GM Ragnarok's Strange Aeons

Game Master DM Ragnarok


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15 + 1d3 ⇒ 15 + (1) = 16
15 + 1d3 ⇒ 15 + (2) = 17
15 + 1d3 ⇒ 15 + (1) = 16
8 + 1d6 ⇒ 8 + (6) = 14
8 + 1d6 ⇒ 8 + (4) = 12
8 + 1d6 ⇒ 8 + (5) = 13

15 + 1d3 ⇒ 15 + (1) = 16
15 + 1d3 ⇒ 15 + (1) = 16
15 + 1d3 ⇒ 15 + (2) = 17
8 + 1d6 ⇒ 8 + (1) = 9
8 + 1d6 ⇒ 8 + (6) = 14
8 + 1d6 ⇒ 8 + (5) = 13


Well, since everyone else is going for broke.

15 + 1d3 ⇒ 15 + (3) = 18
15 + 1d3 ⇒ 15 + (3) = 18
15 + 1d3 ⇒ 15 + (3) = 18
8 + 1d6 ⇒ 8 + (2) = 10
8 + 1d6 ⇒ 8 + (1) = 9
8 + 1d6 ⇒ 8 + (3) = 11

15 + 1d3 ⇒ 15 + (2) = 17
15 + 1d3 ⇒ 15 + (3) = 18
15 + 1d3 ⇒ 15 + (2) = 17
8 + 1d6 ⇒ 8 + (1) = 9
8 + 1d6 ⇒ 8 + (2) = 10
8 + 1d6 ⇒ 8 + (4) = 12

Well that's... varied. I'm gonna build a Sister in Arms cav for this.


This is Lekkric's entry. Everything is done except for gear, which I'll get to soon. Everything is in the alias, but here's the backstory.

Backstory:

Alshad Khalid was born to a poor innkeeper in the Taldan capital of Oppara. Having seen, as a child, how the City Watch would sometimes be called in to sort out a fight or drag off a thief, he grew up idolizing them and joined up as soon as he was able. Never as big or strong as some of the other young men who joined, Alshad more than made up for it with his quickness, both of mind and of body. The minute his training was finished he was recruited into a special squad that investigated some of the more difficult to solve crimes around the city. It was here that he found his calling. No clue was too minor, no evidence too insignificant; once on the case, it was usually solved, sooner rather than later. Eventually he developed a bit of an ego about his talent, but was usually able to keep his condescension to a minimum when in the company of his social “superiors”.

After a few years on this special unit, he began to receive offers of work from some of the more well-to-do citizens of the city to do side jobs for them. The tasks ranged from getting dirt on political rivals to following spouses to confirm that they were unfaithful. It wasn’t the most rewarding work, but it paid significantly more than his day job with the City Watch, even with his bonus investigative squad pay. Within a few months his success with these side jobs and his client privacy policy had earned him enough work that he retired from the Watch to do this full time. This proved dangerous, however, when there was an attempt on his life by an angry wife that he’d proven adulterous. It was only his attention to detail and quick reflexes that saved him from the small viper that had been placed in his bed.

He had travelled to the country to enjoy some well-earned relaxation and to let certain furious new divorcees cool down when his memory (what little of it he has) ends.

Nothing too exciting, he was basically a detective gone PI before all this [whatever it is] happened. I like to have the backstory be in broad strokes so I can polish it as the adventure progresses and things come up that might connect to his past.

Anyway, here he is. Thanks for running this game. :)


Actually, to the end of a Sister in Arms cav I should ask, GM, what relation in time would this have to a theoretical Curse of the Crimson Throne campaign?


I'm out and about so don't have my books, but unless I miss my guess, Crimson Throne happens several years before Strange Aeons does.


It does, but I like to check with GMs before assuming how they want campaigns to relate to each other if they do at all.


This is TheChelaxian's submission, a elf with a past he'd loved buried.


I would also like to reflavor something.
I would like to reflavor a big cat animal companion into a polar bear companion. Same stats, just different skin.


Helikon wrote:

I would also like to reflavor something.

I would like to reflavor a big cat animal companion into a polar bear companion. Same stats, just different skin.

There's a new grizzly bear companion statted out in Ultimate Wilderness that might be a closer fit - it's already on d20pfsrd.


AWESOME!!! Thanks a lot!


Also forgot to mention, Feat tax rules are in effect.


Does this mean I do not need Spell Focus Conjuration for augment summoning?


Woohoo! Another feat for me!


@Helikon- Spell Focus Conjuration is still a prerequisite for Augment Summoning.

