Bookrat's Demon Lord Game 2 (Inactive)

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Welcome to a Land in Shadows. The Gods are distant powers. There are hidden worlds, magic is real, and mortals live many lives.

Science and technology have made great strides (clockworks, steam power, railroads, firearms, etc), despite the world being filled with terrible monsters.

And last and certainly not least - the Empire burns as the shadow of the Demon Lord spreads across the lands. As the Demon Lord's influence grows stronger, the fabric of sanity subtly fades.

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Welcome to Shadow of the Demon Lord, a dark and gritty fantasy horror. This system is an amalgamation of Warhammer Fantasy and D&D 5e. Written by Robert Schwalb and published by Schwalb Entertainment.

I'm Bookrat, your Horror Master.

In this series of PBP games, I'll be running individual modules at various levels. Anyone is welcome to join. You do not have to own the book. You do not have to know how to play. New and old players alike are welcome to join any of my games.

Character death should be expected, although through clever play and a bit of luck, you may survive. My first game had zero deaths! You could survive, too.

• If this is your first time playing Demon Lord with me, start at Spoiler 1, below.
• If you do not own the Core Book, proceed to Spoiler 2.
• If you've played in one of my Demon Lord games before, start at Spoiler 8.

Spoiler 1 - If you have never played before, read this:
Shadow of the Demon Lord is a dark and gritty fantasy horror RPG akin to 5e, with several important changes.

First, you start as a Level 0 Character, choosing only your race and background. Next, it's even simpler, with uncontested challenges being Pass, Fail, or DC 10. There are no skills; instead you have professions which grants an area of knowledge that you can apply during the game. There is no alignment in this game.

Dice: The only dice used in this game are a d20 and a d6.

Ability Scores: Your race determines your ability scores, and you can modify them by a single instance of +1 for -1.

Classes and Levels: After each adventure, you level up. At Level 1, you pick your Novice Class (Warrior, Rogue, Wizard, Priest). At Level 3, you pick your Expert Class (one of 16, no pre-reqs), and at Level 7 you pick your Master Class (one of 64, no pre-reqs). Having no pre-reqs means you can hyper-focus or mix and match as you see fit. Both have their advantages and disadvantages, and all classes are fairly well balanced. You can't make a bad choice, so play what sounds fun.

While there are no pre-reqs for picking a class, the classes you choose should be based on the story and the actions you took during play. If you spent the entire game hitting things with a big stick and not attempting or engaging in any magic whatsoever, then you'd need a really good reason why you chose "Wizard" for your class. Even if you do want to go wizard, just talk to me about it and we'll make it work, deciding on how it will fit in the story together. Some players have asked me to introduce magic for their PC to discover, and even one person asked me to force magic onto his PC despite his PC not wanting it.

Hit Points: Gained by Race and Class. Unconscious is called "Incapacitated." That's your 0 HP mark. Taking damage equal to your max HP in one hit is instant death. Otherwise you roll Fate Rolls (d6) which have a chance to heal, pass out, or die. You also have a Healing Rate. This is how much you heal after a night’s rest, a healing potion, or some special ability or spell.

Skills: Skills don't exist in this game as defined by D&D or Pathfinder. Instead, you have Professions. Whenever you think your profession can aid you in a task, ask me about it. You'll add one or more Boons to your roll.

Boons and Banes: During play, difficulty will be set by a Bane and advantages by a Boon. They're a d6, and they add or subtract to your d20 roll. They cancel each other out, but they stack (3 Bane and 4 Boon = 1 Boon total). When stacking, you only pick the highest roll, you don't add the rolls together.

Ability Scores: Strength, Agility, Intellect, Will. That's it! Your starting set is determined that your race, modified slightly by you. Your class then modifies is further as you level, with bonuses decided by you based on what your class gives. Your ability Score Modifier is “Ability Score - 10.” So an 11 Strength is +1, 12 is +2, and so on.

Insanity: This determine how insane you are, and as you gain lots of it you could develop quirks or even go Mad. Insanity increases when you see something horrific and you fail a Will challenge roll.

Corruption: This is gained by doing evil things, learning evil Traditions of magic, or learning evil spells. Increased corruption can physically alter your appearance, and enough of it can make it so you auto die when you become incapacitated (0 HP). These are called Marks of Darkness.

Power Score: This determines what level spell you can cast, and how many times per day you can cast it. It's gained by picking up spell casting classes.

Challenge Rolls: These are either opposed or not. If opposed, the DC is based on the opposition, such as attacking someone vs their Defense Score. Unopposed are like skill checks or ability checks, and are either Auto Pass, Auto Fail, or DC 10. There's no other DC than 10, ever.

For anything else, please ask. Or we'll go over the rule as needed in game. :)

Proceed to Spoiler 2.

Spoiler 2 - New Players and Those Without the Core Book:
Character Creation is easy. Use Spoiler 11 as a character sheet to plug into your alias when you're ready.

Follow these steps:

Pick a race: Human, Changeling, Clockwork, Dwarf, Goblin, or Orc.

Your race will determine your starting stats, with some modification by you.

Roll randomly to get background, appearance, and other starting characteristics as described. Remember, if this is your first time playing with me, or if you don't own the book, you MUST roll randomly.

If you don't have the book, I'll tell you what results you get. If you do, feel free to look them up on your own (but be sure to look at my instructions, because they're slightly altered from the book). There are no rerolls, you get what you get. Role-play appropriately, please, and have fun.

If this game starts at higher than Level 0, then do all this first and the instructions for your other levels will come later.

If you want Human, proceed to Spoiler 3.
If you want Changeling, proceed to Spoiler 4.
If you want Clockwork, proceed to Spoiler 5.
If you want Dwarf, proceed to Spoiler 6.
If you want Goblin, proceed to Spoiler 7.
If you want Orc, proceed to Spoiler 8.

If you're not sure, roll a d6.

Spoiler 3 - Human:
Humans are a diverse people encompassing numerous civilizations, cultures, and ethnicities. They are the dominant people in the world.

Ability Score: S10, A10, I10, W10. +1 to one. (You may also take a -1 for a +1, once).
Perception = Intellect
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1/2 or 1
Speed: 10
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), +1 additional spoken language OR one random profession (1d6, then 1d20)
Background: Roll 1d20
Personality: Roll 3d6
Religion: Roll 3d6
Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6
Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, then pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 4 - Changeling:
Changelings conceal their hideous forms behind identities stolen from other creatures so they can move more freely through the lands.

Faerie create changelings to conceal the absence of children they steal. They construct a changeling from natural materials and use magic to give it the appearance of the missing child. The magic often fades after a few weeks, but sometimes it lingers and lets the changeling grow up to become a real person.

Many Masks: Changelings can use their magical natures to adopt the forms of anyone they see. They assume different forms to conceal their true natures, forms most deem hideous and unsettling. When stripped of their disguises, changelings look like humanoids formed from dirt, sticks, and rocks, with glowing green eyes set in otherwise featureless faces. Changelings in their natural forms stand 5 feet tall and weigh 90 pounds.

Changeable Identities: Constantly changing identities has a deleterious effect on changeling personalities. Most mimic the attitudes and outlooks of the people around them, having no particular views themselves or, if they have them, burying them so deep they cannot remember who they started out being or what they hope to become.

Ability Score: S9, A10, I10, W10. (You may take a -1 for +1, once).
Perception = Intellect + 1
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1
Speed: 10
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only)

Immune: Damage from disease; charmed, diseased
Iron Vulnerability: You are impaired while in contact with iron.
Shadowsight: You see into areas obscured by shadows as if those areas were lit.

Steal Identity: You can use an action to alter your appearance to match that of a target living creature you can see within short range. The target must be Size 1 or 1/2 and have a humanoid shape of flesh and blood. Your body changes so you look like the target, though your clothing and possessions remain unchanged. The effect lasts until you use this talent again. If you become incapacitated or touch an object made from iron, you immediately revert to your normal appearance.

