Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Mirror

Poor Wandering One's page

801 posts. Alias of PoorWanderingOne.


RSS

1 to 50 of 801 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Thanks Aifric, Svog, it's been a blast.


Looking forward to it Mazatl.


Thanks.
It was not an easy call.

I am going to enjoy the heck out of lurking though.


Jud Smith wrote:

Jud whistles as he spies a grenade to replace the one he used to win the fight. I like grenades...I wonder if I should try throwing them two at a time. Something to think about.

Besides the grenade he grabs the Vibrosword, which is shown on the character sheet.

{Remember to record if the grenade you are taking is of human make or a V'sori fusion job.}


Imagine wrote:
Also, I think the dumb rules say that technically the hybrid telepathy only works on hybrids and Atlanteans, but I'm willing to add on 'and telepathically sensitive humans.' It seems only fair! =)

Actually the dumb rules say that Atlanteans or Hybrids can communicate with Atlanteans, Hybrids, or V'sori.

However I am willing to be flexible. As currently set up Telepathy operates on two 'frequencies' one for the Atlantean, Hybrid, V'sori racial telepathy and a a second for the telepathy power.
If Rigor and Imagine want this to change then we can collapse the frequencies onto one.

Effects of one frequency:
a)Rigor and all other Atlanteans, Hybrids, or V'sori can transmit telepathically to anyone with the telepathy power no matter how acquired.

b)V'sori have a +2 to notice rolls vs. all telepaths.

Your call, though a unanimous verdict is required.

There is also a third choice. That this frequency unification apply only to Imagine. This would make her unique as a human on the Atlantean 'frequency' and will be a mystery.

Unanimous verdict required her as well. In this case Imagine will notice nothing unusual when mind-speaking with Rigor.


Carl, most important question. Which rooms are you checking first?
Room list:
Gym. Visited
Restrooms/showers in gym. One visited one not
Four cell rooms in gym corridor. Visited
Cafeteria. Visited
Office corridor. Visited
Principal's office. Visited
Vice-p's office. Visited
The restrooms off the cafeteria that I forgot to add in, there is nothing in these. Assume visited sorry.
The playground. Visited
The bisected house. Visited
Six cell rooms in the corridor off the cafeteria. Visited
The Teacher's lounge
The Library
The front courtyard

{Less important questions How are you seeing inside the walls/floor/ ceiling? It is dark. Also how are you getting above the ceiling?}


I will need :

1) What does normal spoken conversation look like in a post when the information is not going over the link as well?

2) What does normal spoken conversation look like in a post when the information is also going over the link?

3)What does purely telepathic conversation look like in a post?

And I can add this to the Campaign info page.


Imagine wrote:


George, let's get one thing straight. I AM NOT A PRISONER. Now that we've established that, how do I, the non-prisoner, open the handcuffs on the prisoners? Are there keys somewhere?

The drone's mind replies.

"subjects restraints are retrieved after processing
no keys exist within the inventory for this facility
restraints can be cut free from subjects if desired"

Valerie and the others in the cells step back as the Drones vibro-blade extends and locks into place.



Sorry all, going to have to bow out.

Just can't seem to get a character together, which is frustrating as I love FATE.

I will be lurking though.

Good luck.

Right, forget that. I now have coffee!


School daze

Round six resolution

{Imagine, actually both attacks would.}

Sapele The Drones left themselves exposed and overextended. They will not do this again. The first Drone manages to twist so your foot fails to make a solid connection, none the less Drone manages some decent hang time before sliding down the wall next to the double doors. The second drone takes a solid elbow to the head, flips in the air twice before sliding nearly to the hole in the floor created by your dramatic entrance. It might not be Strict Rules of Golf, but I would call it a gimme .

Carl You enter the larger room and see that it clearly was once a cafeteria. There are more banners and posters about the place though these extol good nutrition and oppose bullying. There are four large rectangular tables with benches attached to their long sides.
The north wall is made of windows from about knee high up. Several windows are broken. A set of double doors leads out into what appears to have been a playground but is now largely a flat area of blasted concrete.
To the west/north-west a corridor mirroring the one you came down exits the large room.
To the West/Southwest is what appears to have been the reception/office area. There is a raised curved desk cutting off the SW corner of the cafeteria. The desk is about chest high and made of solid dark wood. The desk is open at its western end. There is an unmarked door on the south wall behind the desk. There is also a door marked 'Office' in the west wall behind the desk.
To the south there is a corridor half again as wide as the one you came down ending in two sets of glass and wood double doors leading outside. On the east side of this corridor is a door marked 'Library' across from this is a door marked 'Teachers lounge'.

