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One more thing... If you want to do something please type in third person present tense (such as: DitheringDM walks over to the bar and orders a drink, not: I walk over to the bar and order a drink). Out of character stuff should use the lovely ooc tags so it looks like this. I like this methodology:
Cry Havoc! wrote: Players should take responsibility for rolling for attacks, damage (always include a damage roll with every attack roll, even if you're confident you missed), and most skill checks. On that note, I expect you to initiate most of your own skill checks, so if you think a social skill or a knowledge check might be appropriate, just roll for it. Don't wait for me to prompt you for it. example using Invisible Castle: DitheringDM swings his club at the bad guy atk: (1d20+1=20) for dmg: (1d6=1) has the link cut-n-paste directly from InvisibleCastle where I entered atk: and dmg: in the note fields, surrounded with ooc tags. Be sure to enter your character's name in the name field. And:
Cry Havoc! wrote: I will handle initiative rolls, a few skill checks (unexpected spot and listen checks, for example) and most saves. These are things I will handle just to save time, since they will be initiated on my end. It would slow the game down too much for me to request the roll, and then wait for you to do it. All of my rolls on the players' behalf will also have posted links (though rolls for NPCs and monsters will not). Let's all work together to make sure we haven't forgotten bonuses or modifiers to the rolls. If something I've rolled looks incorrect, just call it to my attention in a nice way. If you have any questions, let me know - and don't worry, we'll learn as we go what works and what doesn't. We're only down Prat, but he's busy being a RPGSuperstar (along with Luenevyn being likewise detained). Everyone follow the link and jump in! So here we go: LINK This campaign begins in the exotic port city of Sasserine, and it is here that the foundations of your character will be laid. The City of Sasserine is perched on the edge of the known world, the last stop before the endless expanse of the Amedio Jungle. It is a hub of trade, and home to more than fifteen thousand souls, a bastion of civilization in a realm haunted by piracy, disease, violent weather, and monsters. Lam-ang Spoiler:
On the day of the new moon you head to Sasserine to attend services as you have done over the past few months. Although you have heard Lady Silvermane orate at length, tonight will be the first time you will meet her directly. Tonight you officially become a church member! Getting to town early, you aimless wander through the markets of the Cudgel District, but soon find yourself restless. It's not even the lunch hour yet! To keep from going mad, you decide to explorer the far side of the city.
You meander down roads and paths and across tall arching bridges. At the crest of one such span you notice the magnificent Castle Teraknian perched on its own weathered island. Supposedly, there are portions of the keep open to the public so you decide to make that your destination. Winding around the harbor, you hug the cliffs and make your way up through a richer part of town. The splendor of the Temple to Wee Jas takes your breath away. The red tile roofs that crown all the building in town seem to be a deeper red here. The aged marble columns shine with polish. Everything is imaculate. It's hard to believe so much beauty masks a sinster deat cult. Oh well, on you go. The road curves and becomes more crowded and people begin to scurry about. All of a sudden a huge commotion breaks out. People begin to scream and shout and run about in total chaos. A lady can be seen running across the far end of the intersection being followed by three rather hardy looking adventurers. As quickly as it started the excitement begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away). Lance: Spoiler:
After spending a few months working in a second-rate alchemist shop in the merchant's district you finally got the chance to meet Blisker Tittertop, master of the Alchemist Guild. Although he laughed at your notion of actually building a gun, he suggested you speak to a local sage specializing in Sasserine and its history in exchange for getting to "watch you shoot your foot off.". Sage Venton's hubble sat on the the cliff overlooking Cudgel District. The elderly man was warm and somewhat prone to endless prattle. After several visits, the old man finally mentioned that the ancient Sea Princes sometime had such weapons. Moreover, there was a particularly splendid journal detailing the coastline out by Kraken's Cove that included a detailed description of a "dragon pistol" at the Cartographer's Guildhall.
