Sixguns over Thassilon (Inactive)

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This adventure relies more than is typical on your backgrounds and connections to NPCs in Roderic's Cove, so let's take some time to hash that out before we start gameplay.

Everyone post here and list and explain your traits and maybe bullet point any good hooks that might work for anyone else. Also any family or friends who you would want to have in town.


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

Jensen's a Bard/Cavalier(Dune Drifter...basically a sort of gunslinger) and a guy who grew up around saloons and eventually became a lawman...of sorts.

His Traits:
Audrahni’s Ally: He's a close friend of the elven gravedigger. She inspires him to carry on when things are tough. This gives him a bonus on Will saves and an odd (and as yet unexplained) ability to cast: calm emotions, cure moderate wounds, or lesser restoration, 1/day.

Magical Knack: Basically, he's remarkably good at casting his Bard spells. (+2 Caster Level)

He's a smartass, but reasonably friendly, and always up for a drink or a song...but has a fierce loyalty to anyone he calls friends. He's not quick to give his word, but once he does, he will move heaven and earth to keep it.

Jensen is proud of his moustache and self-conscious of the nasty bullet wound-scar on the left side of his neck, which he usually keeps covered by a kerchief or bandana.

Hmmm. When he was younger, Jensen considered becoming a professional gambler, and he's good at poker, but not an expert. Good enough for a big game, but will need some real luck to win anything worthwhile.

As for friends and family, he grew up in a saloon...which could be here in town or somewhere else...up to GM:ST. If here, it's possible his mother still works there as a cook/barmaid, and his Uncle owns it...or DID, and may have sold it. Again, it's up to 'Tumbler.

I'm open to having him already know any of the other characters. Just toss an idea at me.

That good?
Too much? lol


f Human Oracle (Hermit) 3

Hey all!

Eunice's Trait: Scion of Legend — Her parents were both involved in the Rise of the Runelords arc. Her mother died early in the story; her father was one of the heroes who defeated Karzoug the Claimer, but retired afterward to pursue a bizarre, lonely fixation.

• Eunice would probably be known to long-time residents of Roderic's Cove as That Girl From That Weird Family™ — the ones chipping away at a Thassilonian ruin for most of a generation now. A pointless exercise at best, a suicidal one at worst. (Actually second-worst, most think. Worst would be they uncover something that kills us, too.)

• She would've spent a few weeks at a time in town from a young age while her father bought supplies/traded/whatever, so local kids would have known her, though likely not very well. She'd be like the child of counter-culture parents who always rented the campsite next to your family in the summer, and you'd play together because that's what kids do, but always wonder what on earth her life was like the rest of the year.

• Adults would have pitied her at first, getting dragged around the badlands by her off-his-rocker father, though the pity's probably worn off now that he's gone and she's picked up his habits.

• The oldest in town will know the whole story of her father and be more sympathetic. Others, especially those who travel Varisia a lot, will at least know the tale of the mad hermit and the Thassilonian tower.

• Other connections in town: Her stepmother and half-brother live in Roderic's Cove, having left her father a few years back. That's caused some tension, but there's still more good blood than bad between them.

• Her mother would probably need a job — her husband might be 15th level but he's still a deadbeat as far as she's concerned. Perhaps she's at the saloon.


Human Gunslinger 1 / Inquisitor 2 | HP: 28/28 | AC: 19 (19 T, 15 FF, +2 vs. firearms) | CMD: 16 | Fort: +7, Ref: +7, Will: +7 | Init: +7 | Perception +9 |
Spells and Abilites:
1st: 3/3, Bit of Luck 6/6, Grit: 3
Buffs:

I will alternate in referring to myself as John, Maverick or Snake-Eyes. You may, too, or for sake of simplicity, just stick to one.

