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I assume we go through the locked door, now that we have a key.


Huli jing (chinese fox trickster spirits) - according to myths they can use sorcery, take other people's appearance, possess people and see or sense the future.


While we'll work out the details after the recruitment, I'm pretty set on Subversion theme and both Logos themes.

Wade can work as a PI with some minor changes in the background.

Submission:
Name: Wade Walton
Codename: -
Bio: How do the stories usually start? "He always knew he wanted to become a policeman." Or "his father was a detective, so he continues the legacy." Or maybe "his parents were killed and that's when he decided to fight crime."
Well, nothing that fancy for Wade. He had pretty average grades at school, and (barely) got a bachelor's in a law university. He worked as a paralegal for a bit, but it didn't worked out. Not Wade's cup of tea. So he entered a police academy. Long story short, he's in his thirties and a police detective in the City.

That's great and all, if it weren't for those things that happen all the time but no one seems to notice. But, let's rewind a year, back when it all started. The visions. People mistaking Wade for someone else. People obeying something he said as a joke. Sleepless nights as he thought he's going crazy. Until he met someone else who could do some strange things, and who for whatever reason explained a few things to Wade.

Back to the present. The upsides are great, for sure - literally feel the danger, trick someone to confess, stuff like this is priceless for a detective. Downsides however, are heavy. Who knows what the price is. Or who gave him the powers. Or thousand other things he doesn't know about.

Mythos: SUBVERSION (You sure you don't mistake me with someone?), DIVINATION (Dark Forebodings)
Logos: TRAINING (Your Average Detective), POSSESSIONS (Trusty Gun)


All right, the choice is made.

Wade Walton, a borderliner police detective with illusions and premonitions coming soon.


I narrowed it down to two concepts - a police detective with Mythos of huli jing (chinese fox trickster spirit), or a professor of (field tbd) with Mythos of Morrigan (Irish goddess of war, fate, protection and fertility). Decisions, decisions.


To better understand the general sense of the game - What's the time period - 30s, 60s, present? Or are we, the players, are going to decide?


Hey there! Got the rules when they came out, but haven't really delved into them. Looks like a good time to finally give them a thorough read.


Common acquisitions:
Void suit and Blast goggles.


Savage Scrolls, eh? Played a bit of Oblivion back when it just came out, and a lot of Skyrim, but despite this don't know much about TES.

Still, I'll see if I can come up with something interesting. So, dot.


Ah, ok.

So, how does starting Acquisition works? Let's say, I want to get my hands on a Storm Bolter (Mars) (Extremely Rare). I roll 1d100 ⇒ 18. Do I get it?

And since changing items of equal availability is allowed, I'd like to change Seneschal's weapons, if that's ok:
-Boltgun (Locke) (Very Rare) for Sniper Rifle (Rare) - it's lower availability item for higher availability item, so I guess it's fine?
-Inferno Pistol (Mars) (Very Rare) for Plasma Pistol (Ryza) (Very Rare).


Maybe I missed something, but I don't think anyone is against a renegade house.


Final:

Valerius Fechter is the youngest of four sons of an influential family with lots of connections throughout the Imperium. He isn't expected to do anything - family legacy continues in the oldest son, new directions are on two middle sons. As the youngest he wasn't paid much attention and was left to himself. Which led to his interest in Xenos technology. And being a noble, one can always get their hands on a number of things.

He understood that this won't sit well with the Inquisition, so Valerius hid it from everyone as best as he could. But no secret remains hidden forever, and eventually his brother found out about Valerius' studies. He was given a choice - either submit to Inquisition or leave as far as possible.

That's when Valerius found out that the Lord-Captain Hajj Qalandar Khan recently received Warrant of Trade and seeks able men.

Homeworld: Noble Born
Birthright: Savant
Lure of the Void: New Horizons (Xeno-Arcanist)
Trials and Travails: High Vendetta
Motivation: Prestige
Lineage: Of Extensive Means (Far-Reaching Contacts)
Career: Seneschal

Spending Exp:
Origin: Of Extensive Means (Far-Reaching Contacts [300 exp], New Horizons (Xeno-Arcanist [200 exp])

Experience: 5,000

Characteristics:
32 Weapon Skill
40 Ballistic Skill
35 Strength
32 Toughness
35 Agility
44 Intelligence
35 Perception
31 Willpower
43 Fellowship

2 Fate Points
0 Insanity Points
0 Corruption Points

10 Wounds

Skills:
Barter (Fel)
Commerce (Fel)
Common Lore (Underworld) (Int)
Deceive (Fel)
Evaluate (Int)
Forbidden Lore (Archeotech) (Int)
Forbidden Lore (Xenos) (Int)
Inquiry (Fel) +10
Logic (Int)
Literacy (Int)
Speak Language (Low Gothic, Trader’s Cant) (Int)
Speak Language (High Gothic) (Int) - untrained basic

Talents:
Basic Weapon Training (Universal) - Use Bolt, Las, Launcher, Melta, Plasma, and SP Basic weapons w/o penalty.
Pistol Weapon Training (Universal) - Use Bolt, Las, Launcher, Melta, Plasma, and SP Pistols w/o penalty.

