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Goblin Squad Member. RPG Superstar 6 Season Marathon Voter, 7 Season Dedicated Voter. Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber. *** Pathfinder Society GM. Starfinder Society GM. 4,251 posts (6,540 including aliases). 3 reviews. 2 lists. No wishlists. 12 Organized Play characters. 51 aliases.


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Liberty's Edge

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Male Human Commoner 2

@Wolf, @Zaidel, @Jean

Sorry I haven't posted in a very long time.

Been a combination of things, including kicking off the new career as a ProGM, dealing with my in-laws after my MIL passed, and the general stuff that happens on a farm in the spring and summer keeping my focus elsewhere.

I'll try my best to get myself back up to speed and post soon.

Liberty's Edge

Male Human Commoner 2

You're very certain now Izoze has gone, perhaps off to warn this Teb Knotten, perhaps off to cause misery somewhere else, but you have little option but to either hole up in the lodge for the night or press on for the few hours remaining of the daylight.

Liberty's Edge

Male Human Commoner 2

Closer examination reveals that something with claws dug its way through the ice but there is no sign of Izoze in the waters near the hole. She may have already swam away or this is a TRAP!

Ok to read:
It's not a trap.

Liberty's Edge

Male Human Commoner 2

Coming out the front doors, you see a bridge spanning a ravine, through which usually flows a river about twenty feet wide, now frozen over with ice and snow. The bridge is sturdy, obviously meant for mounted travel into the western border wood and beyond.

Of Izoze, there is no sign, save perhaps a break in the icy roughly a foot in diameter directly below the north side of the bridge, broken through from the top.

Liberty's Edge

Male Human Commoner 2

"No, of course, they're sufficient. I am grateful for the escort as well. It should make the journey safer and I believe we can both fit on the same horse." The lady seems to be warming up both physically and emotionally as the warm furs start to work their magic. "When you return to Heldren, I shall insure a proper reward awaits you. From Heldren, I will continue back home and rally forces to aid against this incursion should you fail. I pray it does not come to that, but best be sure."

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Well, Smurf.

Ran into Gary ringing people out at Gen Con numerous times and have had a few interactions through the years. Always the friendly pinnacle of customer first, as all these attestations say.

Liberty's Edge

Male Human Commoner 2
Maq'la, daughter of Ulkh wrote:


DM, Rokhar mentioned, "usually hangs out by the bridge or in the river, but she also travels back to Somir Valley to report stuff to Teb Knotten". Do any of us know what bridge that is and how to find it? Or for that matter know anything about Somir Valley and how close it is?

You believe he is referring to the bridge outside and the creek/river it passes over. As to Somir Valley, it is a bit of a trek as you have to go around a mountain (likely impassible in this snow). Maybe a day's journey on horseback, maybe longer as the snow is likely to get worse the closer you get to the portal.

Liberty's Edge

Male Human Commoner 2

She appraises the lot of you, scowling slightly before returning to a neutral mask. "Very well, if you are not here to rescue me, but rather I am relegated to some sort of sidequest status, I shall have to make due on my own. I will need one of my horses and some appropriate clothing, and I shall be on my way. This Izoze, the mephit, spoke of grander plans for me. Something about replacing me, I believe. As if that were possible."

Her tone is one of confident demanding born of a life of privilege. "Of course my soldiers died. It's what soldiers do, after all. The deaths of my handmaidens was the unpleasantness I speak of. Entirely unnecessary. As was their rough handling of my personage, equally offensive."

Liberty's Edge

Male Human Commoner 2

"Thank you." the lady says, donning the furs before first taking a drink and then taking a few bites from the rations. Her voice is hoarse from thirst and her mannerisms while eating are slightly less than ladylike due to her hunger. "Those ruffians were unpleasant to say the least. I do not know of this gate you speak of and would greatly appreciate being returned to Heldren post haste so I may continue my journey and rally forces against these bandits."

