GraveScratches's Untitled Campaign

Game Master GraveScratches


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Given the start written in the first post I take it to mean we don't have 90% of our gear? Just what was on our person at the time of the attack?


This is Mellok posting on the profile of my submission. My character profile has the backstory and the crunch though the crunch needs finished and I also need to know what we can start with equipment wise. Also not sure how to handle the bonded mount.


This is MisterLurch's submission. I've got a few more things to polish, but the meat of it is here.


There we go, made an alias 'n everything. Won't use it just yet in case he dosn't get in, but I at least have it ready if he does! And check it out, I even made a new backstory narrative.

Background:

Down, across, rise, twist.

I'd spent much of my childhood, just sitting on the shoreline and watching as the waves crashed against the rocks. The way the water would move had me memorized, and even though my mother warded me against it, I found myself diving from the cliffs, to go for a swim. I never knew it would hurt like it did, my body being tossed around like a piece of flotsam from a ship run aground.

It was the first time I nearly died. My mother was lucky to have been out collecting shells, or else I wouldn't have lived beyond that day. I never learned my lesson though. It'd always come back to those waves, hypnotizing as they were, luring me in.

In time, I started to move like them. Bending and moving just like they did.

Aside, up, curve, down.

A martial artform of sorts. I never learned from a proper teacher what I was doing, this was something I made for myself. Something I hammered in after years of slacking off during my time in the fields, earning me the scolding of my family and various employers. It earned me the heart of my wife though, and I suppose in the end that was enough. Enough, to simply practice my nonsense forms and train my body for reasons I didn't need.

Life was peaceful for me. It was peaceful for my family, my friends... I was able to grow into being an old man. My sons had daughters, and my daughters and sons. I couldn't have pictured anything ruining that for me, taking away my perfect moment. But just when you think you've tamed the waves, you're smashed up against the rocks.

Rise, curve, swoop, push.

It all started with screams, of disbelief, of fear. My neighbors, friends I'd known since I was a boy, were dead on the ground within minutes. They were on their feat again not long after that, as well as everyone else I knew, eyes empty and devoid of reason. This was the second time I nearly died.

All those years spent maintaining my regimen, inventing a style that had no reason to be invented, suddenly had a payoff. But the taxes imposed afterward made me wonder if I was really as lucky as I thought. Many of my children were cut down, and their own children slaughtered... My youngest daughter was the only one I was able to save. We were the only two survivors in our entire town.

We wandered for a time, the two of us. Just trying to survive what we could only consider the apocalypse. The people we met along the way just as desperate for survival, some often resorting to truly heinous deeds. The price for living in this hell on earth was often the life of another. Or often, several.

But I wouldn't let myself fall so low, I kept us alive with my own fists. My own wits. It was hard, the life of comfort I knew was long gone even when the Rising had finally stopped. It cost everyone so much pain, so much suffering. Cities were left empty, fields burnt... Nobody would ever know what I knew.

Down, down, down.... and rise.

My daughter was only with me for another ten years, before disease took her but left me untouched. Not a child of hers left for the world, it was the official end to my family line. It was only me, a stubborn old fool, that remained. I wouldn't just lay down and accept defeat however. I had a purpose. There was something I had to do.

I began to wander, teaching people what I spent a lifetime mastering. This was a world that needed to defend itself, and I had the perfect weapons to give to them. Themselves.

"There we go... Good work everyone. You're progressing wonderfully. Soon enough, you'll be able to knock a skeletons skull clean off!" I shared a laugh with the twenty three people who came to see my instruction, which I'd advertised in Mistcrest's main square. My students, I referred to them affectionately.

It wasn't much, I admit. A two hour instruction like this wouldn't make that much of a difference, but I was sowing the seeds for them to master it themselves. Another week here, and I'd move on to a new town. There were others that needed to learn.

"Now, let's start-" It started with a scream. Of disbelief, of fear... I turned my head just quick enough to see the ax aimed at my waist. This was the third time I nearly died.

Appearance and Personality:

Shiruba is a man of average height, but with a toned and slender build. His skin has gained a gentle tan over the years, and has become wrinkled and weathered with age. His short spiked hair has grayed to near-white, and he has a thick mustache, goatee, and eyebrows. His eyes are baby blue, and still shine with mirth despite the hardships face his last thirty years.

The clothing he usually wears is a skin-tight black short-sleeved linen shirt, which easily shows off his toned abs and biceps. Light colored pants tied with a brown rope secure his legs, with his feet left bare to the world.

