On that topic, I didn't really distribute skills so far. But there is a modicum of intent behind the decision - some coordination with other players. Assuming I make the cut, of course. That said, I will not muddy the waters here and keep the thread clear for actual applications. Good luck, everyone, and see you on Saturday.
Alright, I made something. Let me know if that hook works for you. I, um, took some liberties. ~~~~~~~~~~~~~~~ Catherine Callahan is a pale, wiry woman in her mid-thirties whose sharp angles and tired green eyes make her look older than her years. Her red hair is usually pinned back in a severe twist, more out of habit than style, and her thin metal-framed glasses lend her a bookish, clinical air. She moves with a kind of nervous precision: every gesture small, contained, as though she’s trying to take up less space than she occupies. Though her health has always been fragile, she hides it well behind long hours, rigid discipline, and a stubborn refusal to appear weak in front of anyone. Socially, Catherine wants very badly to fit in, but she simply never learned how. Her quiet voice and awkward manner make people underestimate her, and she often tries to bridge that gap with generosity: small gifts, paid lunches, favours she can afford only because she lives frugally and has no spouse or children of her own. The sincerity is real, though the execution is sometimes clumsy. She keeps trying, anyway. She resides in the household of her older brother Neil Callahan, a seasoned detective in the Brooklyn PD; his wife Eileen, a homemaker with a warm but watchful personality; and their son Evan, a twenty-two-year-old baker who is the first to make her laugh on most days. After graduating from Boston University School of Medicine, Catherine struggled to secure a position. Her aloofness and frail appearance often overshadowed her skill. Neil stepped in, pulling strings at the precinct morgue and vouching for her competence until she was taken on as a mortician and, eventually, a full forensic surgeon. She has worked under the NYPD umbrella ever since, grateful for the chance and determined not to let her brother down. Catherine met Professor Elias Farnwright only once, and only because an act of exchanging favours between Columbia University a the City Hall. A strange corpse had surfaced at an archaeological dig in the Coastal Lowlands of New York State. A body far older than the site’s timeline allowed, preserved in a condition that none of the researchers could adequately explain. Farnwright formally requested a forensic surgeon from the city who could examine the remains without damaging them, and the assignment found its way to Catherine. She travelled upstate, expecting a routine consultation. Instead, she found Farnwright standing beside a narrow excavation trench—and a corpse that was human only in the broadest sense. Its bones were subtly misproportioned, the joints articulated in oddly flexible ways, and the preserved tissue seemed resistant to decay beyond anything she’d encountered. Farnwright watched her work with unnerving intensity, scribbling notes and prompting her with highly specific anatomical questions that no ordinary archaeologist would think to ask. Catherine conducted the examination meticulously and returned to Brooklyn with a report that was factual but cautious, deliberately avoiding speculation. In the weeks that followed, Farnwright sent her three letters requesting clarification on certain structural details. She responded each time with crisp professionalism. After the final exchange, the correspondence stopped. The corpse vanished into academic storage—or so she assumed—and Farnwright receded into memory. That was the extent of their relationship. Now, years later, a telegram arrives. She is invited to his memorial and to the reading of his will. A man she barely knew, a corpse she never fully understood.
Okay, I will try to pitch something for each of them. Let me know whether these work:
Reporter/Photographer - character was working on a piece describing the cooperation between Columbia Uni and the American Museum of Natural History (established 1869). The character interviewed some of the faculty, Farnwright being one of them. The professor kept the cutout column, seeing the PC's name regularly, even if only in passing. Forensic Surgeon - I am having a bit of trouble with this one. Can we say that Farnwright employed a medical examiner to "autopsy" a mummified body (from a dig) at some point, and that was their one and only interaction? Nurse - I don't know whether Farnwright has children, but if he does, they could have tried to arrange a regular house nurse service for him (introducing the professor and the PC in the process), but Farnwright promptly nipped that for whatever reason.