Jensen Thornbrooke wrote:
Jensen's a Bard/Cavalier(Dune Drifter...basically a sort of gunslinger) and a guy who grew up around saloons and eventually became a lawman...of sorts

That is pretty similar for me. Though John's calling to become a lawman has a religious purpose, it was born and grew in the saloons and casinos.

Traits:
I would like to take Scion of Legends. How should we define these? My legend would be someone who famously freed many slaves.


Male Human Hunter (Colluding Scoundrel, Urban Hunter) 3 | HP 26/26 | AC:19 T:19 FF:15 CMD:18 | F+5 R+7 W+3 | Init+6 | Perc+10
Midnight:
HP 25/25 | AC:20 T:14 FF:18 CMD:18 | F+5 R+5 W+2 | Perc+7

Hey folks! Looking forward to the game! Here's a bit about Wes and his current traits--there's overlap with Jensen, so maybe I should explore other traits to get a greater variety? I don't feel strongly either way.

Pillager: Growing up in a place where authorities, if there were any, rarely enforced property laws, you learned quickly that you have only what you can hold—but you gain whatever you can take. You gain a +1 trait bonus on combat maneuver checks to perform disarm and steal combat maneuvers.

Audrahni's Ally: Audrahni trusts you, and she’s shared one element of her past with you since befriending you. “What historical figure inspired you the most?”: Grants a +1 trait bonus to Will saving throws. Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.

I might mess with another trait paired with a drawback, but I'd need to think about it more.

The basic shell for Wes is that he's a former law man, laid low in Indian country because of gambling debts, and then came back and took up work as a bounty hunter. He has a few fun combat tricks to support this story--he can deal nonlethal damage with guns and can do a Ranged Disarm. His general preference is to dual-wield revolvers. His access to ranger/druid spells reflects what he learned from the Indians in drawing from nature. I somewhat randomly decided that Wes knows how to speak "Sioux," but that can be replaced with whatever language might be campaign-appropriate for speaking with the native folk.

I'm sure there's more background to Wes than this, but it'll probably emerge organically as we play. I think of Wes as a relatively stoic and serious fellow, takes a lot for him to open up.


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

Traits
Audrahni's Ally: Audrahni trusts Nempura. Being her friend, Nempura once asked, “What happened to your parents?” Her answer bolstered Nempura's resolve. You see, Nempura has been without parents her whole life. They suspect them of having died in some local raids. It's been over 100 years since then. Being a sea dweller on land with an adoptive elven father hasn't been easy for Nempura, so the answer Audrahni gave fulfilled something the sea elf was missing. As a result, she gained a +1 trait bonus to Fortitude saving throws and the ability to cast: calm emotions, cure moderate wounds, or lesser restoration, 1/day.

[I notice a lot of people have taken this trait. While it fits with my character, I'm willing to change the bonus it gives to something else.]

Fast-Talker: Nempura has learned over her many years of experience to say what she needs to, regardless of the truth.
Because of this, she gains a +1 trait bonus on Bluff checks, and Bluff is always a class skill for her.

Wary (Regional): Growing up near rivers, lakes, and the ocean, she's taken to the water quite often. Being alone in such places, she found she had to be attentive to her surroundings. With it also being the wild west, it has left her fairly wary of everyone and everything. Not to the point making her shy or sheltered, but rather into someone who pays attention.
She gained a +1 trait bonus on opposed Perception and Sense Motive checks and Perception became a class skill.

Secret Shame (Drawback): It is despicable for a woman to engage in demeaning acts. That goes double for an elf. That goes triple for a seafolk to intermingle with surface folk. Being a waitress/entertainment "dove", she's had to engage in acts not befitting someone of her age and her kind; especially with people they don't normally intermingle with. While humans and surfacefolk may appreciate her talents, and she certainly doesn't show her shame to them, she is constantly in fear of meeting another aquatic elf or even another surface elf who may judge her.
The result causes her to take a –1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize her is reduced by 1. Even if an effect would make her normally be immune to fear, she does not take these penalties, but instead loses her immunity to fear (regardless of its source).