He's a very determined but jovial man, always preferring to keep a clear head and a high mood even when all the chips are down. His stories are offered as freely as his martial art lessons, and stories include things that have happened to him, to others, or just things he made up on the spot. It dosn't matter to him how silly people may consider them, as ling as a smile reaches their face by the end he considers it a success.

It's only in combat or when people are in danger that he becomes remotely serious, thinking of strategy and tactics and ways to end the threat before it could become worse. The smile in his eyes vanishing and a subtle twitch of his shoulders tend to be the only signs he's become battle-ready.


To everyone: All your characters are coming along very nicely. It is because of you that I have been inspired in doing more work with the world itself and I hope to have some more lore for you to sink your teeth into.
Mihai Bo: You're correct. Due to the nature of your plight, you have only the possessions you were carrying before your "death."
Radin Elden: Very impressive backstory. For the Metara use the stats for the warhorse but give it a 1d8 gore instead of a bite and the powerful charge ability (2d8 + 2x strength modifier). I'm excitied to see what you come up with for an oath but I have a few suggestions.
1.) Luthander intereact with nature with both reverance and fear. The hostile north exacts a steep price from its people and requires vigilance to remain alive. They don't see nature as a kind mother but as a harsh teacher.
2.) The balance requires a respect for even the things you fear the most. Everything has its place and the wolves that may feast upon men in times of famine must be respected and only killed out of necessity, never out of anger. This does not extend to the unnatural things such as walking dead. There is no place in creation for those who should lie peaceful in the dreaming.
3.) Paradoxically, conflict is necessary to the balance and only an unencumbered spirit can know when to curb conflict and when to let it take its course. Just as fire may purge a healthy field only to rejuvenate it for later planting, sometimes the wars of men and even the proliferation disease may simply be clearing the path towards greater things. A follower of this path must look to the Tonah to keep his mind clear of the shortsightedness that comes with mortality.
Some character notes: Substitute Folklore (Tonah) for knowledge religion. Also, I'm thinking about altering both detect evil and smite evil to be more directed at the unnatural than the morally compromised.


Looking forward to this, even if i don't get in it looks like it will be a really interesting campaign to follow.


I think the same.

My character has know religion (to id undead), should I change it to lore Tonah?

Also I took a trait to give me know relgion as a class skill. I take it that applies if it is changed to the new skill?


Going to bow out, can't seem to get a concept together.

Good luck with your campaign, GraveScratches.


Chillblame: The folklore: haunt skill is more what you're looking for. The Tonah are the spirits of nature and have a religious significance to shamanic cultures such as the Luthander. The trait will give you that skill.
TerminalArtistre: Sorry to hear that but thank you for the well wishes.


Will you allow magic item creation feats? I am assuming no, given the lost-high-art feel of the setting, but some wands or scrolls would be nice.

Edit: I would also like to start with a bonded spirit. That sounds pretty cool.

Sanity Loss: 1d8 + 5 ⇒ (3) + 5 = 8, 70-8=62 remaining.

Edit #2: Marcus is ready to go except for his bonded spirit and one last feat.


Hm, I might be curious enough to obtain a spirit as well. What exactly do they do, again?


The bonded spirits are where most of your extrinsic magical aid come from. I like to tailor their abilities to provide something helpful but also distinct and interesting. To do that, I will need information on how you bonded with this spirit? The sanity loss is supposed to reflect the often traumatic experiences leading up to your connection with a ghost. Is it someone important to you? Is it someone you killed and this is your way of atoning? Is it a stranger who needs your help to right some wrong?
The abilities of the phantom relate to their life and their death. This is also designed to give me more hooks to drive the drama of the story.


Request for a few more bits of information.
What was the duration of the rising? Radin is 38 and I am trying to tie in the oath to details just after it ended.
What portion of the population survived the rising? 10% 25% 40% 75% I believe the black plague reduced Europe's population to 40% of its total for reference.

With innate magic progression how are we handling animal companion gear? Maybe their hit dice?


Quote:
GraveScratches wrote:
Here4daFreeSwag: I like the class and it looks like a good, balanced to introduce lycanthrope characters into the game.

Good to hear; had originally contemplated using that class (which I came upon, not all that long ago) for a different campaign recruitment that was being offered but never got around to posting in it. Then I noticed yours and... well the rest is history. ;)

Quote:
GraveScratches wrote:

1.) Luthander intereact with nature with both reverance and fear. The hostile north exacts a steep price from its people and requires vigilance to remain alive. They don't see nature as a kind mother but as a harsh teacher.

