Thanaldhu

Knight of Yesterday's page

Organized Play Member. 74 posts (294 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 26 aliases.


RSS

1 to 50 of 74 << first < prev | 1 | 2 | next > last >>

DM Ray wrote:


....I'll post more tomorrow; I'm too sleepy for now. For those in the know, gold took a big hit today and I lost a lot.

Sorry to hear that but you only lost if you sell now. Hold onto it and see what happens.


GM TOP wrote:


A Joke an actual Dwarf would use in game (self-depreciating allowed):

One of the best recruitment requirements ever. Only ones better might be what is your favorite dwarven curses or curse words. Or what is the name of your favorite dwarven ale.

My Favorite Dwarven Curse:

By me bearded balls!

I’ll at least try to come up with a good joke.


@ DeJoker - once again thanks for all your efforts behind the scenes to help me put something together. I think I need to make a roll if not we can ignore it.

Resistance (Electricity): 1d100 ⇒ 91


1 person marked this as a favorite.

Atlas brings up a good point when you recruit you will need to make clear what you are looking for. Someone said their are two types of Lancer players and you should make sure you are on the same page. The two types are:

1. Those who are Mech focused and view the RPG element as padding to the mech battles.
2. Those who see the mech missions as mere interludes to character stories.


I’d be interested.

@Lapyd - Lancer is a tabletop role playing game centered on shared narratives, customizable Mechs, and the pilots who crew the Mechs.


I think I’m going to drop out as I’m just not feeling my PC.

@Lapyd thanks for your generous offer to help.

Hope to see you all around the boards. Have fun!


I’m still struggling with a concept. Trying to tie things together.


Also, I’ve settled on a concept. I will be submitting a female, boarderlander Dai'dore. After 6th level she will probably advance in another class but we’ll see where the game goes. She will be a dex based, mobile combatant, using a rapier with spring attack.


@hustoni - I noticed that too then I read that armsmen (and a couple of other classes warder [prestige] and one of the aiel classes) allow you to keep both bonuses.

Edit: the ability is called armor compatibility and is gained at 3rd level.


@DeJoker I would like to use my original rolls from the initial recruitment. If I had known this was an option I would have done it from the beginning. My rolls there were so much better and I can’t un-remember them. Nkormally I don’t have a problem with suboptimal pc’s but since this might be my only chance to play MSH I thought I’d ask. Thanks for your consideration.


DeJoker wrote:

Okay Knight of Yesterday looks good note you have the option of replacing Healing with Elongation if you want due to the Elasticity power (which is just a renamed plasticity power) although I think the Earth Control and Healing and Elasticity do all gel well what do you think?

Although I am not sure if Weapon Skill (Guns) fits the over all them of the character -- what do you think?

Here are my thoughts;

1. I think I will go with Elongation over healing (I think there is a little more synergy plus I think the healing power has problems being linked to karma loss on failure).
2. Guns doesn’t make any sense to me either. Honestly none of the weapon talents seem to fit. I’m open to suggestions.


Sub table rolls

Matter control powers: 1d10 ⇒ 1 earth control

Matter Control Powers:

1.....Earth Control 

2.....Air Control 

3.....Fire Control 

4.....Water Control 

5.....Weather Control

6.....Animate Objects 

7.....Density Manipulation Others 

8.....Body Transformation Others 

9.....Animal Transformation Others 

10...Force Generation

Body control powers: 1d10 ⇒ 5 elasticity

Body Control Powers:

1.....Growth or Shrinking 

2.....Density Manipulation Self 

3.....Phasing 

4.....Invisibility 

5.....Elasticity 

6.....Elongation 

7.....Shape-Shifting 

8.....Body Transformation Self* 

9.....Animal Transformation Self 

10...Power Absorption

Body Alteration Defensive powers: 1d8 ⇒ 7 healing

Body Alteration Defensive Powers:


1.....Body Armor

2.....Absorption 

3.....Regeneration 

4.....Recovery (Gain a Resistance as a Bonus Power) 

5.....Life Support 

6.....Damage Transfer 

7.....Healing

8.....Immortality*

Weapon skills: 1d8 ⇒ 1 guns

Weapon Skills:


1.....Guns 

2.....Thrown Weapons\Objects

3.....Bows 

4.....Blunt Weapons 

5.....Sharp Weapons 

6.....Marksman*

7.....Weapons Master*

8.....Weapons Specialist*

Profession Contacts: 1d12 ⇒ 12 artist

Professional Contacts:


1.....Medicine 

2.....Law

3.....Law-Enforcement 

4.....Military

5.....Business World 

6.....Crime 

7.....Journalism 

8.....Entertainment 

9.....Psychiatry

10...Detective/Espionage 

11...Hero Group 

12...Artist

Scientific Contacts: 1d8 ⇒ 3 geology

Scientific Contacts:


1.....Chemistry 

2.....Biology 

3.....Geology 

4.....Genetics 

5.....Archeology 

6.....Physics 

7.....Engineering 

8.....Zoology


DeJoker, thanks for taking this over and thank you for making the build rules clear too.