Imagine Question for you in Discussion. run drone run: 1d6 ⇒ 5. Drone enters the hallway.

Fiddler You have no target. Please feel free to change your action.

DroneUnshake?: 1d6 ⇒ 1 Gm benny to unshake Fire at traitor drone, double tap, MAP: 1d8 + 1 - 2 ⇒ (1) + 1 - 2 = 0 THe final drone sends a particle bolt into the floor before running in to the Cafeteria.


So thins is correct?

stats:

Thumpy: 2d10 + 20 ⇒ (1, 10) + 20 = 31 WS +2 hardened for 33
Shooty: 2d10 + 20 ⇒ (8, 9) + 20 = 37 BS
Lifty: 2d10 + 20 ⇒ (4, 6) + 20 = 30 Str +3 line for 33

Ouchy: 2d10 + 20 ⇒ (1, 3) + 20 = 24 Tou +3 regiment for 27

Bouncy: 2d10 + 20 ⇒ (2, 8) + 20 = 30 Ag +5 Operator for 35

Looky: 2d10 + 20 ⇒ (9, 8) + 20 = 37 Per +3 regiment for 40

Knowy: 2d10 + 20 ⇒ (2, 1) + 20 = 23 Int -3 line for 20

No!y: 2d10 + 20 ⇒ (5, 5) + 20 = 30 Will

know we: 2d10 + 20 ⇒ (10, 6) + 20 = 36 Fell

Wounds 10+2 regiment for 12
Fate 1

Attributes:

Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech

Skills:
Common Lore (Tech), Operate (Surface), Tech Use, Athletics

Talents:

Technical Knock, Weapon Training Las & Low Tech.
Die hard, Rapid reload, Street Fighting, Survival,
Fluency: can speak Low Gothic, Wary of Outsiders: -10 on Interaction tests in formal surroundings; also -10 on Interaction tests made on them by non-death worlders,
Light Sleeper

Gear:

Auspex/Scanner, common craftsmanship mind impulse unit, combi tool, dataslate, lascutter, M36 lasgun and four charge packs, suit of Imperial Guard flak armor, 2 x frag grenades, 2 x krak grenades, chameleoline cloak, Mono knife

With experience spent to get:
Simple INT +5 to int stat for 250xp
Increase "Tech" (tech use or common lore tech?) to trained (+10) for 200xp

Leaving 150 xp unspent?!?


I think I understand the system but why did only one side exploit it in the example?

Should not the guards, acting in the first guard slot have attacked Charlie thereby preventing his attack?

Also If the guards had attacked Alice and forced her to concede thereby removing the slot created by Charlie's roll, what happens to the advantage created by Bob who used that slot?


I would call an arm more a Small Improvised weapon d4 damage -1to hit/parry. The whole body would be more like a Large Improvised Weapon d8 -1hit/parry.

At least that is my first reaction. Willing to go d6 and forgo the improvised mod in this instance.

Question: it does not matter after that amazing string of aces but are you slamming the arm into the target or throwing it? You are rolling Fighting which would be slamming but the description implies throwing.
There strengths and weaknesses to both. No real difference here but let me know and it is something to be aware of next time.

There is no -2 from Mind Control but there is a MAP from using TK twice. First use: Grabbing the arm and moving it about. Second use: attacking.


'Hot-blooded' is more flexible letting in romantic issues (conflict with Dillinger over a pretty face) as well as a readiness to fight

So
High Concept: Proletarian Boatman, Senior student of Salle St Maurice.

Trouble: Hot-Blooded.

"A short, simple history" and "A writing sample, in character, detailing how the character was captured by the Guard." TBA


'Proletarian Gondolier '
hmmmm clunky... but maybe

It is almost 2 aspects
""
and
"Favored Student of X" or ""

I am liking
"Proletarian Boatman, Senior student of Salle St Maurice"

'Boatman' to separate him from open water sailors and to give a knowledge of the rivers and canals and the folks living near and on them.

'Senior Student' and 'Salle St. Maurice' to reinforce the social dichotomy established by 'Proletarian'

I can see this lending a bit of a Scaramouche feel.