2.) The balance requires a respect for even the things you fear the most. Everything has its place and the wolves that may feast upon men in times of famine must be respected and only killed out of necessity, never out of anger. This does not extend to the unnatural things such as walking dead. There is no place in creation for those who should lie peaceful in the dreaming.
3.) Paradoxically, conflict is necessary to the balance and only an unencumbered spirit can know when to curb conflict and when to let it take its course. Just as fire may purge a healthy field only to rejuvenate it for later planting, sometimes the wars of men and even the proliferation disease may simply be clearing the path towards greater things. A follower of this path must look to the Tonah to keep his mind clear of the shortsightedness that comes with mortality.

Even though this info was addressed to another, it did come in handy for getting into the Luthander mindset. With all the undead activity going about, wouldn't the Luthanders try to not make any mention of the names of the dead, no matter how hated (which could be difficult, since they don't seem the calm, meditative, dispassionate types), lest they draw more evil spirits in their midst?

Quote:
GraveScratches wrote:

The bonded spirits are where most of your extrinsic magical aid come from. I like to tailor their abilities to provide something helpful but also distinct and interesting. To do that, I will need information on how you bonded with this spirit? The sanity loss is supposed to reflect the often traumatic experiences leading up to your connection with a ghost. Is it someone important to you? Is it someone you killed and this is your way of atoning? Is it a stranger who needs your help to right some wrong?

The abilities of the phantom relate to their life and their death. This is also designed to give me more hooks to drive the drama of the story.

What would be an example of such a bonded spirit? Would they usually be human in their former lives?


Radin: The duration of the rising was roughly 3 years. While the majority of the undead were mindless zombies, it also reawakened intelligent creatures gifted with dark magics. I'm going to revise my earlier statement and say that about 40% survived the reckoning.
Here4DaFreeSwag: The attitudes towards the dishonored ancestors varies from community to community. A large number say the empire's histories kept the dead from their sleep and now refuse to speak the name of any dreaming soul. However, another camp wants to have the honor of killing these individuals all over again. The Grudgekeepers, warrior bards who keep the songs of rage, devote their life to the taking of the skulls of cowards and traitors.
Example spirit:
Silias, the sly knife
Description: Some people are forced to kill; their conscious fighting every step of the way to keep them in a state of grace. However, some people are born to it and take to it with a frightening ferocity and cunning. Silias was one of the latter.
He cannot remember a life without a knife in his hand and another four hidden about his person. He was a street rat in a city whose name he has forgotten. No mother shed a tear for him and the only people who accepted him were those whose respect he earned in blood.
Silias died as he lived. There was a new kid and the years had slowed Silias' blade just enough to give the child the edge. He didn't mourn for the loss of his own life as he bled out in the street but felt himself weep for the future that child had ahead of him. Knowing full well that boy would follow in his shadowed footsteps.
Since returning to this world Silias seeks some form of redemption. Maybe if he could stop one soul from making the same mistakes, he could finally rest beyond the veil.
Benefits: as long as you have a strong bond with Silias you gain +4 to iniative checks and the benefits of quick draw and uncanny dodge.


Write me a backstory and I will assign the abilities. I don't want to make this as impersonal as assigning a gold piece equivalence.


I'll certainly be giving this some serious thought! It could provide some great roleplaying and story opportunities. Does it need to be person related, or could it be more natural?


I forgot to add that. Spirits do not need to be ghosts. Tonah may also bond with humans who hold a similar outlook. This is most common among the Luthander but can occur in any individual with respect for the natural spirits. Tonah tend toward neutrality but they range in morality. Pestilence. rot and similar Tonah are necessary elements of the balance but are very destructive.
Individuals may even by bonded with demonic forces which are quite powerful but will almost always lead even the most stalwart down the path of damnation. Note: not ruling them out just cautioning strongly.


I have finally added the Oath/origin of a Paladin of the Balance.

For crunch alterations I suggest detect balance:
Gives a return of
1) Balanced for those living a normal life.
2) Off Balance for those who regularly commit small crimes and cruelties.
3) Falling for those who have commited otherwise terrible deeds but with regret dominating them.
4) Fallen, someone who by their lack of remorse or repetitive disregard for life are beyond saving.

Doing roughly 7 self sacrificing acts of equal magnitude can erase an unbalanced act.

Smite Evil be chanced to Smite Fallen and include Human fallen, undead, demons and aberations of a destructive nature.

