Haven't looked at unchained yet, but lord knows the rogue needs some love. Is any of the stuff up on the SRD? But the multiclassing variant seems kind of cool. Especially since power attack barbarian is more or less a 1 feat build. I wonder what a VMC from druid gets? For pure flavor, if she can turn into an angry sarkorian bear-spirit when she rages... [/drool] Or maybe I just go ahead with the beast totem and SAY she turns into an angry sarkorian bear-spirit when she rages. Which is sort of what the totem represents. Sigh.
@ Tenro, I completely understand. That's why I wanted to test the waters first. If you should change your mind and want to cross over to the dark side, just come on over. @ Deiros, statting the house is easy, writing the history was where there was a tepid response. Looks like Deiros, Daniel and Derz are on board. So many Ds. I've got traffic court today, which'll give me plenty of time to think up a opening. Then work tonight, so it'll probably be tomorrow before I get the new thread up.
@ Deiros: Good question. It's quicker for me to bang one out on my own, but you guys will be less involved. When BK did House Ghaele, it didn't seem like there was a ton of interest, so if people want to write a chunk of history for House Hollis, we'll figure it out. Otherwise, I'll present a semi complete house in a day or two. When thinking about characters and connections, lets remember all the good work BK did developing those other neighboring houses.
So I really don't want this game to die. But it seems like that happens a lot on these forums. So this is my thought. As BK and I had started talking about a tandem game, I can start a new thread. Working off of Daniel's excellent maps, I'll create the house that lives just east of the Ghaele's. They'll be along the river road between Casterly Rock and Golden Tooth, and they'll control the headwaters of that little river. You would all make new characters that would fit into the new house and we would set up a whole new game to run parallel to BK's if she ever returns. BK would be able to enter the new game when/if she rejoins us, and House Ghaele would go ahead as planned. So first of all, I guess, is anyone up for this? So, I seem to have developed a tick where I start almost every paragraph with "So". I'll try to stop doing that.
I'm not lost, I'm ... biding my time, I guess.
But because I'm a sucker for bullet points, I'm going to respond to Atlas. 1. We might lose: Always a possibility. 2. This is an important question. I'm puzzled, though, because I was under the impression that taking out the gang was the first step towards taking down the V'Sori. If it's not, we should figure out what is, and do that. 3. See 1. 4. Post rate is down because we don't know what's going on. Is it game over? Reset? Or are we going to play the hand and see what happens? As far as I understand the options, we can
Ordinarily, I'd vote for 2, but we don't seem to have the information we need to figure out a plan B. So I guess I'd take 1 over 3.
Figuring out the system as best I can. It's tricky because it's similar enough to what I'm used to that I keep making assumptions I shouldn't. So instead of beating my brains out, I'm going to just go with what I have and ask for people who get it to help. character: Strength 11 Dexterity 16 Constitution 15 Intelligence 10 Wisdom 12 Charisma 14 Martial
Skills:
Feats:
This is the book that I have, and I don't particularly know how different it is from the other. The other book says "revised and updated" so I imagine it's reasonably close. So when it comes time to build my character, I expect there will be some places where I'm off. As for my age, I was ball-parking her in her late 20s, but to pin it down, how long ago did Tyra come back from Casterly Rock? I'm that old. I expect I'll have some friends (possibly with benefits) in the village, because I can sort of move among both the smallfolk and the bigfolk.
Tyresa Hill is Tyvorst's cousin, the bastard daughter or dear aunt Tyra. Her yellow hair makes people suggest a Lannister planted the seed, but her mother has never confirmed or denied (which is to say, it's GM's call. They can't be the only blond family in Westeros, no matter what it looks like on the TV show)
How old am I?
Do I travel?
[b]Where do my skills lie?[b]
When the swords come out, she runs for cover. Then she stabs someone in the back.
BlindKitsune wrote:
Ah ... Tyra turns out to be much older than I had thought. So more likely the daughter. Or someone else altogether.