I realised I have made a calc error in the INT line. Fixing. STR: 3d6 ⇒ (2, 5, 4) = 11 * 5 = 55
STR: 3d6 ⇒ (2, 5, 4) = 11 * 5 = 55
Age 20-30 - 20s or 30s (20-39 years of age): Make an improvement check for EDU. Edu vs 80: 1d100 ⇒ 2 Damage Bonus None
Occupation - With these rolls, I am thinking about these: Aviator - aeroplane mechanic doing airship sightseeing flights on the side
Let me know whether any of those work for you.
All right, everyone, here's my boy, Aamu Madha - a wisened (not mechanically) Vanara historian with a monastic background. Originally a student of history and jungle guide, he ended up passed out on the floor of a questionable establishment in Port Peril. How did this happen? See below. I have made this LN Monk to offer some support to the frontline. I plan on pulling pants off the enemies (dirty trick) and turning the enemies into pretzels (grappling - chart provided). As for ship roles - the man can climb. So I would assume rigger? We can talk about that, no trouble. Visuals:
Aamu is a middle-aged vanara, his once-deep brown fur streaked through with threads of gray that gather most heavily around his muzzle and the crown of his head like the first mists of dawn. His eyes are a warm amber, bright with curiosity even behind years of quiet discipline. The fur on his face and hands has thinned slightly with age, revealing dark, expressive skin beneath. A face prone to thoughtful smiles and long silences before speech. He dresses in the flowing attire of his Mwangi monastery: wide-legged pants of deep marigold and crimson, wrapped with a sash of turquoise silk. Over these, he wears a light, robe-like garment that flares almost like a skirt when he walks or sits cross-legged, the fabric catching light and movement alike.They mark both celebration and reverence, echoing the aesthetics of his order.
He carries himself with an easy, deliberate grace. The quiet poise of one who has trained body and mind in harmony. A simple string of prayer beads hangs from one wrist, worn smooth from years of touch. His tail moves constantly, betraying thought and focus, flicking or curling when he reads or debates historic events. An aura of pensive calm surrounds this man, hinting at depths of contemplation, tempered by a gentle warmth. He seems to view the world as both a mystery to be studied and a feast to be savored. The scent of spice markets, the laughter of children, the sound of an evening rain. He takes quiet joy in these things, though he never clings to them. Beneath that appreciation lies a deliberate stillness of a man who has tasted life’s flavors, but chose a stoic path, finding contentment not in abundance, but in balance. Story time:
Born beneath the dense canopy of the Mwangi Jungles, Aamu grew up among vines, roots, and ancient stone. A child of both wilderness and wisdom, his early years in the monastery were filled with lessons of balance, patience, and contemplation. Yet between meditations and scrolls, he found freedom in climbing the towering trees that surrounded his home. His body grew strong and sure-footed, his tail as much a tool of movement as of thought. As part of his scholarly training, Aamu devoted himself to the study of history. Not merely the stories written by victors, but the truths buried beneath moss and ruin. His monastery, though ascetic, occasionally served as guides to explorers and scholars seeking relics deep in the Mwangi interior. Aamu became invaluable in this role, equal parts pathfinder and philosopher. He learned to read the jungle’s moods, to trace the language of stone and vine, and imagined how civilizations rose and fell like the monsoon tides.
Among his studies, the legends of the Ghol-Gan empire seized his imagination. The idea of a lost cyclopean civilization: vast, mysterious, and long forgotten, called to both his scholarly curiosity and his monkish sense of duty to preserve knowledge from oblivion. With the blessing of his order, Aamu left the monastery, following whispers of crumbling ruins scattered across the Shackles.His journey led him to Port Peril, the notorious pirate haven, where a contact promised to sell him a weathered map said to lead to ancient Ghol-Gani vaults. He met the contact at a raucous tavern called the Formidably Maid, but the drink there was stronger than he anticipated. Somewhere between his second and third cup, the world went black, and Aamu’s carefully planned expedition began to unravel before it even started. Crunch:
LN Male Medium Vanara Sensei Monk 1
Init 3; Senses Perception: +8 Low-Light Defense
Offense
Speed 30 ft.