Paranoia - Gain a +2 bonus on Initiative rolls, and the GM may secretly Test his Perception to notice hidden threats.
Peer (Administratum, Government, Inquisition, Military, Nobility, Underworld) - Gain a +10 bonus to all Fellowship Tests when interacting with the groups.

Origin:
Etiquette: +10 bonus on Interaction Skill Tests when dealing with high authority and in formal situations.
Legacy of Wealth: This adds +1 to the group’s starting Profit Factor.
Supremely Connected: You gain Peer (Nobility) Talent. You also gain one additional Peer from the following list: Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Mercantile, Military, or Underworld.
Vendetta: Every noble house has its sworn enemies and rivals who would do it and its members harm. Even the protection of a Rogue Trader’s mission merely forces those who wish you harm to be a bit more cautious and subtle in exacting their vengeance. As a result, starting noble born characters have powerful enemies, perhaps in the shape of a rival noble house or some other powerful group. The details of these enemies are left to the player and the Game Master to define, working together to create a formidable threat. Whilst they do not dog the character’s steps at every turn, these enemies aim to inconvenience, harm, or kill him whenever he crosses their path. The noble character, of course, is free to return the favour when it’s expedient to do so.
Brook No Insult: You will allow no serious offence to your honour and person or those under your protection to pass unchallenged, meeting threat with threat and violence with violence. You may take a Willpower Test to avert this if you wish, modified by the provocation and the consequences (set by the GM) of succumbing to your rage.

Career:
Seeker of Lore: The Seneschal may spend a Fate Point to automatically succeed at any Ciphers, Lore, or Logic Test. Doing so means that the Test is resolved in the minimum time required. In addition, the Seneschal adds one bonus Degree of Success to any successful Commerce, Inquiry, or Evaluate Test.

Equipment:
Inferno Pistol (Mars), common [Class: Pistol; Range: 10m; RoF S/–/–; Dam: 2d10+8 E; Pen: 13; Clip: 3; Rld: Full; 2.5 kg; Very Rare]
Boltgun (Locke), common [Class: Basic; Range: 90m; RoF S/2/4; Dam: 1d10+5 X; Pen: 4; Clip: 24; Rld: Full; 7 kg; Very Rare]

Xeno-mesh armour [Locations Covered: Arms, Body, Legs; AP 3; 2 kg; Rare]

Synskin - +2 AP to all locations (doesn't stack). +10 bonus to Concealment and Silent Move Tests. invisible to the effects of Preysense goggles and Dark Sight. If worn under other armour, the wearer
does not benefit from the bonus to Concealment and Silent Move Tests, but is still rendered invisible to infa-red goggles and Dark Sight unless he is wearing power armour.

Cameleoline cloak - +20 bonus to Concealment Tests. If stationary, count as being one Range Bracket further away when targeted by ranged weapons

Autoquill - +10 to Trade (Rememberancer) Skill Tests.
Multikey - +30 bonus to any Security Test when trying to open locks.

Chrono, dataslate, micro-bead, two sets of robes


Ok, my path is pretty straightforward:
Homeworld: Noble Born
Birthright: Savant
Lure of the Void: New Horizons (Xeno-Arcanist)
Trials and Travails: High Vendetta
Motivation: Prestige
Lineage: Of Extensive Means (Far-Reaching Contacts)
Career: Seneschal

Valerius (still thinking about surname) will have tons of Peer talents - more precisely 6, if I didn't mess up.

Rough backstory:
He is the youngest of four sons of an influential family with lots of connections throughout the Imperium. He isn't expected to do anything - family legacy continues in the oldest son, new directions are on two middle sons. As the youngest he wasn't paid much attention and was left to himself. Which led to his interest in Xenos technology. And being a noble, one can always get their hands on a number of things.

He understood that this won't sit well with the Inquisition, so Valerius hid it from everyone as best as he could. No secret remains hidden forever, and his brother found out about Valerius' studies. He was given a choice - either Inquisition or leaving as far as he can.

That's when he found out that the Lord-Captain Hajj Qalandar Khan recently received Warrant of Trade and seeks able men.


Right, you can reroll one result. Let's reroll that 28.
Reroll 28: 25 + 2d10 ⇒ 25 + (6, 7) = 38


Characteristics:

25 + 2d10 ⇒ 25 + (2, 9) = 36
25 + 2d10 ⇒ 25 + (7, 3) = 35
25 + 2d10 ⇒ 25 + (7, 8) = 40
25 + 2d10 ⇒ 25 + (7, 3) = 35
25 + 2d10 ⇒ 25 + (6, 7) = 38
25 + 2d10 ⇒ 25 + (2, 1) = 28
25 + 2d10 ⇒ 25 + (5, 5) = 35
25 + 2d10 ⇒ 25 + (2, 5) = 32
25 + 2d10 ⇒ 25 + (1, 9) = 35

Wounds: 6 + 1d5 ⇒ 6 + (4) = 10
Fate: 1d10 ⇒ 1


A noble-born Seneschal, who tired of his family and went on to make his own fortune with the Rogue Trader. Ship role is High Factotum.