The next morning you head through the Noble District toward the guildhall. The green between the instrument maker's guild and cartography building is as busy as any day. People leaving from the surrounding inns and taverns make their way back to work while other linger to see and be seen. All of a sudden a huge commotion breaks out. People begin to scream and shout and run about in total chaos. A lady can be seen running across the far end of the intersection being followed by three rather hardy looking adventurers. As quickly as it started the excitement begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away). Luenevyn: Spoiler:
One day, while minding your own business in the noonday shade of the corner house on Brine Street, a very peculiar man wanders by. He is obviously not from Sasserine, meaning he must be fresh off a boat or from the merchant's district. Either way, he probably has a fair amount of money on him. Although you have not stolen anything from anyone, you wouldn't mind being around if this stranger were to loose his purse or need a guide. You rouse yourself as the dark, tall man turns up Eel Street and follow from a considerable distance.
The man wanders aimlessly up the coast (he can't be from around here) and only pauses in front of the excessive temple of Wee Jas. After admiring the grandeur of indulgence the Ruby Lady likes to exhibit, the man continues around Warlock's Way. There is a larger gathering of people in the roadway as people begin to head back to work or home after having a nice lunch. All of a sudden a huge commotion breaks out. People begin to scream and shout and run about in total chaos. A lady can be seen running across the far end of the intersection being followed by three rather hardy looking adventurers. As quickly as it started the excitement begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away). Prat: Spoiler:
Part of your middle of the month chores is to take the props out back and give them a good cleaning. Rugs and tapestries must be shaken out and beat. Chairs and tables need to be oiled. Best of all the arms and armor need to be polished. You spend a bit more time toying with them than is probably needed, but as long as you're done before dusk Nylaria tends to leave you be. After putting away the equipment, you decide to play the part of a daring adventurer. You take your rapier and wander across the street along the Lidu's wall.
All of a sudden a huge commotion breaks out in the common area in front of the cartographer's guildhall. People begin to scream and shout and run about in total chaos. A lady runs past you followed by three rather hardy looking adventurers. As quickly as it started the excitement up ahead begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away). Summer: Spoiler:
Elaine's little herbal shop is the building right next to the sage Venton's (found at #40 - on the bottom left corner of the merchant's district). Since hiring you on, she has taken residence in an apartment across from the garrison directly over the bay in the cudgel district. She lets you sleep on a rather worn but comfortable cot in the back in exchange for running various errands for her. On this day, Elaine needs you to deliever a strong smelling packet to the Lidu Family estate over in the Noble District. Foregoing a gondola, you decide to walk. You cross town rather quickly and make your way to the estate. As you approach a somewhat crowded intersection you recognize a rather dashing looking young man who has been frequenting the sage who runs a little shop next to Elaine's. As you contemplate whether you should approach the man a huge commotion breaks out. People begin to scream and shout and run about in total chaos. A lady can be seen running across the far end of the intersection, followed by three rather hardy looking adventurers. As quickly as it started the excitement begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away). What do you do? Summer Grey wrote: Okay I have made the changes and and I think I did everything. I am sorry it is taking so many changes for me to get her ready. Excellent! And no worries - I just think things run more smoothly with a complete and clear character sheet. Have you seen mine? Here and here are two of mine - I even like to link stuff over to the SRD for quick reference. ...believe it or not, I am not this organized in any other aspect of my life :) Summer is clear to play! Lam-ang wrote:
Good point - since this is a game of global scope I should be more specific :) I should have said "Look for the first game post sometime in the next 24 hours." I don't mean to come across as too...uptight, but... Summer: Here are some final things I'd like to tighten up before you get the all-clear:
Lam-Ang: Here is your list:
Prat: Here is your preliminary list:
If we can get one or two more ready to go I'll start the game thread! Summer Grey wrote: Would it be alright if I just wing it on not having read th player's guide? I would just say that Summer has a lousy sense of direction in cities and didn't spend much time out and about in the city anyway only going between the herbalist shop and the necessary other shops. That's fine...it's mostly just to help enrich the sense of realism. You can find a lot of useful information from here and here. I'll post a blurb of relavent information later today. DitheringDM wrote: One of the reasons I want to run this game is to test out a Gunslinger class I culled from a myriad of sources and inspirations... Anybody have any comments about this? I am particularly weary of the sharpshooter ability. Mechanically, it sounds good, but not so much thematically. Most cool gun fights involve quite a bit of moving around... I'm already leaning toward changing it to something like this: DitheringDM wrote: Sharpshooter (Ex): Starting at 4th level, a gunslinger has such command of projectile behavior, the gunslinger may elect to forgo any movement (including a 5 ft step) in a round to allow for carefully aiming. The result is a precision bonus to damage of +1d6 for every 4 levels of gunslinger. If the target is flatfooted or otherwise denied its dexterity bonus, the movement restriction is lifted. It doesn't kick in for a few levels, but I would love to hear your take on it. Summer Grey wrote:
As you wish. I hope you do not get the feeling that I'm picking on you or anything. I am thrilled you are part of the team and look forward to Summer's contributions! Lam-ang wrote:
Wow...take care, man. I'll review it tomorrow. Do what you can, when you can - we're going to take our time somewhat while our RPGSuperstars work on their countries. Shenzoe: here is another STAP feat Summer may be interested in: Spoiler:
Merchant’s Tongue [General]
Growing up around the merchants of this district made you glib and gave you a keen eye for value. District: Merchant. Benefi t: You have already made quite a bit of money, and have a knack for making more. If you take this feat at 1st level, you gain a one-time bonus of 300 gp to your starting cash. In addition, whenever you sell an object, you can make an opposed Diplomacy check to automaticaly sell an object for 5% over its asking price. This is from the Merhcant's Disctrict, where the herbalist shop is. If you decide to take this feat you may want to hide the fact that you're stinking rich :) Everyone is looking real good! Thanks for all the hard work everyone - if you're anything like me, creating a character is real labor of love! I'll post some final thoughts tonight and probably start some gaming in the next day or so - we have two guys working on the RPGSuperstar so we'll keep it light through the weekend. As always please post any ideas, thoughts, criticisms, wild ponderings! Radavel wrote:
I'm afraid the closest I've ever been was Sweden...I don't foresee being in your neck of the woods any time soon, but never say never. Let me know if you're ever in Dallas :) Luenevyn wrote: Ok, I updated my character and background to incorporate learning Ignan (and learning my elven racial languages and skills). I also changed a couple of skills, adding Craft (tatooing) to match my background and raising my Swim skill slightly. The tatooing angle is interesting... It seems that you are missing some skill points...I count 17 and I think you get (2+3(Int))x4 = 20. Am I missing something? Would you mind sticking prices (and weights) on your gear (because I'm too lazy to look everything up)? Radavel wrote:
I'm in it for the long haul and so far I'm very pleased with the outlook! If we guesstimate 13 encounters per level and about a week to run each with an intervening week of roleplaying...that's somewhere in the neighborhood of 10+ years...maybe if we all met at GenCon or something we could sneak in an all-day-er :) Summer Grey wrote: Ok new and correct (I hope) Summer in my profile. I think you get an AC of 11 with (+1 Dex). Please include your touch and flat-foot AC. Could you please also list your equipment prices (and weight) and include how much gold you left (starting was 20gp). skills: as an above average intelligent human commoner you get (2+2(Int)+1(human))x4 = 20 to start with. You are welcome to distribute them as you please, but if you put 4 ranks in each of the skills you originally listed you'll have a healthy Listen +4+2 = +6
You could also move some into Handle Animal... Any luck getting the STAP Player's Guide?
