Sable Company Elite Marine

Cillian Castilain's page

142 posts. Alias of Doomed Hero.


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GM-JZ wrote:

I don't know how it works out in terms of point buy but taking your strength from 10 to 16 is 6 points (rather than the usual 10).

At least that's how I understood it.

This is correct.


Maybe you two could try to synergize your similar concepts? There's probably a teamwork feat that would give you an interesting boost. A pair of Arcane Duelists working together could be pretty cool.

Synchronized backstories can make similar concepts really enjoyable.


I might try to come up with an alternate version of Cillian. I'm not completely sold on his mechanics. I might do him up as a Brawler or Unchained Monk instead of a Swashbuckler. I can see any of them working for the concept I have in mind.


Doomed Hero here with my submission.

Cillian is modeled a bit off of a young Bruce Wayne before getting angry enough to start dressing like a bat.

He's a streetwise noble caught between two worlds, who finally decides that both sides of the Law are to blame for the terrible things that have happened to the city. His backstory gives a full run down of his outlook on the world (and a glimpse into my own writing skills).

He's a Swashbuckler that will be headed toward the Shadowdancer prestige class. For now he's just a dex-based frontliner. As he goes up in level he'll become more and more like a fantasy-Batman. Super stealthy, a terror in combat with tons of gadgets and tricks up his sleeves.

Please let me know if there's anything you'd like me to change to suit your vision of the game.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Well, we're engaging slavers. You could be one of the captives, or someone you know might be one of them and you're trying to rescue them?

GM?


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

I do love gritty games. The more rare healing is the more special it is when we get it.

It also means spellcasters will be a big deal when we run into them.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cool. What's her vigilante name going to be?


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

One prospective player is visiting family this weekend. She should be able to jump in soon.

Not sure what's keeping the other one. I'll pester him.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Im still here. This game may struggle with momentum, but at this point I can definitely tell that those that are left have dedication.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

GM, if you're still willing to run this game, K and I have another friend or two that would love this concept. I'm a fan of your more narrative-driven GM style and I'm willing to talk up the game if you want to keep running it.

Just let me know.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

I think we might have lost Beorn.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Is Flynn there somewhere?

Beorn, I think you're up.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

50 feet is within Charge distance. :)

Cillian slipped out the door with Beorn right behind him and quietly shut the door and stepped out into the alleyway. "Showtime" he muttered to himself slipping his own mask on and starting to move.

The transformation was uncanny. As he began to run, first his customary limp disappeared and then the usual stiffness and careful control. Lost was the noble bearing and the hint of arrogance...


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian takes a long deep breath. "Yeah. Let's go. Wear this."

Opening a footlocker full of some kind of black garb and other equipment, Cillian hands Beorn a white mask with a black smirk on it. He pulls another one out and puts it on himself.

"I was going to see if you wanted to design our own before we made our big debut, but there's no time. For today at least, you'll just have to make due wearing one of my spares."


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian rushed ustairs to a mostly boarded up window and looked out into the street.

Better not be another slaver raid. I don't have time for this right now.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

I'm still here. Hope we're still going.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Love it.

The one snag is that Flynn would probably have heard that Cillian was captured and imprisoned. If he's heard of the escape then he probably thinks that Cillian and his allies escaped over the wall and into the woods.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian's really a lot more like the Joker, if he were a good guy and used batman's methods, but the principal's the same. :)

The "vigilante personality" is going to be a whole lot more flamboyant than Cillian actually is. You'll see in a bit, I'm sure.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

I'm up for whatever. I think the things I'd like to do would be best for a homebrew, but I'm sure I could make it work in a Council of Thieves game or something.

I think the very best games are mostly character driven. We could easily have a sort of Fadhrd and Grey Mouser sort of pairing for our characters. Once we decide on our vigilante personas I'm sure the GM will come up with plenty of plot hooks for us.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Do you know any solid posters who might be interested?


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

I'll put the word out. If I can't get a couple people we can recruit.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Are we really down to just the two of us?

We could easily work a few people in as "old friends of Cillian or Beorn who are recruited into this crazy plan"

I know a few reliable posters on the boards I could ask. Do you know anyone?


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Glad you guys like the post.

Most of that is just my spin on the official source material for Westcrown. Its a fantastic setting.

When I first read about the city I realized it was basically Golarion's Gotham. That's where the idea for Cillain came from. I've been wanting to play this character in this setting for about two years now.