Statistics
Skills
Feats
Dirty Fighting - Level 1 Dodge - Monk Bonus 1
Stunning Fist - Monk 1 Feat Specifics
------- Dirty Fighting (Combat)
------- Dodge (Combat)
------- Stunning Fist (Combat)
Class Features Vanilla Monk wrote:
Sensei wrote:
Racial Traits +2 Dexterity, +2 Wisdom, –2 CharismaVanaras are agile and perceptive, but are also rather impish and mischievous. Vanara
Medium
Normal Speed
Low-Light Vision
Nimble
Prehensile Tail
Languages: Vanaran, Taldane, Polyglot, Cyclops
Traits
Jungle Guide (Region - Sargava)
Ancient Explorer (Campaign)
You went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal. Sigh. If only there were Vanara avatars on these boards.
Oh, alright. Second set coming right up. 4d6 ⇒ (4, 4, 2, 5) = 15
4d6 ⇒ (5, 5, 2, 6) = 18 13, 13, 10, 15, 15, Well... that certainly is an improvement. I will retreat to the drawing board and return with a proposal. Ahoy for now.
I could give this a shot. Let's see. 4d6 ⇒ (2, 5, 6, 3) = 16
4d6 ⇒ (3, 2, 5, 5) = 15 14
Ahahah, oh my. I mean I could maybe make it work. Maybe. I'll see what I can come up with.
Fair enough. Will leave things as they are for now, and see how mangled we get. Was there anything else you needed from me? What would you prefer to have in the post header? Status tags, etc? As for other stuff, I am in Europe, so if you are super active throughout your evenings, there could be issues with timezones, but other than that, I do WFH, so I can post on a daily basis. If I am to become unavailable, I will give you a notice in advance, but that happens very rarely.
Alright. So I know NOTHING about Magnus Archives. Should I read up on that a bit? Or can you give a brief rundown of what you are intending to do initial scenario-wise? So that I can start looking into investigator options Or rather what should be avoided? For example, (picking a random occupation here) a Mountain Climber would make no sense in this setting.
Interested, but there is a caveat. I may need a refresher on character creation .The last CoC game I was in was years ago, fairly brief, and I had a lot of help from our keeper creating the characters (I was new to TTRPGs at the time). But if that's a hurdle you're willing to jump over, hell yeah let's go. Reading the investigator's handbook as I write this.
GRIM*! Gaming Network wrote:
If you still have slots, I dabbled in the playtest and liked the character I made for it. I'd make the plunge into organised play again.
Sarah the GM wrote:
Hmm. Alright. I'll leave it as it is for now. If you need more, you know where to find me. For now, Taniel Sea and Basher Wax will have to be enough. Personality and role-wise, I will say that the inspirations for both of them are in THIS IMAGE. Bottom middle and top left respectively.
Sarah the GM wrote: @NotEspi - Great, I think we're getting there! One more question: what about the 8 who went in and haven't been seen since? Anyone there that Shamsi had ties with or would miss? Or maybe is secretly glad they're gone? I think the proposed backstory suggests they we a well oiled machine, so friendly relationships at least. I know I am giving you a lot of ammunition here. Go ham. An entire family and 10 people she cares about + 1 rowdy avian. If you want me to save you trouble, I can come up with the names and some semblance of personality/purpose in the team.
Sarah: Thanks for the feedback.
Quote: First, you left the story on a cliff hanger which is probably intentional but I'm not sure what you want in terms of resolving it. Are you planning to have that lead in to the opening scene of the game? The cliffhanger is set up to be tied to the opening scenes of the game, yes. Since I am not exactly sure how the entire thing starts. I may have a suggestions for you, but I am not sure whether they would apply. (see below) Quote: Second, which is related to the first, your Quest on escaping the guild isn't very likely to see much action after the first part of the AP. Without wanting to spoil things, youre going to be moving around Taldor a lot and you'll be out of Oppara very quickly. My worry is that you'll be left with a Quest that is just hanging there and not giving you any chance to earn XP. In this case, escaping might not necessarily mean relocating. It could also be obfuscating one's presence, or gaining allies that would act as a deterrent for the time being (cough Martella Lotheed cough). Potentialy related to this, I was checking the timeline for War of the Crown AP (to find out how long Taldor and Qadira had a truce, pinky-promise), and the first line is: Quote: The War for the Crown was a civil war of succession in Taldor that occurred in 4718 AR. It began with Grand Prince Stavian III ordering the murders of half of the Taldan senate (...) Soooo, I put in a little thing for you, in the form of a list of people to kill that happened to end up in her hands. What happened to the 8 members of the Briney Dozen that went into the house to do the heist? Who knows, but at least they did give the bird the list they stole. Somehow. And who is this mysterious man who introduced himself as Callio Scapula?