These are just some suggestions


@GraveScratches: Okay, I've been tossing up whether to even apply with this concept. It might well be too wierd. Let me run it past you before I stat it out and get all hopefull.

summary:

* Amnesiac Psychic 5 VMC Gunslinger with the Past Lives Discipline.
* (ex)Saraten Inquisitor
* child of a Calivasti Psychic, who was part of a line preserving scraps of knowledge (via share memory) from the 'old days'.
* Mother was executed by Southern Saraphytes at the start of the Rising, just after giving birth. He was then raised by the fanatics.
* Worked as a Saraten Inquisitor for years. A dark spirit followed him since he was a child, and grew into a crowd as he killed witches.
* Recently discovered the truth about how his mother died, and the nature of his 'family'. Turning/turned on Saraten religion.
* Cunning Caster Feat (hides spellcasting). Even HE doesn't know he's casting, putting it down to luck, intuition etc. This caused by being a highly talented psychic raised by fanatics who beat any hint of witchcraft out of him. All that survived was incredibly subtle.
* Past Lives Disciple represents the memories laid down in his mind by his mother before he was even born, combined with a powerful subconcious control of magic.
* Amnesiac is to represent the serious lack of understanding and control of his own powers.
* Gunslinger is part of making him a 'perfect' Alvanen, emphasis on knowledge and crafting.
* Spirit is the vengeful dead (relatively innocent) witches he's killed, held in check by the spirit of his dead mother who has watched over him since she died.


Marcus Jefferson wrote:
Will you allow magic item creation feats? I am assuming no, given the lost-high-art feel of the setting, but some wands or scrolls would be nice.

Still need an answer on this...


Marcus Jefferson: I'm sorry about that. I think I said in a previous post that I'm allowing craft potion and craft scroll. All other item creation feats are lost to history. Furthermore, considering the nature of your current predicament you are unlikely to have a stockpile on hand.
Harakani: very interesting concept with plenty of story potential. I look forward to seeing the completed character. Small note: Calivan are the gypsies and Calavesti is the name of the ancient empire
Radin: I can get behind that for the most part. True sadists and psychopaths are just as dangerous to the balance as the walking dead. However, you may find that the greatest threats to the balance come from the places you least expect.


Very interested in the idea, always dug the gothic horror genre and any excuse to play in a game with it. I'm kicking around a few ideas right now, perhaps something in the divine branch. Is there a specific weapon as far as the Saraten faith is concerned (Clerics and Inquisitors usually rely on that for weapon choice), and also does the whole Book of Sin thing preclude an Inquisitor from using Bluff?

Edit: And, for that matter, are there any domains attached to it?


Hm hmm, I'm not sure if I'd wanna go with it in the end, but I consider it interesting for Shiruba to have been bonded with a water spirit. Where during the time when he nearly drowned, he came out of the water a little... different. The water spirit is likely protective of him, and is likely the source of what's triggered his Wave's mystery. He's had about 70 years with the spirit, so it's likely he's at least aware it exists even if they hadn't been able to talk face to face.


Thanks Graves, I must have missed that one. Sorry.

For bonded spirit, I have had a couple of ideas:

  • A spirit of earth - After getting chased out of village into a blizzard the last winter because someone saw him use arcane magic, Marcus was lost and sure to die in the storm. A warm hand took his own and led him to a small cave where he found a supply of dry firewood, a freshly killed pair of rabbits, and a shallow depression between the fire and the back of the cave. In short, a perfect hideout from the storm. In what he thought afterward to be a delirious fantasy, the spirit offered to help in if he would agree to helping the spirits of nature when they called.
  • A spirit of beasts - Marcus nearly shat kine the first time the panther prowled out of the forest where he played. Though he knew the beast was a deadly predator, he felt no fear of it after the initial shock wore off; he somehow knew that it had no interest in harming him. In the years that followed, Marcus came to understand that the panther could somehow take the shape of any number of animals, and that the spirit, for spirit it must be, had chosen to accompany, aid, and protect him.
  • The restless spirit of a long dead magic user - Marcus thought, at first, that his newfound magic had driven him insane. The voice of a rather cranky old man spoke to him, chastised him, and sometimes, tried to teach him. When he started seeing the faint, ghostly image of an old man whom the voice fit perfectly, he became convinced he was either haunted or was losing his mind. The first time he listened, the ghost taught him how to capture his magic into writings on parchment. Now, Marcus listens to the ghost when it appears, and tries to understand what it is saying; though there is some fundamental difference between the way the dead man used magic and the way Marcus does.