Now to the rolls (perhaps the worst I’ve ever rolled but I think I can figure something out)

Abilities
Fighting: 1d100 ⇒ 7 Typical

Agility: 1d100 ⇒ 11 Typical

Strength: 1d100 ⇒ 6 Poor

Endurance: 1d100 ⇒ 95 Amazing [Incredible+1]

Reason: 1d100 ⇒ 84 Remarkable

Intuition: 1d100 ⇒ 48 Excellent

Psyche: 1d100 ⇒ 24 Good

Primary Abilities table:

Rank............Rank........Dice 
Name........Number.....Roll
Feeble...............1...........01-02

Poor..................3...........03-06

Typical...............5..........07-16 

Good.................8...........17-36 

Excellent.........16...........37-66 

Remarkable....26...........67-86 

Incredible........36..........87-96 

Amazing..........46...........97-00

Secondary Abilities
Health = 59(Fighting Rank 5+ Agility Rank 5+ Strength Rank 3+ Endurance Rank 46)

Karma = 50 Reason Rank + Intuition Rank + Psyche Rank 

Resources = Poor (Typical + Ability Modifier Table Result: 1d100 ⇒ 30 - 1 Rank)

Popularity = 0
Ability Modifier Table:

Dice.......Modification 

01-15......Reduce by 1 Rank 

15-50......No Change 

51-70......Increase by 1 Rank 

71-85......Increase by 2 Ranks 

86-95......Increase by 3 Ranks 

96-00......Increase by 4 Ranks

Mutants:

Mutants are members of the race of Homo Superior, a new race of man born from the race of Homo Sapiens. Mutant powers often (though not always) first manifest themselves in the teen-age years. Mutants are generally feared and disliked by the populace at large. When craeting a mutant character:
• Mutants gain one additional Power, up to the total number of Power available to the hero (maximum of 5) 

• Resources are reduced by one Rank 

• Starting Popularity is always 0 

• Mutants gain and lose Popularity at a slower rate than other character types

• Endurance is raised by one Rank 

• The majority of a mutant's Powers are inborn as opposed to equipment-based. 

• They may be affected by mutant detection and mutant nullification devices.

Powers initial/max: 1d100 ⇒ 9 (2/4+1) =3/4
Talents initial/max: 1d100 ⇒ 9 1/6
Contacts initial/max: 1d100 ⇒ 80 2/4
Powers, Contacts, and Talents (Initial/Max):

Powers, Contacts, and Talents (Initial/Max)
(Roll once for each)
Dice......Powers......Talents......Contacts 

01-20........2/4..............1/6................0/4 

21-60........3/4..............2/5................1/4 

61-90........4/4..............3/4................2/4

91-00........5/5..............4/4................3/4

Power Categories 1: 1d100 ⇒ 24 Matter Control
Power Rank: 1d100 ⇒ 21 Good

Power Categories 2: 1d100 ⇒ 48 body control
Power Rank: 1d100 ⇒ 49 excellent

Power Categories 3: 1d100 ⇒ 99 body alterations defensive
Power Rank: 1d100 ⇒ 39 excellent

Talent Categories: 1d100 ⇒ 2 weapon skills

Contact Categories: 1d100 ⇒ 18 professional
Contact Categories: 1d100 ⇒ 46 scientific

Power Categories (roll once for each Power)

Powers/Talents/Contacts:

Dice.......Power Category 

01-05......Resistances 

06-10......Senses 

11-15......Movement 

16-25......Matter Control 

26-40......Energy Control 

41-55......Body Control 

56-70......Distance Attacks 
71-75......Mental Powers

76-90......Body Alterations Offensive 
91-00......Body Alterations Defensive
Power Ranks (roll once for each Power)
Rank............Rank........Dice 
Name........Number.....Roll
Feeble...............1..............01 

Poor..................3...........02-06 

Typical...............5..........07-14 

Good.................8...........15-24

Excellent.........16...........25-49 

Remarkable....26...........50-69 

Incredible........36..........70-84 

Amazing..........46...........85-89 

Monstrous......63.............00
Talent Categories (roll once for each Talent)
Dice.......Talent Category 

01-20......Weapon Skills 

21-45......Fighting Skills 

46-65......Professional Skills 

66-85......Scientific Skills 

86-90......Mystic and Mental Skills 

91-00......Other Skills
Contact Categories (roll once for each Contact)
Dice.......Contact Category 

01-30......Professional 

31-60......Scientific 

61-85......Political 

86-00......Mystic


I’m still up for it.