Silver Crusade

Str: 15 + 1d3 ⇒ 15 + (2) = 17
Dex: 8 + 1d6 ⇒ 8 + (5) = 13
Con: 10 + 1d6 ⇒ 10 + (5) = 15
Int: 10 + 1d6 ⇒ 10 + (3) = 13
Wis: 8 + 1d6 ⇒ 8 + (1) = 9
Cha: 15 + 1d3 ⇒ 15 + (1) = 16

Str: 15 + 1d3 ⇒ 15 + (1) = 16
Dex: 8 + 1d6 ⇒ 8 + (2) = 10
Con: 10 + 1d6 ⇒ 10 + (5) = 15
Int: 10 + 1d6 ⇒ 10 + (1) = 11
Wis: 8 + 1d6 ⇒ 8 + (5) = 13
Cha: 15 + 1d3 ⇒ 15 + (1) = 16

I am going to use the first set.


Nice, feat tax rules are great for melee characters especially dex-based like this guy :)


I will be submitting Aepex Vaq, a dhampir fractured mind spiritualist.


I finally finished Alshad (except for equipment, which I'll do tomorrow).

Also, ironically, I forgot to roll for memory lol.

Alshad remembers 1d3 ⇒ 2 things about his past.

He remembers his name, and that he really likes mashed potatoes with gravy. Random thing to remember, but what can ya do?


Lo and behold, a nerd doth appear.

theasl's submission here. Basically before the whole 5 years thing, Durril was a pretty typical person, no magical abilities or combat training or anything. Suddenly he wakes up in a strange place with the ability to control things using his mind and connections to dark forces beyond his comprehension...

Now it's time to look at Hell's Rebels ;)


Sad face ;-)
I still like my char. A LOT

Grand Lodge

Dotting. Let's see if I get any inspiration.

Favored: 15 + 1d3 ⇒ 15 + (1) = 16
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Unfavored: 8 + 1d6 ⇒ 8 + (2) = 10
Unfavored: 8 + 1d6 ⇒ 8 + (1) = 9
Unfavored: 8 + 1d6 ⇒ 8 + (1) = 9

Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Favored: 15 + 1d3 ⇒ 15 + (1) = 16
Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Unfavored: 8 + 1d6 ⇒ 8 + (5) = 13
Unfavored: 8 + 1d6 ⇒ 8 + (3) = 11
Unfavored: 8 + 1d6 ⇒ 8 + (3) = 11


1d6 + 10 ⇒ (1) + 10 = 11
1d6 + 10 ⇒ (4) + 10 = 14
1d6 + 10 ⇒ (1) + 10 = 11
1d6 + 10 ⇒ (2) + 10 = 12
1d6 + 10 ⇒ (3) + 10 = 13
1d6 + 10 ⇒ (1) + 10 = 11

1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (1) + 15 = 16
1d6 + 8 ⇒ (1) + 8 = 9
1d6 + 8 ⇒ (6) + 8 = 14
1d6 + 8 ⇒ (2) + 8 = 10

Edit: Hmm... I guess normal stats straight down was a bad idea lol. 2nd set is good at least.


Dotting in to try for another Strange Aeons game.

Set 1:

Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Normal: 10 + 1d6 ⇒ 10 + (3) = 13
Normal: 10 + 1d6 ⇒ 10 + (4) = 14
Unfavored: 8 + 1d6 ⇒ 8 + (2) = 10
Unfavored: 8 + 1d6 ⇒ 8 + (5) = 13

18, 17, 14, 13, 13, 10

Set 2:

Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Normal: 10 + 1d6 ⇒ 10 + (5) = 15
Normal: 10 + 1d6 ⇒ 10 + (4) = 14
Unfavored: 8 + 1d6 ⇒ 8 + (3) = 11
Unfavored: 8 + 1d6 ⇒ 8 + (5) = 13

17, 17, 15, 14, 13, 11

Going with Set 1 (18,17,14,13,13,10) since it lines up more with what I want to make.

I will be submitting an aerokineticist (lightning) who is perfectly ordinary in his memory, and doesn't understand why he can suddenly shoot electricity from his fingers. He also doesn't understand what's going on or anything else that's happening - really, he's just out of his depth.


Completely Theoretical Rolling:

Favour: 1d3 + 15 ⇒ (2) + 15 = 17
Favour: 1d3 + 15 ⇒ (3) + 15 = 18
Normal: 1d6 + 10 ⇒ (6) + 10 = 16
Normal: 1d6 + 10 ⇒ (4) + 10 = 14
Favour: 1d6 + 8 ⇒ (4) + 8 = 12
Favour: 1d6 + 8 ⇒ (4) + 8 = 12

Drat - way more balanced! If anyone reads this post before rolling, 2 favours, 2 normal, 2 foible is probably the way to go!