True Age: Roll 3d6
Apparent Gender: Roll 1d6
Apparent Ancestry: Roll 3d6
Background: Roll 1d20
Changeling Quirk: Roll 1d20
Personality: Roll 3d6

Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions

Spoiler 5 - Clockwork:
Clockworks are mechanical people made from metal plating, gears, wires, bits of spring, and cogs to which is bound a soul plucked from the Underworld. The magic binding the soul tethers it to the clockwork but allows it to manipulate the body only while its internal mechanisms are moving. All clockworks have keys somewhere on their body and while wound up, they move, think, and act like creatures. Should the key wind down, a clockwork becomes dormant—an insensate object.

Ability Score: S9, A8, I9, W9 (You may take a -1 for a +1, once).
Perception = Intellect
Defense = 13
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only)
Immunities: Damage from Disease and Poison, asleep, diseased, fatigued, and poisoned conditions

Key: You have a key on you somewhere that you can't reach. When it is cranked and turning, you count as a creature and can move and make actions. When it stops, you become an object and cannot move or act (or perceive or talk, it's in "OFF" mode). Your key stops turning when you become incapacitated. It also stops turning at the end any round in which you get a total of 0 or lower on any attack roll or challenge roll. Any creature within reach can spend an action to turn the key and activate you. If you are not incapacitated, you become a creature once more. If you are, roll a d6; on a 4 or higher heal 1 point if damage and become a creature at the end of the round (3 or less does nothing).

Mechanical Body: You do not eat, drink, breathe, or age. You cannot be transformed into an undead. You cannot swim (you sink).

Repairing Damage: When you're a creature, you heal as any creature. If you're an object, any creature can repair you with a tool kit. At the end of each 4 hours of work, that creature makes an Intellect roll with 1 Bane. On a success, you heal damage equal to your healing Rate.

Age: Roll 3d6
Purpose: Roll 3d6
Form: Roll 3d6 (determine shape, size, and weight)
Appearance: Roll 3d6
Background: Roll 1d20
Personality: Roll 3d6
Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 6 - Dwarf:
Dwarves are an elder race cursed by the gods for their vanity and doomed to toil and dig in the earth for the treasures they covet.

Things about dwarves: The beard is the thing, for men and women. They're short but dense (physically, but probably also mentally). They're dour and suspicious.

Ability Score: S10, A9, I10, W10 (You may take a -1 for a +1, once).
Perception = Intellect + 1
Defense = Agility
Health = Strength + 4
Healing Rate = 1/4 Health (round down)
Size: 1/2
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), Dwarven (speak, read/write)

Darksight: You can see in areas obscured by shadows and darkness within Medium Range as if they were lit. Beyond this distance, you treat Darkness as Shadows, and you treat Shadows as Lit.

Hated Creature: You have a creature you hate, which grants you 1 Boon on all attack rolls vs that creature type.

Robust Constitution: You take half damage from poison, and you make challenge rolls with 1 Boon to avoid or remove poison.

Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6
Hated Creature: Roll 1d20
Background: Roll 1d20
Personality: Roll 3d6
Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 7 - Goblin:
The Faerie Queen exiled the goblins long ago, for a crime only she remembers. As part of their exile, she stripped them of their immortality and doomed them to live out their days in the mortal world. Goblins have since infiltrated human societies, making their homes in rubbish heaps and sewers where, to everyone’s surprise, they seem quite happy doing the jobs no one else is at all interested in performing. Picking through trash for choice treasures or trawling the fetid waters oozing through the subterranean tunnels for a bit of gold or a dropped coin is all goblins need to keep from making trouble for their neighbors.

Goblins have Bizarre and Varied Appearance, and have weird habits.

Ability Score: S8, A12, I10, W9. (You may take a -1 for a +1, once).
Perception = Intellect +1
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1/2
Speed: 10
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only) and Elvish (speak only)

Immune: Damage from disease; charmed, diseased
Iron Vulnerability: You are impaired while you are in contact with iron.
Shadowsight: You see in areas obscured by shadows as if those areas were lit.
Sneaky: When you roll to become hidden or move silently, you make the Agility challenge roll with 1 boon.

Age: Roll 3d6
Build: Roll 3d6
Distinct Appearance: Roll 1d20
Odd Habit: Roll 1d20
Background: Roll 1d20
Personality: Roll 3d6.

Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, then pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 8 - Orc:
Orcs were made from dark magic to be the ultimate slave soldiers in the Empire’s armies. Brutish, strong, and violent, they exceeded expectations and helped their masters conquer the continent. They have recently thrown off their shackles and taken their destiny into their own hands.

Mighty, threatening figures, orcs tower over humans. Most have thick, coarse hair covering their bodies. Some shave their body hair into lewd or grotesque patterns to accentuate their fearsome look. Blotchy skin, bone white to nearly black, blistered and scarred from flaws in the magic that made them gives them a ghastly appearance aided in part by their brutish, exaggerated features. Most orcs have short pug noses and wide mouths filled with sharp teeth and a tusk or two. Orcs stand 6 to 8 feet tall and weigh 200 to 600 pounds.

Ability Score: S11, A10, I9, W9. (You may take a -1 for a +1, once).
Perception = Intellect +1
Defense = Agility
Health = Strength
Healing Rate = 1/4 Health (round down)
Size: 1
Speed: 12
Power: 0
Damage: 0
Insanity: 0
Corruption: 1
Languages and Professions: Common (speak only) and Dark Tongue (speak only)
Shadowsight: You see in areas obscured by shadows as if those areas were lit.

Age: Roll 3d6
Build: Roll 3d6
Appearance: Roll 3d6
Background: Roll 1d20
Personality: Roll 3d6
Profession 1: 1d6, then 1d20
Profession 2: 1d6, then 1d20
Lifestyle: 3d6
Interesting Thing: 1d6, then 1d20
Personality Traits: Roll 4d20, then pick one positive and one negative from the results.

Write up a story or explanation for how all these fit together (this can be done before or after the Questionnaire). This does not need to be more than a paragraph.

Go to Spoiler 10 - Questionnaire and answer the questions.

Spoiler 9 - If you've played in one of my Demon Lord games, read this:

Welcome back!

If this is a level 0 Adventure, please make a new PC.

If this is a Level 1+ adventure, then you have a choice:

You may choose to continue with one of your previous characters, if they are still alive and of appropriate level or lower for this adventure.

If they are not alive, if your current PCs are too high of level, or you wish to make a new PC, then go ahead and roll up a level 0. We'll advance them up in levels in the discussion, after I pick players for this game.

If you have a PC of appropriate level or lower and you want to use that PC for this adventure, bring them up to the level of this PC. Remember to think about their personality and experiences, and choose any new Paths appropriately.

You may use the core book or any supplement. If you use the core book, you may choose any of the options or roll randomly if you like. If you're using a supplement, you must roll randomly. Let me know what supplement it is so I can buy it for myself.

Remember, if you haven't bought the core book yet, you must start at Spoiler 2.

Remember to answer the questions in Spoiler 10 if you're making a new PC, and remember to write up a little blurb about how all the random rolls/choices fit together.

Spoiler 10 - Questionnaire:

Once you have all that, now you must Answer the following Questions (you may choose to do this after you know the results of all the randomness above).

1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

3) What do you fear? What do you hate?

4) What do you desire? What do you love?

5) You have (at least) one secret. What is it?

6) Have you done something Notable? What was it?

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

Spoiler 11 - Character Sheet Template (You must use this):
I've made up a character sheet template for you to copy and paste into your alias profile.

Just go here and copy it all. All the appropriate tags should be included. If I've messed something up, please let me know.

Put the following in specific fields as designated, adjusting as needed for your PC:

Race Field: Gender* Ancestry* Path Level | S10, A10, I10, W10 | HP 10\10 | D10 | Move: 10 | Insanity: | Corruption: | Fortune: No | Status: Normal
*If you’re a changeling, put Current Identity: Gender Ancestry. You may also include a name if you plan on changing names a lot.