Now trouble...
'River rat' is out it was folded into the high concept.

'hot-blooded' or 'duelist' could work.

We might be getting close to something...


My problem exactly.

Trouble is easy High concept is hard. "Shugyōsha gondolier" would work but only in anime.

hmmmm


hmmmm
Having trouble codifying trouble and high concept

Trouble is likely something to do with social class. We are talking Bottle street level here. A step up from scavenger but he does subsistence fish on occasion. Maybe 'River rat'?

For High I could go with 'Student of X' where X is the fencing master or style. A little bland but it could work.

These would bring both Class conflict and style/school rivalry into the game. Could even be a more explicit master:student thing which allows most Kung Fu movie plots into the game.

Are these worth further exploration or do you not want these elements in the game?

I am good either way.


Sweet, sarge can deal with the map.

So
Int 'simple' 250 running total 250/600
Tech (assuming tech use not common lore tech?) 200 running 450/600
Navigate 200 running 650/600

And we are over-spent, sigh.

So drop navigate, Running total is now 450 (Simple and navigate)

How much for Heightened sense hearing?


So
Int 'simple' 250 running total 250/600
Tech (assuming tech use not common lore tech?) 200 running 450/600
Navigate 200 running 650/600

And we are over-spent, sigh.

So drop tech, I have the basic version as an operator that will have to do. Running total is now 450 (Simple and navigate)

How much for Heightened sense hearing?

In the dark future of the 4077th there are only reruns.


Salle is the name for a fencing studio. Think dojo only more french.

Sorry I broke my own rule there and used jargon w/o defining it at the first instance.


Hmmm water is featuring strongly so far. I could see friendly competition between my character and Morpheus's. Inland waterways vs open sea, boatman vs. sailor. A bit like Australians vs New Zealanders, they bicker with each other but an outsider insulting either is met by both fists.


Rough idea

A boatman. Pirates in the family history. Currently working as a gondolier/boatman for hire.

Good with a sword, currently senior student at a salle of some repute and always short of funds for the tuition.

He is not of a social class permitted to wear a sword but the odd ruffians who have dried to rob his customers have found that sword techniques translate rather effectively to the dagger or the cane.

More, and refining this to produce a high concept and trouble etc. soon.


His Int is abysmal. I take it Tech use uses int? If so then raising out of the early hominid category would be a good use for the points.

He has good will and excellent perception. Maybe some skills/talents backing those up? Kind of a Radar O'Riley schtick?

One that is important is literacy. I think "but do not start with Linguistics (Low Gothic)" means the average trooper cannot read? If so then being able to read would be an excellent tool for avoiding annoying work.

Did that spark any ideas?

Oh and Navigate. In most game this is an unfun skill. You need to make the roll to get to the plot, blow the roll no fun for you. I will take it if it is actually needed but otherwise it sounds like deadweight.


dotting as well.

Brain is currently KO. More soon.


School daze

Round 1
Initiative. Carl, ace of clubs. Fiddler, jack of diamonds. Imagine, three of hearts. Sapele, eight of clubs. Gym Drones, queen of hearts.

Feel free to post your action before your specific count. Actions will be resolved in card order.

Carl, please begin. Remember you can always go on hold allowing you to take your action at any point after your card.


Ryuko.
Have you looked at the toolkit? Plenty of nifty in there, I am particularly fond of the Swashbuckling Duels option combined with the stress free damage variant.

Are you thinking the default settings for refresh etc?

Re Magic: One of the idea I have come across is having magic cost. Basically to cast a spell you have to a) spend a fate point, b) use a boost or a free tag on an appropriate aspect or, c) use create advantage to create the boost to cast the spell. This has the effect of slowing down unprepared casters as they have to use create advantage to summon up the power they need. This lets the non-magic inclined shine a bit more.


Also this: Fare Core SRD.

Freeport is an amazing fate hack. Six skills named Str, DEX, CON, INT, WIZ, CHA. Magic system that has nods to D&D while still allowing Fate's flexibility. And of course the Freeport setting.

Fire and Shadow are setting/rule hack books put out by Evil Hat. They cover everything from a game where players are firefighters with complex social lives to a retelling of King Arthur with giant mecha fighting for control of the solar system. With stops along the way for a mystery in pre-WWII Shanghai, Charmed and Gamma World with the serial numbers filed off, the court at versailles being invaded by techno-organic aliens, and WWI aces fighting clockwork zeppelins. Worth buying.