Liberty's Edge

Male Human Commoner 2
earlier wrote:


Dailies from this morning:
100 Pushups Str take 10 10 + 6 = 16 vs DC 10 1 hour
100 Situps Str take 10 10 + 6 = 16 vs DC 12 1 hour
100 squats Str take 10 10 + 6 = 16 vs DC 14 1 hour
100 jumping jacks Dex take 10 10 + 7 = 17 vs DC 16 1hour
rest an hour
run 5k Con take 10 10 + 6 = 16 vs DC 15 1/2 hour
5.5 hours total

Busy week last few.

Liberty's Edge

Male Human Commoner 2

Rather than stairs, the trapdoor leads to a ladder. The basement is unlit, and Lady Argentea Malassene stands a bit away from the bottom of the ladder, shielding her eyes from the light above. While she is dirty, slightly bruised, and undernourished, she doesn't show any obvious signs of gratuitous violence against her.

Liberty's Edge

Male Human Commoner 2

"Good enough." the man says, kicking back the bearskin rug to reveal a trapdoor. "She's down there. Let's go, boys."

The men loosen their bowstrings and head towards the back door with the crossbow porch.

Liberty's Edge

Male Human Commoner 2

"Rhokar's not dead? Huh. I was sure he wouldn't let you take him alive." the speaker grunts. "But the I guess both sides are making incorrect assumptions. We don't want to fight. We don't want to follow Rhokar anymore."

"Damn straight." another chimes in.

"You're right about most of us being sick. They won't make it to safety through this snow." the first speaks up again. "So we need to cut our losses and run. But to do that, we can't have you following us or trying to kill us. Thus, the parley."

Liberty's Edge

Male Human Commoner 2

As you head down the stairs, you enter a living area with the aforementioned bearskin rug. Four men stand, bows at the ready, and aimed at you as you descend the stairs.

On of them speaks "Guessing if you're alive, that means Rhokar is dead, eh? Keep your hands where we can see them and let us talk."

Liberty's Edge

Male Human Commoner 2

"My understanding from Izoze is that in a year's time, this place will be every bit as frozen over as Irrisen. I hear weather in Osirion is a bit warmer. Maybe I'll take myself there. After this week, I've had enough of the cold." He looks down at the expectant Poppet. "I don't know where Izoze is. That cold hearted b@&#% could be in this room for all I know, except I'm not dead yet, so probably not. She usually hangs out by the bridge or in the river, but she also travels back to Somir Valley to report stuff to Teb Knotten."

Liberty's Edge

Male Human Commoner 2

Rhokar grumbles, but hands over the item-- a silver symbol of a fly with a skull for a body*-- and continues undressing. To Vhekk, he says "Fine by me. If you and yours fail, Heldren won't be any place I'd want to live anyway."

Religion DC 10, Undead Lore DC 8:

It is the symbol of Urgathoa

Liberty's Edge

Male Human Commoner 2

"Oooo....kay." his reluctance shows as he begins taking off his overclothes.

Spoiler:

Thievery 1d20 + 3 ⇒ (4) + 3 = 7

As he's taking off his tunic, he makes a clumsy attempt at palming an object that was hanging around his neck under the tunic. "I don't know anything about a witch, but I have been dealing with an ice mephit named Izoze, who in turn works for an Ice Troll named Teb Notten. Maybe they work for the witch you're looking for. As for the mouthy one, she is in the basement. You'll find the trapdoor under the bearskin rug in the parlor."

Spoiler:

Deception 1d20 + 8 ⇒ (11) + 8 = 19 No one knows what is true and what is not.

Liberty's Edge

Male Human Commoner 2

"Right. You beat me. I'm beaten." he says as Maq'la glares down at him and Noemy gathers his weapons.

Liberty's Edge

Male Human Commoner 2

I'm going to go ahead and say Ai is able to get to him in time, but that means he wakes up at 1 HP and you would need to do it while he's dying meaning you couldn't remove his armor, etc. he did drop what he was holding when he went unconscious, but he might be able to cast a spell.