Occupation: List of Professions. Ex: Academic (War), Martial (Refugee)

All other fields: Fill in as you like.

Spoiler 12 - Bookrat’s Rules for Playing This Game:
This game is descriptive and requires players to have input and to be descriptive themselves. I know we all get lost in the single line posts as games go on past a few weeks, but to make this game thrive, you have to put in some effort.

So based on that, I request that all players strive for the following:

Posting Rate. This game will be played at a minimum of one post per day. Possibly more. I often post multiple times per day just to answer questions and post reactions to something a player is doing. If you can't/won't post for a day, then expect to be botted or skipped so the story can move forward (generally, I bot those who give me a heads up, and I skip those who are absent with no word). Also, please don't be that person who thinks "once per day" is posting at 11:50 pm and then again at 12:10 am, and then doesn't post again for nearly 48 hours.

Give a Heads Up. If you can't post for a period of time - even if it is one day - please tell us! It takes less than 30 seconds to use your phone and drop a line. “I’m super busy today, I won’t be able to post,” or “I’ll be gone this weekend, please bot as needed.” There’s rarely a good excuse for why you can’t give others a notice. Be courteous and let us know.

Join the Discord Group. I have a discord chat for my games. I use it to keep in touch with my players, to allow players to more easily contact me, as a backup site to play in case this website is down for a period of time, and just a place for us to chat. Join here.

Push Post. At least every other post should be a "Push Post." That is a post that moves the story forward and allows for others to react. Avoid posts that just say, "I follow along" or "We could do this if others want." If you're just following, include a description about how you feel and what emotions others can see on your face and you travel. If you have a suggestion for the group, then either post in Discussion or just go ahead and do it.

Emotions. Your posts should include the emotions of your characters. How are they feeling at that moment in time? Even if you only have a one liner, please include one emotion in the line. PBP games don’t translate the horror genre very well, so including emotional descriptions in your posts will go a long way to help with the environment of this game.

Don’t wait for others to make a decision. I'd prefer it if we weren't all waiting on someone else to make the decision to do something. I’ll play by the “2 people in agreement” rule, where as soon as I see two players agree to a course of action for the group, that’s the direction we’ll go in game. If people start stalling, I'll make Something Bad Happen in game, just so we can bring interest back into the game.

Quitting the Game. It’s ok to quit. Any reason is acceptable. Just give us a notice so we’re not waiting on you. Maybe you’re too busy with life, maybe you don’t like the system, maybe you don't like me. It’s ok. Any reason is ok. I can handle criticism and I will accept literally any reason for why you want to leave the game. Just be mature, be an adult, and let the group know you’re bowing out. What isn’t ok is to just disappear. Don’t be that guy.

Please state that you agree to my rules in your application for this game, whether you're making a new character or bringing in an old PC.

Lastly, this is a horror fantasy game. Role-play appropriately. :)

Thanks, and I hope we all can have fun!

I'm looking for 3-7 Players. If you don't make this recruitment, keep an eye out! I'll be running more later. My goal is to have two games going, and to re-open a recruitment after every module.

Each module is expected to last 6-12 weeks, plus or minus some depending on group posting rates and how much I alter to published adventure.


Interested!


Also interested, though my availability may be down for a while.


I am interested in giving this a try

Rolls:

True Age: 3d6 ⇒ (2, 3, 5) = 10
Apparent Gender: 1d6 ⇒ 3
Apparent Ancestry: 3d6 ⇒ (3, 3, 6) = 12
Background: 1d20 ⇒ 18
Changeling Quirk: 1d20 ⇒ 19
Personality: 3d6 ⇒ (1, 3, 5) = 9
Profession 1: 1d6 ⇒ 11d20 ⇒ 6
Profession 2: 1d6 ⇒ 61d20 ⇒ 5
Lifestyle: 3d6 ⇒ (3, 1, 1) = 5
Interesting Thing: 1d6 ⇒ 31d20 ⇒ 7
Personality Traits: 4d20 ⇒ (7, 18, 16, 6) = 47

Liberty's Edge

Woohoo...looks really cool! I like the sound of the system...a little like Conan, but even simpler....I will read over all the information and get started rolling up a character!!

Liberty's Edge

Ok here are my initial rolls

Character:

Starting Attribute Scores: Strength 10, Agility 11, Intellect 10, Will 10.
Perception: 10
Defense: 11
Health: 10
Healing Rate: 2
Size: ½ , Speed 10, Power 0
Damage 0, Insanity 1, Corruption 0
Languages: Common Tongue
Professions: 1d6 ⇒ 31d20 ⇒ 2 Criminal-Begger
Background: 1d20 ⇒ 6 You belonged to a strange cult and saw
many strange things. You start the game with 1 Insanity.
Personality: 3d6 ⇒ (6, 4, 6) = 16 You help others because it’s the right thing to do.
Religion: 3d6 ⇒ (4, 3, 3) = 10 You belong to the Cult of the New God
Human Age: 3d6 ⇒ (6, 5, 5) = 16 You are a middle-aged adult, 36 to 55 years old.
Human Build: 3d6 ⇒ (3, 2, 1) = 6 You are average in height and weight.
Human Appearance: 3d6 ⇒ (4, 2, 1) = 7 You are plain and uninteresting to look upon. People notice you, but your appearance fails to make an impression
Profession 1: 1d6 ⇒ 41d20 ⇒ 12 Martial-Patroller
Profession 2: 1d6 ⇒ 51d20 ⇒ 16 Religious-Pilgrim You travel to sites deemed holy to members of your religion.
Lifestyle: 3d6 ⇒ (5, 3, 6) = 14 Comfortable-You live well and make enough that you can save a little.
Interesting Thing: 1d6 ⇒ 61d20 ⇒ 19 A demanding spouse
Personality Traits: 4d20 ⇒ (2, 2, 12, 11) = 27
positive: Cheerful
negative: Quarrelsome


Bronaval wrote:
I am interested in giving this a try.

Bronaval:

True Age: 3d6 ⇒ (2, 3, 5) = 10

You are a young adult. Aged 15-25 years.

Apparent Gender: 1d6 ⇒ 3

You appear male.

Apparent Ancestry: 3d6 ⇒ (3, 3, 6) = 12

You start the game with the appearance as a Human.

3d6 ⇒ (4, 4, 3) = 11
3d6 ⇒ (5, 5, 6) = 16
3d6 ⇒ (4, 4, 3) = 11

This human is 15-25 years old, tall, and average looking.

Background: 1d20 ⇒ 18

You adopted the form of someone famous, powerful, and important.

Changeling Quirk: 1d20 ⇒ 19

You laugh at inappropriate times.

Personality: 3d6 ⇒ (1, 3, 5) = 9

You take on other forms for profit, usually to gain access to places normally forbidden to you.

Profession 1: 1d6 ⇒ 11d20 ⇒ 6

Academic (Geography)

Profession 2: 1d6 ⇒ 61d20 ⇒ 5

Wilderness (Guide)

Lifestyle: 3d6 ⇒ (3, 1, 1) = 5

You are currently poor. You have a staff or club or sling with 20 stones, patched basic clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 2d6 bits.

Interesting Thing: 1d6 ⇒ 31d20 ⇒ 7

You have half a treasure map, a map of a foreign land, or a large, blue map covered with circles with weird bits of writing between them. (Your choice).

Personality Traits: 4d20 ⇒ (7, 18, 16, 6) = 47

Positive: Empathetic, Kind (pick one)
Negative: Impulsive, Sullen (pick one)


I'm very interested in playing this game as well. It's been a while since I've played anything, this looks like it's pretty simple and heavy on story. Just what the doctor ordered!