I’m going to dot. I’m very familiar with the books but not with the game. I’m interested to see how they pull it off. Let me poke around the resources and see if I can cook something up.


@DM Ray, Thanks for the kind words. I’m excited to rp in your world.

Stats:

Sorry about the stat confusion. The mistake was mine. At one time I was playing around with a dex build and the belt should have been changed to strength.
Strength 20 = 15+2 race +1 level +2 belt(7 points)
Dexterity 14 (5 points)
Constitution 14 (5 points)
Intelligence 20 = 15+2 race +1 level +2 belt (7 points)
Wisdom 12 (2 points)
Charisma 8 (0 points)
7+7+5+5+2= 26


Changed Mishanter’s background a bit. I have him resettling in Kaer Maga instead of Korvosa. Everything else should be in order.

If you need anything else let me know.


Will do.


Sounds fair. I’ll put some thought into it and come up with something.


DM Ray wrote:


@ Knight of Yesterday,
Totally loving Mishanter! I thought he was going to be from Sandpoint. Sandpoint will work a bit more easily since the opening quest takes place in Korvosa. But it's up to you; just know that the Korvosa in my game has had so many campaigns and adventures over the years and years that a whole heap is different and it may seem a bit foreign.

Yeah, as I started writing things changed with his background. I don’t foresee any problems if there are differences but if it will make it easier for you I can change it. Just let me know.


Clear. Thanks.


First, I apologize for even asking. Is Fencing grace allowed? Slashing grace is in the ACG but fencing grace isn’t. I thought it was but nope. I can make my build work without it since you allowed agile or I can just go strength (which is where I started and might still end up).


1 person marked this as a favorite.

My investigator is definitely a pathfinder. If I make the cut, perhaps the Venture Captain gives me authority to assemble the team. I can work my background to have worked with all of the other members at one point.

I can think of a couple of reasons to do this:
1. Deniability
2. Other pathfinders are busy.
3. Need to act quickly and can’t wait for the pathfinders to arrive in Korvosa.
4. More discreet perhaps the aspis consortium or darklight sister have laid claim to the relic or are on their way.


Thanks, I think I can make the random powers work (I enjoy the challenge or at least it will get my creative juices flowing). I will use the optional, one reroll rule on my reason.
Reason reroll: 1d100 ⇒ 86


Since the creation rules were never posted in one spot I have some questions:
1. Does the remarkable limit on abilities apply to rolled abilities or just if you choose your ability scores?
2. Which books tables are you using for random generation of powers and talents?
3. Who are the current supers (and powers) on the team?

Thanks,
KoY


#of talents: 1d100 ⇒ 96 Four Talents
talent 1: 1d100 ⇒ 64
talent 2: 1d100 ⇒ 12
talent 3: 1d100 ⇒ 63
talent 4: 1d100 ⇒ 39


#of powers: 1d100 ⇒ 98 5 powers
Power Category 1: 1d100 ⇒ 60
Power Category 2: 1d100 ⇒ 18
Power Category 3: 1d100 ⇒ 91
Power Category 4: 1d100 ⇒ 6
Power Category 5: 1d100 ⇒ 8

Power Level 1: 1d100 ⇒ 95
Power Level 2: 1d100 ⇒ 47
Power Level 3: 1d100 ⇒ 20
Power Level 4: 1d100 ⇒ 77
Power Level 5: 1d100 ⇒ 16


Looks like fun, I have a lot of fond memories of playing this with my brother. I’ll have to review the character creation rules to see what my rolls mean and to see what else I need to roll. Anyway, I should have the mechanical side done today and fluff to follow shortly. All mutants right?

Fighting: 1d100 ⇒ 46
Agility: 1d100 ⇒ 83
Strength: 1d100 ⇒ 90
Endurance: 1d100 ⇒ 32
Reason: 1d100 ⇒ 9
Intuition: 1d100 ⇒ 59
Psyche: 1d100 ⇒ 39


I’ll be submitting a tiefling investigator, a long time pathfinder. As I work on my background I have a couple of questions. In the original Rise of the Rune Lords Casp Avertin, the local sheriff and last victim of chopper, was married and had a daughter. In the Anniversary edition he was single and dating Kendra, the mayor, at the time of his death. I don’t know why the change was made or which is cannon. Anyway, I was thinking, it would be cool to have my tiefling investigator be his son, who was conceived shortly before his father’s (Casp’s) death. Otherwise I could just have his father be an unnamed victim of Chopper but I thought it was a cool tie in. Thoughts?

Anyway, I’m still working on background stuff but I’m solid on the tiefling investigator mechanical side of the build.


Hmmm…. sounds diabolical.

Count me interested. I’ll see what I can cook up.


Thinking bard.


Thanks, good luck all!