Should we roll the stats and other stuff now, or just the concept for now?


Here's Sahale, the team's Tech.

Spoiler:
Name: Sahale
Looks: calm eyes, weathered face, wiry body, military wear, indigenous skin

Stats:
Edge +0 | Style -1 | Meat +0 | Cool +1 | Synth +1 | Mind +2
Cred 5

Directives:
tbd

Harm:
15:00 [] | 18:00 [] | 21:00 [] | 22:00 [] | 23:00 [] | 00:00 []

Cyberware:
Neural Interface with Remote Control Module: Allows direct neural control of an appropriately configured external device such as a vehicle, weapon, recording device, or hacked electronic system. The RCM gives the interface wireless broadcast and reception capacity to allow the remote control of vehicles and drones. You may take the Driver move second skin as an advance. +encrypted, +multi-tasking.
-Why: Enthusiasm
-Cost: You scrimped & saved to buy it yourself. +substandard.

Links:
tbd

Contacts:
tbd

Moves:
Expert: Choose one area of expertise from list on back.
-Mechanic

Storage: After receiving a job you may look through your accumulated parts and supplies for equipment that might help with the current mission. Roll Mind.
-10+: gain 3 [gear] relevant to your chosen area(s) of expertise.
-7-9: gain 1 [gear] relevant to your chosen area(s) of expertise.

Customiser: You can identify and examine new or complicated technology related to your area of expertise, and modify technology with which you are familiar. When you try to modify a piece of tech, tell the MC what you want to do and discuss what tags or game effect that modification will have. The MC will tell you the requirements in terms of: time / tools / parts / help from contacts / more research.

Bypass: When you attempt to subvert security measures (bypassing a locked door, disabling an alarm, camera or motion detector, etc), roll Cool.
-7+: you successfully bypass the system without leaving a trace
-10+: you gain some valuable insight into the facility’s security, gain [intel]

Areas of Expertise:
Mechanic: you are an expert in the construction, maintenance and operation of vehicles & drones; you have two drones created according to the Driver move drone jockey.
[Drone Jockey: You start with two drones. See Drones section on back.]

Drones:
tbd

Gear:
Mechanic Toolkit and gear

Assault rifle (3-harm near/far loud autofire)
Gas Grenades (s-harm near area reload gas)

Armoured jacket (1-armour)
Van (+workhorse, +cramped)

Advancements:
XP: 0

Background:
Sahale was an independent contractor for many organisations and people, but one that stands out is Basilisk Security International. They paid good money so after a couple of jobs he signed a more long-term contract. However they demanded more and more with each job, up to downright suicidal missions, so one day he just cut the partnership. Basilisk Security International obviously are not happy.

He got his RCM Neural Interface with the money he saved from the jobs. It's not an ideal piece of cyberware, but it works, and Sahale always was enthusiastic about drones.


A cyberpunk Pbta? Sounds cool. I'm leaning towards a Tech.


I know this thread is for the recruitment of the Rogue Trader, but I'll dot to keep an eye on this and not miss the retinue recruitment. Don't know much about the setting, but always wanted to play some Warhammer.


HP: 2d8 ⇒ (2, 3) = 5

I'm thinking about an Oracle with Wrecking Mysticism curse for swapping spells for tails.

So a question: Does the Kitsune Magic trait count as one tail, i.e the first level character already has one tail if they didn't swap the trait for something else. Or it doesn't count, and we can take Magical Tail at first level?


All kitsune? That's a dot.

Let's see the stats:
2d6 + 7 ⇒ (6, 5) + 7 = 18
2d6 + 7 ⇒ (5, 6) + 7 = 18
2d6 + 7 ⇒ (5, 4) + 7 = 16
2d6 + 7 ⇒ (6, 1) + 7 = 14
2d6 + 7 ⇒ (4, 5) + 7 = 16
2d6 + 7 ⇒ (5, 5) + 7 = 17


I'm pulling out. Just can't think of any good background. Best of luck to you guys.


Dot-dot. Sure seems interesting.

Rolls:
Favored: 15 + 1d3 ⇒ 15 + (1) = 16
Favored: 15 + 1d3 ⇒ 15 + (1) = 16
Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Unfavored: 8 + 1d6 ⇒ 8 + (4) = 12
Unfavored: 8 + 1d6 ⇒ 8 + (4) = 12
Unfavored: 8 + 1d6 ⇒ 8 + (3) = 11

Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Unfavored: 8 + 1d6 ⇒ 8 + (3) = 11
Unfavored: 8 + 1d6 ⇒ 8 + (3) = 11
Unfavored: 8 + 1d6 ⇒ 8 + (5) = 13

Second set it is. 18, 18, 18, 12, 11, 11


I'll dot. Probably a soulknife on one side. Or not.