Rolls(First Time+No Book):

I'd like to be an Orc.
True Age: 3d6 ⇒ (5, 2, 1) = 8
Apparent Gender: 3d6 ⇒ (3, 3, 5) = 11
Apparent Ancestry: 3d6 ⇒ (1, 2, 3) = 6
Background: 1d20 ⇒ 6
Personality: 3d6 ⇒ (5, 4, 4) = 13
Profession 1: 1d6 ⇒ 21d20 ⇒ 19
Profession 2: 1d6 ⇒ 31d20 ⇒ 1
Life Style: 3d6 ⇒ (5, 2, 4) = 11
Interesting Thing: 1d6 ⇒ 51d20 ⇒ 13
Personality Traits: 4d20 ⇒ (18, 12, 14, 12) = 56


The core book is currently available for $9.99 on DriveThruRpg.


Conman wrote:

I'm very interested in playing this game as well. It's been a while since I've played anything, this looks like it's pretty simple and heavy on story. Just what the doctor ordered!

Conman:
Looks like you accidentally rolled on the Changeling set of rolls, and not the Orc set.

Fortunately, the rolls matched up! So there's no rerolling. :)

Age: You are a Young Adult. 13-18 years old. (This is equivalent to a 15-25 year old human).

Build: You are average height and weight (6.5-7.5 feet tall and 3-400 pounds).

Appearance: You are monstrous, with thick, brutish features, weird growths sprouting from your skin, and nasty scars that cut jagged lines across your thick hide.

Background: You were chained to the oars in a slave ship for 1d6 years.

Personality: You never question orders. You always do as you’re commanded.

Profession 1: Shopkeeper

Profession 2: Bandit, Brigand, or Highway Robber

Lifestyle: You are currently Getting By.

You start the game with a dagger, a staff or club or sling with 20 stones, basic clothing, a backpack, a week of rations, a waterskin, a tinderbox, 1d3 torches, and a pouch containing 1d6 cp.

Interesting Thing: You have a tiny metal ball that when released, floats an inch above any solid surface.

Personality Trait Options.
Positive: Kind, Helpful (pick one)
Negative: Slovenly, Sarcastic (pick one).

Personality Traits aren't exclusive, they're just the ones that shine through the most.

Now, write a story about how all this fits together. Any part can be in any order. You can choose to write this story before or after you answer the questions.

The story doesn't have to be long, it just has to make sense for you well enough to know your character and to be able to share it with others.

For example, you could have been a highway robber, captured and turned into a slave for the crimes, served your sentence and opened up a shop. Or you could have been a Shopkeepers apprentice (granting you knowledge of Shopkeeping), fled as soon as you were able (or maybe your trainer was slaughtered?) to become a Brigand or perhaps a slave, and the other followed afterwards. Perhaps you were a lovely orc, but the years of soavery left brutal scars on you marring your features. Perhaps you were born that way, and the ugliness caused your shop to fail because no one would buy from you.

You get to write your story with what you've been given above.


This seems like an interesting system. I'll put in a bid for a human character.

Rolls:

Background: 1d20 ⇒ 14
Personality: 3d6 ⇒ (3, 3, 3) = 9
Religion: 3d6 ⇒ (3, 4, 1) = 8
Age: 3d6 ⇒ (4, 2, 1) = 7
Build: 3d6 ⇒ (5, 3, 2) = 10
Appearance: 3d6 ⇒ (2, 4, 2) = 8
Profession 1: 1d6 ⇒ 41d20 ⇒ 15
Profession 2: 1d6 ⇒ 21d20 ⇒ 19
Lifestyle: 3d6 ⇒ (4, 1, 3) = 8
Interesting Thing: 1d6 ⇒ 61d20 ⇒ 7
Personality Traits: 4d20 ⇒ (14, 9, 6, 14) = 43


Brainiac wrote:
This seems like an interesting system. I'll put in a bid for a human character.

Brainiac:
Hi! Thanks for applying! Here's your results:

Background: 1d20 ⇒ 14

You have received an education. You know how to read the common tongue.

Personality: 3d6 ⇒ (3, 3, 3) = 9

You put your interests and those of your friends above all else.

Religion: 3d6 ⇒ (3, 4, 1) = 8

You follow the tenets of the Old Faith. (Details will he given in game, but this is a polytheistic religion).

Age: 3d6 ⇒ (4, 2, 1) = 7

You are an adolescent. Age 12-17 years.

Build: 3d6 ⇒ (5, 3, 2) = 10

You are average in height and weight.

Appearance: 3d6 ⇒ (2, 4, 2) = 8

You are plain and uninteresting to look upon. People notice you, but your appearance fails to make an impression.

Profession 1: 1d6 ⇒ 41d20 ⇒ 15

Martial (Peasant Conscript)

Profession 2: 1d6 ⇒ 21d20 ⇒ 19

Common (Shopkeeper)

Lifestyle: 3d6 ⇒ (4, 1, 3) = 8

Poor. You live in squalid conditions and you’re never sure where you’re going to get your next meal.

You have a staff or club or sling with 20 stones, patched basic clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 2d6 bits.

Interesting Thing: 1d6 ⇒ 61d20 ⇒ 7

A recurring and disturbing dream.

Personality Traits: 4d20 ⇒ (14, 9, 6, 14) = 43
Positive: Honorable, Forgiving (pick one)
Negative: Impulsive, Slovenly (pick one)

Personality Traits aren't meant to be exclusive. These are just the traits that shine out the most.

Now, you get to write a story about how all these fit together. It doesn't have to be long, it just has to make sense.

As an adolescent, perhaps your skills learned as a Peasant Conscript we're because your dad was called to serve and you followed as his helper. Or perhaps you were considered "able bodied" at 13.

Conman's PC was/is also a Shopkeeper, perhaps the two of you worked together, or perhaps it's entirely unrelated. You're free to make up whatever story you like to make your rolls fit together to form a character.

Don't forget to answer all the questions, too!


Hmmm, do orcs and humans get along well in this setting? I guess that would influence whether or not my PC and Conman's would know each other.


Pathfinder Lost Omens, Rulebook Subscriber

I am very interested in this idea as well. My availability should be fine as well. Can you roll me a dwarf? I own the book but I am at work right now.

Should I answer the questionnaire now or after I see what I get?


@Brainiac. It really depends on where you want to be from. In general, in the Northern Reach, all races having a grudging acceptance with each other, simply because it's too dangerous not to.

In the Empire (who has the New God as their primary religion), the Orcish Armies just decimated the empire and took over for themselves. If you want your character to be from the Empire, then they may have a more negative view.

However, Orcs aren't considered monsters in this game, like in PF or D&D. They're just another people, like dwarves, elves, halflings, etc...

In the history of this game, Orcs were once humans. But they were altered with demonic magic to make them slaves and shock troopers for war. That was long ago, and theyve finally thrown off their shackles and overthrew their masters. There are still refugees from the cities trying to escape the aftermath of the war.

The empire isn't all goodie-two-shoes, though. Depsite following the New God (which has strong parallels to Christianity), they tend to be over-zealous in their eradication of evil. They started the Crusades, and even though the heart of the Empire had fallen, the Crusades are still active and are a primary means of protection for the Northern Reach.

This history can be complicated and contradictory. So really, you can choose to like orcs or not based on what you want your character to be.

@Samuel. Sure thing! I'll make dice rolls for you on my lunch break, if you don't get to it first. All the dice rolls needed are above, even if you can't see the results until you get home to your book.

Liberty's Edge

Hey Bookrat

When I go you the link you provided above for a copy of the character sheet, it takes me nowhere (that is to a Paizo page with nothing on it)

Can you just make the template on here for us to copy?

Thanks!


Pathfinder Lost Omens, Rulebook Subscriber

I am having the same problem as Daniel. Looks like your file or whatever has been lost in the ether.


If you copy and past the URL from where it starts "docs.google.com" it should work.

Thanks for the reply, Bookrat. I will have my character sheet done tomorrow.

@Conman, since your character has a better lifestyle than mine, perhaps you could run the shop we both work at and I'm just your apprentice?


Huh. That's so odd. It looks like an amalgamation of a Paizo link and a Google Docs link. It should go to Google docs.

Here's the actual link.

You can use that to copy it all with htlm tags so you don't have to rewrite all the tags.

