Jubal Breakbottle |
Right now, I'm thinking of a hobgoblin archaeologist, so I'm going to roll on the half-orc table:
Table: Half-Orc Homeland: 1d100 ⇒ 51 You gain access to the Scrapper race trait.
Table: Half-Orc Parents: 1d100 ⇒ 59 Only your mother is alive.
Table: Half-Orc Siblings: 1d100 ⇒ 59 1d6+1 orc siblings. You gain access to the Kin Guardian combat trait.
Siblings: 1d6 + 1 ⇒ (4) + 1 = 5
Table: Relative Age of Sibling 1: 1d100 ⇒ 54 younger
Table: Relative Age of Sibling 2: 1d100 ⇒ 13 older
Table: Relative Age of Sibling 3: 1d100 ⇒ 65 younger
Table: Relative Age of Sibling 4: 1d100 ⇒ 79 younger
Table: Relative Age of Sibling 5: 1d100 ⇒ 49 younger
Table: Gender of Sibling 1: 1d100 ⇒ 5 sister
Table: Gender of Sibling 2: 1d100 ⇒ 36 sister
Table: Gender of Sibling 3: 1d100 ⇒ 95 brother
Table: Gender of Sibling 4: 1d100 ⇒ 90 brother
Table: Gender of Sibling 5: 1d100 ⇒ 16 sister
Table: Circumstance of Birth: 1d100 ⇒ 13 Lower-Class Birth Poverty-Stricken social trait
Table: Parents' Profession: 2d20 ⇒ (10, 16) = 26 Entertainers Talented social trait.
Table: Major Childhood Event: 1d100 ⇒ 67 Magical Gift Magical Talent magic trait.
Table: Bard Backgrounds: 1d100 ⇒ 37 For Love Ear for Music religion trait and the True Love story feat.
Table: Influential Associates: 1d100 ⇒ 73 The Dead One Deathtouched bloodline race trait and the Glimpse Beyond story feat.
Table: Conflicts: 1d20 ⇒ 20 Mass Murder
Table: Conflicts Subject: 1d20 ⇒ 3 Tradesperson
Table: Conflicts Motivation: 1d10 ⇒ 10 Amusement or Entertainment
Table: Romantic Relationships: 1d12 ⇒ 10 Current Lover True Love story feat.
Table: Relationship with Fellow Adventurer: 1d100 ⇒ 57 Met on a pilgrimage, caravan, or journey
Table: Character Drawback: 1d100 ⇒ 47 Religion You gain access to the Zealous drawback.
So he's a zealous serial killer from a big carny family.
When it says "You gain access to this trait," do you get that trait? I lost count out how many traits that he got access to.
DM Crustypeanut |
You qualify for picking that trait, is what I mean by it. You may only pick from the traits you qualify for.
Also, if you guys want, Here are the six PCs I've randomly rolled for my playtest run. They're an interesting bunch.
:P
*Looks at Jubals rolls*
o_o Hehehehe
Thron |
Human Homeland: 1d100 ⇒ 86 Frontier: Frontier Forged Regional Trait
Parents: 1d100 ⇒ 45 Both Parents Alive
Siblings: 1d100 ⇒ 59 1d2 Siblings, 1d2 Half Siblings, Kin Guardian Combat Trait
Siblings: 1d2 ⇒ 2 2 Siblings
Half Siblings: 1d2 ⇒ 1 1 Half Sibling
Half Sibling Race: 1d100 ⇒ 82 Half-Orc
Sibling 1 Age: 1d100 ⇒ 92 Younger
Sibling 2 Age: 1d100 ⇒ 93 Younger
Half Sibling Age: 1d100 ⇒ 3 Older
Circumstance of Birth: 1d100 ⇒ 1 Lower Class Birth, Poverty Stricken Social Trait
To Be Continued: stupid birthday shenanigans!
Brimleydower |
I'll probably stick with my Witch. While the idea of playing Fenyx's baby sister is appealing, I'm not sure I can pull it off in a way that meshes well with their background. I will note, however, that one of Fenyx's ancestors had been a Winter Witch. The potential for them being cousins isn't impossible. This weekend is going to be swamped for me, but I'll start jotting down things about Mr. Necromancer's family when I get an opportunity to do so. I can say briefly that his folks aren't anything to write home about. Daddy was a consummate cobbler and Mommy helped run the store.