Liberty's Edge

Male Human Commoner 2

You do not manage to stabilize him. He expires. The DC is their dying check (10+Dying Level) +5, so a minimum of 16, in his case 18. If you want to use a Hero Point to reroll, you may. Speaking of which Everyone take a Hero Point

Liberty's Edge

Male Human Commoner 2

He is bleeding out. You may make one attempt to save him before he dies.

Liberty's Edge

Male Human Commoner 2

Under consideration, made some rolls.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

5d6 ⇒ (6, 5, 5, 3, 5) = 24 16
5d6 ⇒ (1, 1, 6, 4, 6) = 18 16
5d6 ⇒ (2, 6, 4, 2, 6) = 20 16
5d6 ⇒ (4, 1, 3, 2, 2) = 12 9
5d6 ⇒ (5, 3, 4, 2, 4) = 18 13
5d6 ⇒ (6, 4, 5, 3, 4) = 22 15
5d6 ⇒ (4, 5, 1, 5, 6) = 21 16

16,16,16,16,15,13

I still have to decide if I can take this on, but those rolls are encouraging :)

Unchained Monk/Paladin HP rolls
5d10 ⇒ (6, 3, 8, 10, 8) = 35

Liberty's Edge

Male Human Commoner 2

With Lilyana taking down Rhokar, I will gladly redirect Maq'la's blow to take out the last skeleton.

Combat Finished.

Liberty's Edge

Male Human Commoner 2

Skel 2 was already taken out by Noemy and Yorah, so we'll redirect that blast to number 1, the next closest.

Ai's blast destroys skeleton #1, leaving only Rhokar and Skeleton #3. Rhokar is looking pretty bad. 7/45 HP remaining.

The last standing skeleton slashes at Vhekk with its sword and claw.

1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 2 ⇒ (11) + 2 = 13
1d20 - 2 ⇒ (8) - 2 = 6

but Vhekk is able to fend off even its fiercest attacks.

Lilyana and Maq'la are up.

Liberty's Edge

Male Human Commoner 2

Rhokar is taking some hits, but managing to persevere despite them.

Skeleton 2 resists most of Yorah's spell, and Noemy's first needle strike against it fails to connect with bone, but she corrects for her second strike, shattering the skeleton into a heap.

Ai and Vhek are up.

Liberty's Edge

Male Human Commoner 2

Rhokar makes a careful step backwards and touches something under his shirt collar and invokes some words of power. "You are mistaken if you think I'll give her up so easily. Your corpses will make fine servants." he snarls.

Will Saves:

Ai out of range
Lilyana 1d20 + 4 ⇒ (10) + 4 = 14
Maq'la 1d20 + 7 ⇒ (6) + 7 = 13
Noemy 1d20 + 8 ⇒ (14) + 8 = 22
Vhekk 1d20 + 6 ⇒ (18) + 6 = 24
Yorah 1d20 + 7 ⇒ (19) + 7 = 26

Lilyana and Maq'la have a –1 status penalty to attack rolls as long as they are within 10 ft of Rhokar.

Skeleton 1 slashes its scimitar at Noemy

1d20 + 6 ⇒ (12) + 6 = 18

but she bounces to one side.

It follows through with a claw
1d20 + 2 ⇒ (7) + 2 = 9
which misses by a mile.

Lastly, it tries one more swipe with its claw.

1d20 - 2 ⇒ (6) - 2 = 4

Noemy dances away with ease.

Noemy and Yorah are up

Liberty's Edge

Male Human Commoner 2

Skeleton Stats of import:

AC 16; Fort +2, Ref +8, Will +2
HP 4 (negative healing); Immunities cold, death effects, disease, mental, paralyzed, poison, unconscious; Resistances electricity 5, piercing 5, slashing 5

Rhokar Stats of Import:

AC 21; Fort +9, Ref +11, Will +8
HP 45

Init:

Taking your various rolls to get in the room as your inits.
Noemy (didn't roll) Athletics 1d20 + 8 ⇒ (12) + 8 = 20
Yorah didn't roll Perception 1d20 + 8 ⇒ (11) + 8 = 19
Ai 9
Lily 21
Maq'la 23
Vhekk 11

Rhokar 1d20 + 8 ⇒ (12) + 8 = 20
Skel 1 1d20 + 2 ⇒ (18) + 2 = 20
Skel 2 1d20 + 2 ⇒ (13) + 2 = 15
Skel 3 1d20 + 2 ⇒ (6) + 2 = 8

Lilyana and Maq'la act first, followed by Rhokar and Skel 1 then Noemy and Yorah, then Skel 2, then Ai and Vhek, and finally Skel 3

There is a map link up in the campaign notes above us.