I have two concepts running through my head at the moment. 1. A scandalous woman - I was thinking of someone like this before I read your history. Having read it she could easily be Lady Tyra's bastard daughter, or even Tyra herself. She'd be a big intriguer with a huge chip on her shoulder.
Notes and thoughts (because I <3 house building. ALL suggestions are suggestions only. Defense you covered.
Redgar was the fourth cousin of the Lord of ((Housename)), but to most people, he was a shepherd. Until his 53rd year, when a message came that a plague had come and the entire house had died horrible deaths. Redgar was neither the brightest, not the strongest man. After repeated explanations, he finally grasped that he was the Lord of ((?)). He immediately declared war on another shepherd across the valley who he accused of stealing the better meadows. The few retainers of House ((?)) that had survived the plague came to a quick agreement, and Lord Redgar took a mortal wound when he fell off his horse onto a spear. Lord Edgar, his son, proved more adaptable to his new circumstances, and took command of the House and Lands by deferring to his retainers advice on all matters. Lands: 1d6 ⇒ 3
Or should I delete this and take the next one?
I like 5e. D-Kal puzzles me a little. I thought PHB was sort of the default chargen resource for 5e, but maybe I'm not paying close enough attention.
In short, I'd like to know enough to know if the game is likely to appeal to me. Otherwise, it's a bit like going on a blind date. But with swords.
much rambling:
I think we definitely need to coordinate major events. I would imagine that if you were NPCing Lord Blind of House Kitsune and I were NPCing Lord Snake of House Charmer, that I'd keep my character in your game pretty low status and vice versa. Which I think is pretty much what you said.
One question is scale. Do we want to have a big game where all Westeros is involved, where we're running into Tywin Lannister and Mace Tyrell all over the place? Or do we want to focus on one region? Or a local game where the events of the Books are big picture background stuff that we might reach up and touch once in a while? A couple of other interesting moments (to me) are Robert's Rebellion and the Greyjoy's Rebellion, largely because we know the major players involved. My first inclination would be to start at Jon Arryn's death, and keep the larger events of the book as backdrop, at least until the players find a way to stir the pot. I don't have the Night's Watch supplement (though that wouldn't prevent us from doing a game there) but one possibility that springs to mind would be a shared game with a group of Freefolk on the one hand, and a minor house in the North that trades with them across the Bay of Ice on the other. Very disorganized and brainstormy. So what I've come up with is this. Let's not make it too complicated. One of us should start a game, with a scope and in a time period of their choosing. If it takes off and there is an appetite for more, we can add a spin-off game later.
As far as combat v. intrigue, my thought is that every game does combat. SIFRP is a rare game that treats intrigue and war in as much detail, so if I were to run the game, I'd be planning on minimal combat. I don't mind narrating, as long as everyone's chill about my inexperience. I have the basic book and the campaign guide. I'll have to think about what kind of campaign to run. Anyone have any real burning desires to do one sort of thing or another? A possibility that occurs to me is to have parallel storylines. BlindKitsune could start in one place and I could start in another. That way we'd each get a chance to play, and as our story grows, we can cross plots as if we were GRRM himself.
"We'll get you back safely," Badwe says to Anevia, and then he sits back. "All of you." Bearclaw looks dubiously at the cleric, and Karis huffs and looks away. Marina puts a hand on her daughter's shoulder. "Fine," Karis mutters. Despite herself, she knows it is the right thing. The ancestors knew that allies were not always the people you would choose, but those who circumstance brought to your door. Still, her voice is barely audible when she mumbles. "All of them." Then she stands and goes to investigate the other door. perception: 1d20 + 6 ⇒ (18) + 6 = 24
OK cool. I completely agree about the archetype. It's a very archetypal archetype, with a great mythic (didn't Haracles get angry and accidentally kill his wife?) feel, but really not the kind of thing you want to make other players cope with. At least, not players you like. I try to specify when she's raging, and for ease of play, I'll try to specify when she's not.