Unchained Rogue gets Weapon Finesse at 1st level and feat tax gives it to everyone. Would Un.Rogue get something instead of it? Or would they just gain 3rd level dex-to-damage earlier?


Inouse's background.

Background:

Inoue Souma was born twenty three years ago. He didn't spend much time with his parents - at the age of 6 he displayed affinity with kami. His parents were not shugenja, so they had to decide what to do. Luckily, Takakazu Yamura - a shugenja from the expanding Order of Kanosei Furudera - was passing through the settlement.
The following years were hard. Not physically, but mentally - studying the kami etiquette, learning correct words and prayers is not an easy task. Inoue's gempukku was held a year later than usual - when he was fifteen. After that he joined his sensei - Takakazu Yamura, the same person that took him into the Order - in his traveling. Offering help when needed and searching for other gifted children.
The last couple of years, however, Inoue traveled without Yamura-sensei - the man's health lately was not the same as before.


Dot.

Rolls:
5d6 - 2 - 1 ⇒ (2, 1, 3, 6, 3) - 2 - 1 = 12
5d6 - 4 - 5 ⇒ (4, 6, 6, 5, 6) - 4 - 5 = 18
5d6 - 1 - 2 ⇒ (5, 1, 2, 3, 4) - 1 - 2 = 12
5d6 - 3 - 2 ⇒ (3, 2, 3, 4, 6) - 3 - 2 = 13
5d6 - 2 - 1 ⇒ (2, 3, 1, 5, 3) - 2 - 1 = 11
5d6 - 2 - 2 ⇒ (2, 6, 6, 5, 2) - 2 - 2 = 17

Eh, I'll go with point buy.

Any chance you'll allow Path of War?


I'm quitting too, sorry. I bit off more than I can chew. While I love the idea and had some fun putting together some ideas, I simply don't have enough time to fully build an optimized 15 level tristalt.

Probably an unwanted advice: If someone wants to be sneaky-stabby type, try out rogue // enigma mesmerist, and slap an alchemist or a monk as a third class - might be fun.


Done with mechanics and the 20 questions. The more or less full background is a bit difficult (I always struggle with it), but I'll try to get it done by the weekend, if the 20 questions won't be enough.

20 Questions:

1,2. Clan/Family - Ronin
3. Role - Shugenja
4. Appearance - Souma is a tall man with long dark brown hair tied in a ponytail. He has a burn on the left side of his neck from a spell incident.
5. Motivation - Finding other potential shugenja and helping them understand their gift.
6. Most trusted person - Takakazu Yamura is one of the sensei in Kanosei Furudera Dojo. He is also the one who found Souma and brought him to the Order for shugenja's training.
7. Strength and weakness - His concern for common people is his strength and weakness at the same time.
8. Bushido - The most important tenet is Compassion. The least important is Courtesy.
9. Clan - Being a ronin doesn't justify things many clanless samurai do. Those criminals are a disgrace.
10. Married - He is not married.
11. Prejudices - Souma dislikes Great Clans. They are prideful, arrogant and caught up too much in their feuds and court intrigues.
12. Loyalty - While Souma doesn't serve anyone, he is loyal to his Order and his sensei.
13. Most and least favourite things - Souma enjoys playing shamisen - he remembers his mother playing it for him. He dislikes shogi - because he never once won in it, and rain - drying clothes is a pain.
14. Mannersims - He rubs his index finger and thumb when thinking and weighing options. Before praying to kami for assistance, Souma always closes his eyes and lowers his head for a few moments.
15. Emotions - Souma is generally a calm person, but unnecessary violence angers him quickly and he has hard time hiding it. Boredom he can hide easliy enough - long hours studying at the dojo and listening to sensei was a great training.
16. Subordinate - Being born a ronin, he never thought about that, but Souma tends to forgive people if nothing seriuous happened.
17. Parents - Souma was brought to the Order in the young age and didn't knew his parents well. He knows one of them was a shugenja, other than that it's just bits and pieces.
18. Ambition - He wants to become one of the greatest clanless shugenja, so that the Great Clans recognize that one don't need to be born into a Clan to achieve anything.
19. Religion - Souma is, of course, religious. He will offer a prayer to any shrine he come across, and will visit a temple if an opportunity presents itself.
20. Death - He will die protecting or helping his friends.