Nikolaus de'Shade wrote:

** spoiler omitted **

Drat - way more balanced! If anyone reads this post before rolling, 2 favours, 2 normal, 2 foible is probably the way to go!

I wouldn't jump to conclusions. All your D6s are 4 and 6 on the die. Your average stat line would be much worse than that.


[math]Yup, average for favored is 17, normal is 13.5, and un(dis?)favored is 11.5. So 3 favored is still on average a higher point buy (43.5) than 2 favored (about 37, depending on how you calculate 13.5). One favored is around 30 point buy on average and all normal would only be about 24 on average. That said, if the dice are cooperative, then 2 favored, while at its peak still shy of 3 favored in point buy (66 to 64 at max rolls), is probably better for a very MAD character.[/math]

tl;dr: on average, 3 favored is better, but 2 favored can be more balanced if the dice cooperate.


Favored: 15 + 1d3 ⇒ 15 + (1) = 16
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Unfavored: 8 + 1d6 ⇒ 8 + (3) = 11
Unfavored: 8 + 1d6 ⇒ 8 + (1) = 9
Normal: 10 + 1d6 ⇒ 10 + (4) = 14
Normal: 10 + 1d6 ⇒ 10 + (5) = 15

Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Unfavored: 8 + 1d6 ⇒ 8 + (2) = 10
Unfavored: 8 + 1d6 ⇒ 8 + (5) = 13
Normal: 10 + 1d6 ⇒ 10 + (5) = 15
Normal: 10 + 1d6 ⇒ 10 + (6) = 16

Wow, very nice. I'm thinking of a Aberrant Bloodrager reach specialist who's been mind swapped and had terrifying experiments done to him.

Liberty's Edge

I would be playing a samurai type character using Paladin with several archetypes as my main class and one level dips into both swashbuckler and bloodrager for a more anime-esc feel. As a paladin my alignment would be lawful good but I'm not a huge fan of the judgy paladin achetype so no need to worry about be ruining other peoples plans/fun. I have a digital sheet set up on google docs that I can make some edits to. Pm me for a full background write up and view permissions for the google doc. His basic backstory is that he fled from Tian Xia

First Set
Favored: 1d3 + 15 ⇒ (2) + 15 = 17
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Normal: 1d6 + 10 ⇒ (4) + 10 = 14
Normal: 1d6 + 10 ⇒ (4) + 10 = 14
Unfavored: 1d6 + 8 ⇒ (2) + 8 = 10
Unfavored: 1d6 + 8 ⇒ (5) + 8 = 13

Second Set
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Normal: 1d6 + 10 ⇒ (3) + 10 = 13
Normal: 1d6 + 10 ⇒ (4) + 10 = 14
Unfavored: 1d6 + 8 ⇒ (2) + 8 = 10
Unfavored: 1d6 + 8 ⇒ (2) + 8 = 10

Liberty's Edge

I would go with the first set

Dark Archive

Quick question: If one were to play an Oracle, what would you think of using the Shattered Psyche curse from Iron Gods to simulate a dual personality?

Alternatively, would it be possible to work out a VMC Orcale Revelation list for one of the Mysteries not detailed in Unchained?

First Set:
Favored: 1d3 + 15 ⇒ (1) + 15 = 16
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Normal: 1d6 + 10 ⇒ (6) + 10 = 16
Normal: 1d6 + 10 ⇒ (4) + 10 = 14
Unfavored: 1d6 + 8 ⇒ (5) + 8 = 13
Unfavored: 1d6 + 8 ⇒ (3) + 8 = 11

Second Set:
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Favored: 1d3 + 15 ⇒ (1) + 15 = 16
Normal: 1d6 + 10 ⇒ (1) + 10 = 11
Normal: 1d6 + 10 ⇒ (5) + 10 = 15
Unfavored: 1d6 + 8 ⇒ (1) + 8 = 9
Unfavored: 1d6 + 8 ⇒ (3) + 8 = 11

Silver Crusade

Presenting FedoraFerret's submission, Zoey Arvanxi.


