The City of Arch: Arch Academy (Inactive)

Game Master Doomed Hero

Central Planning


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That's why the Stink Bomb alchemist discovery is an encounter-ender. :)


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Question now is do we need magic or martial power more at the moment.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

I'd be drinking my potion-y thing right now, except:

Correct me if I'm wrong, but isn't drinking something a standard action, which we can't do while Nauseated?


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

I'd say a safe assumption would be that it would just take 2 turns to do.


Male Dwarf Fighter 2 | HP 22/22 | AC 16 T 11 FF 15 | Ft +6 Rf +1 Wi +0* | Init +5 | Perc +0 l CMD 16 l

Roll for puking!


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What Ari said.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

I love Thedra, poor Teral is practically dying from planar effects and her response is essentially, "Woman up!" lol


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Sound fair to me. =P


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

So Eythil is sinking in the river of Styx and the Dwarf surfs on by. Aside from immediate memory loss, I have no idea what the river of Styx water does.

Assuming he doesn't die/lose his soul immediately and gets another moment to act, he's going to try and grab onto that shield. Whether or not Dolgrin is still on it.


Male Dwarf Fighter 2 | HP 22/22 | AC 16 T 11 FF 15 | Ft +6 Rf +1 Wi +0* | Init +5 | Perc +0 l CMD 16 l

Thank you for letting me essentially Nat20 everything through description. I think if I had to do it all mechanically, Dolgrin would surly have died. Again.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Welp, I thought I had a much longer post up days ago, but apparently it got eaten. I think that nicely insinuates everything that happened to Teral on the way, though.


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Stay tuned. More to come tonight.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Ugh! This should be interesting.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Squeaky clean!


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I'm having a lot of fun writing these two.

They began as an ad hock means of exposition, but now I know exactly who they are.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

I do enjoy their writing. I hope they become recurring characters after every mission.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Honestly they kind of remind me of Season 1 FitzSimmons


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Ariela wrote:
Honestly they kind of remind me of Season 1 FitzSimmons

Yeah, they're kinda like that.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

Does that mean Dolgrin gets to be Ward?

Several more serious questions though:

Seriously?! Those two??!!

Also, when did the Test change? You'd think it would be just as dangerous as it used to be, if not more so now.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0
Eythil Dreyer wrote:

Does that mean Dolgrin gets to be Ward?

.

Only if I get to be MAY.


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Sorry about pushing things along so fast. I really want to get to the Academy.

The rapid fire explanations are kind of the way of things in the city. Feel free to ask questions now, or bring anything up later.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)
Eythil Dreyer wrote:
I do enjoy their writing. I hope they become recurring characters after every mission.

I don't! We'll end up melting or transformed into chickens or something. ... Or end up as accidental cyber-demigods, I suppose. Either way, I fear it.


Male Dwarf Fighter 2 | HP 22/22 | AC 16 T 11 FF 15 | Ft +6 Rf +1 Wi +0* | Init +5 | Perc +0 l CMD 16 l

I'm pretty sure by the end of all this I'm going to end up in the Abyss, again.


Male Caligni 2nd Level Chaokineticist | HP 23/23 (NLD 0) | AC 16 | T 13 | FF 13 | CMD 14 | Fort +7 | Ref +6 | Will +1 | Init +3 | Perc +6 | Burn: 0/7

Faelyn/Garridan here with alter-ego Maltorin Duskstrider as requested by DH. If you'd like to give him a good look over and let me know if he see any concerns.


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Mal looks good.

This is a good opportunity to talk about how I plan on having the game splitting after Academy graduation.

There will be multiple games, which means everyone will need one character per game they plan on being in. If anyone wants to make those characters now, go right ahead. They will be introduced as "supporting cast" at the Academy.

The Central Planning Gameplay thread is where I'll be doing an "College Orientation" style tour of the city. It will be essentially an entirely Roleplay thing where the characters will be shown the sights and taught some of the history, laws and culture of the city.

This gameplay thread will be for the Academy itself.

Upon graduation the characters will reach 3rd level and become City Operatives.

Then, the Central Planning thread will be a "Debriefing Room" where the current missions (i.e. games) will be discussed, and the players and GMs will assemble teams from the pool of Operatives, then split off into their own separate games.

Those games will still remain connected to each other and home base via Keystones (which act kinda like interplanar pagers or cell phones). Each party will have one. The Keystones will also allow for the possibility of swapping characters between missions.

Any questions?


Female Half_Elf 2

Would it be the same build rules for the extra character? And can we make the characters later as these other games come about?


Male Dwarf Fighter 2 | HP 22/22 | AC 16 T 11 FF 15 | Ft +6 Rf +1 Wi +0* | Init +5 | Perc +0 l CMD 16 l

Sounds good to me. I'll just stick with this guy, as I'm overfull on games as it is.