Anya:
Anya Androvna
Human ranger 5 N Medium humanoid (human) Init +4; Senses Perception +10 -------------------- Defense -------------------- AC 21, touch 14, flat-footed 17 (+6 armor, +4 Dex, +1 shield) hp 49 (5d10+15) Fort +7, Ref +9, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee +1 scimitar +6 (1d6+7/18-20) Ranged +1 composite longbow +6/+6 (1d8+7/×3) Special Attacks combat style (archery), favored enemies (humans +2, undead +4) Ranger Spells Prepared (CL 2nd; concentration +4) . . 1st—entangle (DC 13), magic fang -------------------- Statistics -------------------- Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 8 Base Atk +5; CMB +5; CMD 21 Feats Alertness, Deadly Aim, Endurance, Point-blank Shot, Power Attack, Precise Shot, Rapid Shot Skills Climb +8, Handle Animal +7, Heal +10, Knowledge (nature) +8, Perception +12, Sense Motive +4, Stealth +10, Survival +10 Languages Common SQ favored terrain (urban +2), hunter's bond (hawk named animal companion), track +2, wild empathy +4 Other Gear mithral chainmail, darkwood buckler, +1 composite longbow (+2 Str), +1 scimitar, cloak of resistance +1, backpack, hammer, piton (5), silk rope (50 ft.), sunrod (5), 209 gp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes. Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes. Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban). Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Track +2 Add the listed bonus to survival checks made to track. Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy. Vladimir:
Animal Companion
Hawk N Small animal Init +2; Senses low-light vision; Perception +8 -------------------- Defense -------------------- AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size) hp 21 (+3) Fort +4, Ref +5, Will +3 -------------------- Offense -------------------- Speed 10 ft., fly 80 ft. (average) Melee bite +5 (1d4), 2 talons +5 (1d4) -------------------- Statistics -------------------- Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6 Base Atk +2; CMB +1; CMD 14 Feats Dodge, Weapon Finesse Skills Acrobatics +2 (-6 to jump), Fly +4, Perception +8 -------------------- Special Abilities -------------------- Flight (80 feet, Average) You can fly! Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. background: Andros Petrovich never thought of himself as a bad man. A merchant in Caliphas who traded with some unscrupulous characters, yes, but he never knowingly traded anything that had been stolen from a desecrated grave. Of course, he never asked any questions that he didn't want to know the answers to either.
Anya was his daughter, and she grew up in the cramped little shop, surrounded by oddities and relics of Ustalav's past. She was six when the wight came. She woke to hear something pounding on the door. Her father kept a crossbow under his bed, and he led the way downstairs, holding a candle in one hand and the bow in the other. Anya hid in a dark corner of the shop. "What do you want?" Andros called out, trying to sound brave.
The door burst in, and the undead creature stepped in. The crossbow bolt hit it square in the chest, but only served to show the thing where Andros stood. He tried to draw the bow again, but the creature was on him before he could load another bolt. After it had killed Andros, the dead thing rummaged through a display of jewelry on the counter. It knocked the candle over, and a dried old carpet began to smolder. By the time it found what it was looking for, the shop was blazing, the watch had come, neighbors with buckets were doing their best to keep the fire from spreading. As the wight left, they stayed well away and let it go. Anya came out a few moments later, coughing and sobbing. She watched the shop burn to the ground and only when the fire had dulled down to a pile of embers did anyone notice her. The captain of the guard asked her if she had any other family, and when she said no, one of the men suggested she stay at the barracks. Anya spent the rest of her childhood in the care of the Ivan Tolgasky and the city guard. She helped them maintain their gear, and they fed her and clothed her and gave her a blanket and a bed of clean straw. Most importantly, they taught her to fight. When they were on patrol, she patrolled the city in her own way. She moved silently and observed carefully, listening for anyone who knew anything about the undead. When she reached her teens, she had proved herself a talented archer. The guard began to take her on patrol. She learned more than she wished to know about criminals, and how to fight her fellow man. When she was offered a full membership in the guard, she refused. She would devote her life to fighting the undead. She began making forays out of the city, in search of dead things to test herself against. In the years that have passed, she has grown stronger and more deadly than ever, but she still has not found the thing that killed her father. She still searches.