Is Scapula after Shamsi now? Is Scapula's organisation the guild in the quest? Can we say that finding this list of names to be murdered is what finally broke the camel's back. Shamsi has witnessed the contrast between the living conditions in the poor and wealthy, and is fed up, finally, the young reformer trait comes into play: Quote: Young Reformer: Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken And I don't know if Shamsi actually knows -of- Martella Lotheed. I am envisioning Lotheed as someone working from behind the curtain. But Shamsi definitely wants to approach someone with influence, so maybe her name is on the list, and that's where they meet? LMK
Alright. I got a minor lore dump. I will split it into sections. First, a name and a little visual. (Yeah, it's AI. I can't draw to save my life.) Shamsi al-Khay:
At first glance, Shamsi al-Khay obviously isn't of Taldane ancestry. Despite being born in Oppara, this mid-20s woman's skin colour shifts between tones of limestone and honey, depending on the amount of recent time spent in the sun. Her dark brown, wavy hair flows down to her shoulder blades. Her inquisitive chestnut eyes scan her surroundings as she traverses the city districts via canals, dark alleys and rooftops. Her clothes consist of layers of beige, almond, and hazelnut tones, though the fabrics have seen better days. Her left arm is wrapped in cloth secured by scratched leather straps. People who know Shamsi know the origins of the scratches. Her beloved pet - Saada. A male kestrel, small by stature, but with a large personality. In fact, Saada often flies off to gods-know-where, but he either comes back to Shamsi, or she finds him after a long enough time has passed to start worrying. The al-Bitar family:
Father - Hirmand Mother - Pareeva Brothers (Twins) - Parsham and Karimund Shamsi's blood family lives in Eastport. While it may seem like a bad part of town with its wooden construction, it is actually an upgrade from the good old Narrows. Some money appeared in their house once, with a note from their estranged daughter. Not a fortune, but enough to get out of the Narrows. Hirmand works as a carpenter in the docks, and Pareeva has a mobile bread stall. The twins both run deliveries for the local bakeries, purchase products at a discount and forward them to their mother. While they are an enterprising family, many people in Oppara frown at the southerners, proving that Taldane collective memory is quite good, but come on, guys, it's been over a century. Move on. Anyway, you may have noticed that their nisbah (a surname-ish thing) does not match. This is because Shamsi opted not to endanger her kin when she was transitioning to the path of a career criminal. Shortly after joining the Briney Dozen, she cut ties. Name included.
Speaking of Career:
Living in the Narrows is tough, and it was no easier when Shamsi's mother miraculously survived the birth of twin boys. Her father, Hirman, was a carpenter, taking whatever jobs came his way - fixing broken doors, repairing roofs that were falling apart, and sometimes even patching walls that had started to collapse.