Hooks

Jensen Thornbrooke: If you need winning cards passed to you by a lovely waitress, Nempura is your huckleberry, as long as she gets a cut. She's a bit unique for the area, so she may have caught your eye. Feel free to take that as far as you wish. If you've spent a lot of time in Roderic's Cove, you probably can make the DC10 check for her local knowledge (on her sheet under character information). She's only been working as a "lady of the line" for a few years.

Eunice Flint:
Nempura is old compared to a human. She was likely around during the Rise of the Runelords and remembers the feelings of dread and the heroes of those days who stood up. She's been no one of consequence for a number of years now, but during the time of your parent's day, she was part of a nice home. She may not know Eunice, but perhaps she will recognize her as looking like her mother?

In her curious phase, Nempura picked up Thassilonian as a language, possibly from your family long ago, and in the past, has probably worked with them in various labor jobs when her family fell on hard times though you may not be privy to any of that information, as it happened a while ago (probably before you were born).

Nempura works at the saloon as a female entertainer, or "nymph du prairie", and waitress. You maybe saw her once before when you were a child (being that she's blue-skinned) when she was working for a stable. I was thinking that the adventure that we go on would call Nempura away from her job in the saloon. In doing so, it would likely enrage her employer (losing a valuable, rare commodity), which could be the 15th-level husband.

Anyone
There are also various hooks mentioned on her character sheet at the bottom of her character information page if you wish to work with those.


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

GM Supes: I forgot to ask: Can I have Jensen spend 300gp to make his pistol masterwork? Or is there a different cost for that?

As for the Audrahni’s Ally issue, while I too am willing to change traits if need be, it's kinda baked into Jensen's background. That said, if someone else has a serious need for it, I can swap it out, and just have a less-intense friendship with Audrahni, while keeping it in his background. (I suppose that Time Lost trait is intriguing...if a bit odd.)

Eunice: Maybe Jensen could have done a good deed for the folks at the general store and ridden some supplies out to her at the ruins on a couple of occasions?

Nempura: At the very least, he'll be on friendly terms with the blue-skinned elf. An attractive barmaid who's willing to help him in cards? What's not to like? lol

Wes, Maverick: With their similarities, obviously the three of them would at least know of one another. May or may not like each other, but that remains to be seen, right? He definitely won't call Maverick, "John" unless they become friends. Might have done some hunting with Wes, considering they both have survival as a skill?


Male Human Hunter (Colluding Scoundrel, Urban Hunter) 3 | HP 26/26 | AC:19 T:19 FF:15 CMD:18 | F+5 R+7 W+3 | Init+6 | Perc+10
Midnight:
HP 25/25 | AC:20 T:14 FF:18 CMD:18 | F+5 R+5 W+2 | Perc+7

I'll mess around with one of the other traits. The Time Lost trait is definitely intriguing.


f Human Oracle (Hermit) 3

Yeah, that grave-digger was surprisingly popular in town … which I kind of love, actually.

There’s probably less of an issue doubling up on “Scion of Legend” trait, as I doubt that’s the sort of thing that would come into play at this point. If it is, though, Eunice would also work pretty well with the “Intrigued by Thassilon” trait. (The downside is doing so would teach her Thassilonian, and I do like the hook that Nempura is her family’s go-to person on bringing anything with writing on it.)

She’s unlikely to have deep connections — it says “hermit” on the can, after all — but she’s not unfriendly, either. Nempura she probably is most familiar with, simply because the elf has been around so long. (Nempura probably knew/knows both her mother/stepmother, probably better than Eunice.)

Good idea on having Jensen make rides out to the ruins.

Mechanical issue — I’d considered replacing the Cha-to-AC Nature’s Whispers revelation with Friends to the Animals, which gives her saves to all nearby animals, but wanted to wait until I knew how many horses were in the group. With 3 Could be worth it (or I could pick it up at 5, should the campaign go that long.)


