically mandates. And if you allow the Double Time social talent to work with Gunsmithing, it lets me get my ammo and possible backup guns made in less time. As you said, it's not quite as good a gunslinger as a gunslinger, but it'll make for a more rounded character, which I know you're a fan of.

Edit: Added link to archetype.

Ok, so there is a vigilante/gunslinger.

And I do like that you would be more well-rounded PC.

However, the vigilantes have two personas for obvious reasons (don't want to be found out when doing their deeds ala Zorro).

What will be your PC's justification for the two personas? Why does she need to hide the fact that she's a sharpshooter and a gunsmithy being out here in the colony (way out of the way)?

So I guess I'm saying I'm Ok with the crunch but I need a little bit more help with the fluff that goes along with it.

There may be a gunslinger archetype that fits your concept better.

Thoughts?

EDIT: The mysterious stranger gunslinger archetype may be worth looking into.


male
Zeljka Greenfoot wrote:
I worked on Zeljka's crunch which is in her profile. I'll change the end of her backstory to have her just fleeing south and eventually finding herself on the Kaava Cutter. Let me know if you have any problem with the traits I chose for her.

Thanks, I'll check the crunch later (maybe even this weekend).

Game on!


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

The vigilante has two identities: the social, which is what they tend to go as day-to-day (Bruce Wayne), and the vigilante identity, which is generally their crazy, fighting version (Batman). In a lot of cases the social identity is what the vigilante is trying harder to conceal or keep on the down-low while the vigilante identity is what's more famous/infamous, and the social identity is usually what came first while the vigilante identity is fabricated. In Alleria's case, it's actually kind of the opposite in both cases.

Alleria Hawkins, the name she assumed upon leaving her father's ship, is her social identity (Bruce Wayne) - a straight-and-narrow gunsmith moving to Sargava to start a small business, and the one who'll be widely known in the colony. She knows how to use a gun, because she makes them, but you wouldn't expect her to have any extensive skill or know many tricks with them, because the mild-mannered shopkeeper has no need for that sort of thing. But that's the sort of person who's going to find a place in polite society, and the sort of person that no one's looking for.

Her vigilante identity (Batman) is who she was known as on her father's ship the Jewel of Abendego - Endira Carresh, styled the Pearl of Port Peril by her father's crew. (All names works-in-progress.) Sailing the Shackles, the Pearl of Port Peril was free to be who she liked, taking what she could and giving nothing back. There, skill with a gun was entertainment and protection all in one, and any trick she could get her hands on could very well save her life. This is all well and good for pillaging and plundering, but less so for keeping a low profile, and now that her father is dead at his rival's hand, it's the Pearl of Port Peril said rival is looking for and the one that needed to disappear.

Changing vigilante identities is as much about attitude as it is about changing surface details. As you can tell, there's a big difference between (probably N or NG) Alleria and (probably CG or CN) Endira, and those differences are what let her hide as well as she has for years and what buys her a place in polite society. She's been hiding as Alleria for so long that that's who she thinks of herself as now, but those old skills with a gun Endira learned are still there beneath the surface. Using those skills risks exposing her sordid history, but if the need arises she'll do what she has to do and hopefully talk her way out of it later.

And if a time ever arises where she really needs to cut loose and bring on the hurt...well, there's no one better for that than the Pearl of Port Peril, and she can recall that persona to give her the mental boost she needs. It's kind of like wearing your best clothes for a big presentation - not only does it give whoever you're presenting to an impressive impression, but it gives you a boost of confidence and shifts you to a more powerful, professional mindset.

That making any sense at all?


male

OK, maybe I'm being dense. :)

But I don't your story being much different than Shari's PC.

You're both trying to get away from something you either have done or was done to you. Both of you may or may not be chased.

And I like those stories but I just don't see why you need to be vigilante to pull the story off. You could be any class and pull that off.

I guess I see the vigilante where both personas are currently being used such as in a revolution or potential revolution.

And I don't mind you being vigilante/gunslinger.

But if you're set on it, go ahead and make that PC. I'm sure you'll make it work.

Questions?

Game on!


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

I think I will still use the gunmaster vigilante - I prefer it for more skill points and stat freedom. All the dual identity will boil down to for me is that she gets a +20 to Disguise checks to conceal who she was unless she uses Quick Clear, Gunmaster Initiative, and/or Deadeye (as she gets them). Sound fair? (Technically you don't have to use dual identity at all - it just gives some Disguise bonuses and protection from divinations if you do.)

I should have crunch and more extensive fluff up soon (since we aren't getting started until Friday at the earliest I may take a bit to make sure it's solid).


Independence Day (and our associated entertaining) put way more of a crunch on my time than I'd originally thought - but I swear, a more fleshed-out Alleria is coming soon. :)


male
GM Rennai wrote:
Independence Day (and our associated entertaining) put way more of a crunch on my time than I'd originally thought - but I swear, a more fleshed-out Alleria is coming soon. :)

'associated entertainment'?