Liberty's Edge

Male Human Commoner 2

There are windows in the smaller upper floor- H15 the mentioned "turret room". Swinging in to them would also put you in the room with the boss and his undead minions, which might prove beneficial in cowing any remaining raiders. If there is a witch in the place, or invisible fey, it might spell trouble.

Liberty's Edge

Male Human Commoner 2

HP: 6 Damage: 24. Result: Dead as Dickens. One each for Lilyana, Yorah, and Noemy.

The three bandits are quickly dispatched, their blood painting the crisp white snow crimson. There is no way anyone else in the house is unaware of your presence after those shots.

End Combat

Question being do you let them come to you are do you go after them....

Yes, for indoors there will be a map.

Extra Hero Point to the first person who can tell me the movie I took the phrase "Dead as Dickens" from. Hint: A highlander and a rapper meet in a prison.

Liberty's Edge

Male Human Commoner 2

Getting into your places, you ready to ambush anyone who comes out at the sounds of the clanging pots.

The three bandits who were hovering around the fireplace come streaming out the door, bows at the ready to strike the people who fell for their insidious trap. Then, they realize that they're the ones who have fallen into a trap.

Init Rolls:
Stealth if better than perception....
Ai 1d20 + 3 ⇒ (15) + 3 = 18
Lilyana 1d20 + 8 ⇒ (13) + 8 = 21
Maq'la 1d20 + 4 ⇒ (17) + 4 = 21
Noemy 1d20 + 7 ⇒ (6) + 7 = 13
Vhekk 1d20 + 8 ⇒ (18) + 8 = 26
Yorah 1d20 + 7 ⇒ (5) + 7 = 12
And the bandits
Sickened 1 Bandits (3)
3d20 + 2 ⇒ (3, 6, 9) + 2 = 20

Everyone goes before the bandits. They have AC 15 and 6 HP. I don't think they're going to be able to go, but stranger things have happened. If you are set up for range, you have them in your sight. If you have set up for melee, you are one step or move away from them and the second person acting in melee can be assumed to have flanked them. Theater of the mind for this one.

Liberty's Edge

Male Human Commoner 2

"Thank you for your knowledge in this matter, Jellena. I'm sure we all have our own measurement of such a mixed blessing. If nothing else, I think my eyes have been opened to the need to speak with someone if possible before intruding upon their gift with my assumptions." Stratton bows with gratitude.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Ok, all invites have been sent out. We've gotten a lot of interest over several platforms, so I won't be accepting any more applicants to allow those who have started to finish up their characters.

Everyone already involved should continue on Discord.

Liberty's Edge

Male Human Commoner 2

You could use the pots and pans to lure out some....

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Sent, and Sent.

As of now we have a really strong pool of candidates, I am going to be closing out acceptance of new submissions/participants tomorrow.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
ElbowtotheFace wrote:
Still looking for more? Been kicking around an idea for superhero character that is kind of a cross between Toad and Blob.

I haven't finished out the recruitment yet, though we are getting good interest from all the places I'm advertising for it. Sent you a Discord Invite.

Liberty's Edge

Male Human Commoner 2

It's fairly easy to avoid the tripwire once it's pointed out, so you all easily bypass it. Noemy thinks the best thing to do is cut the pots and pans from the crossbow and then either attempt to disable the line or just fire the crossbow of into the wilds and then disable the line.

The bootprints around the well are back and forth, from people drawing water from the well.

Yorah finds that the short of actually opening the doors or windows, there is no way of entering the building that doesn't involve the chimney of an active fireplace. The residents have stuffed whatever the could into the door jams in a vain effort to keep the cold out.