But people in the Narrows only pay what they have, and that was never enough to feed five mouths. Pareeva had to tend to the younger children, so Shamsi had to step up. And what can a late-teen girl do in the Narrows? Well, you don’t really want to know. She started picking pockets. First at the edges of the Narrows, then in the Port districts, and eventually in Crownsgate itself. The girl could hide in a crowd. Not always perfectly, but she was never caught. Shamsi wanted to climb higher, to leave behind the rickety cots of her childhood. She looked at the houses in Canal Row, not polished marble, but still a world apart from the Narrows. She searched for accomplices, and she found them, joining a group known as the Briney Dozen. The numbers didn’t add up. Even with Shamsi, there were eleven of them. Perhaps someone had died. Twice. Better not think too hard about it. It was a catchy name. The Briney Dozen had a rhythm. They had plans, skills, courage, and above all, each other’s backs. They carried out jobs in Crownsgate, Canal Row, and Grandbridge. Nothing reckless. No need to poke a sleeping lion. For years, they worked independently, and Shamsi managed to save enough to move her family out of the Narrows. But Eastport was not enough. Around this time, a fence suggested they contact a local named Callio Scapula. The Dozen dressed in their finest and went to the edge of Lionsgate. They met a finely dressed man, probably someone of influence, probably not named Callio Scapula. At least that’s what Shamsi assumed. Scapula offered them a job. Just one job. The kind of job that promised the last score, the kind of money that could set them for life. "There’s this house in Imperial Square. Find a way in, search for some important-sounding paperwork, probably hidden under floorboards or some other clichéd spot, bring it to me, get paid, and you’re set for life. Super easy, barely an inconvenience." Shamsi felt uneasy. She wanted time to plan. Scapula refused. It had to be done that night. The papers were moving, and they could be gone by morning. They voted. Shamsi said no, Taniel Sea said no, Basher Wax said no. The rest wanted in. The three of them left the building and returned to the Narrows, grabbing a cheap drink and finding a place to sleep. Shamsi sent Saada, her pet bird, to keep watch on the rest of the gang, just in case. Sometimes, that kind of caution pays off. The next morning, Shamsi awoke to find Saada perched nearby, a tiny leather scroll case tied to his leg with a short string. She took it, opened it, and her eyes widened as she read. She looked at Saada. "Well, someone should see this." She stood, turned east, and saw the sun rising over Senate’s Hill. In her hand was a kill list containing the names of prominent figures as she began moving toward the eastern districts. Theme cards:
Companion: Saada (Kestrel)
Power: Linked Minds Power: Acrobatic Weakness: Roamer Quest: "I should really train this bird more." People: Friends in Low Places
Skill or Trade: Infiltrator
Trait: Clever
And I guess that's my submission, maybe done? Let me know.
Well, I had the same thought a few days back and added Back-Alley Brawling into the mix. So there is something there, but it's not a focus.
Quote: @NotEspi - I'm going to take back something I said before, based on the words of a GM I gamed with - I would prefer you not use the "Qadiran scum" drawback. It means you literally only gain XP in that theme by having something racist happen to you and as the GM who has to make that happen, it's just going to depress the hell out of me. Sure, not an issue. As long as I can still be Qadiran. ^_^ How about this. The bird likes to meander in the area, and I would need to go find it. Climb buildings, jump from roof to roof. Acrobatic? So how about this update on the companion card? Echo (Kestrel)
Oh, she's Keleshite? I didn't see that in the player guide. Okay, okay. I'll sleep on it. Re:Brotherhood of Silence - Looked them up, and it seems like it's a big player. I would start smaller, then perhaps move up. I'll think of something and give you my notes. Re:Theme cards - I did some updates, see below. Meanwhile, updated theme cards:
Companion: Echo (Kestrel) Power: Linked Minds Power: Sharp Talons Weakness: Qadiran Scum Quest: "I'll care for you while I draw breath." People: Friends in Low Places
Skill or Trade: Infiltrator
Trait: Clever
If you can work with this, I will start adding details to the background.