Thron |
Earlier:
Human Homeland: 1d100 ⇒ 86 Frontier: Frontier Forged Regional Trait
Parents: 1d100 ⇒ 45 Both Parents Alive
Siblings: 1d100 ⇒ 59 1d2 Siblings, 1d2 Half Siblings, Kin Guardian Combat Trait
Siblings: 1d2 ⇒ 2 2 Siblings
Half Siblings: 1d2 ⇒ 1 1 Half Sibling
Half Sibling Race: 1d100 ⇒ 82 Half-Orc
Sibling 1 Age: 1d100 ⇒ 92 Younger
Sibling 2 Age: 1d100 ⇒ 93 Younger
Half Sibling Age: 1d100 ⇒ 3 Older
Circumstance of Birth: 1d100 ⇒ 1 Lower Class Birth, Poverty Stricken Social Trait
Continued:
Gender Sibling 1: 1d100 ⇒ 80 Male
Gender Sibling 2: 1d100 ⇒ 86 Male
Gender Half Sibling: 1d100 ⇒ 46 Female
Parents' Profession: 2d20 ⇒ (13, 7) = 20 Serfs/Peasants: You gain access to the Poverty- Stricken social trait.
Major Childhood Event: 1d100 ⇒ 75 Major Disaster: You witnessed—and survived—a major disaster in your childhood years, such as a great fire, flood, earthquake, volcano, or storm. It obliterated the settlement where you lived, whether a small village, large city, or entire island. You gain access to the Resilient combat trait and the Unforgotten story feat.
Fighter Background: 1d100 ⇒ 33 Gladiator: As an adolescent, you learned to fight and kill because your master made you, and if you had not learned, you would be dead. Killing was a way of life—a means of survival. At first you did it because you had to, but that soon changed when you heard the chorus of the crowd. You gain access to the Killer combat trait, the Life of Toil social trait, and the Champion story feat.
Influential Associate: 1d100 ⇒ 86 The Champion: You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed the competitive spirit that continues to drive you in everything you do. You gain access to the Ambitious social trait.
Hehehe, those last two work well together story wise!
Conflict: 1d20 ⇒ 17 Armed Robbery: You robbed someone with the threat of violence. 6 CP
Conflict Subject: 1d20 ⇒ 16 Enemy or rival
Conflict Motivation: 1d10 ⇒ 10Amusement or Entertainment 5 CP
Resolution: No Guilt (+2 CP): Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conflict, but you don't deny it when confronted either.
Alignment: Neutral Evil
Religion: No Deity: Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.
Romantic Relationships: 1d20 ⇒ 15 Several Inconsequential Relationships: You have had many lovers but no long-lasting, meaningful relationships.
Character Drawback: 1d100 ⇒ 12 Family: Your family means everything to you, and there is nothing you wouldn't do for them. Maybe your ties extend to your entire clan or bloodline, or perhaps there is one specific member of your family you hold closer than any other. You gain access to the Family Ties drawback.
DM Crustypeanut |
Mock fights still happen, but with the ousting of the previous Master of Games, the dwarf known as Jorston "Axetongue" Droaeb, replaced now by a more devouted minion of Karzoug (Name yet to be decided upon), actual bloodsports have become more popular, though not everyone in Magnimar have adjusted to such sports yet. Mostly, it is from the city's aristocracy that the bloodsports are demanded - slaves in particular are the main combatants, though some mercenaries have begun fighting in the battles as well, with full knowledge that it is to the death.
However, the bloodsports in Serpent's Run pale in comparison to those now being held in massive arena in Xin-Shalast itself, the Heptaric Locus. Those from Magnimar wealthy enough - and bloodthirsty enough - often prefer to get transportation there.
So, from the Magnimar chronicles book, all of the written events still happen, plus occasional bloodsports. The spring Golem Battles in particular have become more popular - Karzoug himself attended one year, his apprentices entering the competition. Needless to say, that was an interesting year.
The only one that has indeed become less popular are the mock battles - the guards are just too busy keeping the peace, with increased levels of crime becoming more prevalent due to increased taxes.
DM Crustypeanut |
Although note, that while this campaign is primarily revolved around good, old fashioned dungeon crawls, I am allowing things like Downtime rules to happen, should any of you wish to build something in Magnimar. Prestige, as seen in the players guide, will also be in effect, though it will be with the Cyphermages instead of the Pathfinders - though with the Cyphermages having 'absorbed' many Pathfinders who wished to join Karzoug's forces, they now have many similarities. They even use wayfinders, having adopted the practice from the Pathfinders.
Needless to say, the Pathfinders aren't happy about losing a number of their members to the Cyphermages, as one can expect.
Robert Brookes RPG Superstar 2014 Top 4 |
Robert Brookes RPG Superstar 2014 Top 4 |
DM Crustypeanut |
Hey Crusty
Can you copy some of your last posts about this campaign from your Skulls discussion thread? Then inactive your Skulls campaign?
My hobgob archaeologist is about done, but I'm waiting to see these new advanced classes.
cheers
Yeah I'll get around that soon - I'm feeling better today, but I'm still trying to organize my brain. I kept dreaming about a combination of this and last night's Walking Dead episode last night.. need to organize my thoughts and get my head back on track.
XD
DM Crustypeanut |
Also.. I did forget to mention: As we had planned on doing in Skulls and Shackles (And as we are doing in Road to Damnation), I will be using those alternate Stealth rules. I'll make sure to put a link up for 'em in the campaign tab so we can all get used to 'em.
They're fun, so far!