Set 1:
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Normal: 1d3 + 10 ⇒ (1) + 10 = 11
Normal: 1d3 + 10 ⇒ (3) + 10 = 13
Unfavored: 1d3 + 8 ⇒ (3) + 8 = 11
Unfavored: 1d3 + 8 ⇒ (3) + 8 = 11

Set 2:
Favored: 1d3 + 15 ⇒ (2) + 15 = 17
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Normal: 1d3 + 10 ⇒ (2) + 10 = 12
Normal: 1d3 + 10 ⇒ (1) + 10 = 11
Unfavored: 1d3 + 8 ⇒ (1) + 8 = 9
Unfavored: 1d3 + 8 ⇒ (3) + 8 = 11

I'm taking the first set. I'll work on the crunch later.


LCF wrote:
*Actually looked at my rolls!*
theasl wrote:

[math]Math Stuff[/math]

tl;dr: on average, 3 favored is better, but 2 favored can be more balanced if the dice cooperate.

Rebuke accepted - I hang my head in Mathematical Shame! :)

I tend to prefer 1-2 high and a range of more controlled ones, so 2/2/2 fits me a lot better. I'd prefer to play 16,16,14,13,9,9 than 18,18,18,9,9,9 personally. Then again I like Monks so that probably says everything you need to know!

Silver Crusade

Character Sheet:
Razvan Adamache
Human (Varisian) paladin (soul sentinel) 1 (Pathfinder RPG Horror Adventures 65)
LG Medium humanoid (human)
Init +5; Senses Perception -1 (-3 when furthen than 10 feet from a fallen ally)
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1; +1 trait bonus vs. spell effects from evil creatures
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +2 (1d3+6) or
. . scimitar +4 (1d6+6/18-20) or
. . unarmed strike +2 (1d3+6 nonlethal)
Ranged longbow +2 (1d8/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 15, Int 13, Wis 9, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise, Deadly Aim, Furious Focus[APG], Noble Scion of War[ISWG], Power Attack
Traits driven by guilt, marked by unknown forces, reactionary
Skills Acrobatics -6 (-8 when furthen than 10 feet from a fallen ally, -10 to jump), Appraise +1 (-1 when furthen than 10 feet from a fallen ally), Bluff +3 (+1 when furthen than 10 feet from a fallen ally), Climb -3 (-5 when furthen than 10 feet from a fallen ally), Diplomacy +3 (+1 when furthen than 10 feet from a fallen ally), Disguise +3 (+1 when furthen than 10 feet from a fallen ally), Escape Artist -6 (-8 when furthen than 10 feet from a fallen ally), Fly -6 (-8 when furthen than 10 feet from a fallen ally), Handle Animal +7 (+5 when furthen than 10 feet from a fallen ally), Heal +3 (+1 when furthen than 10 feet from a fallen ally), Intimidate +3 (+1 when furthen than 10 feet from a fallen ally), Knowledge (nobility) +7 (+5 when furthen than 10 feet from a fallen ally), Knowledge (religion) +5 (+3 when furthen than 10 feet from a fallen ally), Perception -1 (-3 when furthen than 10 feet from a fallen ally), Ride -6 (-8 when furthen than 10 feet from a fallen ally), Sense Motive +3 (+1 when furthen than 10 feet from a fallen ally), Spellcraft +5 (+3 when furthen than 10 feet from a fallen ally), Stealth -6 (-8 when furthen than 10 feet from a fallen ally), Survival -1 (-3 when furthen than 10 feet from a fallen ally), Swim -3 (-5 when furthen than 10 feet from a fallen ally)
Languages Common, Skald, Varisian
SQ overprotective
Combat Gear alchemist's fire; Other Gear chainmail, heavy steel shield, arrows (20), longbow, scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (The Birth of Light and Truth)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Angelic ankh, 8 gp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/1
Arrows - 0/20
Detect Evil (At will) (Sp) - 0/0
Driven by Guilt (+3 attack/+1 damage, 1/day) - 0/1
Light (palm sigil, 3/day) - 0/3
Smite Evil (1/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Noble Scion of War You are a member of a proud noble family.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Background:
Raised in Oppara alongside his sister Lucia he had a happy early childhood right up until the day his folks were killed in a freak accident involving a horse drawn cart that left him and his sister alone. Instead of being shipped off to an orphanage an uncle they had never met came to lay claim to them both and returned with them to the Church of Sarenrae in Oppara. It was in the church that they were both raised and trained to tend to the sick and injured, redeem the lost, and destroy those who refuse to turn from their wicked ways.