Yeah, it made sense in my head when I was making them. I was bouncing off a skeleton of a backstory I did not provide. To elaborate: The backstory tie-ins:
I was contemplating a familiar-ish creature to help this character with the information gathering stuff. I chose a falcon, as falconry has a long tradition in our real life Arabic culture. (Falconeer theme) This moved the origins of the character to Qadira, since Taldor had a long conflict with that part of Golarion, and I read in the player guide that the locals still have some issues with Keleshites or their descendants. So the character's family (the "unusual" full family - father, mother, a pair of siblings) essentially lives in slums due to their origins, trying to make due but they keep being pushed back down when the catch a break because Qadiran origins. (Qadiran scum) So this character is forced to make some quick money from a young age, going to usual route - small-time crime (cloak and dagger theme). They don't live with their family anymore (to not throw suspicion their way), and are kind of squatting around town. In sewers, on rooftops, in abandoned buildings at the docks, etc (Improvised hideout). So they work for some local crime organisation, but are of a curious mind. At some point, they read/overhead/see something they should not, and has to get scarce. (Weakness: "Sorry, kiddo, but you know too much." + Quest:Escape the guild) So they SOMEHOW (I admit I did not figure out this part yet) end up working for another shady organisation, but this time their strings are pulled by one of the govt' more clandestine actors. Perhaps even unbeknownst to this new organisation. They might just be sabotaging other crime syndicates and consider it a turf war. So that's about where I got. Hope that sheds some insight. I have more notes in the specific spoilers.
Friends in low places:
Quote:
Improvised hideout would be something like finding a place to sleep or hide quickly when the situation calls for it. I tried to go for synergies here, at the cost of not being a jack of all trades, but instead trying to apply more tags to rolls when it makes sense narratively. In this case, it would be improvised hideout + get off the street, etc. Hope that makes sense? Falconeer:
Quote:
Yes, the bird would be more akin to a familiar than a simple pet. The linked minds tag is for something like the ability of the character and the familiar to be able to communicate reliably, perhaps even share senses. Let me know if that works for you. Qadiran scum - yes, the character is of Qadiran origins, and Taldor supposedly doesn't like them that much. That's why one of their quests is to raise the family status. Yeah, the quest is a WIP. I kind of walled myself in with this one. I need to think on it some more, but I'm very open to suggestions. Cloak and Dagger:
Quote:
I guess recluse is not the right word. What I had in mind was something like Mistrusted in high circles, if that makes sense. The plot quest - I could link this to the guild they are running from somehow. Again, more than willing to do a back and forth and see what we end up. Clever:
Quote:
book scrounger - yeah this is another WIP. I would actually like to switch it to something like Discern intent. Guild - I dropped some details up in the backstory spoiler. I can expand on it, if we want to. So yeah, this was a a very quick draft and I wanted to bounce ideas off of you to see what's workable and what needs changes. Love the feedback. Hope my comments help. I have also found a neat tool. It looks simple enough to use. THIS is what it looks like for this particular character.
Alright, well. I have four theme cards for you. Let me know your thoughts. Spoiler: Quote:
Quote:
Quote:
Quote:
Alright then. Well, I don't know what you need from candidates, but I was looking at the player's guide for inspiration, and like the young reformer background/trait. That said, DIBS! So I am considering an information procurer type. Someone who grew up in a bad neighbourhood, but knows (or knows how to contact) people in those circles. So kind of a streetwise fellow working for one of the nobles to keep a finger on the general mood and sentiments of the commoners. A field agent for one of the spymasters, I guess. I was thinking about integrating some sort of animal into the mix. Something like a pet (familiar?) rat or bird to help with the information gathering part of the job. As for the player (me), I've been playing rpgs for about 15 years at this point. A bit longer if we're talking about crpgs. I dabbled with a few systems, then settled on Pathfinder (switched to 2e soon after release). I run tables these days, but I prefer to do that live. I mostly use these boards to scratch the player itch. I can post daily (with a heads up for short periods of absence), but I am completely new to Legend in the Mist. That said, I've had it in my sights for a while and would like to give it a shot.
Sarah the GM wrote: @NotEspi - I'm still a beginnier at this game too, although I was part of one that looks like it has just died. I'm happy to help you learn it but it would be ideal if you have a copy of the rulebook for yourself. That is fine. I was honestly waiting for the physical print to purchase the book, but if I am picked for this table, I will get the PDF.