I swear some people forget this is a game. :)

I look forward to reading about your PC.

Game on!


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

I've finally found time to work on Alleria! :D Question: You said it'd be helpful for you to have a pirate looking to chase me down. Any name in particular you need tied in? Otherwise, I'll just make up the names of a couple of Free Captains, probably locked in a feud over the Free Captains' Regatta my dad won and his competitor was more than a little salty over. Sound good?


male
Alleria Hawkins wrote:
I've finally found time to work on Alleria! :D Question: You said it'd be helpful for you to have a pirate looking to chase me down. Any name in particular you need tied in? Otherwise, I'll just make up the names of a couple of Free Captains, probably locked in a feud over the Free Captains' Regatta my dad won and his competitor was more than a little salty over. Sound good?

Sounds fine. I have no immediate use for a pirate so any pirate will do at this stage of the game. It may become more relevant later as the game progresses.

Game on!


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Any old pirate it is, then! :)


male

Welcome aboard old and new friends!

Let's make this a great PBP game.

One of the things I foresee as a challenge here is getting the group together. Not physically, because I’ve shoved you all in one big boat but together as a team with more or less common goals.

Most of the PCs are running away from something and want to start fresh that will probably be the initial reason why you all for the party. As the game progresses, I’ll need your help to make this work. That’s not to say that there shouldn’t be inter-party friction because I love that sort of stuff. But it should be manageable and you’ll have to form some sort of team in the end.

The first turn I send out will be about how you all got to the Kaava Cutter so you will NOT be interacting with each other. I’ll pick up right after that and then you’ll get a chance to interact with the other PCs and some NPCs.

Thoughts?

Game on!


male

Turn 000 is up.

Read the OOC.

Questions, comments, and/or suggestions?

Game on!


Hi, everyone! Thanks for the selection, GM. I've never played a game in this format before, but it looks interesting.

Looks like I've got to nail down the details for my wizard. Ah, spell selection and shopping, do you ever get any less tedious?


Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

Welcome, everyone! :D Post later - I really should be asleep...


Hey all thanks for having me, delighted to be onboard :) I'll be ensuring I am fully conversant with the format, trying to get into Akosua's personality, and then I will get a post up, and give some thoughts on integration.


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Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x
Joana wrote:
Looks like I've got to nail down the details for my wizard. Ah, spell selection and shopping, do you ever get any less tedious?

Never. Not ever do they get less tedious. (Although, I do admit I have fun digging through the obscure mundane equipment sometimes, just for those little details that make a character's personality. Of course, this time it was all ammunition.)


male

I'll be checking PC sheets this weekend so please make final tweaks (or not) and let me know when they are ready to reviewed.

Also, you can assume that the information in the Campaign Tab (Pridon's Hearth History) has been acquired by all PCs by talking to people, reading about the colony, etc.

For those new to the system, please ask me anything and everything and those of us that have been doing this for a while will help you out. I'm biased (of course) but I think this system is better than regular PBPs. :)

Questions?

Game on!


Hello everybody! Welcome to the game that is brought to you by the letters A, M & Z, but mostly A. :)

I'm looking forward to diving in. Tweaks to character sheet cometh. Akosua, it looks like we'll have some character overlap in skill set, I'll PM you to chat.


Hello again,

Changed my character's name - even I was getting confused between Akosua and Akuwe.


Female half-orc Slayer/7

Hello everyone! Looking forward to it.


Nsizi wrote:

Hello again,

Changed my character's name - even I was getting confused between Akosua and Akuwe.

Appreciate it, let me know if you were attached to the name though as I would be happy enough to change - I agree it would have been confusing.


Hello everyone, and thank you for picking Marcallon for your game Fabian. I've never done this sort of format before, but I look forward to playing with you all :)

Concerning how we format our posts here in the discussion tab for the actual game, do you have any preferences? Like: "Always spoiler rolls" or; "Make sure to break down action economy during combat at the bottom of the post" or something similar?

Edit: ooc ^^


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Female Human HP 12/12 | Grit 2/2 | AC 16 | FF 13 | T 13 | Per +5 | F: 4 | R: 5 | W: 1 | Init +3
Skills:
Acro +7 | Climb +4 | Craft (alch) +5 | Diplo +3 | SOH +7 | Stealth +7 | Swim +4
Mysterious stranger gunslinger 1/juggler bard x

My habit is to always keep out-of-character chatter in OOC formatting (the blue) to keep it distinct, to include bold OOC text headers to show the action number I'm answering (according to how Fabian's numbered the actions in his post), and to break down my action economy, especially where it's not clear. I don't usually spoiler my rolls. And Fabian's never told me I'm doing it wrong. :)

Italics often get kept in the transition from post to Google document, but bolding is usually lost - keep that in mind with how you format things. My most frequent mistake is forgetting to put quotation marks around my speech, since I usually rely on bold text without quotation marks for in-character talking.

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