I am largely setting agnostic at this point.

I have noticed, looking over other Fate PBP's here and elsewhere that the one that actually make it to launch have a strong vision of what they want to be.

Ryuko have you looked at any on the Fate Core settings? Fate Freeport, Worlds in Shadow, or Worlds on Fire all spring to mind as examples. Also re-imagining an existing setting through Fate Core allows all that settings fluff and history to help solidify the sometimes shifting sands of fate.

Is there a rule dense or otherwise unplayable setting you would like to run? I have seen adaptions for Gamma World 3rd, Traveler LBB, various White Wolf bits, Feng Shui, FGU's Bushido and Psi-World even one brave soul trying Journe.

Fate is an amazing system the real question is what do you want to run?


Stats :

Thumpy: 2d10 + 20 ⇒ (1, 10) + 20 = 31 WS +2 hardened for 33
Shooty: 2d10 + 20 ⇒ (8, 9) + 20 = 37 BS
Lifty: 2d10 + 20 ⇒ (4, 6) + 20 = 30 Str +3 line for 33

Ouchy: 2d10 + 20 ⇒ (1, 3) + 20 = 24 Tou +3 regiment for 27

Bouncy: 2d10 + 20 ⇒ (2, 8) + 20 = 30 Ag +5 Operator for 35

Looky: 2d10 + 20 ⇒ (9, 8) + 20 = 37 Per +3 regiment for 40

Knowy: 2d10 + 20 ⇒ (2, 1) + 20 = 23 Int -3 line for 20

No!y: 2d10 + 20 ⇒ (5, 5) + 20 = 30 Will

know we: 2d10 + 20 ⇒ (10, 6) + 20 = 36 Fell

Wounds 10+2 regiment for 12
Fate 1

Aptitudes:

Operator:Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech

Regiment:

So no regimental aptitudes?

skills:

Operator: Common Lore (Tech) OR Navigate (Surface), Operate (Surface), Tech Use
Regiment: Athletics

Talents:
Operator: Technical Knock, Weapon Training Las, Low Tech

Regiment: Die hard, Rapid reload, Street Fighting, Survival, Fluency: can speak Low Gothic, Wary of Outsiders: -10 on Interaction tests in formal surroundings; also -10 on Interaction tests made on them by non-death worlders, Light Sleeper

Equipment:

Operator: Auspex/Scanner, common craftsmanship mind impulse unit, combi tool, dataslate, lascutter
Regiment:Standard Kit: M36 lasgun and four charge packs, suit of Imperial Guard flak armor, 2 x frag grenades, 2 x krak grenades, chameleoline cloak, Mono knife

600xp

Correct so far?


Also interested.
Love the Fate core system and am quite interested in seeing how it runs as a pbp compared to Pathfinder.


Stats in progress:

Thumpy: 2d10 + 20 ⇒ (1, 10) + 20 = 31 WS +2 hardened for 33
Shooty: 2d10 + 20 ⇒ (8, 9) + 20 = 37 BS

Lifty: 2d10 + 20 ⇒ (4, 6) + 20 = 30 Str +3 line for 33

Ouchy: 2d10 + 20 ⇒ (1, 3) + 20 = 24 Tou +3 regiment for 27

Bouncy: 2d10 + 20 ⇒ (2, 8) + 20 = 30 Ag +5 Operator for 35

Looky: 2d10 + 20 ⇒ (9, 8) + 20 = 37 Per +3 regiment for 40

Knowy: 2d10 + 20 ⇒ (2, 1) + 20 = 23 Int -3 line for 20

No!y: 2d10 + 20 ⇒ (5, 5) + 20 = 30 Will

know we: 2d10 + 20 ⇒ (10, 6) + 20 = 36 Fell

Wounds 10+2 regiment for 12
Fate 1

Aptitudes:
Operator:Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech

Regiment:


skills:

Operator: Common Lore (Tech) OR Navigate (Surface), Operate (Surface), Tech Use

Regiment: Athletics

[spoiler=Talents] Operator: Technical Knock, Weapon Training (Las OR solid projectile, Low Tech

Regiment: Die hard, Rapid reload, Street Fighting

Equipment:
Operator: Auspex/Scanner, common craftsmanship mind impulse unit, combi tool, dataslate, lascutter

Regiment:Standard Kit: M36 lasgun and four charge packs, suit of Imperial Guard flak armor, 2 x frag grenades, 2 x krak grenades, gain either chameleoline cloaks or chameleoline-coated armour

600xp
Issues regimental...