Hey there! Getting right into the meat here, but just wanted to say hi. 1) What draws you to this game, with all of its potential pitfalls, in particular? An actual sandbox is very rare to come by on these boards. It brings the opportunity to explore (and potentially further develop) the usually ignored areas of the world (perhaps even planes). At the same time, if the party does put down roots in already explored/developed areas, I still found most adventure paths that I have played relatively constrictive. I would like to point out that both systems (AP and sandbox) have their pros and cons, but I feel like participating in a PbP medium sandbox is something I would enjoy very much. 2) Do you feel that you will have the time and energy to come up with hooks for the group? Very much so. I do run live (and sometimes online) tables from the GM chair, so I guess that kind of qualifies. The question is how much leeway would the GM of this particular game allow for that kind of stuff and whether it would need to be pre-arranged before approaching other players with it. 3) Do you feel that you will be able to eagerly engage with others' hooks if yours is not the one that the group chooses to change at any given time? Absolutely, assuming it makes sense to do so for the story narrative. Such as not immediately chasing a jewellery thief down the street when the party is being pursued by an angry mob for crashing a boat into the pier. Then again, the thief might be on their way to a good hiding spot. Damn. Now I'm conflicted... You get my point. 4) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others? Posting at least once per two days, if not more often. PbP games live and die on player activity. It's simple to throw a die at someone when you're all sitting down at a table. If someone just disappears from a PbP game without some a heads up, nobody knows what's happening, players sort of lose interest and the game usually just dissolves into limbo. Being able to participate in IC discussions. And I know this can be a huge time sink in PbP (see my previous point about posting frequency) if someone is left out. Being able to give the character's input can be the difference between a week of twiddling thumbs and playing the game. Unfortunately, I can't really do anything about post frequency. Real life is always there to meddle with the game, but I can pose questions to specific characters if I feel like they've been silent for an extended period of time. 5) What one question would you ask me, or other players, to determine if they were a good fit with you? What do you think of the significance of having a towel on hand during space travel? AND Are you able to separate character and player relationships? Characters and their philosophies can clash. Players should really not.
Kintargo GM wrote:
Damn. Okay. I picked Chain because they are bounty hunters, but HELL yeah, Rack sounds like it could be tangentially related. In addition to seeing some of his old unit, perhaps. Let's do that. I'm gonna be a paranoid lad.
Alright, everyone, my entry for this would be Yassen the Turncoat - a dromaar inquisitor of Iomedae, formerly a hellknight armiger that found a conscience and is looking for his contact at the protest. Very much a frontline fellow, sword and board, some party buffs and scare tactics for the opposition at a later point. If something seems off, let me know, and I'll look into it. That being said - Good luck, everyone, and see you at the finish line! Storytime:
Yassen was born near Pezzack, into a family steeped in military tradition. His father, Yavor Cragtooth, had ascended through the military ranks before meeting Yassen's mother, Viatrix Aiello, a Hellknight Paralictor of formidable reputation. Naturally, their beloved child was steered toward a similar path. Inspired by tales of valor and adventure, Yassen eagerly embraced the idea of following in their footsteps. His training began humbly, progressing from wooden sticks to dull blades, and finally to an old sword once wielded by Yavor himself. When Yassen came of age, he was drafted into the military—a moment of great pride for his parents. True to Chelish tradition, subtle indoctrination was woven into his education. He studied the storied victories of House Thrune, marveling at their cunning strategies that crushed the "cowardly" Davians during the Civil War. Yassen also found himself nudged toward the Asmodean faith, though he never truly considered himself a man of religion. Secretly, however, he devoured tales of a different kind of hero—the exploits of Cheliax's most famous knight, whose name was scarcely spoken: Iomedae. Once a