Name:
Ancestry:
Gender:
Age:
Level:
Lifestyle:
Appearance:
Personality:
Background:

(Add or remove as needed for specific Ancestry)

Strength:
Agility:
Intellect:
Will:

Perception:
Defense:
Health:
Healing Rate:

Size:
Speed:
Power:

Damage:
Insanity:
Corruption:

Spoken Languages:

Written Languages:

Professions:
General (Specific)

Ancestry Traits and Abilities:

(Write in here any and all abilities gained from your choice of ancestry, when you gain them.)

Quirks and Marks of Darkness:

(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

Novice Path:

Expert Path:

Master Path:


Equipment:

(Add your stuff here like, weapons, gear, etc.)

Spellcasting:

Tradition:
Tradition Special:
Level 0:
Spell (2/2): Description.

Level 1:
Spell (1/1): Description.

For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description.

Questionnaire:

(Copy and paste the questions and answers from character generation here.)

My Story:

(How do all the random rolls fit together?)

Liberty's Edge

Perfect...It works now...will get it setup and then write by background!!


Gronder, Dwarf Male:

Age:: 3d6 ⇒ (3, 1, 2) = 6
Build:: 3d6 ⇒ (1, 3, 4) = 8
Appearance:: 3d6 ⇒ (6, 6, 6) = 18
Hated Creature:: 1d20 ⇒ 7
Background:: 1d20 ⇒ 14
Personality:: 3d6 ⇒ (6, 6, 4) = 16
Profession:: 1d6 + 1d20 ⇒ (6) + (13) = 19
Profession2:: 1d6 + 1d20 ⇒ (6) + (10) = 16
Lifestyle:: 3d6 ⇒ (1, 3, 2) = 6
Interesting Thing:: 1d6 + 1d20 ⇒ (6) + (6) = 12
Traits:: 4d20 ⇒ (6, 8, 20, 12) = 46

More Info:

Name: Gronder Stoneoath
Ancestry: Dwarf
Gender: Male
Age:
Level:
Lifestyle:
Appearance:
Personality:
Background:

(Add or remove as needed for specific Ancestry)

Strength: 10
Agility: 10
Intellect: 10
Will: 9

Perception: 11
Defense: 10
Health: 14
Healing Rate: 3

Size: 1/2
Speed: 8
Power: 0

Damage: 0
Insanity: 0
Corruption: 0

Spoken Languages: Common, Dwarven

Written Languages: Dwarven

Professions:
General (Specific)

Ancestry Traits and Abilities
Darksight: You can see in areas obscured by shadows and darkness within Medium Range as if they were lit. Beyond this distance, you treat Darkness as Shadows, and you treat Shadows as Lit.

Hated Creature: You have a creature you hate, which grants you 1 Boon on all attack rolls vs that creature type.

Robust Constitution: You take half damage from poison, and you make challenge rolls with 1 Boon to avoid or remove poison.

[Spoiler=Quirks and Marks of Darkness]
(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

(Write here your Paths and class abilities when you gain them).

Novice Path:

Expert Path:

Master Path:


Equipment:

(Add your stuff here like, weapons, gear, etc.)

Spellcasting:

Tradition:
Tradition Special:
Level 0:
Spell (2/2): Description.

Level 1:
Spell (1/1): Description.

For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description.

Questionnaire:

1) How do others make you feel? I can get along well enough with others, but given the choice I prefer solitude. People tend to wear me out after a while, and I just need a break.

2) Name one thing you value most. Then name one thing you could lose. I most value my family (parents, two sisters, one brother.) I could lose my family's fortune, so long as we still had each other.

3) What do you fear? What do you hate? I fear seeing myself as a failure. I hate being compared to others.

4) What do you desire? What do you love? I desire to feel like I've been successful in whatever I set my mind to. I love my family and my friends.

5) You have (at least) one secret. What is it? I once had the chance to save the life of a person I didn't like, and I didn't take it. I let him die.

6) Have you done something Notable? Not yet, but I want to.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it? I will take charge if needed, and if it seems like no one else is, or if the people who are seem incompetent. I don't care much about authority either way, as long as things are going well.

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them? I always try to follow through, but I've come to the understanding that I am just one person, so I have become more selective about giving my word. If I have given it, and I can't follow through, it bothers me.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself? Good and evil are subjective. No one sees themself as the villain of their own story.

My Story:

(How do all the random rolls fit together?)


What supplements do you own?


@Elbow: Right now, I have Terrible Beauty, Demon Lord Companion 1, Forbidden Rules, and Exquisite Agony.

You got something in mind? I may pick up another supplement if there's something you're looking at.

@Samuel: I didn't get a chance at my lunch break to roll up anything for you, so go ahead and make your rolls when you get the chance.

@Everyone: Note that the character sheet is for your profile, not for recruitment. You don't need to use it unless you're picked for the game.


1 person marked this as a favorite.

Faun
or hobgoblin but I don't think I could do it seriously

Downloaded Tombs of the Desolation...
Revenant... wait for it.... Slugoth


Ah my apologizes, glad it worked anyway. I think I have a good story I'll start writing right now and save it in the avatar of Drot'ook as well as the questions. Like I said, it's been a while so if there are tricks or things I'm missing feel free to let me know. Thanks! (This is usually the time I can post stuff).

@Brainiac

Shop:
If we're picked that sounds like a plan, I think I would go with magic at first so perhaps it was a shop that sold parlor tricks and the like?


ElbowtotheFace wrote:

Faun

or hobgoblin but I don't think I could do it seriously
Downloaded Tombs of the Desolation...
Revenant... wait for it.... Slugoth

I'm totally down for that.


Pathfinder Lost Omens, Rulebook Subscriber

Name:"Ugly" Slevin
Ancestry: Dwarf
Gender: Female
Age: 3d6 ⇒ (5, 4, 6) = 15-->Middle-aged adult: 1d50 + 50 ⇒ (47) + 50 = 97
Level: 0
Lifestyle: 3d6 ⇒ (3, 5, 2) = 10
Build: 3d6 ⇒ (3, 3, 4) = 10
Appearance: 3d6 ⇒ (2, 1, 6) = 9
Personality: 3d6 ⇒ (1, 1, 6) = 8
Background: 1d20 ⇒ 8

Strength: 11
Agility: 10
Intellect: 9
Will: 10

Perception: 10
Defense: 10
Health: 15
Healing Rate: 3

Size: 0.5
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0

Spoken Languages: Dwarven, Common

Written Languages: Dwarven

Professions:
general: 1d6 ⇒ 1//specific: 1d20 ⇒ 19
general: 1d6 ⇒ 3//specific: 1d20 ⇒ 17

Ancestry Traits and Abilities:

Darksight: You can see in areas obscured by shadows and darkness within Medium Range as if they were lit. Beyond this distance, you treat Darkness as Shadows, and you treat Shadows as Lit.

Hated Creature: 1 Boon on all attack rolls vs DEMONS (welp)
Hatred: 1d20 ⇒ 11

Robust Constitution: You take half damage from poison, and you make challenge rolls with 1 Boon to avoid or remove poison.

Quirks and Marks of Darkness:

(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

(Write here your Paths and class abilities when you gain them).

Novice Path:

Expert Path:

Master Path:


Equipment:

(Add your stuff here like, weapons, gear, etc.)

Spellcasting:

Tradition:
Tradition Special:
Level 0:
Spell (2/2): Description.

Level 1:
Spell (1/1): Description.

For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description.

Questionnaire:

1) How do others make you feel? I feel most at home in a group of close friends, likely a holdover from the camaraderie of the army. A group of strangers is better than nothing. At least then I'm not alone with my thoughts.

2) Name one thing you value most. Then name one thing you could lose.

3) What do you fear? What do you hate?

4) What do you desire? What do you love?

5) You have (at least) one secret. What is it?

6) Have you done something Notable? What was it?

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

My Story:

(How do all the random rolls fit together?)


What I've got so far. I's not super sure of the relationship Orcs have with magic but I'm assuming it's not that great.