  • Now this sounds interesting and definitely something I could get behind.
    One of the things I really liked as I read it was the Luthander and the traditions and superstitions you wrote for them so I think I am going to try and create something focused on that.
    What I am thinking is that I am going to create a Luthander Cavalier (Ghost Rider) with him being an atypical Fighter/Metara Rider/tough guy. When he was fighting in the battle against Dead-Hand Uberan he fought fiercely but he (and his Metara) ultimately died.
    When he awoke he found out that he had somehow survived but his Metara had indeed died yet its spirit returned to him, faithfully continuing to serve its master after death.

    Another thing about him is his superstitions and traditions, he swears on his enemies name and is deeply distrustful of any magic, often attributing bad luck and happenstance to a wandering spirit or malicious magical entity. He is also courteous to the spirits, asking for permission before embarking on any road, or offering a small token of words when he passes a shrine (or any other minor superstitions I can think up ^-^).

    I dont know what order I will belong to, or much else about his crunch but I will figure out that later when I have time.
    Who knows, in the future it might be really neat if I died or something and turned into a Ghost Knight or something XD But that would be far in the distance :)
    3 quick questions. Lutheranders live in the "north," is this a snowy north? Can I have a quick blurb about the weather and seasons of the North?
    also Saraten? Satan?
    Lastly, equipment. I would have been a fully armed knight when I died so I would probably have a Mwk weapon at least but what about armor? A set of Mwk medium or heavy armor would be great.

    Next (when I have a bit more time) I will write up a summary of the Ghost Mount that has all its rules for you, as currently it is scattered in about 3 different places with LOTS of flavor text interwoven. For ease of reference :)


    Its seems that the idea of the spirit would be highly useful as both a game mechanics and story-line twist. Would it be possible to have a spirit that only makes itself known at the beginning of the game?

    For example as written in my background the Echma that saved his life has watched over him since that time, invisible, untouchable, unknown and with the start of the game becomes manifest. Most likely because of the deaths of his caravan and the destruction of the blood that forms part of the core of the faith.


    Spirits for everyone!


    Nidoran Dorah: The inquisitor would be an exception to the usual Book of Sin. The inquisitor's book of sin would be kept by his/her superiors in the church and lying in the course of an investigation.
    Granted Domains: Law, Protection, Water, Glory
    Favored Weapon: The Cleansing Rod (Battle Aspergillum)
    Note: The Saraten have developed many additional potions for use with the cleansing rod.
    Marcus: All solid ideas.
    Gobo Horde: I think you got into the Luthander mindset quite nicely.
    1. The North is a harsh place with short summers and long winters. . The land is not permanently frozen, and does experience thaws where green growth returns with a ferocity. This growing season only lasts for roughly 3 months (Months are 40 days measured betweeen eclipses of the copper moon). During the other seven months of the year: the land is mostly covered in snow.
    2. The name Saraten was meant to be more evocative of Seraphim than Satan.
    3. I am willing to allow everyone access to masterwork armor. Considering the violence done unto you, some serious repairs might be in order
    Once I decide upon the party, I will see about statting up individual spirits. Note: I am going to try to make all of the spirits roughly balanced but my main focus is on the flavor of the abilities.


    sounds good


    Interesting. What kind of other things could be used in one?


    Marcus is ready.


    Looks like Gobo and I had similar ideas


    Mihai Bo: I like the idea and prepare for some creepy buildup.
    Nidoran: The most common is a caustic agent that causes intense pain. It is called the Water of Penance.


    Quote:
    Radin Elden wrote:
    Looks like Gobo and I had similar ideas

    It would explain why my Wolf-Shifter character joined the fray against Dead-Hand's men instead of waiting things out, while picking off stragglers in Dead-Hand's army at the leisure when they're preoccupied with pillaging the Alvanen town; no Luthander worth their salt would allow a Metara (or two) to fall alive into enemy hands if they could help it (?). ;)

    Quote:
    GraveScratches wrote:
    Spirits do not need to be ghosts. Tonah may also bond with humans who hold a similar outlook. This is most common among the Luthander but can occur in any individual with respect for the natural spirits. Tonah tend toward neutrality but they range in morality. Pestilence. rot and similar Tonah are necessary elements of the balance but are very destructive.

    This sounds more like something that my Wolf-Shifter could go with; I would imagine something like some sort of tribal ritual among the Wolf-Blooded (what the Wolf-Shifters might call themselves among strangers) where they gain something to the effect of Telepathic Bond or Psionic-style Mindlink, but only among their own kind (perhaps only among those of the same tribe) and very much compulsory for all Wolf-Blooded in any given tribe; this ability would be useful when they're "coordinating" while in full wolf transformation form- since they'd be unable to speak otherwise while in said form.