I agree but about the freaky avatar, but I like different, and there aren’t many plant people avatars. Plus she should be fun to play.


I think the shaman will fill the same roll and you might even be happier. :)

This archetype gets heroism (as spell which is 70 minute duration), plus hexes to buff AC, and Battle Spirit (which is similar to inspire courage). I think this build adds a little more versatility than the evangelist. Plus after I wrote the background she wasn’t a cleric anymore.

battle spirit:
A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.


Sounds good. Thanks!


All, thanks for the encouragement, I will proceed. Just fyi, I’m also playing around with an Oracle build too.

@GM Mort is VMC allowed?


Greetings GM Mort (as well as Ann, Garrosh, Piotr, & Rose/Violet),

I have an idea for an evangelist cleric and I think they would fill in some of the gaps that have been mentioned. However, I see that one of the things that is considered for selection is posting history. Unfortunately, I am relatively new to pbp and I don’t have much history. So before I jump into a build let me know if my limited experience is a deal breaker.

Best,
KoY


Still working on my slayer/arcanist. I should have everything done by tomorrow.


Looks like like you could use a trapfinder/ rogue too. I’m thinking an elf (or half elf) from Kyonin who has come north to use his experience in fighting Treerazer against the demons of the world wound. He would probably be a slayer/wizard (maybe witch or arcanist) with the Exposed to Awfulness trait. It looks like your players have the face skills covered so I could focus on knowledge and rogue like skills.

How long are you keeping recruitment open?

Best,
KoY


Sounds fair. Thanks for the update.


I’ll throw you some love too and withdraw. You have a lot of great applicants to choose from. Good luck!

Best,
KoY


1 person marked this as a favorite.

Good luck all! I’ve enjoyed reading your backgrounds and training vignettes, lots of great players!

Best,
KoY


I’ve played book 1, many years ago, but not book 2.

5d6: 5d6 ⇒ (5, 3, 2, 6, 2) = 18 = 14
5d6: 5d6 ⇒ (2, 6, 5, 5, 3) = 21 = 16
5d6: 5d6 ⇒ (2, 2, 5, 3, 6) = 18 = 14
5d6: 5d6 ⇒ (4, 3, 6, 3, 4) = 20 = 14
5d6: 5d6 ⇒ (5, 6, 6, 1, 1) = 19 = 17
5d6: 5d6 ⇒ (5, 4, 4, 2, 4) = 19 = 13
5d6: 5d6 ⇒ (1, 2, 6, 6, 2) = 17 = 14

17/16/14/14/14/14

Ironically, I’m considering a build very similar to Throrgar but human and I might go straight Investigator. I’ll keep you updated.


Thanks for the quick response. I’ll probably pass on the animal companions since it would be redundant.


I’ve been on the fence about applying as I really want to play this AP from the beginning. However, who knows if/when that opportunity will come. Also, I’ve come up with a PC that I’d like to play and fits the needs of your party.

I’m thinking evangelist cleric (deity to be determined but leaning toward Erastil).

Evangelist buffs like a bard but still retains channel energy (at a slower progression 2d6 at this level) and 9 levels of Divine spell progression. Plus, proficiency with the long bow will add diversity to a melee heavy party. Finally, I may take the Animal (feather) domain with an animal companion. I’m thinking a bodyguard/aid build to soak up damage for the frontliners and aid with attacks.

The weakest part of the build is face skills but it appears that the party has those covered. A human with background skills should be able to shore up your sense motive and perception (wisdom based class with bonus from feather subdomain) as well as knowledge religion and perhaps nature.

I do have a couple of questions:
1. How do you feel about animal companions?
2. Would a large one be appropriate or would I be better off keeping it small/medium?
3. Did you go with the optional story feat idea in your original recruitment post?

Thanks in advance,
KoY


I’d be willing to give Ekundayo a try if you will have me.


1 person marked this as a favorite.

Bonded investigator gets a familiar and it automatically becomes an improved familiar at 7th level.

Link


GM Polyfrequencies wrote:

Hello and welcome to the newer folks! I've been chatting with several of you by PM over the last couple of days, forming up mentorships/relationships in town, backgrounds, and hopeful character arcs. So thanks for your participation in that! Shortly I'm going to begin auditing who and what we have so far to see what is complete vs what I'm still looking for.

Sounds good. I will try to have my PC done tonight for auditing.


Qstor wrote:


Can we use the rule to drop a Stat by 2 to add 1 to a Prime?

Yes we are using that rule.


Sounds interesting. I’ve never used elephant in the room before (I just downloaded and read the document) it makes sense as well as making some builds easier.

I will be submitting a bard of some sort. I will put together all the info you requested. How long are keeping recruitment open?

1 to 50 of 74 << first < prev | 1 | 2 | next > last >>