High Sentinel Map

Fortunately, she can scamper around and peer through the windows as a way of scouting and scoping.

H1. Eastern Trailhead (CR 1)
After climbing at least a hundred feet into the hills, the snowy trail finally levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodge’s two snow-covered chimneys, and large woodpile is stacked against the outer wall.
A small outbuilding stands east of the lodge, and a stone well nearly blanketed by snow is barely recognizable to the north. Several tracks lead southwest toward a detached stable.

H2. Outhouse
The door to this small outhouse is frozen shut. A small hammer hangs by a rope from its upper eaves to chip away the ice and provide access. Unfortunately, the weather has made the outhouse much less functional, and the stench of its recent use is somewhat overpowering

H3. Stable
Twin doors open into this low stable, where five stalls hold three horses and a mix of loose straw. A rack of riding gear hangs on the east wall, and a cast-iron tub sits empty in the corner.

H4. Bridge (CR 3)
A bridge made of rope and wooden planks spans a narrow ravine. It’s already covered in ice and snow, and it sways alarmingly in the icy winds blowing through the gorge. The turbulent waters of a fast-moving creek surge through a couple of waterfalls far below.

H5. Tool Shed
The Sentinels stored most of their tools for the construction and upkeep of the lodge here.

H6. Porch
A wooden roof extends over this wide porch. Double doors provide access to the lodge itself. Two small glass windows are set in the walls to either side of the doors.

H7. Trophy Room
A bearskin rug dominates the floor of this trophy room, and the heads of several deer have been mounted on the walls. Doors lead north and south, while two hallways go farther east.

H8. Kitchen (CR 2)
A large fireplace takes up most of the north wall of this room, its radiant heat providing palpable relief from the cold weather outside. Cabinets and shelves line the remaining wall space, and four windows look out on the wintry landscape surrounding the lodge.

There is female half-orc in the kitchen cooking a pot of soup with a horse hoof sticking partway out of the pot.

H9. Corner Bedroom
None of the bandits have claimed this room for their own. It remains dark and silent.

H10. Small Bedroom
A single rumpled bed occupies this room, with a heavy winter blanket.

A human male lies shivering under the blanket, sweat dripping from his exposed head.

H11. Large Bedroom
Three doors open into this room. A sturdy bed heaped with blankets sits near the only window, and a large maple chest occupies the southwest corner.

The room is currently unoccupied.

H12. Bedroom
A bed and chest sit across from one another in this small room. Two doors serve as exits, and a window looks out on the north side of the lodge.

The room is currently unoccupied.

H13. Great Room (CR 2)
A large table and two benches run the length of this hall, and a twenty-foot-high vaulted ceiling rises into the rafters overhead. To the west, a roaring fireplace provides a welcome heat and light while to the south, a flight of stairs ascends to a wooden balcony overlooking the room. A set of double doors stands in the wall to the east.

Three humans (two female, one male) sit as close to the fire as the can without catching fire themselves. Their outfits and armaments mark them as bandits, part of Rhokar's Raiders.

H14. Sickroom (CR 1)
Four beds, two large chests, and a single table with four chairs occupy this room. Three windows look out to the east, west, and south, providing a grand view of the snowy gorge outside the lodge.

All four beds are occupied by shivering, sweating humans. Two of the beds have two occupants each, meaning there are six sick bandits in the room.

H15. Planning Room (CR 3)
An L-shaped table with many chairs takes up most of the floor space in this loft. A second smaller table sits near the entrance, and several windows look over the snowy grounds of the lodge. In the southwest corner, a large map hangs on the wall, opposite another door in the northeast wall.

[i]Based upon his better-looking gear, healthier physique, and other characteristics, you would guess the single living occupant of this room is Rhokar. Watching over him as he peruses a map upon the table are three skeletons, their bones coated in unmelting ice.[/o]

H16 Storeroom--no windows--

H17. Cellar- no windows--

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Sir Longears wrote:
Great! If you could send me the invite to discord, I'd appreciate it!