(I hope one of you has trapfinding for this campaign btw ;))
Brimleydower |
I'm going to take a gander at the classes when they throw them up for public enjoyment experience-a-tron-8000-alpha-penguindance. Although I really am sold so far on my witch, if one of those classes looks unavoidably awesome, I could be changing gears drastically. I'll bet a Paladin/Slayer with smite, favored enemy, sneak attacks, and a flank-bot pet would be absolutely sickening in melee (assuming the Slayer gets access to those, which I'm assuming it will).
* I will say briefly, that if there was anything resembling a Bard that I'd ever consider playing, it would be a Skald. Very specifically interested in seeing how that class looks.
Celeador |
Table: Human Homeland: 1d100 ⇒ 53: City or Metropolis: If you're a human, you gain access to the Civilized social trait and the Vagabond Child regional trait. If you're a half-elf, you gain access to the Civilized social trait and the Failed Apprentice race trait. If you're a half-orc, you gain access to the Brute race trait and the Vagabond Child regional trait.
Table: Human Parents: 1d100 ⇒ 21: Both of your parents are alive.
Table: Human Siblings: 1d100 ⇒ 86: 2d4 siblings. You gain access to the Kin Guardian combat trait.
Siblings: 2d4 ⇒ (2, 2) = 4
Sibling #1 1d100 ⇒ 10: Your sibling is older than you.
Sibling #2 1d100 ⇒ 95: Your sibling is younger than you.
Sibling #3 1d100 ⇒ 9: Your sibling is older than you.
Sibling #4 1d100 ⇒ 40: Your sibling is older than you.
Table: Circumstance of Birth: 1d100 ⇒ 63: Middle-Class Birth: You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility. You gain access to the Artisan social trait and the Merchant social trait.
Parents' Profession: 1d100 ⇒ 39: Thieves: You gain access to the Child of the Streets social trait.
Major Childhood Event: 1d100 ⇒ 16: Competition Champion: You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high stakes gambling, or something mundane like an eating championship. You gain access to the Influence social trait and the Champion story feat.
Table Adolescence And Training: Inquisidor: 1d100 ⇒ 90 The Path of Righteous Rage: Your faith does not manifest in calm prayer or serene meditation. You achieve the transcendent feeling of the divine when you are in the throes of battle for your deity. You gain access to the Indelible Ire combat trait.
Table: Influential Associates: 1d100 ⇒ 53 The Academic: One of your associates had such a lust for knowledge that she could never be satisfied with simple answers or obvious solutions. This desire for knowledge frequently exceeded her need for companionship, but you were the single exception. Through this association you developed a keen appreciation for numbers, geometry, logic, hard study, and problem solving. You gain access to the Mathematical Prodigy magic trait.
Conflicts: 1d20 ⇒ 6 Negligence: You caused someone else to suffer by your own inaction, disregard, or excessive recklessness. 2CP
Conflict Subject: 1d20 ⇒ 2: Merchant
Conflict Motivation: 1d10 ⇒ 8: Hatred or Malice 4 CP
Resolution: You Enjoyed It (+3 CP): Those who cling to petty morals have no understanding of what true freedom and power is. The fact is, you enjoyed your part in the conflict and would do it all over again if the opportunity presented itself. Many people know of your misdeed, and they also realize your complete lack of remorse.
TOTAL CP: 9: Chaotic Good
Deity: Milani
Romantic Relationships 1d20 ⇒ 17 Experience but No Substantial Relationships: You've had a fling or two, but have so far shied away from any ties or commitments.
Character Drawback: 1d100 ⇒ 45 Power: You long for the ability to influence the world around you, whether that's as small as a village or as large as a plane of reality. You gain access to the Power-Hungry drawback.
DM Crustypeanut |
Hmmm I am curious, how would an Inquisitor of Milani be associated with the Cyphermages, who willingly work under Karzoug, the Runelord of Greed, to seek out and collect ancient Thassilonian artifacts?
Not that I'm saying its a bad thing, I'm just curious where you're going with that :P
I *do* need to get more info up on the campaign tab about who everyone's working for.. as Jubal mentioned, it is rather vague.
Celeador |
I am thinking that the character would not be willing working under Karzoug, but via the Infiltrator he would be undercover working with the "bad guys" in order to eventually sabotage the Runelord from within, thoughts? It is totally inline with the Milani tennants to organize the rebellions against the despotic nations through guerrilla warfare. I see a *ton* of hooks that could be worked in here. Hell, the new nation under the Runelord would be a perfect breeding ground for the church.
Peanuts |
Alright, good news! My potential absence has been delayed/cancelled until Dec 5, so I've got another couple weeks until I need to worry about disappearing. Can at least put a character together anyway. Will need to look over the new information, but I suspect I may be changing my character idea now that the campaign has shifted for a third time :p
I haven't been following too closely the last week or so, so what is our party looking like at the moment anyway? Can we get a tentative list of players and character ideas/leanings perhaps?