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

Ok, just so we're all on the same page: Are we or aren't we going to use a version of old west drawl when speaking? ;)

It IS a Western-style theme, but it's up to everyone.


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

"I was at least plannin' on it, darlin'."


I'm going to try to weave some useful background info into what you guys are laying out. Any part of this that applies to your character is just a suggestion. I'm not about pushing anything on anyone.

Audrahni is a Forlorn Elf who is pretty old, old enough to have seen the birth of these United States (of Avistan). Rumors say she fought in the War of Independence as a young firebrand, and you are approaching the centennial of that war. She was friends with Captain Aurek Roderic, who founded the town about 25 years ago. The two are said to have ridden together in a war (not sure what this war is, something standing in for the Mexican American War). Aurek died tragically not long after.

(This would have shortly after the events of Rise of the Runelords and the consequent "gold rush" or Thassilonian knowledge and wealth.)

Audrahni now serves as the town undertaker and keeper of the cemetery. She has been here to bury almost everyone who is interred there.

Audrahni's ally is the trait most closely connected to this first book of the adventure path. It doesn't cause any problems if multiple people take it. Having her as a way to get people together can be useful, but there are other ways to make that happen as well.

The Scion of Legends trait is supposed to connect you to someone who was involved in the Rise of the Runelords, Curse of the Crimson Throne, Second Darkness, or Shattered Star adventure path. Those could be people known as the Sihedron heroes, but that won't come up unless we go past this first book. Having a connection to those stories could give you a certain amount of fame, or not. It is easy enough to think that someone who was involved in those events played a significant role in the War between the States or was running a sort of Underground Railroad, depending on the type of character. Those characters would be 16-18th level, so there should be some reason they aren't around.

There are two saloons in two, the Rampant Reefclaw and the Creekside. The Reefclaw is smaller and classier, Creekside is a sprawling rambling building that houses a tavern, brothel, gambling tables, and rooms for rent. You could be involved in either or both of those, and family could own one of them without causing much trouble with the plot, in some cases enhancing your connection to it.

@Jensen, you can get a masterwork gun for an extra 300 gp.

@Eunice, your Thassilonian ruin could be the Spire of Lentriss which is to the south of Roderic's Cove in the Fogscar Mountains and the Churlwood, or to the north in the Stony Mountains. The land there is more open plains.

@Eunice, I expect everyone will end up with a mount of some kind at some point. Based on your descriptions I see Eunice with a mule.

That is all I saw; I'm sure I missed something. And again, all of that is up for modification to make things work together.


f Human Oracle (Hermit) 3
Quote:
@Eunice, I expect everyone will end up with a mount of some kind at some point. Based on your descriptions I see Eunice with a mule.

Weirdly, Medium-sized Nature Oracles can only take horses or camels as a mount but I agree, she's likely going to go more for hauling capacity than long days of riding, so I'll look up mule stats.

She's been raising horses for a while — it was how she passed the time while her father was breaking rocks, and in some ways it's the most normal thing about her. So I figured the plains near the Stony Mountains would work better for that.

Aha, and that could be another connection between her and the three lawmen -- she may know their horses — or at least their parentage — if they got them around here.


Human Gunslinger 1 / Inquisitor 2 | HP: 28/28 | AC: 19 (19 T, 15 FF, +2 vs. firearms) | CMD: 16 | Fort: +7, Ref: +7, Will: +7 | Init: +7 | Perception +9 |
Spells and Abilites:
1st: 3/3, Bit of Luck 6/6, Grit: 3
Buffs:

My Legend Gared Smith was a rich farm owner from the south with good connections into the north. He regularly purchased slaves only to set them free and relocate them via the underground railroad that he funded. One of the first men to achieve freedom that was was John Maverick I. Snake-Eyes' grandfather reached the north, settled down and married Luisa, a baker's daughter. They had two lovely child's and six evern more lovely grandchildren, whom the old man would tell the stories of the great Gared Smith that freed him and so many others. Only until much later, Snake-Eyes would find out that the stories about Gared Smith being a well-accomplished adventurer, too, are not goodnight stories made up by grandpa, but actually true.
As a child he wanted to be like Smith, his hero, today he honors his accomplishments and tries to live up to him.
Class Skills: Bluff, Sense Motive

@Horses
I don't own a horse at the moment, as I didn't find one that I
's like to keep. I usually sell my horses when entering town and get a fresh one, when I ride on.