Upon reaching adulthood they were sent as a pair into wicked lands of Ustalav to bring Sarenrae’ light to the masses and lead them from darkness. In the four years since he was first sent to into Ustalav he has encountered wickedness and horror far beyond what he could have imagined. He has lost his sister Lucia to some unknown force that struck her down in the darkest hour of the night while they were guests of a local farmer just outside of Caliphas. The loss of his sister struck him hard and shook his faith but the light of Sarenrae has been ever present and gave him a path to follow back home.

Personality:
Razvan Adamache is a determined individual who can sometimes come across as gruff. He holds onto his faith like a lifeline in a raging storm and his faith provides him purpose in this world.

Appearance:
Razvan stands a 6’2” tall with wavy shoulder length brown hair and brown eyes. He is Caucasian and of obvious Varisian descent. He bears an unknown mark on the palm of his left hand that sometimes has been known to glow with the light of a lit torch but he has yet to find out what the mark means and keeps it wrapped and wears a glove on his left hand to keep people from seeing the mark.

Remembers: 1d3 ⇒ 1 He is able to remember his name.


Favoured: 1d3 + 15 ⇒ (1) + 15 = 16
Favoured: 1d3 + 15 ⇒ (3) + 15 = 18
Normal: 1d6 + 10 ⇒ (2) + 10 = 12
Normal: 1d6 + 10 ⇒ (1) + 10 = 11
Unfavoured: 1d6 + 8 ⇒ (5) + 8 = 13
Unfavoured: 1d6 + 8 ⇒ (5) + 8 = 13

Favoured: 1d3 + 15 ⇒ (3) + 15 = 18
Favoured: 1d3 + 15 ⇒ (2) + 15 = 17
Normal: 1d6 + 10 ⇒ (5) + 10 = 15
Normal: 1d6 + 10 ⇒ (6) + 10 = 16
Unfavoured: 1d6 + 8 ⇒ (2) + 8 = 10
Unfavoured: 1d6 + 8 ⇒ (1) + 8 = 9

Think I might work with the second set - 18/17/16/15/10/9 seems a reasonable spread to make a character with. I am looking at making either a gunslinger, investigator, or swashbuckler.


Here is the fluff for Nikolaus' submission, crunch (some kind of magus) will follow in due course.

Fluff:
As a young student at the Sincomakti School of Sciences Anastasia Stephanova proved herself to be a fiercely gifted, but flighty, student. A prolific dabbler, she never managed to stick to a single course for more than a term, until she met Haserton Lowls IV. A former student of the school himself Count Lowls was permitted to present his first academic work – A History of the History of Versex, to an invited audience of professors and interested students. The work was turgid, the thinking unoriginal but Anastasia found herself impressed by the Count – something about his passion, his determination, drew her and she eagerly sought out a copy of the book and read it thoroughly, more for clues about its author than for its own value.

Over the next two years Anastasia continued her studies at the Sincomakti School, gradually homing in on Sarkorian history and the occult theories surrounding the Star Stellae, which she discovered stood in Count Lowls’ home town of Thurshmoor. She began a correspondence with Count Lowls, who expressed his approval of her studies and this validation was all she needed. Her newfound concentration and dedication delighted her professors, who aided her as much as they could and by the time she graduated, aged twenty-four, she was acknowledged as a leading expert on the religions of Old Sarkoris. Turning down a teaching contract at the School, Anastasia sought a research grant instead and used it to follow her letters to Thrushmoor.

If Anastasia had been completely honest with herself, she would have found that part of her attraction to the Count was material. His mysterious personality, combined with his position and wealth, made him attractive for more than his academic skills – but, as a rather unwordly young woman, Anastasia was never able to analyse her own feelings in the way she could analyse academic arguments and so she went to Thrushmoor a mass of confused and half-understood feelings. Her reception was extremely gratifying however, Lowls was flattered by her interest and the prospect of an apprentice – especially one of the brightest minds from an alma mater that rejected him – was too good to pass up. Anastasia was given quarters at Iris Hill and set to work aiding the Count in his occult researches.

For more than a year Anastasia lives a reclusive life in Iris Hill, rarely venturing out of the Count’s immense libraries and devouring information and theories beyond anything she had ever seen before. The seeds of dozen of papers were planted in her mind as she and Haserton, as he permitted her to call him, worked together.

This quiet life was finally shattered when Anastasia caught an ague from the miasmas ever present in Thrushmoor. Lowls’ demanded the attendance of the town priest, but the disease had already attacked Anastasia’s lungs and she, having lived the life of a reclusive scholar, was unable to fight the disease off. The priest quietly advised his Count to make her last few days as comfortable as possible and departed. But Haserton Lowls IV was determined not to be denied. He threw himself into his research, and Anastasia foolishly dragged herself from her sick bed to help him. They succeeded – just, and as Anastasia expired, surrounded by the occult tomes she had given her life to, Lowls enacted a hasty ritual and seized her soul before it could pass into the Great Beyond.