Character Sheet:

Inoue Souma

Clan/Family: Ronin
Role: Shugenja
School: Ronin Order Shugenja (Kanosei Furudera Order)
School Rank: 1

Exp/spent: 50/50
Inisight: 124 [Rank 1]

Glory: 0.0
Status: 0.0
Honor: 5.0

Rings:
2 Air: 2 Reflexes / 3 Awareness
2 Earth: 2 Stamina / 3 Willpower
2 Fire: 2 Agility / 2 Intelligence
3 Water: 3 Strength / 3 Perception
2 Void

Skills:
1 Athletics [Bugei, Str]
1 Craft (Cooking) [Merchant, ?]
1 Craft (Fishing) [Merchant, ?]
1 Etiquette [High, Awa]
1 Medicine [High, Int]
1 Perform (Samisen) [High, Agi]
1 Sincerity [High, Awa]

1 Calligraphy (Cipher) [High, Int]
1 Divination [High, Int]
1 Lore: Theology [High, Int]
1 Lore: Shugenja [High, Int]
1 Meditation [High, Void]
1 Spellcraft [High, Int]
1 Staves [Bugei, Agi]

Advantages:
Absolute Direction [Mental] 1 pt.
Elemental Blessing (Water) [Spiritual] 4 pt.
Friendly Kami (Air) [Spiritual] 5 pt.
Sage [Mental] 3 pt.

Disadvantages:
Social Disadvantage (Ronin) [Social] 3 pt.
Unlucky (2 ranks) [Spiritual] 4 pt.

School Technique:
The Path of Discipline – one Free Raise on all Sense, Commune, and Summon spells for all elements except Void and Earth.

Affinity: Air spells.
Deficiency: Earth spells.

Spells:
Sense [All 1] - memorized
Commune [All 1] - memorized
Summon [All 1] - memorized
Legacy of Kaze-no-Kami [Air 1]
Nature's Touch [Air 1]
Tempest of Air [Air 1]
Path to Inner Peace [Water 1]
Speed of the Waterfall [Water 1]
Extinguish [Fire 1]

Outfit: sturdy robes, wakizashi, bo, traveling pack, scroll satchel, 5 bu
Traveling Pack: blanket, cooking pot, divination kit (yarrow sticks), fishing pole, flint and tinder, samisen, small knife, spare kimono and sandals, week's rations, wide-brimmed straw hat

Exp costs:
Advantages - 13 pt.
Disadvantages - 7 pt.
Willpower 2->3 - 12 pt.
Strength 2->3 - 11 pt.
Perception 2->3 - 11 pt.
Skills - 7 pt.
Memorized spells - 3 pt.


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Yeah, don't trust those posting forms. That's why I type all my posts in a notepad before submitting.


More of a practical and down to earth shugenja I think - going from village to village, helping with crops, healing people, curing diseases, fortune telling, that kind of stuff.

Edit: Also, the Ronin Order Shugenja gives Daisho in starting outfit, in which I don't see much sense. I am a ronin after all. A single wakizashi and another cheaper weapon (or just a cheaper weapon) sounds more suitable. A bo for example.


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Couldn't get to the creation at the weekend, will do tomorrow or the day after.

Now that I actually got to the character creation, I think I'll make a Kanosei Furudera shugenja. Any advice for a first-time shugenja?


In progress. Probably will be ready by the weekend.


Level 15 tristalt with 30 PB and feat taxes. That's ridiculous. And definitely a dot. Will have to think about class choices.

How long do we have?


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Here's my finished submission.

Spoiler:
Nishiwaki Teruo

PL: 8
PP: 120/120

Attributes
0 Strength
2 Stamina
8 Agility
4 Dexterity
0 Fighting
0 Intellect
8 Awareness
4 Presence

Defenses
10 Dodge
2 Fortitude
2 Parry
2 Toughness
8 Will

Offense
Initiative +12

Blast: Damage 6, Attack 10 - DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)
Hail: Line Area Damage 6 - DC 21; Line Area 3: 5 ft wide by 120 ft. long, DC 16 (Standard - Close - Instant)

Powers
Feathers: Array [25 PP]
Feather Arrow: Damage 6 [1 PP]
DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)

Feather Hail: Line Area Damage 6 [24 PP]
DC 21; Line Area 3: 5 ft wide by 120 ft. long, DC 16 (Standard - Close - Instant)

Wings: Array [17 PP PP]
Wings: Flight 8 [1 PP]
Speed: 500 miles/hour, 1 mile/round; Wings (Free - Personal - Permanent)

Wings Cocoon: Protection 8 [16 PP]
+8 Tougness; Impervious (Personal - Sustained)

Advantages
Evasion 2 - Circumstance bonus +5 to avoid area effects.
Improved Initiative 1 - +4 bonus to initiative checks per rank.
All-out Attack - Trade active defense (up to -5) for attack bonus (same number).
Favored Environment: Air - Circumstance bonus +2 to attack or active defense checks in an environment.