Student of Nature [General]
Finally, could you please copy your backstory from the Connection Thread into your profile? I apologize, but it is going to take me a couple of days to verify everyone's characters - I hope you'll bear with me as I nit-pick the details (and please feel free to correct my oversights/oversteps). First up:
Ideology:
Shenzoe wrote: I have been trying to read the Player's Guide but have had trouble downloading it from the link you posted. Is there somewhere else I could read it? Other than my bonus feat from the Guide and a couple of other details I am done with my character. I would be happy to email it to you if you wanted to drop me a line (DitheringFool at-sign gmail dot com) or you can check the two links at the bottom of the main page. I encourage you to get a hold of it - it's really amazing! I see you have a Summer alias...is this where you will enter your character? Radavel wrote:
Yes, but only to the extent that the game covers...I am not well versed in cannon! Character creation sounds great - it will help tie things together in the middle and explain the PrC. Go for it! MythrilDragon wrote: In all fairness I think that 3 gp is way to cheep. It is still a rapier just crafted for stage instead of combat. It is still intended to be "used". I think it should cost 10gp and be modified at half damage, with a check for crits on 19-20 instead of 18-20 and a cummuliteve 5% chance it breaks on a roll of 1. (ie 5% on the 1st 1,10% on the second 1,15% on the third 1, so it will automaitcily break on the 20th roll of 1. Just my suggestion I will abide but what ever you rule. Excellent - everyone is always welcome to challenge me! I love your mechanics but I tend to make things too hard sometimes. The story is main goal. Keeping track of how many "critical misses" you've had seems too much (especially since I assume you will dump the prop for the real thing first chance you get). Let's set the price at 8gp (the good ol' DMG says an entertainer makes 4sp a day - so that's a month's salary), keep your reduced critical range (19-20), half damage, and take a 50% break chance on a attack roll of 1. How's that for compromise? MythrilDragon wrote: Another question. A rapier[d4/d6 18-20x2] costs 20gp. How much would you charge and in what way would you modify the stats for a rapier made for the stage. Many stage swords are real, and can hurt unskilled performers however they aren't made to the same quality standards of actual combat weapons. I would like for Prat to have one, but I can't justify him owning a "real one". I want him to be able to buy a few other things as well. When "purchasing" my first gear I go with the idea that these are items that the character has aquired vs. bought as long as they don't total more than the characters starting money total. Hmmm...my first instinct is to say it costs 3pg, it does half damage, and breaks on a attack roll of 1. Anyone have any thoughts? Here is what I have so far: Shenzoe - Summer - Druid
Arctaris - info only
I will start reviewing character builds tonight... To the random reader: post your character ideas, I would love to have some strong alternates Luenevyn wrote:
Ignan would be just fine - but weave it into your great backstory. One of the reasons I want to run this game is to test out a Gunslinger class I culled from a myriad of sources and inspirations... Here it is: Gunslinger (Firearm Specialist)
Class Skills
Gunslingers are proficient with all simple and light weapons and light armor. BAB and saves as a Bard. 1st Exotic Weapon Proficiency (firearms), Weapon Focus (firearms)
Sharpshooter (Ex): Starting at 4th level, a gunslinger has such command of projectile behavior, the gunslinger may elect to forgo any movement (including a 5 ft step) in a round to allow for carefully aiming. The result is a precision bonus to damage of +1d6 for every 4 levels of gunslinger. Uncanny Dodge, Evasion, Improved Uncanny Dodge, and Improved Evasion as per Rogue class abilities. Quick Draw (Ex): As per the feat by the same name but only applied to firearms. Practiced Loader (Ex): Your steady hands and familiarity with firearms let you reload quickly and efficiently. As per Rapid Reload feat but applied to firearms - pistols can be reloaded as a free action and rifles a move action. Reloading a firearm still provokes an attack of opportunity. Weapon Focus(firearms), Weapon Specialization (firearms), Greater Weapon Focus(firearms), and Greater Weapon Specialization (firearms) as per Fighter feats. Craft(firearms) will be pretty important to most Gunslingers since they will have to make their own weapons and amunition...so I still need to create some DCs. As for guns. I am basically starting with some the stats from the Ptolus sourcebook - you can basically get the same information from here (including weapon jams on an attack roll of 1). MythrilDragon wrote:
Great questions! (1) everyone starts with 20gp and (2) starting off as a commoner basically means being a zero level character so eveyone gets a STAP feat plus humans get their racial bonus feat. You'll have to wait until first level before getting your "character" feat. MythrilDragon wrote:
At 15 I did know everything... I feel pretty thick missing the Knack for Magic feat...this is an excellent fit!
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