@Jenson
As you're a card player, you have obviously heard of the infamous Snake-Eyes Maverick. And I might recognize you from previous games. As an honest player or as a cheater?


Male Human Hunter (Colluding Scoundrel, Urban Hunter) 3 | HP 26/26 | AC:19 T:19 FF:15 CMD:18 | F+5 R+7 W+3 | Init+6 | Perc+10
Midnight:
HP 25/25 | AC:20 T:14 FF:18 CMD:18 | F+5 R+5 W+2 | Perc+7

I just realized that in the Wounds and Vigor system, nonlethal damage doesn't work:

Wounds and Vigor wrote:
Nonlethal Damage: When a creature takes nonlethal damage, it takes that damage in vigor points only, even if the attack deals more damage than the creature has vigor points. If the creature has no vigor points (and no temporary vigor points), each time that creature takes damage from an attack that deals nonlethal damage, it takes either 1 wound point of damage, or a number of wound points in damage equal to the attack’s critical hit modifier if the attack is a critical hit.

Any chance the nonlethal damage rule can work like this instead:

When a creature takes nonlethal damage, it takes that damage in vigor points. If the creature has no vigor points (and no temporary vigor points), it takes nonlethal wound damage instead. If the creature's nonlethal wound damage is equal to or exceeds its remaining wound points, it falls unconscious.


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

GM: The Creekside works perfectly for my character.

I also did not include Wounds on my character sheet because it seemed like you were up in the air as to how it would work out. Did you make a decision?


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

I think that Jensen's mother got a job working with her brother at the Reefclaw as a barmaid, but she passed away a year or two ago. Jensen now pays for a room at the Creekside so he can take care of his disagreeable uncle, who lost his leg in a wagon accident. (Mother's name was Matilia, and his Uncle's name is Rufus Thornbrooke).

@Maverick: Jensen tried cheating when he was young and found out early that he wasn't all that good at it. He's still better at bluffing than most, and likes to play for the thrill of it. Sometimes, he even gets lucky. He's in awe of Snake-Eye's skill and talent at the card table, and will sometimes bet on him to win. (When Jensen's not playing, obviously)

@SuperTumbler: Thanks!


Let's talk Wounds/Vigor, hit points, and what we want to do there.

What I was going for when I chose that optional system was the scene where someone gets gut shot and is still talking or dragging themselves behind cover or taking a challenging action (staggered and losing hp). I'm not convinced that Wounds/Vigor is the right way to go.

Open to other thoughts.

One thing I'm thinking is using normal hit points and giving everyone a sort of limited die hard. So at 0 to -10 you are conscious but disabled, still losing hit points if not stabilized or if you take a standard action. -11 to -Con score you are unconscious and dying.


Eunice Flint wrote:
Quote:
@Eunice, I expect everyone will end up with a mount of some kind at some point. Based on your descriptions I see Eunice with a mule.

Weirdly, Medium-sized Nature Oracles can only take horses or camels as a mount but I agree, she's likely going to go more for hauling capacity than long days of riding, so I'll look up mule stats.

She's been raising horses for a while — it was how she passed the time while her father was breaking rocks, and in some ways it's the most normal thing about her. So I figured the plains near the Stony Mountains would work better for that.

Aha, and that could be another connection between her and the three lawmen -- she may know their horses — or at least their parentage — if they got them around here.