Skills
+10 Acrobatics (2 ranks, +8 Agi)
+4 Athletics (4 ranks)
+4 Deception (+4 Pre)
+4 Expertise: School subjects (4 ranks)
+6 Insight (+6 Awa)
+6 Intimidation (2 ranks, +4 Pre)
+16 Perception (8 ranks, +8 Awa)
+8 Persuasion (4 ranks, +4 Pre)
+10 Ranged Combat: Feather Hail (6 ranks, +4 Dex)
+10 Stealth (2 ranks, +8 Agi)

Native Language: Japanese

Motivation: Thrills
Complication: Phobia (Insects)

52 Attributes +42 Powers +5 Advantages +17 Skills +4 Defenses = 120

Backstory:
Despite his current eagerness to prove himself as a hero, Teruo decided to enter UA just a year ago. Until then he wanted to become dozens different things, as most kids this age. He admired heroes, but he didn't think of himself as a hero material. That changed when he and the group of tourists were caught at the top of a building, burning from a villain attack. He decided to help in evacuating people, and while he couldn't light them up, or keep himslef in the air with the load, he was able to glide and so lowered quite a few of people.
That was the best day ever for Teruo - he got to take part, however small it was, in the hero activity. And he received a commendation. It was exciting, no matter how you slice it.

Teruo is on a bit shorter than average for his age, has light brown hair and green eyes. His Quirk is a pair of vivid white featherd wings at the small of his back.


Laser blasts - Damage power with Increased Range extra.

Moving faster - Speed power.

You can add some Alternates to Damage, like blinding (Limited Affliction).


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Here's the crunch. I decided to go with wings. Any advice is welcome. At least there shouldn't be any math mistakes, thanks to Hero Lab.

The starting age is 14-15, right?

Spoiler:
Nishiwaki Teruo

Attributes
0 Strength
2 Stamina
8 Agility
4 Dexterity
0 Fighting
0 Intellect
8 Awareness
4 Presence

Defenses
10 Dodge
2 Fortitude
2 Parry
2 Toughness
8 Will

Offense
Initiative +12

Blast: Damage 6, Attack 10 - DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)
Hail: Line Area Damage 6 - DC 21; Line Area 3: 5 ft wide by 120 ft. long, DC 16 (Standard - Close - Instant)

Powers
Feather Hail: Array [25 PP]
Blast: Damage 6 [1 PP]
DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)

Hail: Line Area Damage 6 [24 PP]
DC 21; Line Area 3: 5 ft wide by 120 ft. long, DC 16 (Standard - Close - Instant)

Wings: Array [17 PP PP]
Wings: Flight 8 [1 PP]
Speed: 500 miles/hour, 1 mile/round; Wings (Free - Personal - Permanent)

Wings Cocoon: Protection 8 [16 PP]
+8 Tougness; Impervious (Personal - Sustained)

Advantages
Evasion 2 - Circumstance bonus +5 to avoid area effects
Improved Initiative 1 - +4 bonus to initiative checks per rank
All-out Attack - Trade active defense for attack bonus
Favored Environment: Air - Circumstance bonus to attack or defense in an environment

Skills
+10 Acrobatics (2 ranks, +8 Agi)
+4 Athletics (4 ranks)
+4 Deception (+4 Pre)
+4 Expertise: School subjects (4 ranks)
+6 Insight (+6 Awa)
+6 Intimidation (2 ranks, +4 Pre)
+16 Perception (8 ranks, +8 Awa)
+8 Persuasion (4 ranks, +4 Pre)
+10 Ranged Combat: Feather Hail (6 ranks, +4 Dex)
+10 Stealth (2 ranks, +8 Agi)

Native Language: Japanese

Complications
Motivation: Recognition
one more tbd

52 Attributes +42 Powers +5 Advantages +17 Skills +4 PP Defenses


Dot.


pauljathome wrote:

One very useful tool to build your character is Hero Lab.

The demo is free. You can't save a character with the free demo but you can at least build a legal character fairly quickly.

Played with it a bit, and I think I got the Limits and stuff.

Will create a character today or tomorrow. For now I'm thinking someone naturey - vines, snares and stuff. Like Ibara's quirk or the dude in the beginning with trees.


I'm not sure I understand the limits correctly. Attack and Effect, for example. So, I have Attack 10. The Damage power than can't be more than 6 then?

And a check if I get the Alternate Effect extra correctly: I buy some Effect for 20 points. I want add a couple of Alternates to it. So, I pay for each Alternate 1 points, and then for each one I get 20 points pool, and only one power can be active at the time? If I choose Dynamic Alternate, I pay 2 points for each, then I have 20 points pool, which can be divided among the Alternates to have multiple powers active at the same time?


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Yep. There's also the SRD.


Dot.


So did I.


Ditto.


Sybille, a Powder Keg Huntress is ready to slay some beasts.