Lowls began with pure motives, or at least as pure as his corrupted heart was capable of, but as his attempts to rebuild Anastasia’s body failed time and again he gave in to temptation and began to make changes. After paying extortionate sums to ‘free techno-mancers’ from Numeria Lowls was finally to abandon his rather macabre experiments with fallible flesh and create a new vessel for his apprentice. The new body was not Anastasia’s, but rather Haserton’s vision of her. Their relationship had never become physical, although not for want of hints on Anastasia’s part, for the Count did not find the slender, mousy haired woman attractive for anything more than her mind. But with the chance to rebuild her as he wished the Count gave in to temptation and Anastasia’s new body was taller, more curved and more graceful than she had ever been in life. The materials used for her new body also leant the construct an unnatural strength and by the time Lowls was ready to return Anastasia’s soul he had his own vision of a perfect woman.

But more insidious than this Lowls gave in to a far darker temptation. He did not return Anastasia’s whole soul to her new body, but used foul spells which his vile books had whispered in his ear, to divide her essence and infuse the new body with only the parts of his apprentice that he had really appreciated. He kept her intellect, but removed her fierce independence and her academic stubbornness. He kept her feelings for him, but reduced them from devotion to a flat, unquestioning obedience so when ‘Fifteen’ finally awoke, she was less Anatasia than a bright, obedient servant who gave Lowls her mind, her talents and her new body obediently and without question. Everything that made Anastasia a person, the contradictions, hopes and dreams, was kept locked away by Lowls to prevent ‘contamination’ of his new apprentice.

Over time Lowls found that Fifteen became confused and unresponsive if taken too far from Anastasia, but her effective distance – some two to three miles, was more than enough for his purposes until he finally sacrificed Fifteen and his other servants to conclude his occult bargain with the Mad Poet and installed them, along with what was left of his apprentice’s ruined mind, in Briarstone Asylum.


Here's some background for Devram Coates, a Aberrant Bloodrager. It's not necessarily what he might actually remember in the game, but it gives us a place to start. Devram has the mind-swapped trait, and he has sort of an alien abduction background. I plan to play that his progression as a Bloodrager is driven by whatever was done to him, not any conscious skill or improvement on his own part. Crunch is in the profile.

Devram:

Devram’s head swims with images. His parents, his favorite bar, Joan, lights, pain. Then the really weird stuff -- an alien feeling -- something in this mouth, crawling on his skin, metallic smells, and more pain.

He tries to cling to the happy images. His parents, his brother and sister, their manor. He had grown up the son of a wealthy merchant who owned quarries and a silver mine. Devram and his siblings were groomed for different parts of the business. His sister had a head for figures and maintained the books. His brother studied stone and worked the mines, gaining the knowledge and credibility about their products. Devram made the deals. He remembered drinking and laughing with other merchants, celebrating a fruitful partnership. He had met Joan after one of those deals. A daughter of another merchant, she captivated him from the very beginning with her voice.

Joan. He tries to hold on to the memory of her face. Soft features with raven black hair. She was sharp and witty. Her voice was both challenging and enticing. She sang. He loved to hear her sing. She could make him cry with a lonely song, or lift his spirits with a light-hearted tune. He hear her calling after him, yelling his name. Devram fought to get back to her. The singing stopped.

Darkness and confusion. He had found himself somewhere strange. Someone speaking to him in a language he didn’t understand. He could feel them in his mind. He heard the sound of tools scraping on his bones. He screams, but it’s isn’t his voice that comes out. It isn’t even a mouth that’s screaming.


Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Normal: 10 + 1d6 ⇒ 10 + (1) = 11
Normal: 10 + 1d6 ⇒ 10 + (6) = 16
Unfavored: 8 + 1d6 ⇒ 8 + (4) = 12
Unfavored: 8 + 1d6 ⇒ 8 + (2) = 10

Favored: 15 + 1d3 ⇒ 15 + (1) = 16
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Normal: 10 + 1d6 ⇒ 10 + (6) = 16
Normal: 10 + 1d6 ⇒ 10 + (5) = 15
Unfavored: 8 + 1d6 ⇒ 8 + (6) = 14
Unfavored: 8 + 1d6 ⇒ 8 + (1) = 9

I'm going to use the second set. Definitely.


No name has been decided yet.