Savage Worlds Deluxe wrote:
The text makes me wonder just how much abuse this edge saw in playtesting. And there's a Veteran rank Improved Sweep that ignores the -2.
Tsume Sasayaku. crunch:
Neutral Good. Catfolk Swashbuckler 3
Str 11 Dex 17 (+3) Con 14 (+2) Int 13 (+1) Wis 12 (+1) Cha 17 (+3) Init +3 (+5) hps 31 (3d10 +6 con, +3 favored class) AC 19 FF 15 Touch 14 (armor +4, Dex +3 Shield +1 Dodge +1) Saves: Fort +3 Reflex +6 Will +2 Perception +6 (low light vision) Move 30', Climb 20' BAB +3 CMB +3 CMD 16 Attacks:
Skills: Acrobatics +8, Bluff +9 Climb +11, Diplomacy +4, Knowledge (Local) +6, Perception +9, Sense Motive +5, Stealth +10, Survival +3 Feats & Traits: Weapon Focus: Jian, Fencing Grace, Friend in Every Town, Bandit (Stealth), Class Abilities:
Racial Abilities:
background:
Deep in the south of Riku'Ki was the ancient stronghold of the Tsume. There is no castle, but a small compound houses a modest school that focuses on a style of swordsmanship developed by the catfolk that live in the dense, hot jungles. Sasayaku grew up studying the jian under the strict instruction of Tsume Suiryoku. When her training reached a point where she was deemed worthy to represent the Tsume style, she was sent to spend a year living as a ronin. She wore a robe of green and grey as she travelled the countryside, learning the different customs of the towns she came to, coming to understand the different peoples of the land. She defended herself when she had to, and fought alongside those whose cause seemed righteous to her.
When her year was finished, she returned to the jungles of her home, to find the compound abandoned. Instead of swearing fealty to Tsume Suiryoku, she was alone in the world, not just as a part of her training, but in truth. She searched for clues for a long time, living wild when she had no coin, but unable to discover the truth. All she found was a beautifully forged jian with her name stamped on the blade, wrapped in silk and leather. It was hidden high in a tree that she had loved to climb. For a time, she fell in with a group of bandits who harried caravans that passed through the jungle on the way from Riku'Kaze to the coast. They told her they only robbed from the merchants whose greed had gone beyond the bounds of fairness, but when she saw them stealing from peasants and small traders alike, she demanded they stop. They refused, and she put her teaching to the test, managing to kill several before the rest fled. When she recovered from her injuries, she determined that she needed to find honorable work. She put aside the puzzle of the disappearance of her school and teacher, and set off for where ever the adventure begins. appearance:
Sasayaku is a black catfolk, lean and athletic, with glittering green eyes. She bears several white scars from fights, and is generally smiling. She wears her kusari manchira and loose pants that allow maximum flexibility. She wears a sash around her waist, with her sword tucked through it. Even sheathed, it is apparent that this is not the standard katana, and she is a bit sensitive about it. personality: She's very friendly, relaxed and easy to get along with, but only to a point. She is proud, and she is, by the standards of this land, a bit reckless. She values virtue over duty, and sometimes even chooses what is right over what is honorable. Despite these flaws, she is a charming lady and has proved herself a skilled swordswoman. For these reasons, some Lords have found themselves able tolerate her eccentricity. She avoids alcohol, for she finds it makes her remember too many things she would rather forget.
Historically (aka, in my imagination where everything works out exactly the way I want it) Snake Charmer tends to blast with her paralysis and then move up to let her snakes (damage aura) rip the frozen to shreds. There's obvious danger in doing this against a heavily armed mob, because she needs to get their attention to paralyze, and if any of them make their vigor rolls... well. She is awful squishy. Fortunately, she's only had to deal with museum guards and metro cops til now. Best use of her is as artillery. Carl pulls. Snake does the freeze thing to as many mooks as possible before the infantry (Jud & Rigor) move in. Imagine ... ummm ... floats around feeling in control and does her thing where it seems necessary? If one of their guys in the middle of the blast makes his vigor roll and Imagine MCs him, he can do a lot of hurt on his paralyzed buddies...
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