"Trained in Survival" and "Fluency: can speak Low Gothic, but do not start with Linguistics (Low Gothic)" and "Wary of Outsiders: -10 on Interaction tests in formal surroundings; also -10 on Interaction tests made on them by non-death worlders."

also

"Hardened: choose one of Light Sleeper / Lightning Reflexes / Resistance (Poisons)"

Are these skills or talents or are they recorded elsewhere?

"Regimental Kit: upgrade standard melee weapon to Common Low-Tech weapon; or apply mono upgrade to standard melee weapon."

What is a Common Low-Tech weapon? For that matter what is a standard melee weapon?


wounds: 6 + 1d5 ⇒ 6 + (4) = 10

fate: 1d10 ⇒ 7


Could you tell me what the aptitudes, skills, and talents mean?

Also what are the various bits of equipment are?

Likely taking Las training unless there is a good reason not to.
Is there a way to get common lore tech and navigation?

Re the xp. It is likely easier to ask you or someone who knows the game to suggest how to spend them.

And are these skills etc in addition to the things mentioned in marks regimental info?


Operator sounds good.

I'll go with the sweet ride!

What's next?


stats:

Thumpy: 2d10 + 20 ⇒ (1, 10) + 20 = 31 WS +2 hardened for 33
Shooty: 2d10 + 20 ⇒ (8, 9) + 20 = 37 BS

Lifty: 2d10 + 20 ⇒ (4, 6) + 20 = 30 Str +3 line for 33

Ouchy: 2d10 + 20 ⇒ (1, 3) + 20 = 24 Tou +3 regiment for 27

Bouncy: 2d10 + 20 ⇒ (2, 8) + 20 = 30 Ag

Looky: 2d10 + 20 ⇒ (9, 8) + 20 = 37 Per +3 regiment for 40

Knowy: 2d10 + 20 ⇒ (2, 1) + 20 = 23 Int -3 line for 20

No!y: 2d10 + 20 ⇒ (5, 5) + 20 = 30 Will

know we: 2d10 + 20 ⇒ (10, 6) + 20 = 36 Fell

Hmmm

Ok start with the ones that do NOT appeal
Commissar
Ogryn
Tech-priest
Priest
Storm trooper
Heavy gunner
Sargent

That leaves
Medic, though with int 20 ......
Operator, meh beats walking, but there is the old shadowrun rigger/pathfinder mounted combat issue
Weapon Specialists, can I have some oatmeal with that cardboard please?
Rtatling, like the cook part. Isn't someone else going sniper?
Psyker, appeals but i expect the learning curve without the book is terminal.

Likely going Weapon Specialist for ease of play. Anyone have any recommendations based on my stats?

Tark, is Operator viable/useful in this plot?


Coup de grâce.

Now where did I put that brain bleach.....


nothing but stats here

Stats:

Thumpy: 2d10 + 20 ⇒ (1, 10) + 20 = 31 WS +2 hardened for 33

Shooty: 2d10 + 20 ⇒ (8, 9) + 20 = 37 BS

Lifty: 2d10 + 20 ⇒ (4, 6) + 20 = 30 Str +3 line for 33

Ouchy: 2d10 + 20 ⇒ (1, 3) + 20 = 24 Tou +3 regiment for 27

Bouncy: 2d10 + 20 ⇒ (2, 8) + 20 = 30 Ag

Looky: 2d10 + 20 ⇒ (9, 8) + 20 = 37 Per +3 regiment for 40

Knowy: 2d10 + 20 ⇒ (2, 1) + 20 = 23 Int -3 line fo 20

No!y: 2d10 + 20 ⇒ (5, 5) + 20 = 30 Will

know we: 2d10 + 20 ⇒ (10, 6) + 20 = 36 Fell


I was going to say it allows one to trade a panache point and a swift for an attack/full attack sequence but the ability references a 'fighting defensively action' which does not exist so FAQ is our only hope.


Sigh one of my favorite campaigns. In one of my favorite systems.

Opening just after I started running a Necessary Evil campaign.

