Doc Arthur Wilkens |
I was reading a bit about the Reconstruction Era after the Civil War and thinking that could have been a motivation for him to move south. Also thinking the harmonica was supposed to be a gift for his son, but he died before he could give it to him.
For the gameplay, I'm wondering what the Doc knew about the Hewitt kids. Where they slept, favorite toys, any ailments being treated for, etc.
DM-Kal |
Starting up this recruitment again as we've lost our Richardson.
As a quick summary, 5 men in a small town are trying to get to the bottom of some supernatural mysteries in 1880 South Carolina, where supernatural is supposed to be superstition.
You can find the info for how to build in the first post of this recruitment thread. It's a 15-point buy, everyone is Human, early firearms are simple weapons and advanced firearms are martial.
Richardson is a pre-defined role as the de facto sheriff of Devil's Fork, but his personality, build, and first name are up to you, the player.
DM-Kal |
Richardson is "of English descent", but doesn't himself need to be British. He is likely to think of himself as British, regardless of how many generations his family has been in the United States. I assume this doesn't present any backstory issues.
The roles are fairly flexible, as I won't make you play it the same way the last person did. But here's some things you might want to know.
Madman - Ours was named Zacharias Thistle, you can name him whatever you want. When he was deposited in Devil's Fork he was already mad, but when strange events began to unfold in recent days, he was found escaped and shaving in Smith's cabin, apparently of perfectly sound mind. The party seems to trust him at this point, but they are still cautious around him as he carries certain remnants of his madness with him yet, though he appears to be in control for now.
Richardson - Taking the first name Henry, ours was a stern and hostile Ranger, ready to point a rifle at or handcuff any strangers in town who wouldn't give their name. That said, he was reasonable to a point, simply somewhat obsessive about protecting Devil's Fork. It was probably made worse by encountering the supernatural events of the past night.
trux |
Seems like it would be more fun to rock the madman. Are there any stat or class-roles need to be filled or complemented? Melee, Ranged, whatever?
I am currently considering a hoodoo-style witch or gunslinger gone mad from the things he's seen. That said, I'm still trying to figure out how you would deal with witch hexes or firearms.
DM-Kal |
Witch hexes would work as normal since they are a class feature. Gunslinger would be proficient in all firearms and you could bring some advanced firearm joy into the mix.
Cole is good in melee, Wilkens is mostly a healbot in battle thus far, and the new Smith hasn't demonstrated his preference/abilities much yet. But I think both gunslinger and witch would be good additions to the party.
Mac Dowd |
Mad Mac Dowd here for review:
Str 10
Dex 16
Con 12
Int 10
Wis 14
Cha 10
Languages: Common, (What would you recommend?)
BAB: 2
AC: 14 T: 14 FF:10
HP 3d8+6 (24?)
Saves: +4/+3/+4
CMB +2
CMD 15
Disable Device I = 4
Knowledge Arcana I = 4
Knowledge Planes I = 4
Linguistics I = 4
Perception II = 7
Sleight of Hand III = 9
Stealth III = 9
Favored Class:Gunslinger
Gunsmith
Grit= 2/Day
Deeds: Deadeye, Gunslinger Dodge, Quick Clear, Initiative, Pistol Whip, Utility Shot
Nimble +1Dodge to AC
Trait: Deft Dodger (+1 to Ref save)
Feat (Human): Point-Blank Shot
Feat (L1): Rapid Reload
Feat (L3): Rapid Shot
Mac is one creepy son. It took him almost a month to convince the sheriff to let him have a gun. Once it was in his hand though, he could make it dance. (more backstory to come later)
Mac Dowd |
I have a really long and drawn out story for this guy on my tablet. Long plane ride today. Here's the short of it.
Mac's pa died in the tail end of the Seminole Wars before Mac could meet him. His mamma was a busybody who spent all her time at the orphanage in Charleston, so she sent Mac and his sister Gail to live with one of her borthers-in-law, a certain Major Dowd of the Old Goave plantation.
Mac, his cousins, and his sister were mostly raised by the house staff. At every chance he and his cousin Robert would tear off into the woods like wild indians or make mischief. His sister Gail was the only really studious sort, and she tried to keep little Mac in line.
Another cousin, Henry came back from out west. He gave Mac a wooden gun as a toy and taught him "how to play indians the right way"
Then one night a storm. Mac walks out into it to see Major Dowd talking to a strange man.
In the war the family lost all their material possessions, Mac and his relations fought in a few campaigns, won some, and lost a whole lot more.
Mac manages to get himself bound up proper in an old church in the middle of nowhere before midnight, and his demon is in a world of pain when it takes over. Of course that means the demon has all the more time and reason to flay Mac's psyche to tatters. The man resists the best he can, of course.
The thing that crawled up inside his head is gone now, but who's to say if it's really Mac that's left inside.
Helio RPG Superstar 2015 Top 32 |
This seems really neat - I'll try to draft up my rendition of Richardson sometime in the next 24 hours and get him up for review. I'll try to keep most of the stuff as congruous as possible so that I don't rock the boat too much.
I haven't had a chance to look at the game yet (since I'm at work), but is it possible to get a spoiler-free summary of what's happened so far? Or at least, what Richardson has done?
Henry S. Richardson |
And without further ado, I present my parallel-universe Richardson. I think I did everything right, but I'm not entirely sure I got the custom build rules right. He's largely the same in both crunch and fluff, with a couple of tweaks here and there to make him more my own. I also went a little overboard on the backstory and ended up with a wall of text. Hopefully everything is in order, both logistic-wise and continuity-wise.
I've caught up reading the adventure - seems there's some rather large shoes to fill.