Camel animal companion actual makes a decent mule. Better strength than a horse. Swap the spit for a kick/hoof attack or maybe a feat that increases carrying capacity.


Creekside is something like The Gem from Deadwood, but a bit bigger.


Looks like everyone's stories are pretty much settled. The first scene will be at a market day/court day situation. Lots of people in from the hinterlands to buy and sell, a festive atmosphere. The center of town and of the market is a 300 foot circle of stone (not a Stonehenge sort of circle, just a big flat granite circle).

We'll figure out what we are doing for hit points and then get started in Gameplay.


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4
GM SuperTumbler wrote:

Let's talk Wounds/Vigor, hit points, and what we want to do there.

What I was going for when I chose that optional system was the scene where someone gets gut shot and is still talking or dragging themselves behind cover or taking a challenging action (staggered and losing hp). I'm not convinced that Wounds/Vigor is the right way to go.

Open to other thoughts.

One thing I'm thinking is using normal hit points and giving everyone a sort of limited die hard. So at 0 to -10 you are conscious but disabled, still losing hit points if not stabilized or if you take a standard action. -11 to -Con score you are unconscious and dying.

I like that, though it might suck for low CON characters.

But in the interest of being helpful, here are some HP ideas I found using my Google-Fu:

Four Different Ideas

Not sure if any of them will help...especially since one of them is exactly what we're already using...but...figured it might sparks some ideas.


I never answered the favorite western question in recruitment. I think I have to answer that by just saying that I love westerns and simultaneously have no taste in westerns (or any scripted film/television, really). I know when something is good or bad, but really I'll watch and enjoy any of it. I love movies like Stagecoach, Rio Bravo, Pale Rider, The Good the Bad and the Ugly, Unforgiven, Silverado. (Silverado is probably the best Western for representing an rpg group.) But I love pretty much all of it. Both Lone Ranger movies were pretty awful, but I'll watch them. Jonah Hex, The Quick and the Dead, bring it on.


Human Gunslinger 1 / Inquisitor 2 | HP: 28/28 | AC: 19 (19 T, 15 FF, +2 vs. firearms) | CMD: 16 | Fort: +7, Ref: +7, Will: +7 | Init: +7 | Perception +9 |
Spells and Abilites:
1st: 3/3, Bit of Luck 6/6, Grit: 3
Buffs:

There exists another optional system called Wounds. But I don't actually like it.


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4
GM SuperTumbler wrote:
I never answered the favorite western question in recruitment. I think I have to answer that by just saying that I love westerns and simultaneously have no taste in westerns (or any scripted film/television, really). I know when something is good or bad, but really I'll watch and enjoy any of it. I love movies like Stagecoach, Rio Bravo, Pale Rider, The Good the Bad and the Ugly, Unforgiven, Silverado. (Silverado is probably the best Western for representing an rpg group.) But I love pretty much all of it. Both Lone Ranger movies were pretty awful, but I'll watch them. Jonah Hex, The Quick and the Dead, bring it on.

I'm pretty sure that at least some of The Mandalorian's success is due to it's Western-vibe. Heck, they even got Timothy Olyphant on board...


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

I am a low con character and I'm okay doing regular HP and the -1 to -10 being conscious.

Also, I am letting people in my games know that I'm feeling really sick. I might not be able to post for a couple of days. If I'm feeling better, I will post asap.


Male Human Hunter (Colluding Scoundrel, Urban Hunter) 3 | HP 26/26 | AC:19 T:19 FF:15 CMD:18 | F+5 R+7 W+3 | Init+6 | Perc+10
Midnight:
HP 25/25 | AC:20 T:14 FF:18 CMD:18 | F+5 R+5 W+2 | Perc+7

Giving everyone pseudo-die hard from -1 to -10 is definitely intriguing. Any chance we could house rule death at -CON+HD? Would give the same vibe of fighting on while severely wounded, but there's a tad more buffer before death.


f Human Oracle (Hermit) 3
Jensen Thornbrooke wrote:


I'm pretty sure that at least some of The Mandalorian's success is due to it's Western-vibe. Heck, they even got Timothy Olyphant on board...