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Zelora Dredrick wrote:
Would it be the same build rules for the extra character? And can we make the characters later as these other games come about?

Yes and yes.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Hm...You know me, I'm probably in for another game or two. I'll need to consider who to bring along for the ride, though.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Well two games I'm in just ended. GM's cutting back from 3 to 1 so I could whip up another character. On a side note...it's hard suppressing all personality and still having anything to say.

Ironically, RP ing her correctly means that if I'm kind of ignored, I'm doing it right


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Oh if we create a second character would it be at level 2 or 3?


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It would be at level 2, for now.


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Ariela wrote:

Well two games I'm in just ended. GM's cutting back from 3 to 1 so I could whip up another character. On a side note...it's hard suppressing all personality and still having anything to say.

Ironically, RP ing her correctly means that if I'm kind of ignored, I'm doing it right

Honestly, I think you might be overplaying it a bit. That might be my fault. My explaination of what happened might not have described things well. Eythil is the one who had a full mind wipe. Ari has something more like a spiritual concussion. There are things you can't remember, and you don't really feel like you know you should, and there's some residual pain, and all that means your personality isn't as vibrant as usual.

Charisma damage can be expressed in a lot of ways. In this case, it means that sometimes you don't remember what things are or how to do things, and that makes you unsure of yourself, and makes expressing yourself more difficult.

The best real-world affliction to compare to is a severe head wound, combined with PTSD. Something happened to you that stole parts of who you are. Right now it is new and raw, but it won't go untreated. Soon enough the healing will start.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Okay that I can do. I actually have that after surviving Menangitis I have.....holes...in my memory. Stuff I can't remember, yet can remember things from years earlier. Frustrating as all hell and I had to rewire the way I memorize things.

The eairlier description just gave me the impression her personality was sort of drained.


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My mistake. Not drained. Perforated.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

A very apt description. Got it.


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I subscribe thoroughly to the "show, don't tell" theory of exposition. The tricky part about that is I end up feeling like I'm being overly descriptive.

I'm trying to paint a picture of the city with words and really make it feel like a living place. How am I doing?


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Great, it's almost slightly overwhelming, which is exactly how it's supposed to feel.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

So for second character I'm wavering between a bard who's all about the universal power of music i all it's forms across planes and realities, or a gunslinger


Half-elf Rogue 2 | HP 17/17 | AC 18 - T13 FF15 | F+1 R+6 W+0 (+2 vs enchantments) | Per 10 (+11 vs traps), Init +3

The exposition is fine for me; the city feels very cool but also overwhelming to a character who comes from a more primitive locale (i.e., Talas), especially after the day they've had, ha. If my tags seem uninvested it's just that there's only so many ways to narrate 'Talas is verging on sensory overload,' not because there's anything wrong with the description.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

As always, you're doing an amazing job at making every area we go to feel like a living place. The city description is amazing. That said, it's really hard not having the character who just got completely mind wiped and dragged out of the Abyss to not either be completely slack jawed the entire time, or freaked out to the point of running away/ locking up from sensory overload.


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Well, given that Eythil no longer has a basis for comparison, the city would have no reason to seem overwhelming. For all he knows, this is all normal. All he has to go off of for reference are the reactions of the people around him.

The overload would come from all the newness around him, not the weirdness. Right now, everything is weird, including things as mundane as colors and smells.


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

I agree that you're doing a fantastic job, DH. Garridan is in much the same boat as Talas. While he has seen some fascinating sights in his, relatively, short life, nothing he has seen compares to this and he is awe-struck currently.

In regards to Maltorin, how do you want to introduce him into the story?


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Once we get to the academy he'll be one of the other trainees.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Any thoughts on the two options I'm debating?


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

I think the bard option sounds really cool!


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

I definitely also like the bard more than the gunslinger. Although to be fair, the Bard got some interesting explanation where as the Gunslinger was just a gunslinger.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Me, I think I'll be busting out an idea I've been tinkering with for a while who seems pretty Arch flavored, although I don't have the mechanics down one hundred percent. Presenting:

Aligai Kah, Mage of the Unstoppable Force.
Arch born and bred, he's an Arcanist (probably, not fully sure yet) with an unhealthy fixation on Magic Missile, and to a lesser degree, other force spells. He is totally convinced that force magic is the most 'pure', and mastering it totally is the key to unlocking the secrets of the arcane for all of Arch, maybe even anchoring the place down once and for all so they never have to worry about the Harbinger going off its rocker. He's focused on Magic Missile as the most basic expression of force, and so for the moment, he's trying to master that spell completely and utterly.

A little introverted and shy by nature, he's also fully capable of talking your ear off about the ins and outs of magic. He's essentially a huge thaumaturgy geek - but this is Arch, after all. Geeks are dangerous too.


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Sounds fun to me.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Reminds me of the 3.5 Force Missile Mage.

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