Rolls etc.:

Age: 18
Build: 7ft. 330lbs
Appearance: Terrible
Background: Slave for 4 years
Personality: Never question orders. (I've chosen Helpful/Sarcastic)
Profession 1: Shopkeeper (Current)
Profession 2: Highway Robber (Past)
Lifestyle: Getting By (Dagger, Staff, backpack, week of rations, a waterskin, a tinderbox, 1 torch, pouch 5cp)
Interesting Thing: Tiny metal ball that when released, floats an inch above any solid surface.

Story:

As a young-ling Drot was always one to shy away from the rough and rude. He found fascination in magicians and sorcerers he'd see. To him the magic was always real and always just out of reach. This caused him to be a self proclaimed outcast, while everyone around him lived normal lives, to him they all seemed brutish and unsophisticated.

A token he received from a traveling merchant who dabbled in magic was his tiny metal ball. He kept this on his person at all times and treasured it above all else. It was taken from him one day by a group of fellow young orcs in an attempt to tease and bully. Fraught with rage Drot attacked his peers, felling one and wounding the other two. After retrieving his ball he became frightened at what he had done and ran. Ran away from everyone he knew.

This began his career as a criminal. Joining a small group of humans ambushing travelers and stealing their goods. He made a decent living, and spent most of his time learning what he could about the arcane be it not very much. Without a teacher he never could grasp what it all really meant. One day, as it inevitably happens, they got caught. Attacking the wrong caravan the small group of thugs were overpowered. Drot, being an Orc, was caged and sold to the highest bidder, a merchant boat. Stuck in the hull of a ship for years altered this young boy into a ghastly, man of an Orc.

After securing his freedom with the help of a benevolent crew member Drot settled in an large city working stock for an old merchant. Eventually Drot became a part of the community, there weren't too many other Orcs around so he found himself helping people who needed a little extra muscle to get things done.

The energy felt from the little metal ball has always kept Drot's mind focused, one day he would find himself grasping true power in his hands. Someone to be remembered for their knowledge and mastery of the arcane arts.

Questions:

1. Drot is always weary of others though when he finds someone with access to magic he’s not one to shy away from asking a thousand questions.
2. Drot values his tiny metal ball, sometimes to a fault. He also values those who invest in the persuit of knowledge. He doesn’t care for drudgery of mundane living.
3. Drot fears that his aspirations will never see fruition, just to grasp magic conceptually. Drot hates the way people see him, a bug dumb brute of a thing.
4. He desires to be among peers that share his love of learning. He loves every time he makes progress, in any field.
5. His secret is the way destruction makes him feel. He’s filled with euphoria when he smashes, kills or performs a feat of strength and that scares him.
6. Nothing notable as of yet. Not to him.
7. He’s better off letting other take charge and finds himself going against his own judgement orders are barked at him.
8. Drot does his best to complete tasks given to him and when he can’t he tries to find a satisfying compromise.
9. He knows there’s a good and bad but the turmoil he’s experienced in his life makes it hard for him to grasp which is which. If he and his peers are happy then something must be right.


Pathfinder Lost Omens, Rulebook Subscriber

welp, I hade a huge thing all written up for my character but the forums lost it and I am heartbroken. If I can get my s!!% together tomorrow I will try to rewrite what I remember, but if not I may bow out of the running. Currently the forums aren't even letting me edit my posts, so who knows.


Pathfinder Lost Omens, Rulebook Subscriber

Also, do you want us to roll for Interesting things, or no? I may have missed it


Sorry to hear that. I understand your frustration; it's happened to me many times.

There's a time limit for edits. You have one hour. If you exceed that time, it won't save anything.

I usually write up long posts in a word document or something, so I know I have it all, then copy and paste to the forums when I'm ready.

Never rely on the forum edit screen to save your stuff. They're notoriously unreliable.

Re: Interesting Thing. Yes, please roll it.


Here's my submission. Full character sheet will be up under the alias "Tesswyn" if chosen. Oh, and I think I'm supposed to mention that I agree to the rules put forth in the first post.

Basics:
Name: Tesswyn
Ancestry: Human
Gender: Female
Age: 17
Level: 0
Lifestyle: Poor. You live in squalid conditions and you’re never sure where you’re going to get your next meal.
Appearance: You are of average height and weight. You are plain and uninteresting to look upon. People notice you, but your appearance fails to make an impression.
Personality: You put your interests and those of your friends above all else. You are forgiving, but impulsive.
Background: You have received an education. You know how to read the common tongue.

Questionnaire:
[1) "I generally like to keep my head down and not draw attention to myself. I'm more open with close friends, but other people think of me as shy or standoffish."

2) "I value my life and my independence. I haven't got much to lose any more. I guess my job? It kind of sucks, though."

3) "I fear things that I can't control. I hate not having any agency to improve my station in life."

4) "I desire a happy life of comfort and luxury, though I doubt it's within my reach. I loved my family. They're gone now."

5) "Recently, I've had recurring nightmares about my father rising from the grave as a horrid undead creature. He chases me through the woods, and I always wake up right before he catches me."

6) "I survived the massacre of my father's squadron by hiding in a supply crate. I'm not proud of it.

7) "I let others take charge. I don't like to be responsible if things go wrong."

8) "Sometimes I follow through, sometimes I change my mind. It depends on how the mood takes me."

9) "I don't think people are all good or all bad, but I know everybody is capable of doing both good and bad things. Me? I try to be good, but sometimes I want to do things that aren't exactly smiled upon by society."

Story:
Tesswyn grew up in a modest town in the North. Her mother was a seamstress and her father a cobbler, and they raised her as a follower of the Old Faith. It was a simple life, but a happy one. Unfortunately, that happiness was not to last.

Her mother succumbed to disease when she was a young girl, forcing her father to take on extra work to support himself and his daughter. When war came to the lands, he was conscripted into a peasant militia. Unwilling to be apart from her only reamining family member, Tesswyn impulsively followed him along. She was still too young to fight, but she did her best as a camp follower to support the troop.

It was less than a year before an enemy force came across the camp in the middle of the night and slaughtered all the militia members, Tesswyn's father included. The young girl only survived by hiding in a supply crate until the enemies moved on. Surrounded by the dead, she cradled her father's lifeless body and wept until there were no more tears to cry.

Alone in the world, Tesswyn wandered until she came to a large city and found work as a shopkeeper's assistant. It doesn't pay much, and she still has to scavenge for food some nights. She works alongside a hulking orc named Drot, and the two have since become odd friends.

A recent spate of nightmares have plagued her sleep. Tesswyn wonders if it's a bad omen of things to come...


Looks good, Brainiac!

Current Status.

Posted Interest:
Caster
DM
Daniel

Partial Applications or Dice Rolled:
Samuel
Bronaval
Oniwaban

Completed Application:
Elbow - Revenant Slugoth
Brainiac - Human Tesswyn
Conman - Orc Drot


Pathfinder Lost Omens, Rulebook Subscriber

Here's the rest of my application. Do you want me to translate the rest of my rolls into one final sheet?

Questionnaire:

1) How do others make you feel?
I feel most at home in a group of close friends, likely a holdover from the camaraderie of the army. A group of strangers is better than nothing. At least then I'm not alone with my thoughts.
2) Name one thing you value most. Then name one thing you could lose.
I cherish the scratched and faded daguerrotype of my unit from the Army that I keep in a tin case. I could stand to lose this horrible smoking habit - cigars are getting expensive. In reality, I could lose everything as long as I still had my friends.
3) What do you fear? What do you hate?
I’m afraid that all these years we’ve spent fighting the Demons are going to come to nothing. All those years of hardship and sacrifice, and they’re still going to win. I hate myself for thinking this, for losing my drive and will to continue fighting, the and the filthy Demons that destroyed my massif.
4) What do you desire? What do you love?
I desire a future for the Dwarven people, one where they are not slaves to Demon overlords and free to create great works again. I love the memories I have of my homeland, and of living there with my husband Crix.
5) You have (at least) one secret. What is it?
My unit was destroyed and my home massif enslaved due to the actions of one foul traitor. That traitor is my husband.
6) Have you done something Notable? What was it?
I fought at the Battle of the Twelve Towers, and saw the last White Thorn fall under the Leech’s black blade.
7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
In the Army I was second in command, but I am fine with any structure as long as I feel my voice is being heard.
8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?
Vows are iron - not easily forged and impossible to break.
9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
*laughing* Do you you know the tale of the two wolves, boy? There, that’s what I think about good and evil.