    Definitely will go and add VMC Ranger to the Wolf-Shifter class for my character. Also wanted to run by some feats and traits by you, GraveScratches, since they have odd prerequsites and such. What say you to Tribal Scars (Ice Chasm) and Totem Spirits (Moon Clan) being taken together? In the original Golarion setting, both feats refer to two very different ethnicities (Kellids of the Mammoth Lords and Shoanti of Varisia) that are geographically separate from each other. Since this game takes place in a different setting, I thought I would ask. I'm fine with taking either or even none of the two depending on how you feel about it. Also wanted to check with you on the Aspect of the Beast feat and the Lycanthropic Bloodlust (Werewolf-kin) trait (open to the PF Skinwalker race) to see if they're okay to be used for my character.


    I like the idea of a mindlink. It is not automatic but requires a bonding period between Wolf-Blooded individuals. At first the encounter is painful as the empathic feedback can drive two individuals into a full frenzy, reducing both of them to mere animals. However, if they are able to maintain their wits original instincts can be subdued enough to allow the formation of a pack bond. This is often facilitated by a powerful alpha, whose presence alone can reduce hostile
    While most Luthander are only spectators to the great conflicts of nautre; Wolf-shifters live a constant battle between the two halves of their soul. The Irviita meaning "Small Tooth" is the human half gifted with rationality above the fire in the blood. The Kartunga meaning "Red Mist" is the fury that is the key to the Wolf-Shifters strength. If the shifter gives in to the Kartunga permanently, they will be lost to the wolf never again returning to the ways of man.
    I like the idea of having the Shifters being a distinct cultural microcosm among the Luthander. While too few in number to be able to operate openly, they have their own customs and practices that are handed down by the wolf-blooded.
    I have looked over the feats and they don't seem unbalancing in any way.


    Thank you much for your thoughts on those feats (they seemed fairly thematic and non-contradictory enough) and trait, GraveScratches. :)

    Quote:
    Here4daFreeSwag wrote:
    Radin Elden wrote:
    Looks like Gobo and I had similar ideas
    It would explain why my Wolf-Shifter character joined the fray against Dead-Hand's men instead of waiting things out, while picking off stragglers in Dead-Hand's army at the leisure when they're preoccupied with pillaging the Alvanen town; no Luthander worth their salt would allow a Metara (or two) to fall alive into enemy hands if they could help it (?). ;)

    Reading over my previous phrasing earlier, it did give something of an unfortunate but unintentional connotation, so I'd like to offer my apologies to anyone who might have taken offense at this.

    It might be more accurate and proper to say that no Wolf-shifter (being fairly close to the Tonah in some respect) worth their salt would allow for a Metara to fall into enemy hands, especially ones like those of Dead-Hand's ilk. :)

    That being said, the two characters do make use of "a man on a Metara" idea but I've the feeling that both characters would turn out very differently from one another, IMO.

    Quote:
    GraveScratches wrote:

    I like the idea of a mindlink. It is not automatic but requires a bonding period between Wolf-Blooded individuals. At first the encounter is painful as the empathic feedback can drive two individuals into a full frenzy, reducing both of them to mere animals. However, if they are able to maintain their wits original instincts can be subdued enough to allow the formation of a pack bond. This is often facilitated by a powerful alpha, whose presence alone can reduce hostile

    While most Luthander are only spectators to the great conflicts of nautre; Wolf-shifters live a constant battle between the two halves of their soul. The Irviita meaning "Small Tooth" is the human half gifted with rationality above the fire in the blood. The Kartunga meaning "Red Mist" is the fury that is the key to the Wolf-Shifters strength. If the shifter gives in to the Kartunga permanently, they will be lost to the wolf never again returning to the ways of man.
    I like the idea of having the Shifters being a distinct cultural microcosm among the Luthander. While too few in number to be able to operate openly, they have their own customs and practices that are handed down by the wolf-blooded.

    Thank you for your thoughts on such a bonding. I also concur on the idea of a distinct, unique duality-based culture as well (fits in with the whole 2 moon thing too... copper and ?).

    One idea that I did consider was the usage of ranged weaponry only in mostly hunting purposes but with the understanding that flying enemies are fair game with such weaponry only if such enemies remain aloft... but that could just be limited to Wolf-shifters though.

    Also, would the Luthanders have their own unflattering term for firearms? It would be a hoot if they were called Balefire by them (or if Balefire is actually a thing in the setting, maybe Balesmoke?).

    Thank you on the information about their Irviita and Kartunga; taking it a bit further, I had thought of the possibility of there being two different names for a Luthander Wolf-shifter... something akin to having your everyday human "name" plus a wolf tribe (which probably has it's own formal title name) "nickname/name". It wouldn't be too dissimilar to a normal first and last name but it might not be entirely parallel in usage.