If nothing else, it makes it familiar to a big chunk of TV viewers, even if they're not big Star Wars fans. My father doesn't like science fiction or fantasy, but grew up on 'Have Gun, Will Travel' and the like and was immediately able to get a handle on it.

As for wounds, the limited die-hard idea sounds good; badly wounded characters dragging themselves around is a staple, I agree.


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

All in favor of the "Limited die-hard idea", say aye...

Aye!


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Wes Higgins wrote:
Giving everyone pseudo-die hard from -1 to -10 is definitely intriguing. Any chance we could house rule death at -CON+HD? Would give the same vibe of fighting on while severely wounded, but there's a tad more buffer before death.

I can buy that.

So overall, 0 to -9 you are Disabled (and have to make stabilization checks below 0), -10 to Con+HD you are unconscious and dying. Past that dead.

I like that, and it seems less complicated than Wounds/Vigor.


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

So, our Vigor rolls are our hitpoints, just handled like usual. Max for first level or roll? Do we keep 1s or can they be rerolled? Or do you want all new rolls?

Figured I'd gather up all the likely questions for it here. lol


Human Gunslinger 1 / Inquisitor 2 | HP: 28/28 | AC: 19 (19 T, 15 FF, +2 vs. firearms) | CMD: 16 | Fort: +7, Ref: +7, Will: +7 | Init: +7 | Perception +9 |
Spells and Abilites:
1st: 3/3, Bit of Luck 6/6, Grit: 3
Buffs:

@Nempura, don't you need to roll a 20 to buy magic items?
Just wondering, GM SuperTumbler wasn't very specific here...


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

Ok, looking for a bit of meta-advice, gang.

Jensen's got the opportunity to get a scroll or potion at !0% the cost. I'm considering a potion of Remove Curse or Remove Disease (in an old silver flask), either of which could be very helpul, and playing it up that he didn't actually buy it, but won it in a card game, and lost the 75gp playing cards. (Unless Supes would rather I play it straight and purchase it)

Thoughts?


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

Sorry, still sick. I’m in a haze and on my phone. I probably blurred the lines and misread it. I’ll fix later


Jensen Thornbrooke wrote:

So, our Vigor rolls are our hitpoints, just handled like usual. Max for first level or roll? Do we keep 1s or can they be rerolled? Or do you want all new rolls?

Figured I'd gather up all the likely questions for it here. lol

Let's reroll hitpoints with a what I think called a half and half rule:

You get half of your hit die+ half of a roll. So a d8 hit die gives you 4+1d4, d6 hit die gives you 3+1d3, d10 is 5+1d5 (or half 1d10).


Jensen Thornbrooke wrote:

Ok, looking for a bit of meta-advice, gang.

Jensen's got the opportunity to get a scroll or potion at !0% the cost. I'm considering a potion of Remove Curse or Remove Disease (in an old silver flask), either of which could be very helpul, and playing it up that he didn't actually buy it, but won it in a card game, and lost the 75gp playing cards. (Unless Supes would rather I play it straight and purchase it)

Thoughts?

The method of acquisition (gambling instead of purchase) is fine with me. The rest I'll leave to others. Curse and disease could both come up.


Male Human Hunter (Colluding Scoundrel, Urban Hunter) 3 | HP 26/26 | AC:19 T:19 FF:15 CMD:18 | F+5 R+7 W+3 | Init+6 | Perc+10
Midnight:
HP 25/25 | AC:20 T:14 FF:18 CMD:18 | F+5 R+5 W+2 | Perc+7

Time to roll some HP:
HP Wes: 8 + 1d4 + 1d4 ⇒ 8 + (1) + (1) = 10
HP Midnight: 8 + 1d4 + 1d4 ⇒ 8 + (2) + (1) = 11
Well, that could've gone better, but so it goes.


