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I've got the crunch on paper, will transfer tomorrow. But oooooh that fluff.
Dat fluff tho:
His name? He's not sure. Mr. Clean ...he was called that. He liked things clean. His hands clean. His jobs clean. He ...did bad things. Maybe to bad people? Hard to say. Pretty sure he's never met a saint. But ...these ...horrors-altogether different. This was worse. Mr. Clean likes things clean. And his brain isn't clean now.
Male half orc Cleaner Slayer. Enduring Stoicism trait. From a city far away, don't remember where. Bigger'n this. Easier t'blend. Cleaner. Not important now. Priorities: clean head; wipe out responsible parties.
Tall, broad, dark man. Close cropped black hair. Plenty of scars. Muscles like cords. Big, meaty hands. Somewhere between Mike Colter and Lee Marvin.
Clipped, direct sentences. (Unless in a role.) Quick movements, decisive. Not used to being scared. Doesn't like it.
I couldn't work amnesia into my tricky old monk, so I've switched ideas. Thinking a hardass crook who doesn't like the idea of strange things violating his bodily autonomy. Necromancers were troubling enough!
Mechanically either a slayer or fighter. Would LE work in this situation? It isn't a must-have.
Digger Chandler wrote:
I am on an unexpected job hunt, which has put this on hold. Sorry.
I've sketched out the general area ...big town, plains, canyon area, little settlement, etc. I've also plotted out 3 or 4 adventure arcs, starting with our Mag 7 tribute. Fleshing out the factions around now. When it's selection time, I want to work with the players to tie them in better, so some details are loose until decided.
Loving the samurai/luchador/kung fu direction some of you are thinking in. As for Occult Classes, like anything else, describe to me how it fits in and works, refluffing at will. I will say when I do this (gonna start building it tonight) and when I'm choosing characters, I want the majority to be some sort of take on a semi-traditional western theme. The silent gunman, the gambler, the sharpshooter, what-have-you. I'll be picking some samurai/luchador/kung fu types, but I want them to be the extra spice in a delicious western steak.
I'm currently thinking more earthly western with technology rules of pathfinder available to male extraordinary folk.
Story behind them has two meanings. A backstory is important regardless. As for starting at something higher than 1st level, I could easily be convinced to do so. These characters tend to not be neophytes. If someone still wanted to start at first, I'd find a counterbalance.
The idea of a short, but maybe able to continue, campaign is bearin down hard on me. I've played a lot of games but only dm-ed for irl games. But I'd love to run a Magnificent Seven riff using pathfinder rules. When it comes to classes, I'd say have a good story. I'd admit ninjas or winter witches if they had a good concept that fits in. Gunslingers obviously allowed, archetypes encouraged. Magic could exist if you explain it in genre or a fusion.
This is just an interest check. I'd have to develop it, but I want to see if there's interest first.
Caveat: race and the genre. I mean human constructs of race, and how that has shaped this country and in ways, this genre. This is a roundabout way of saying stereotypes will not get much consideration as pcs. Characters can be in-world racist, as was prevelent, but expect that to have negative karmic responce, unless we agree on an arc for your character. I'm not interested in hateful for hateful's sake.
EDIT: GOOD REFLUFFING ENCOURAGED
M Human (multi-ethnic) Rogue Charlatan 6
The swindler rogue archetype sounds super fun. But it loses trapfinding. I don't want to screw the party over. If trapfinding is as important as I'd imagine in this game, could I just trade trapfinding for the Let Fate Decide that replaces it? If neither of those would work, no worries, I'll just do a rogue with gambler flavor.
Trokar the Barbarian:
Trokar comes from a nomadic group of orcs, half-orcs, and humans in the Kelesh wastelands. They were led by a fierce and proud chieftan, Mokran the Merciless. Trokar suspects that, like most of the half-orcs in the tribe, Mokran is his father. He is correct, but Mokran is also his grandfather.
From the beginning, Trokar was different from his tribe. He …noticed things others simply took for granted. A vibrant sunset; the coloring of an exotic reptile; the garments of the latest village they sacked.
This growing tendency troubled the chief, as they were a very pragmatic group of nomads, with little time or desire for “art.” As the boy became more and more reluctant to slaughter for survival and spent more and more time painting with whatever he could find.
He was banished at the age of 15 (not really that unusual in his tribe …any male could be seen as a threat to the jealous chieftain), and began making his way west towards this “civilized world” his father so despised (despite never having been there). Getting to Taldor was fairly easy as he took on work as a guard for a caravan. The various goods from all over Golarion fascinated him, especially anything colorful or artistic. He has yet to make his way to any major city, but recently came to Helden on his way across the land. He has been staying there a short time, painting in his free time with legitimate materials for the first time.
1. An eye for beauty; Trokar is a secret aesthete sometimes carried away by inspiration, whether it come by way of rainbow, magic, or blood splatter on snow.
2. Homely but kind; Trokar has an impressive beer gut at an early age, uneven, snaggly teeth, and orcish rosacea, resulting in very dark green and blue splotches on his cheeks and nose; however, he is outgoing and friendly
3. Colorfol warrior; He loves painting and repainting his weapons and armor. The paints often don’t last more than a battle, but he doesn’t mind. “It’s the little things.”
4. Self-conscious racism; Kinda freaked out by small humanoids, but feels terrible guilt for this internalized racism, often overcompensating and making it worse.
5. Budding gourmand; now separated from his nomadic home life, Trokar is developing his palate bit by bit. He loves trying new things.
-Step 2: Trokar’s deepest goal is to become the best painter he can; perhaps the best painter alive. He enjoys travel to faraway lands as a way of absorbing more influences, seeing more unique sights, and, deep down, proving his father wrong.
In the past I’ve used alignments as a way to structure a character arc, but I see Trokar as starting out as fundamentally on the Good side, and I can’t see anything changing that. So I want to explore other ways of building a character, without a set ending point in mind. I want him to grow and change as he experiences things. It would also be awesome for him to do art stuff during down time.
The Secret he knows: he was not sent out on a mission from his chief. He was exiled.
The secret he doesn’t know: His chief is both his father and grandfather.
-Step 4: Ifeyani, his mother, was always kind and loving to the odd half-orc, but he hasn’t seen her in two years. In Helden, he has become somewhat attached to an eldery woman who is teaching him painting.
1. When nervous, he often mumbles a string of stream-of-consciousness jokes, sometimes without context at all.
2. He enjoys very loud music when he paints.
3. When bored or anxious he taps his feet or fingers almost subconsciously.
Profile to come.
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