    Another thought along those lines might be that a Wolf-shifter wouldn't be anymore difficult to make undead as any other human but if the one "animating" the undead Wolf-shifter did not have access to both human and wolf tribe name/tribal designation/nickname, there could be a separate "spirit" spontaneously created that will hunt down and attempt to destroy the now undead form or perhaps the undead will be out of control and be rendered uncontrollable (even to that of its' creator) if it was deep in the throes of Kartunga in life. Kind of like a Tonah style insurance that making undead Wolf-shifters would be quite troublesome if one didn't know both names. If both names were known, it would be very bad for the Wolf-shifter but very beneficial to the one creating the undead out of a Wolf-shifter...


    Hmm, about when do you think you'll be closing recruitment? I'm interested to see how it's turned out for everyone.


    Quote:
    Uret Jet wrote:
    Hmm, about when do you think you'll be closing recruitment? I'm interested to see how it's turned out for everyone.

    I always thought that the recruitment phase might go until sometime during the 1st week of February but that's just my own guess.


    And speaking of recruitment, may as well put up what I've came up with thus far in the stats department...

    How Sausage is made:

    Name: Lambri the Wolfblooded ("Swift Fang", among her people)

    Also am deciding between Lambri/Lambra/Elambri/Olambra, whichever type of name is preferred by the GM and fellow applicants.

    Race & Gender: Human (Luthander) Female

    Alignment: True Neutral (Also tentative)

    Level & Class: Level 5 Wolf-Shifter

    Initiative: +5 (+3 Dex and Aspect of the Beast feat)
    Perception: tbd tbd

    Str: 16 +3 {Str: 18 +4, Hybrid/Wolf} Base 14, +2 Human
    Dex: 16 +3 Base 14, +2 Physical prowess
    Con: 16 +3 {Con: 20 +5, Hybrid/Wolf} Base 15, +1 4th Level
    Int: 10 +0 Base 10
    Wis: 15 +2 Base 13, +2 Mental prowess
    Cha: 14 +2 Base 14

    Feats: 1st: Totem Spirit (Moon Clan: +1 Will, +2 Perception), Human: Tribal Scars (Ice Chasm: +1 Reflex, +2 Climb, +6 HP), 3rd: Ranger VMC (Tracking as 5th level Ranger), 5th: Aspect of the Beast (Wild Instinct: +2 Initiative, +2 Survival).

    Traits: Lycanthropic Bloodlust: Werewolf-kin (Race, 1/day, 1d6 Temp Hp on a successful Natural Attack for 1 min.), Coherent Rage (Combat, Handle Animal while in Hybrid/Wolf)

    HP: 66 {76 Hybrid/Wolf}, FCB: +1 HP/level tbd
    AC: tbd +1 Natural AC, +1 Deflection AC, +3 Dex, tbd
    BAB: +5 tbd
    CMB: +8 {+9 Hybrid/Wolf} tbd
    CMD: 21 {22 Hybrid/Wolf} tbd

    Bite Attack {Hybrid/Wolf}: 1d6+6 (Str+half damage), Trip {Wolf only}

    Fortitude: +9 {+11 Hybrid/Wolf} tbd
    Reflex: +7 tbd
    Will: +6 tbd
    Sanity: 66 75 Base (5 x 15) minus 9

    Less Sanity: 1d8 + 5 ⇒ (4) + 5 = 9.

    Bonded Spirit: The Bond Among The Wolf-Blooded (tentative)

    Class Skills: Acrobatics (Dex), Climb (Str), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str); Knowledge (nature)=Folklore: Tonah.

    Class Skill Points: 25 tbd

    Skills: tbd

    Background Class Skills: Craft (Int), Handle Animal (Cha), Artistry (Int), Lore (Int)

    Background Class Skill Points: 10 tbd

    Background Skills: tbd

    Languages: Common (Galspiel), Luthander

    Hybrid Transformation: 15 Rounds per day tbd

    Rage Power: Scent (2nd level), Penetrating Bite (4th level)

    Shifter's Resistance: DR 2/Silver tbd , Immune: Lycanthrope

    Wolf Empathy: Wild Empathy upon Wolves and Lupine creatures tbd

    Lunar Link +1: tbd

    Carrying Capacity: 16 Str: 76/153/230 {Str 18:100/200/300}

    Movement: 30' {50' Wolf}

    Equipment and Treasure: tbd

    Distribution of Sausage:

    If she had a life before being sent off to be "claimed" by the wilds in her youth, Lambri knows little of what she had been before becoming one among the Wolf-Blooded.