Chelish soldier, she had joined the Shining Crusade and led the Knights of Ozem against the great evils of Ustalav. Valor, honor, justice—what more could a man aspire to? Surely, his parents would be proud. Right? "I'm just studying strategy," he would claim when caught with redacted history books from the library. The excuse seemed to suffice. With military training behind him, Yassen decided to join the Hellknights, reasoning that unlike the state military, they wouldn't force him to kneel in prayer. Yassen, my sweet summer child... Viatrix used her influence to expedite his acceptance into the Order of the Chain, securing a coveted position as an Armiger. At last, Yassen could do some tangible good in the world: capturing brigands and bandits, bringing them to trial. Or so he thought. The reality was harsher. The Chain’s missions often extended beyond outlaws to entire streets, cut down or "interrogated" based on whispers of harboring fugitives. Yassen often found himself standing guard while his superiors worked the "truth" out of suspects. "It's all for the greater good," he would whisper to himself in his tent, preparing his bedroll. "Lest we descend into lawlessness." Then he would open his books, seeking inspiration to be better. Years passed, yet Yassen was never called to slay his devil and formally join the ranks of the Hellknights. During his leaves, his mother would ask about his progress. He had no answers. Frustrated, Viatrix promised to investigate. What she uncovered sparked a tense, emotional confrontation. "You are a good soldier, but you lack conviction," she said, reading from the response she had received. "Nobody has seen you venerate the Archfiend." Yassen had never realized this was a condition, but he vowed to try harder. The opportunity soon presented itself. The Order received intelligence about a Bellflower Tiller—one Hene Vuisep, said to be operating in Whiterock. Eager to prove his devotion, Yassen volunteered for the mission. Arriving in the quiet town, he prowled its streets night after night, eyes sharp for suspicious activity. One night, he spotted a man fitting Vuisep's description leading a group of halflings through the shadows toward the river. Yassen followed the tracks for hours, trudging through the muddy banks of the Yolubilis until he reached a cave. Inside, the scene was almost serene: Vuisep ladling soup into bowls for a group of exhausted halflings, many of them children. Yassen froze, torn between duty and conscience. He knew what he was supposed to do. But was it the right thing? "Citizens..." Yassen’s voice rang out, calm yet commanding, as he stepped into the firelight in his distinctive armiger plates. The cave fell silent, save for the clatter of a ladle dropping into the soup pot. Vuisep moved swiftly, placing himself between the Hellknight and the group. "Just my slaves taking a dinner break, sir," he said, his tone a careful blend of deference and falsehood. Yassen raised an eyebrow. "At four in the morning?" Vuisep hesitated. "Yes, sir. Summer days are hot. We avoid heatstroke by working at night. Quotas must be met." Yassen chuckled softly. "That's the dumbest thing I've ever heard, Mr. Vuisep. Do you have paperwork, at least?" With trembling hands, Vuisep presented a set of documents. Yassen skimmed them, noting inconsistencies, but he reached for his ring to stamp them nonetheless. "Carry on," he said, handing the papers back. "But be quick about it. You're not as sneaky as you think." Relief flooded Vuisep's face, but the tension in the cave remained thick. Yassen broke the silence. "Where are you headed?" "Nisroch Bay. Kintargo," Vuisep replied after a moment, his voice barely above a whisper. The armiger chuckled again, a hint of warmth breaking through his stoicism. "Can I come?" Block:
Yassen Lawful Good Medium Half-Orc Sanctified Slayer Inquisitor 1;
Defense
Fort 5, Ref 3, Will 5 Offense:
Melee Longsword +4 (1d8+4 19-20)
Ranged Dagger +2 (1d4+4 19-20) / Throw Inquisitor spells known (CL 1; concentration +3)
0th (at will)- Detect Magic (DC 12); Light (DC 12); Mending (DC 12); Oath of Anonymity (DC 12); Stabilize (DC 12); Statistics: Str 18, Dex 14, Con 14, Int 9, Wis 14, Cha 7
Feats
Traits:
SQ:
Domains: Conversion Inquisition
Skills:
Equipment: Backpack Belt Pouch Bandolier Spell Component Pouch Bedroll
Scroll case x3
Outfit (Traveler's) Dagger
Chainmail Rations, Trail x3 Money: 48.25 GP
Dr. Ethyl "Doc" Ermengarde wrote: The scrolls aren't wasted, they're only used up if you successfully learn them. You can try again at least. Or use them as scrolls. You're thinking wizards, but thank you for looking out. Mechanics: Quote:
Quote:
|