Max hit points at first level. So Wes should have:

8 (first level)
4+1d4=5 (second level)
4+1d4=5 (third level)


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

First Level: 6
Second Level: 3 + 1d3 ⇒ 3 + (1) = 4
Third Level: 3 + 1d3 ⇒ 3 + (2) = 5


Male Human Hunter (Colluding Scoundrel, Urban Hunter) 3 | HP 26/26 | AC:19 T:19 FF:15 CMD:18 | F+5 R+7 W+3 | Init+6 | Perc+10
Midnight:
HP 25/25 | AC:20 T:14 FF:18 CMD:18 | F+5 R+5 W+2 | Perc+7

Yep--Wes has 8+5+5+9=27 HP. The 9 comes from CON plus favored class bonus for each of 3 levels.

Midnight has 8+6+5+6=25 HP, where the 6 comes from CON for each of 3 levels.


Male Human Hunter (Colluding Scoundrel, Urban Hunter) 3 | HP 26/26 | AC:19 T:19 FF:15 CMD:18 | F+5 R+7 W+3 | Init+6 | Perc+10
Midnight:
HP 25/25 | AC:20 T:14 FF:18 CMD:18 | F+5 R+5 W+2 | Perc+7

Also, having decided that I'm an out-of-towner, I'm going to revamp to the Time Lost trait. Gonna work out the details as we go and build it into the background.


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

First Level Bard: 8 + 2
(2nd) First Level Cavalier: 1d5 ⇒ 4 + 5 + 2
(3rd) Second Level Cavalier: 1d5 ⇒ 4 + 5 + 2

Total Hitpoints: 32


Human Gunslinger 1 / Inquisitor 2 | HP: 28/28 | AC: 19 (19 T, 15 FF, +2 vs. firearms) | CMD: 16 | Fort: +7, Ref: +7, Will: +7 | Init: +7 | Perception +9 |
Spells and Abilites:
1st: 3/3, Bit of Luck 6/6, Grit: 3
Buffs:

HP: 10 + 2d4 + 8 + 3 + 2 ⇒ 10 + (2, 3) + 8 + 3 + 2 = 28


f Human Oracle (Hermit) 3

Eunice hp:

1st level: 8 + 1 con
2nd level: 1d4 + 4 ⇒ (1) + 4 = 5 + 1 con
3rd level: 1d4 + 4 ⇒ (1) + 4 = 5 + 1 con

Yikes, OK, switching some skill point FCB to HP I think

Raqi
1st level: 8 + 2 con
2nd level: 1d4 + 4 ⇒ (3) + 4 = 7 +2
3rd level: 1d4 + 4 ⇒ (1) + 4 = 5 +2


Jensen, you with us?


f Human Oracle (Hermit) 3

Just a heads-up that I've got family events through next Wednesday and will be online intermittently. I'll get in a post tomorrow morning but may sporadic for a couple days after that, autopilot Eunice if needed.


Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

Folks, I must apologize. I was sincerely looking forward to this, but on Wednesday my father had the first of three strokes and died in the hospital later that night. I am numb, and more than a bit overwhelmed as my family and I are making arrangements and dealing with this tragedy.

I am afraid that I have to withdraw from this game at this point. I simply don't have the drive to play right now.

I'm sorry.


Male Human Hunter (Colluding Scoundrel, Urban Hunter) 3 | HP 26/26 | AC:19 T:19 FF:15 CMD:18 | F+5 R+7 W+3 | Init+6 | Perc+10
Midnight:
HP 25/25 | AC:20 T:14 FF:18 CMD:18 | F+5 R+5 W+2 | Perc+7

Truly sorry to hear about your father. That's awful. Prayers for you and your family.


Wow. So sorry to hear that. Definitely one of the most devastating moments in life. Lots of love to you and your family.

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