So this game better not die! :)


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Found a great Map of Westcrown.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

The goblins got dumped in an overflow drain well. Assuming it didn't flood any time soon it would be a long time before anyone found them.

The group came up in one of the shore-side canals in the buffer region between the Dead Sector and the Blood Sector. The canal door opened about a foot and a half above the waterline right onto one of the old, rotting walkway piers that the old city Engineers used to use for repairs. Now, they didn't come to this area of the city. It was rare for them to ever come off the island anymore. When they did they never came this far into the northcity.

The Dead Sector was a mess of abandoned buildings. Squatters law ruled here. There were a few gangs, but mostly it was just people. There wasn't anything worth fighting over. Territory was meaningless when all their was were buildings. So many had fled that there were more buildings than people.

Along the Wall between the sectors the Deaders pushed back against the slavers on the other side. The people who lived there had taken on a siege mentality. Ostensibly the wall was there to keep the Deaders on their side, but it wasn't the truth. The Deaders were the ones that expanded on the wall, erecting makeshift barricades across the streets, keeping buildings clear and open all along the Wall, organizing volunteer patrols to protect the small community groups who had banded together because the Westcrown Guard had all but abandoned them.

The slavers who controlled the Blood Sector were ruthless. When they came up short of the numbers they needed it was a simple matter to send a group of Takers into the Dead Sector and snatch up anyone too slow to outrun them. If anyone caught couldn't prove they were a citizen (or sometimes even if they could) they'd find themselves starring in the next day's auction.

So the Deaders turned the Wall into a no-man's land. Patrolls kept a look out for Takers and shadowed them wherever they went. people simply banded together, signaled by horns or calls. Takers might be able to kidnap a group of three or four, but taking on two dozen or more was a lot harder. Cillain had helped arrange it. It only took losing one friend to the Takers for him to decide things needed to change. That was when his whole plan had started to form. Hard to believe it had been four years already.

It was here, on the raggedy edge, where people lived lives harsh and brief, that Cillian had grown up. He'd been the son of one of the most important men in the city. A man who had no time to raise his son and who didn't trust a single soul to do it for him.

So the city raised him.

Now, the prodigal son had returned.

From the canal it was two blocks to a stumpy, surprisingly sturdy building. Three keys and a hidden catch opened the heavy oak door. Once inside he moved everyone downstairs into another basement.

"Now you all have a taste of the city. This is your last chance at getting out. If you go upstairs and walk north you'll end up in a Deader Camp. There are lots of ways out along the outer wall. No one will bother you. No one will care. You'll probably get away free and clear."

"I can't promise you anything to get you to stay except the a chance to help people, and maybe to strike back along the way."

"What will it be?"


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

"Nice work." Cillian says with a nod. Picking up a body, he says "Grab the others. We'll dump them somewhere that isn't so obvious."


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Picking up the fallen goblin's dagger, Cillian hurls it after the fleeing one.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 2 ⇒ (4) + 2 = 6


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian moves past Beorn in a rush, weaving by as if the big man weren't there, slamming his cane into the closest goblin.

Heart of the Streets lets me charge through squares occupied by allies.

Charge: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian continues to lead them through the sewers.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

"We don't have time to go exploring right now. This is a good find, I'd like to come back to take a closer look, but for now we need to keep moving unless we want to be stuck in there until the tide goes out again."


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian looks momentarily shocked when Beorn opened the door without warning, but recovered quickly. He rushed in behind the big man, leather sap in hand, ready to bring down anyone who happened to be in the room.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Perception: 1d20 ⇒ 15

Cillian slows and looks at the wall, pointing out a door there, putting a finger near his lips to signal everyone to be quiet.

Knowledge: Local: 1d20 + 6 ⇒ (12) + 6 = 18

What is the relevance of the door to us?


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Harhzen might have think he knew what they were going to do, but Cillian had a combination of foresight and paranoia that bordered on mystical.

The basement was nearly impossible to find for people who didn't know it was there, and twice a day it was mostly flooded, meaning that even if the hell knights did find it, there was a good chance they wouldn't be able to get down there in the first place.

While they had been changing their appearances the tide had started coming in leaving them with only a thin strip of dry land toward the higher side of the large room. As they finished with things, Cillian tossed them as far back into the water as he could.