ARRRRRGGGG

I cannot commit but I will be lurking and who knows ......


Abilities tend to do only what they say they do. As written fire supremacy will only ever do 1/2 level in damage even if you you are on the elemental plane of fire.

Anything else would be in houserule territory.

Personally I would consider something like it doing half the damage the gathered fire would normally do but the Wizard takes that damage less an amount equal to half their level.


I need a hand all I have now are stats.


six of one.
Spectral is nice but reach makes for a better first strike


reach is also useful for those fun sod touch spells.


"...where they were marked by an ancient prophecy"

So something want's them alive at least. That could be a plot relevant reason to make death only temporary on the island. It is only for a session or two the campaign should survive it.

Heck you could even make it part of the prophecy that they have to die before they can leave the island.


Or full plate wearing dwarven maneuver master monks.


Heck forget shotguns a modern army's go to tool for tight spaces is artillery. See no more tight spaces.

As far as a recommendation I suggest a tower shield specialist. Get the fighting while outnumbered feats/traits and be the wall.


Nohwear wrote:
How big of a drawback is it, if a sensory power requires there to be a security camera to work through?

depends on the power, and exactly what you want the power to be able to do. Sorry I can't give an exact answer but much of SW is context dependent.


Carl's audit:

Race: Human

Traits, attributes 5pt. check.

Agility d10 (3pt) (d12 Super att)
Smarts d4
Spirit d4
Strength d6 (1pt)
Vigor d6 (1pt) (d10 Super att)

Traits, skills 15pt. *

Climbing (2pt) d6
Fighting (2pt) d6
Lockpicking (4pt) d10
Shooting (5pt) d12
Stealth (4pt) d10

Edges & Hindrances

Hindrances. **
Major, Habit Drug addiction
unknown, assuming Minor, Phobia - cats
Minor,
Super Karma,

Edges***

Free Edge
AB Superpowers 10 power points. check
-Intangibility (5pt)
-Toughness +2, Requires Activation (2pt)
-Super Attribute, Agility +1 (1pt)
-Super Attribute, Vigor +2 (2pt)

Human Edge, TOO MANY

Charisma 0
Pace 6”
Parry = Base (2) + fighting/2 (3) = 5
Toughness = Base (2) +Vigor/2 (5) + Arcane Background Toughness (2) = 7/9

Gear:

Kevlar Vest $250
Dad’s old M1911A1 $200 (2d6+1, AP, semi-auto)
Lockpicks $200
Switchblade $10 (Str + d4)
Combat Drugs (Red Agility) x 10 = $200
50 bullets @ $40 x2 = $100

Questions
* You are overspent by 2 skill points on skills. It looks like you did not pay the point to get the d4. 1pt is a d4, 2 a d6, and so on until you ceiling at 5 for d12 assuming you stay at or under the governing stat.

** Habit drug addiction. What are you addicted to? Combat drugs are a good choice for the setting plus there is a combat drug derivative called "EZ" or "Easy" that is available. Combat or traditional drugs will run you $20/day for the habit. "Easy" is only $10. That is how it got it's name, it's easy to get.

Phobia. Why Cats? It was unclear weather you took this at Major or Minor level. I assumed Minor, was I correct?

Remaining Hindrances. You can take a second Minor hindrance if you choose. You don't have to but I wanted to highlight he opportunity.

Super Karma The NE setting allows you to take a second Major Hindrance at character creation in return for 5 power points. Again you do not have to, Major hindrances are nasty, but again highlighting the opportunity.

***
You have too many edges. You get one as a human. Your hindrances give you 3 hindrance points to spend and you could use 2 of them to get a second edge. Taking a second Minor hindrance would allow you to buy a third edge but that is the starting limit barring tings like odd races or the Super Edge power

Note Some tricky spots but a solid villain at the core. Looking forward to the final version.


Rock with skills:

High Concept:Walker in the wastes

Aspects
Black arrow deserter

Second to last survivor of the battle of three rock pass

Trained by the Crooked men in the Crooked style

Reader of the first cryptical book of Hsan

Home, home in the wastes.

Living on borrowed time.

Friends in low places.

If you see something, say nothing and drink to forget.

Skills
4 Alertness
3 fists
3 mysteries
2 survival
2 stealth
2 academics
1 endurance
1 resolve
1 investigation
1 rapport

1 to 50 of 801 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.