    As a Wolf-Blooded, Lambri had been tasked by her betters with watching and tracking the movements of one Dead-Hand Uberan and his army. When they had descended upon the Alvanen town of Mist-Crest, Lambri had intended to wait and observe; perhaps she would have fair opportunity to pick off any stragglers among Dead-Hand's forces once the fighting had lulled and the pillaging began.

    Whether it was the presence of Luthanders, and more importantly, their Metara among the beleaguered defenders or whether she had been unsuccessful in her bid to further thin out Dead-Hand's horde while they were otherwise preoccupied, one thing was certain... Lambri appeared upon the banks of a strange river along with others who had defended the town but not before ensuring that some of Dead-Hand's men perished by her fangs.

    Which does remind me, how does Penetrating Bite sound for a 4th level Rage power?

    In terms of equipment, I know the okay has been given out for MW weapons, equipment and armor; how about special materials or would you prefer to keep things as standard stuff for the beginning?


    Here4daFreeSwag wrote:
    I always thought that the recruitment phase might go until sometime during the 1st week of February but that's just my own guess.

    I'm good either way, personally. Also, your gal looks pretty dang cool. I very much approve, and wonder at how the roleplaying aspect of it all would come about in game. Would be very interesting to see play out.


    Quote:
    Uret Jet wrote:
    Here4daFreeSwag wrote:
    I always thought that the recruitment phase might go until sometime during the 1st week of February but that's just my own guess.
    I'm good either way, personally. Also, your gal looks pretty dang cool. I very much approve, and wonder at how the roleplaying aspect of it all would come about in game. Would be very interesting to see play out.

    Thank you, Uret Jet; still have to flesh out the skills and get the equipment picked out but the general idea is mostly done. :)

    There'll be more fellow survivors that should make their appearance soon and I'm sure we'll get more background info about the setting, as well.


    Here4daFreeSwag wrote:

    Thank you, Uret Jet; still have to flesh out the skills and get the equipment picked out but the general idea is mostly done. :)

    There'll be more fellow survivors that should make their appearance soon and I'm sure we'll get more background info about the setting, as well.

    Indeed, indeed. As a monk, Shiruba has pretty much just the clothes on his back. Any supplies he might've had, mainly just food, I suspect wouldn't have been on his person and are thus lost. Heck, I could likely take the monk vow of poverty at this point and not have to even worry, as it was stated that magic items are quite a rarity. But that feels like cheating the system, and I won't do that.

    A single old man amongst young upstarts, what a scene that'd be.


    I have deliberated on this and decided to go with these players. I actually went up to five due to the strength of the submissions. I wish I could take everyone, but I don't want the game to become top-heavy. My sincere thanks for everyone that applied.
    Players:
    Mihai Bo
    Uret Jet
    Sir Longears
    Radin
    Herefordafreeswag

    Swag: I really like the ideas on the shifter culture. The twin sisters are the copper moon and the silver moon. The copper moon is associated with the Irvitta aspect while the silver calls to the Kartunga.
    I see the shifters as having a different relationship with the Tonah than the traditional Luthander for they truly live with one foot in each world. A shifter effortlessly converses with the Tonah and treats them as an extended family.
    Also, because of the exile of the gifted from Luthander tribes, the wild occasionally trusts the care of young shamans to the Shifters. Care is called the copper calling and requires careful control to educate the child. The silver calling is the call to war.

    I'm sorry for not answering questions. I wanted to make final decisions, so that I could concentrate on getting those characters developed. I hope we can finalize character/spirit decisions during the coming week. The trail will begin in earnest no later than Thursday.


    I'm pleased to hear I've made the cut! I can't wait to see how things flesh out over the week for everyone.


    Thanks for taking me on, please tell me if you think there is any details missing that I may need and I look forward to playing with you.


    Thanks for the selection!


    Congratulations to the chosen! Have fun :)


    Looking forward to starting.


    Radin: the oath backstory is fantastic. I think you really got a handle on the Luthander mindset.
    Swag: Penetrating bite sounds good. As for materials, I am going to rule standard materials at creation. Korvare has its own exotics that you will be encountering later.
    I'm going to be going over all the characters over the next few days to make sure we are still on the same page. I know that I need to give a couple of you spirits. Does anyone else have any other character questions while we are in the final step?
    Also, I should have said this earlier, but I am hoping that people can post at least once a day during the week with weekends being optional. Is that something people can commit to?

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