Spoiler:

Sybille
Class: Bloodborne Hunter 4
Race: Human
Exp [fast] 6.000 / 10.000
Init +1; Senses: Perception +9, SM +7

Defense
AC: 19 =10 +5 armor, +1 dex, +3 int
Touch: 14 =10 +1 dex, +3 int
Flat-footed: 18 =10 +5 armor, +3 int

HP: 40 (4d10 +4*2 Con +4 FC)

CMD: 19 =10 +4(BAB) +1(Dex) +4(Str)

Fort: +4 =+1(class) +2(Con) +1(cloak)
Ref: +6 =+4(class) +1(Dex) +1(cloak)
Will: +6 =+4(class) +1(Wis) +1(cloak)
DR: 2/-

Offense
Speed: 30 ft.

CMB +8 =+4(BAB) +4(Str)

BAB: +4
Melee:
+1 Furnace hammer (1d8, x3, B)
Standard: +9 atk, 1h:1d8+5 / 2h:1d8+7 dmg
Trick form: +9 atk, 2h:2d6+7 dmg
Furnace trick - prime the weapon as a free action, next hit deals +1d6 fire damage to the target and all adjacent creatures. Not multiplied on crit. 1/round.
Ignition trick - target an adjacent 5 ft. square with an attack (AC 10), on a hit everyone in it take 1d10 fire damage and must make DC 16 Ref save or catch fire. Crits on 20/x4. OR
Ignition trick - pull the trigger when making a melee attack, gain +2d4 fire damage to melee attack, multiplied on crit. 1/round.

PA - Trade -1 atk for +2 (+3 if 2h) dmg. Can trade up to -2 atk.

Ranged:
Pistol, dragon (1d6, ×4, 15 ft. cone, Misfire 1–2 (5 ft.), Capacity 1, B and P, scatter)
Standard: +5 atk, 1d6 dmg

Other:
Blood Ministration 3d6 - after you take damage, successfully damage the enemy with melee attack and recover hit points up to the maximum equal to the damage you took. The window of opportuniy is 1 round after taking damage.
Trick Weapon - move action to transform.
Visceral Attack - standard action. Make attack rolls as if making a full-attack. If any attack hits the target, Visceral Attack is successfull. Each additional hit increases damage by the weapon's base dice, +1d6 for every 4 hunter levels. Other damage sources added after and increased. If crit, then confirm once using highest BAB-5. If it's confirmed, the entire attack is crit and multiplied as normal. The target must be dazed, flat-footed, paralyzed, staggered, or stunned.
Hunter’s Grace - you may take an additional 5-ft. step. Also, 1/day as an immediate action when targeted by an attack you may add +4 dodge bonus to AC and take 5-ft. step after the triggering effect.
Uncanny Dodge - can't be caught flat-footed, don't lose AC if the attacker is invisible.

Statistics
Str 18 (15, +2 race, +1 lvl)
Dex 12
Con 14
Int 16
Wis 13
Cha 8

Traits:
Armored Hunter - You become proficient in the armored coat in addition to your normal proficiencies, and you treat the armored coat as light armor rather than medium armor.
Seeker - +1 on Perception checks.

Feats:
1[character]: Power Attack
1[badge]: Throw Anything
1[human]: Expanded Trick
3[character]: Workshop Apprentice

Skills:
8 per level =4(class) +3(int) +1(human)
+2 background per level
32+8 total

+8 Acrobatics 4 +1(dex) +3(class)
+3 Bluff 1 -1(cha) +3(class)
+8 Climb 1 +4(str) +3(class)
+3 Intimidate 1 -1(cha) +3(class)
+9 Kn. (Arcana) 3 +3(int) +3(class)
+9 Kn. (Dungeoneering) 3 +3(int) +3(class)
+9 Kn. (Local) 3 +3(int) +3(class)
+9 Kn. (Nature) 3 +3(int) +3(class)
+9 Perception 4 +1(wis) +3(class) +1(trait)
+7 Sense Motive 3 +1(wis) +3(class)
+7 Stealth 3 +1(dex) +3(class)
+7 Survival 3 +1(wis) +3(class)

Background:
+9 Craft (Weapons) 3 +3(int) +3(class)
+7 Profession (Hunter) 3 +1(wis) +3(class)
+8 Lore (Yharnam) 2 +3(int) +3(class)

*ACP -0

Languages: Yharnamite (Common?), +3 from int

Racial features:
+2 to any ability score
bonus features
1 skill point per level

Class Features:
1[bloodborne hunter]: Blood Ministration, Cunning Blood, Trick Weapon
2[bloodborne hunter]: Hunter's Badge
3[bloodborne hunter]: Visceral Attack, Hunter’s Grace 1/day, Caryll Rune
4[bloodborne hunter]: Uncanny Dodge

Hunter's Badges:
Powder Keg Hunter Badge
Benefit: The hunter gains the Throw Anything feat as a bonus feat, even if she doesn’t meet the prerequisites. Additionally, she adds her intelligence modifier to damage done with splash weapons, including the splash damage, if any.
Furnace Trick: The hunter incorporates a miniature furnace into her trick weapons. While in its tricked form, the hunter can prime the weapon as a free action once per round. The next time the weapon hits, it deals an additional 1d6 points of damage to the target and all adjacent creatures. This additional damage is not multiplied on a critical hit. This trick can be applied to a weapon multiple times, each time increasing the extra damage from this trick by 1d6. Additionally, when the hunter applies this trick to a weapon she can choose to trade any number of the weapon’s damage dice for an equivalent number and size of energy damage dice. Energy damage gained from this trick is fire damage.