My Story:

Slevin grew up in one of the Dwarven massifs in the south, where she lived until it fell to the Demons 10 years ago.
Her childhood friend Crix always told her she was “too ugly to make a good wife”, and the nickname stuck, even among her family. Unsurprisingly (too everyone be them), she and Crix were married young but happily.
Finishing her schooling, Ugly went on to an apprenticeship as a Chemist (profession 1, academic-->science), but after a short 10 years she found she hated the isolation of working in a lab and the tedium of chemical research. So she left her appointment in the Chemist’s Guild and joined the only Guild still open to dropouts - the Army.
In the Army, Ugly found her calling. Using her prior chemistry training, she found a place in the Fire Rats, a unit of sappers and engineers trained in guerilla tactics (profession 2, criminal-->saboteur). She rose in the ranks and became Lieutenant of the Fire Rats. Working with the Rats were here golden years.
When the Demon armies began overrunning and enslaving neighboring massifs, Ugly’s Army barely had time to mobilize before they started getting pressure along the borders. Despite having one desperate chance to strike at the heart of the Demon army, the Fire Rat’s mission failed at the last minute due to betrayal. An explosion during the fighting sent Ugly into the river, and she was swept away from the fighting. The rest of the Rats were massacred.
Now living in the North, Ugly is largely without direction, and seeking some sort of purpose for her life…

Interesting thing table: 1d6 ⇒ 4

Interesting thing: 1d20 ⇒ 13


Looks good, Samuel. I'll consider that complete for the purposes of this application.


Okay, bought the book last night, and read through chargen and some other stuff.

I will redo and submit an app with my now filled in dice rolls, as below:

dice rolls:

Age:: 3d6 ⇒ (3, 1, 2) = 6 (Adolescent, 20-30 years old)
Build:: 3d6 ⇒ (1, 3, 4) = 8 (A bit shorter than other dwarfs)
Appearance:: 3d6 ⇒ (6, 6, 6) = 18 (Fetching, good features, deep voice)
Hated Creature:: 1d20 ⇒ 7 (Orcs)
Background:: 1d20 ⇒ 14 (Inherited a battle-axe or warhammer from an ancestor)
Personality:: 3d6 ⇒ (6, 6, 4) = 16 (Believe that dwarfs must rise above greed/suspicion and that people must band together)
Profession:: 1d6 + 1d20 ⇒ (6) + (13) = 19 (Prospector)
Profession2:: 1d6 + 1d20 ⇒ (6) + (10) = 16 (Nomad or Vagabond)
Lifestyle:: 3d6 ⇒ (1, 3, 2) = 6 (Poor)
Interesting Thing:: 1d6 + 1d20 ⇒ (6) + (6) = 12 (A shameful past)
Traits:: 4d20 ⇒ (6, 8, 20, 12) = 46 (Dutiful, Sarcastic)


Questionnaire:

1) How do others make you feel? I can get along well enough with others, but given the choice I prefer solitude. People tend to wear me out after a while, and I just need a break.

2) Name one thing you value most. Then name one thing you could lose. I most value my family (parents, two sisters, one brother.) anything, so long as my family is alright.

3) What do you fear? What do you hate? I fear seeing myself as a failure. I hate feeling like we left our clanmates to die.

4) What do you desire? What do you love? I desire to prove myself, and to be free. I love my family and my friends.

5) You have (at least) one secret. What is it? I once had the chance to save the life of a person I didn't like, and I didn't take it. I let him die.

6) Have you done something Notable? Not yet, but I want to.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it? I will take charge if needed, and if it seems like no one else is, or if the people who are seem incompetent. I don't care much about authority either way, as long as things are going well.

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them? I always try to follow through, but I've come to the understanding that I am just one person, so I have become more selective about giving my word. If I have given it, and I can't follow through, it bothers me.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself? Good and evil are subjective. No one sees themself as the villain of their own story.

My Story:

Gronder's family were miners and militia in <insert name of dwarfhold here> for generations. His father, Gurlin, led the business, handed down from his father, Fornak. Gronder inherited Fornak's battle-axe, which he used for militia duties, and was trained as a miner. Gurlin was willing to trade with caravans from the surface, which was controversial among their people, and made him somewhat unpopular. But one of his surface contacts told him of rumors of a demon army making its way through the mountains, heading their way. Gurlin brought this information to the Thagn and his council, but was mocked for being willing to listen to a human. Gurlin packed his family up, and prepared to leave. When word got around that they were leaving, and people asked about it, he began to encourage others to follow, but due to stubbornness, pride, shame... no one did. So, Fornak, Gurlin, Gronder and family left the hold, and were told as they did that they were not welcome to return. The demons hit a week later, and after a month the hold had fallen.

Since then, Gronder's family has wandered the surface, working as prospectors, as they roamed from place to place. Gronder and Gurlin take on extra work as laborers or guards, when they can. Gronder wishes to get out on his own, to find his own way, and he believes that doing so will allow him to take better care of his family in the long run by earning more coin.


Posted Interest:
Caster
DM
Daniel

Partial Applications or Dice Rolled:
Bronaval

Completed Application:
Elbow - Revenant Slugoth
Brainiac - Human Tesswyn
Conman - Orc Drot
Oniwaban - Dwarf Grondor
Samuel - Dwarf Ugly

Let's keep this recruitment open until Saturday. Then I'll make my decisions.


Sorry, Daniel, I don't know why I had you at "posted Interest." You should have been under "Partial App." Looking forward to the story and questions.

Posted Interest:
Caster
DM

Partial Applications or Dice Rolled:
Bronaval
Daniel

Completed Application:
Elbow - Revenant Slugoth
Brainiac - Human Tesswyn
Conman - Orc Drot
Oniwaban - Dwarf Grondor
Samuel - Dwarf Ugly


Recruitment closes tomorrow; get those submissions in if you want to play!

Liberty's Edge

Ok, here is mine. I will have the background finished today.

Character:

Name: Walter the Pious
Ancestry: Human
Gender: Male
Age: 40
Level: 1
Lifestyle: Comfortable
Appearance: You are plain and uninteresting to look upon. People notice you, but your appearance fails to make an impression. Average height and weight.
Personality: You help others because it’s the right thing to do.
Background: You belonged to a strange cult and saw many strange things. You start the game with 1 Insanity.

Strength: 10
Agility: 11
Intellect: 10
Will: 10

Perception: 10
Defense: 11
Health: 10
Healing Rate: 2

Size: 1/2
Speed: 10
Power: 0

Damage: 0
Insanity: 1
Corruption: 0

Spoken Languages: Common Tongue
Written Languages: none

Personality Traits:
Positive: Cheerful
Negative: Quarrelsome

Interesting Thing: A demanding spouse

Professions:
Criminal(begger)
Martial (patroller)
Religious (Pilgrim)

[Spoiler=Equipment]

You have a dagger, a staff or club or sling with 20 stones, fine clothing, a backpack, a cloak, a week of rations, a waterskin, a coil of rope, a tinderbox, 2 torches, a healing potion, and a pouch containing 2d6 cp. You also have a small shield; an incantation of a rank 0 spell of the GM’s
choice written on a scroll; or a healer’s kit, tool kit, or writing kit.