Crunch:
Human (Chelaxian) Sorcerer (Dreamspun Bloodline)
LN
Init +5
----------
AC 11, touch 11, flat-footed 10
hp 10 (1d6+4)
Fort +4, Ref +1, Will +0
----------
Speed 30 ft.
----------
Str 11, Dex 13, Con 18, Int 11, Wis 11, Cha 20
----------
CMB +0; CMD +1
----------
Feats Improved Initiative, Scribe Scroll, Eschew Materials
----------
Traits: Foe of the Strange, Arcane Temper, Charming

Drawback: Tainted Spirit

Background (the short version):
Born into a chelish noble family He coasted through life on nothing more then his good looks and his apparently boundless charisma. However this was not good enough for his rather stern military minded father, who saw his son as a layabout. Time and time again he failed to get his son to take any matter in life seriously and he had disowned him and sent him away. he would later go on to work in Ustalav.

I do not have the time to write up a full backstory and unfortunately personal events will keep me from doing so for the duration of the application process.

Silver Crusade

Was going to wait until the players were decided but I'll go ahead and do this now since others have.

Memories: 1d3 ⇒ 1

Whelp, Zoey remembers her name at least.


I'll jump on the bandwagon too ...

Memories: 1d3 ⇒ 1

One thing? I'll let the DM pick what that will be should I make the cut.


Hello again DM Ragnarok! Loving your Scion game.

Do you have a problem with me applying if I'm already in a game? I was hoping to try playing something a little more interesting, and your build rules would actually let me make something really interesting.

Up to you, of course.
IF you are okay with me applying, are you allowing psychic classes? What about Background skills? Any races banned? Oh, what about the sanity system?

Memories: 1d3 ⇒ 1
Wow it seems like everyone is getting just 1 memory.

Attribute set 1:
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Unfavored: 8 + 1d6 ⇒ 8 + (3) = 11
Unfavored: 8 + 1d6 ⇒ 8 + (1) = 9
Normal: 10 + 1d6 ⇒ 10 + (4) = 14
Normal: 10 + 1d6 ⇒ 10 + (2) = 12

Set 2
Favored: 15 + 1d3 ⇒ 15 + (2) = 17
Favored: 15 + 1d3 ⇒ 15 + (3) = 18
Unfavored: 8 + 1d6 ⇒ 8 + (6) = 14
Unfavored: 8 + 1d6 ⇒ 8 + (4) = 12
Normal: 10 + 1d6 ⇒ 10 + (1) = 11
Normal: 10 + 1d6 ⇒ 10 + (4) = 14

I think I might go with set 2.


Almost finished with the character. Just applying finishing touches and deciding how to write up this background.

Need to know how many memories she has...

Memories: 1d3 ⇒ 2

Woohoo! She knows her false identity and that she likes cherry pie!


Presenting Aswaithe/Faunra for consideration.

History:

Aswaithe Moonstabber always wondered about her unusual surname when growing up, but her loving family and generally happy childhood convinced her it was a leftover from some ancient military honor long-forgotten. This was despite the whispers of humans around her, who often suggested her family was into dark magics and blasphemous gods when they thought they were just out of earshot. For the most part, she put this down to how humans were often jealous of elves, even elves like her family that chose to live apart from their kind.

On her 100th birthday, she found out how right the servants were.

Her parents had decided to sacrifice her. She doesn’t even know what god she was being sacrificed too; she was too scared to pay attention as they strapped her down to the altar and prepared to cut out her still-beating heart. It was then, as she was facing death, that something else spoke to her, offering to give her the power she needed to survive if she simply let it in.

And so, the fearful elven maiden did.

She doesn’t remember how she escaped. Only that she woke up in a field far from home, covered with blood and some alien thing in her mind. It took some convincing, but she managed to talk the first farmer she found into viewing her as a victim and helping her clean up. Then, with thanks to him, she set out into the world, trying to put as much distance between herself and her family as possible. During this period she started to study languages, trying to make certain she can communicate with as many as possible and muddy her accent enough people cannot tell her homeland.

During her travels, she took on the pseudonym Faunra Leafdancer to distance herself from her parents as much as possible, and spent much time learning about how she had changed. The auras she could see, the powers she could call upon, the voice that remained in her head and offered her more if she just gave in to the darkness… And every so often, she did.

The first time was when a bandit tried to rob her. More times followed after that, each time getting easier as she let that other take over. She even found it making her more powerful, teaching her tricks in how to use her powers and offering knowledge she did not have at hand. And as she called upon it, she found she enjoyed the power and even wanted more of it.