When they were done, he passed out a couple ruck sacks he'd prepared before getting arrested and showed them the hidden sewer entrance.

"We have about ten minutes before it floods too. We don't want to get stuck down there in the old sewers when the waters come in. We should have plenty of time. Let's go."

Once down in the sewer tunnels, Cillain pulled two chains across the other side of the access hatch. In order to follow them, the Hellknights would have to find the basement, find the hatch, and then break the chains, and they wouldn't be able to do any of it until low tide.

He hurried through the old sewers, lighting the paths with a torch. Because of the frequent flooding whenever the tide was particularly high, this part of the old sewer system was almost always empty of the criminals and the destitute that lived in other areas, but that didn't mean the sewers were empty. He'd heard stories of all kinds of things living down here. Hopefully tonight they wouldn't run into any of them.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

I feel kind of responsible for delaying/derailing the story. The times when jdkle has provided descriptions have been very well done. (the scene with the hellknights dragging the other teifling through the street, and the scene at the church spring to mind as great examples)

I think there's definitely story elements already planted. The big issue is that we've lost half the group we originally started with and we've spent a lot of time waiting on others to post.

I think all this game really needs is some consistent posting to pick up momentum again.

GM, I think more gameplay posts from you would help. See if you can beat us in posting rate. Really push things. My bet is that if you do that for two or three weeks, the issues will fix themselves.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Exactly why we need to not come back here again.

So how do you want to set up the next scene? Want me to just cut to a new safe house?


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Yeah. The four of us are a fine group. We just need to write the others out somehow.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Looks like it to me.

I think we've lost most of the group.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

"Hair color and style is one of the most important parts of the body when it comes to description. Its right up there with skin color, which we can't really change. If you don't feel like dying it, you might consider cutting it, or even shaving your head. By the time it grows back, hopefully not many people will remember you to recognize you on site. A hat is a good idea, but it isn't like you can wear it all the time."

While he talked, Cillian cut his hair much shorter and then began working a dark dye into it.

"I have safehouses all over the place, but most of them aren't as well stocked as this one. We're going to have to find a new place better suited to a long term operation. I have some ideas, but that's a couple steps down the agenda. For now we can make due with what we have."


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Get the hell out of here and head to a different safe house to discuss the next course of action.

Which is to become costumed vigilantes. :)


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian opened up a chest and pulled out a case. Beneath the case was full of clothes, all fairly nondescript and well made, of a variety of sizes. They were definitely a change from the clothes they had been captured in.

"Get changed. Grab whatever fits, just as long as it isn't the sort of thing you'd usually wear."

He opened the case and revealed a barber's kit.

"Then everyone gets to change their hair. I have dye, bleach, sheers, and a straight razor. If we don't get interrupted, we should be able to leave here looking pretty unrecognizable."


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

"Dammit! One thing after another. Fine. Everyone down to the basement. If any of the doors open, it'll set a bell off down there, so we'll know someone's coming. I have a hatch into the sewers down there that Harzhen doesn't know about. If we get company, we can bug out. Hopefully we'll have enough time to change how we look."

Cillian moves into the cargo container with the hidden entrance to the basement. "Hurry up."


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Sounds good to me.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian stepped out of an alley and into stride with the pair without missing a beat.

"Back to the warehouse. There's one more quick step to take before we can risk being seen in public. Then we can go enjoy a drink."


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian nods to himself, stepping further back into the shadows. It wasn't quite done, but it looked like Ventus had gotten through the worst of it.

Wizards sure have handy tricks.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Same. Hopefully Mr. Cloudstrider will be able to get out of this without our help. Very nerve wracking.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Sounds good.

Can we get a sound off of who's still with us?


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

I am. I think most of us are waiting to see what happens with Mr. Wizard.

I for one really don't want to get into a brawl int he middle of the street right now. That would pretty much undo the entire point of what we're trying to accomplish here.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Cillian's mind raced. Was it a con? What's Harzen's game? What the hell is going on?

He pulled his scarf up to hide most of his face and tensed, ready to move.


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

I'm getting more and more confused by the moment.

So, the guards spotted Ventus and are moving into the church. Harzen is with them?

Can you give us a full breakdown of what we know?


HP11/11, AC 20, CMD 16, Fort +1, Ref +7, Will +1 Panache 2/2, Suicidal 1/1

Well crap. Ventus, do you have Alter Self? Can you make yourself look like a kid or something?

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