Questionnaire:

1) How do others make you feel? Do you like being the center of attention or bring left alone; is there such thing as a stranger to you or do you even know what it's like to have a friend? Things like that.
Walt tries to be friendly with everyone. The New God is a generous and benevolent deity whose tenants include the phrase, “do unto others as you would want them to do unto you”. Walt is not above buying a round of drinks for the pub or helping a down-and-out citizen with a helping hand…he has been there himself and knows what it is like. A gregarious fellow, Walt like a lively party, but will not go out of his way to go to one and would never ever think of overindulging…as this is wasteful and there are so many people in the world who need help.

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc.
Walt values his finding of the New God as his most precious possession. Walt was a bitter man who life had not treated very kindly. Born a beggar, he slowly rose up from the squalid streets to a position of some respect as a watchman. He was lucky(?) to have married into a family who was comfortable in their finances, and thus allowed him free time to try and discover something which would make his empty life seem worth living. It was his belief in the New God that brought him to life, and his pilgrimage to the holy sites of the church only made his conviction to the religion stronger. Because of this, all his material gains mean very little to him. He would give the shirt of his back to help someone down on their luck without a second thought.

3) What do you fear? What do you hate?[ /b]
Walter fears losing his faith and to become cursed to a hellish afterlife. He hates people who hoard or covet money over people.

[b]4) What do you desire? What do you love?
Secretly, Walter wants to join the church and spend his days in the adulation of his god. He thought that he loved his wife, but after years of his travelling on pilgrimage, they have grown far apart, and Walt knows that this is mostly his fault. He would like to free her from her vows to him and would love to see her happy once more.

5) You have (at least) one secret. What is it?
Walters greatest secret was from his time as a patrolman. He took money from an organized band of criminals to allow them to rob certain homes and businesses. This was where he made most of his fortune, and since finding the New God, this sin has weighed very heavily on his soul. If he does enter the clergy, he intends to give most of his wealth to the church, leaving enough for his wife to live in comfort.

6) Have you done something Notable? What was it?
Walt has yet to do anything he feels in notable, but he has, over the years, been an advocate for the poor and downtrodden. He used some of his money to start a local soup kitchen that helps feed the beggars of the city. He does this in secret, as he feels this is part of his penance for those things he did as a young man.

7) Are you in charge or do you let others take that role? Do you rebuke authority or revel in it?
As a youth, Walter rebelled against all authority. He was an angry young man who lashed out at anyone and everyone. It was not until he was caught stealing by old Sgt. Powel that he realized the error of his ways. Sgt. Powell showed him the harm he was doing to others and that the watch was there to protect all people. He and the sergeant became friends that day, and it was Sgt. Powell who sponsored him into the city watch. It was during his time with the watch that he quickly grew disenchanted with the law and order authority supposedly championed. He saw the inequality among the people, as well as in the watch itself. It was not until he started going to the Church of the New God did his faith in people begin to return to him.

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?
While it was not always his way, Walter is now an honest man who honours his commitments and he does feel guilt when he shirks a duty of avoids an obligation.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

Walter has seen too much not to believe in evil and good. He himself has strayed into the realms of each of these concepts but now strives to be good in all his dealings.

My Story:


Looks great, Daniel!

One minor correction: we start at level 0. :)

Liberty's Edge

oops...sorry about that...will change for the final profile.


Hopefully this is not too late for a last minute entry, this particular story sounds fascinating.

Spoiler:

Although vanilla, I'd like to play a human.
Background: 1d20 ⇒ 13
Personality: 3d6 ⇒ (3, 5, 6) = 14
Religion: 3d6 ⇒ (6, 5, 2) = 13
Age: 3d6 ⇒ (4, 1, 5) = 10
Build: 3d6 ⇒ (1, 1, 6) = 8
Appearance:1d36 ⇒ 28
Profession 1: 1d6 ⇒ 6
1d20 ⇒ 4

Profession 2:1d6 ⇒ 2
1d20 ⇒ 18

Lifestyle: 3d6 ⇒ (2, 1, 2) = 5
Interesting Thing: 1d6 ⇒ 6
1d20 ⇒ 15

Personality Traits: 4d20 ⇒ (18, 7, 12, 1) = 38 ,


Charlemagne:
Background: 1d20 ⇒ 13 -> You travelled extensively. You know one additional language (spoken only).

Personality: 3d6 ⇒ (3, 5, 6) = 14 -> You help others because it’s the right thing to do

Religion: 3d6 ⇒ (6, 5, 2) = 13 -> You belong to the Cult of the New God

Age: 3d6 ⇒ (4, 1, 5) = 10 -> You are a young adult. 18 - 25 years old

Build: 3d6 ⇒ (1, 1, 6) = 8 -> You are slender.

Appearance:1d36 ⇒ 28
Whoops. Wrong die!
3d6 ⇒ (5, 4, 4) = 13
You have a physical quality that makes you attractive to others. You might have pretty eyes, lips, hair, shape, or something else.

Profession 1: 1d6 ⇒ 6 1d20 ⇒ 4 -> Wilderness (Gatherer)

Profession 2:1d6 ⇒ 2 1d20 ⇒ 18 -> Common (Servent or Valet)

Lifestyle: 3d6 ⇒ (2, 1, 2) = 5 -> Poor. You Currenly live in squalid conditions and you’re never sure where you’re going to get your next meal.

You have a staff or club or sling with 20 stones, patched basic clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 2d6 bits.

Interesting Thing: 1d6 ⇒ 6 1d20 ⇒ 15 -> Fear and Loathing

Personality Traits: 4d20 ⇒ (18, 7, 12, 1) = 38
Positive: Empathetic, Kind (pick one)
Negative: Aloof, Sarcastic (pick one)

Personality Traits aren't exclusive, they're just the trait that tends to shine out the most.

Now you get to write a short story to make it all fit together. Rolls can be in any order you like. You could have been a Valet, then your employer died in the war leaving you poor and stranded, where you became a Gatherer. Or any other story you choose to make it all work.

I look forward to seeing what you come up with!


Will close recruitment at the end of my day (Midnight, PST). Approximately 13 hours remaining.

Posted Interest:
DM

Partial Applications or Dice Rolled:
Bronaval
Caster
Charlemange

Completed Application:
Elbow - Revenant Slugoth
Brainiac - Human Tesswyn
Conman - Orc Drot
Oniwaban - Dwarf Grondor
Samuel - Dwarf Ugly
Daniel - Human Walt


Character basically ready but haven't assembled into format yet because I can't edit an alias on my phone while traveling. Should be able to format tomorrow on my computer.

Answers to key questions:

1. Regulus doesn't care much about other people but is instead extremely objective oriented.

2. Regulus believes his purpose is to assist in trade between regions. He does whatever it takes to help this happen. He could happily lose all his possessions if it somehow helped establish a new trade route.

3) Regulus fears being ineffective and failing to fulfill his programming. He hates unnecessary inneficiencies.

4) Regulus wants to promote commerce as he believes this is his function but more deeply he wants to know what his purpose is and feel fulfilled.

5) Regulus has murdered bandits who have interfered with interstate commerce.

6) Regulus helped discover and make the aruous journey to open up a new overland trade route.

7) He doesn't care who is in charge as long as an objective is accomplished. He will immediately try to lead if he believes he is most qualified in an area.

8) Regulus is extremely bound by his obligations and agreements.

9) Regulus believes that his programmed purpose is all that matters.


Alright, it's that time.

Looks like we have exactly seven completed PCs.

Accepted PCs are:

Elbow - Revenant Slugoth
Brainiac - Human Tesswyn
Conman - Orc Drot
Oniwaban - Dwarf Grondor
Samuel - Dwarf Ugly
Daniel - Human Wal
Caster - Clockwork Regulus

Please join me in discussion.


Sorry about the late response, work was a lot more stressful than usual with several power outages happening and definitely interrupted my ability to complete character background earlier. It's finished although somewhat sloppy on the timeline but otherwise done.

Edit: Ah, I seem to have missed the cutoff by half an hour or so. Drat, oh well. Hopefully I'll catch you in the next module.


Harrigan checking in. Should have a couple of different 0 level PC ideas up here shortly.

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