It was during this period she met Arianna. The woman became a constant companion and confidant, and Aswaithe even found herself questioning if she should tell the woman the truth about her power and her identity. But she kept finding excuses not to, and Arianna could sense she was hiding something. The two never became lovers because of this, but Aswaithe has a locket with Arianna’s portrait in it that she wears constantly.

And then, five years ago, Arianna and Aswaithe were asked to journey to Ustalav, though why and where Arianna is are both forgotten.


Dot, I hope I'm not too late to make a character.

Set 1:

str: 8 + 1d6 ⇒ 8 + (5) = 13
dex: 15 + 1d3 ⇒ 15 + (1) = 16
con: 15 + 1d3 ⇒ 15 + (3) = 18
int: 8 + 1d6 ⇒ 8 + (3) = 11
wis: 15 + 1d3 ⇒ 15 + (1) = 16
cha: 8 + 1d6 ⇒ 8 + (3) = 11

Set 2:

str: 8 + 1d6 ⇒ 8 + (2) = 10
dex: 15 + 1d3 ⇒ 15 + (2) = 17
con: 15 + 1d3 ⇒ 15 + (3) = 18
int: 8 + 1d6 ⇒ 8 + (6) = 14
wis: 15 + 1d3 ⇒ 15 + (1) = 16
cha: 8 + 1d6 ⇒ 8 + (2) = 10

I think will go with set 2.

Sovereign Court

I saw this recruitment on Friday and I keep coming back to it for two reasons: The stat rolling idea and the cosmic horror. I guess I'll just have to roll some stats and see what happens.

First Set
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Favored: 1d3 + 15 ⇒ (2) + 15 = 17
Normal: 1d6 + 10 ⇒ (5) + 10 = 15
Normal: 1d6 + 10 ⇒ (6) + 10 = 16
Unfavored: 1d6 + 8 ⇒ (5) + 8 = 13
Unfavored: 1d6 + 8 ⇒ (1) + 8 = 9

Second Set
Favored: 1d3 + 15 ⇒ (3) + 15 = 18
Favored: 1d3 + 15 ⇒ (2) + 15 = 17
Normal: 1d6 + 10 ⇒ (4) + 10 = 14
Normal: 1d6 + 10 ⇒ (6) + 10 = 16
Unfavored: 1d6 + 8 ⇒ (3) + 8 = 11
Unfavored: 1d6 + 8 ⇒ (4) + 8 = 12


Here is Phntm888's submission, Renlo Tacksa.

Memories: 1d3 ⇒ 3

He remembers his name, his profession as a secretary, and that he likes gardening. How will this help him in his possible adventures to come?

It probably won't, but you never know. We might need to write stuff down, and then his impeccable penmanship will come in handy.


Memories: 1d3 ⇒ 2
The character should be done by tonight.

Dark Archive

Dot for interest, I have an idea for a Kobold Crossblooded Sorc(yeah a Kobold/Draconic) and I think this might be a good fit for them... This is the Alias, let it be known!

All my rolls:

Favored(Cha): 1d6 + 15 ⇒ (3) + 15 = 18
Unfavored(Str): 1d6 + 8 ⇒ (2) + 8 = 10
Favored(Dex): 1d6 + 15 ⇒ (4) + 15 = 19
Unfavored (Wis): 1d6 + 8 ⇒ (6) + 8 = 14
Neutral (Int): 1d6 + 10 ⇒ (6) + 10 = 16
Neutral(Con): 1d6 + 10 ⇒ (1) + 10 = 11

Set 2
Favored(Cha): 1d6 + 15 ⇒ (2) + 15 = 17
Unfavored(Str): 1d6 + 8 ⇒ (5) + 8 = 13
Favored(Dex): 1d6 + 15 ⇒ (3) + 15 = 18
Unfavored (Wis): 1d6 + 8 ⇒ (2) + 8 = 10
Neutral (Int): 1d6 + 10 ⇒ (5) + 10 = 15
Neutral(Con): 1d6 + 10 ⇒ (6) + 10 = 16

Well seems like all Kobold I have 6 Str, lucky me. But I don't care, after all it's just Str, and I'm a Kobold, it's the 9 con I worry about :/... Although set 2 is far more promising especially for a Kobold...


Fifteen is now finished (poor kid...) Fluff and mechanics all together and everything! Apologies to the GM for all the questions you've had to endure!

If allowed I'd prefer that Fifteen has no memories at all - but if required... Memories: 1d3 ⇒ 3 Will decide exactly what they are tomorrow!

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