Caryll Runes:
Great Lake - Gain DR 1/-, +1 for every 4 hunter levels.

Gear/Possessions
+1 Furnace hammer (1d8, x3, B, 5 lbs.) - warhammer
Tricks: furnace trick, ignition trick, increased damage

+1 Armored Coat (AC+5, MDB+3, ACP-2, ASF 20%, 20 lbs.)

Hunter Blunderbuss (1d6, ×4, 15 (10) ft., Misfire 1–2 (5 ft.), Capacity 1, B and P, scatter, 3 lbs.) - dragon pistol
40 Quicksilver bullets (pellets)

Cloak of Resistance +1
A birthday gift from Ernhart. A strange cloak, adorned with various feathers. It calms Sybille and gives her confidence.

Hunter's Outfit (5 lbs.) - Traveler’s Outfit
Belt Pouch (0,5 lbs.)
Waterskin (4 lbs.)
Flask (1 lb.)

Bandolier with 8 Injection of CLW (8 lbs.?)
Bandolier with 8 Molotov Coctail (8 lbs.) - alchemist fire

Bullseye Lantern (3 lb.)
4 Lamp oil (1 lb.)

Dungeoneering Kit, Common (25 lbs.):
This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs.

Carrying Capacity: Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 83,5 lb.

Money: 355 GP

Description
As always, all kinds of thoughts appear in the head when one got nothing to do but to peer into the poorly-lit streets. Memories, for example. It’s been at least fifteen years since Ernhart picked her up. Sybille doesn’t remember much of what happened before that. Ernhart told her that a beast ripped her family in pieces, and doesn't go into details. Even now, after all this time. But she has some vague memories. One such memory is her father’s eyes - strange, blot-like pupils. Of course, after this much time with Ernhart, Sybille knows what the collapsed pupils mean. A sign of a Blood-Drunk Hunter.

A shout pulls her out from her thoughts. "Sybille, left!" Ernhart jerks his pistol to the beast jumping out of the shadows. Sybille follows the barrel only to meet with the claws of the creature. She cusses and jumps away from it, igniting her furnace hammer. She swings the weapon at the beast's head, smashing it and setting it on fire.
"That's the last one." The woman exhales and leans on the nearby wall. "Don't you think they appear too often? It was what, three or four a month? Now it's three or four a week. What's the Church saying?"
"You know what." Ernhart cleans his blade from the blood.
"Yeah, right."
Ernhart stuffs his pipe and starts walking. "Let's get back to the workshop. We need to report and check the weapons."
Sybille kicks the body and follows him.

Appearance
Sybille is a woman just a bit higher than most, with wavy chestnut hair cut to the shoulder-length. Her eyes are dark green and she has light freckles on her cheekbones and nose.

The artwork.


On a second thought, while Vileblood is a very interesting archetype, I don't like abilities that damage you when you use them. It fits the lore, I guess.

I think I'll do the non-archetyped Hunter either with Powder Keg badge wielding a fire hammer, or with Crow Hunter badge and dual-wielding.

Does the Increased Reach trick works as usual reach - can't use it to attack adjacent squares?


So many choices. But I think I'm leaning towards the duelist Vileblood.


Never mind the question about trick weapon. That's me overthinking.

So I've glanced at the Bloodborne lore document, and now I have some more questions. Sorry about that many of them. :)

We're playing during the "Ashen Blood" epidemy, right? Is that before or after the Executioners slaughtered the Vilebloods in Cainhurst? Are they being hunted, not tolerated or something during this game?


Are eastern weapons martial or exotic?

Edit:
Also, does trick weapon retain its type or group (not sure how it's called)? For example, I have a sword that transforms into a spear or a whip. Is it still a sword, or is now a whip or a spear? Would Weapon Finesse transfer on tricked form?

Also, Deadly Agility question. Does it work like Unchained Rogue's finesse - multiplying if wielding a weapon two-handed - or just your Dex mod?


Read a bit through the class document, and I have to say some options look intriguing.

I have some ideas, but a few questions first:
-Would you allow Deadly Agility or Polearm Dancer from Dreamscarred Press?
-How about Prodigous Two-Weapon Fighting also from Dreamscarred Press?
-Have you thought about feat taxes?

Edit: Almost forgot. I'm not sure I understood how works Relentless Style. Maybe I've just missed something. You don't need to load it? Does it use the same damage dice as it was before? What is the range?


Dot-dot. I'm definitely interested.

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