Done (as you know, but for the benefit of those who follow.)

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

For transparency, I do have a few people already on my Discord channel who have also expressed an interest.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Sir Longears wrote:

I'd be interested, if you'll take me.

The thing is, I have ZERO experience with Mutants and Masterminds.

I have 33yo and I'm from Brazil. Comics aren't really a thing here and even less when I was a kid. I grew up with X-man Evolution and loved it. Also watched all the movies. Have read a couple comics some years ago, but don't remember much. All in all, I'd say my knowledge about X-Men is passable.

Also, again, since I'm reasonably young and from Brazil, "US 80s" don't say much to me... Will have to do some research.

About Discord, no problem. Love PBP on it. I'm even GMing there.

For my character, I've no clue if it is even possible, but I'm thinking a normal teen with a power that manifests only while he is asleep. As soon as he does so, he unconsciously summons another creature that is tied to him, like an alter ego. If possible, to get linked to the point of being harmed if the creature is harmed, bonus points.

Experience with Mutants and Masterminds is not required, and I'm more than happy to help you make a character that fits and you want to play.

X-Men Evolution would probably be the closest of the shows to this campaign. Rather than attending a local public school, however, your characters would be in the (very) private Xavier Institute of Higher Learning, and the isolation from the rest of the world is part of the teen angst. There is a town (Salem Center) near enough for "field trips" but they are very likely to be chaperoned. Either way, deep knowledge of the X-Men comics isn't required.

Roberto DaCosta/Sunspot was a Brazilian mutant in the original New mutants, and a number of the other characters (Wolvesbane, Karms) were also from other countries, so if you're more familiar with history closer to your own location, feel free to have your character be from somewhere you're familiar with if you'd like.

Summoning another creature he is linked to could be built pretty well. I'd just recommend that the "only while asleep/unconscious" be a temporary thing/something he grows out of. I'd say a good mid-point in the character arc would be if he develops the ability to summon the creature by willing it into existence, but the effort knocks him out. Then, later, they might co-exist or merge into one being when summoned (like a synthesist summoner / eidolon.)

We would definitely need to determine how much control/feedback he has over the creature, how intelligent and friendly it is, etc. Shouldn't be any less capable of teamwork than the Hulk from the movies.

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Looking for some play-by-post superhero action? Why not play some Mutants and Masterminds on Reckless's Gaming Den Discord Channel?

This is a (free) Reckless play-by-post playthrough of an alternate world New Mutants campaign.

It's 1982 and the X-Men are dead. Lost to the Brood in the cold, dark depths of space.

But the dream lives on. And new mutants manifest their powers every day. The need for the Xavier Institute of Higher Learning has never been clearer.

As a student of the institute, you'll face a world that hates and fears you just for being different while you try to save it.

Mutants and Masterminds! New Mutant Style.

Expect......
Teen drama
️ Mutant battles with X-Men style foes
Traumatic events and their fallout
Dealing with prejudice against mutants
An alien invasion from within?????!

Setting Notes
This is a version of the Marvel Universe where the X-Men died in their initial battle with the Brood, with only one surviving member who managed to avenge them. The team is a group of new mutant students at the Xavier Institute (custom created during by you) who were recruited by Professor X. He has declared the school will be a place of learning, not combat training, unwilling to "repeat the mistakes of the past".

Fate may have other plans. The professor's motives are not entirely his own, and the horrid consequences will shape the destinies of these teens forever.

Essentials include....
Emphasis on character development and making this campaign truly yours.
Time management keeping things moving forward at an enjoyable pace.
Dramatic Personae who will have you bringing your own characters' emotions to life.
Support for new players, everyone is welcome and learn together.

You must be able to join my Discord channel for gameplay, and may submit characters either here or there as you see fit. (I will PM invitations to my Discord Channel to those who request it.)

Start working on your character concept and post it here or on the Discord.

Character concepts should include a few paragraphs of background, a power summary, your level of experience with the New Mutants/X-Men and with Mutants and Masterminds, and anything else you want to say to help me decide who should be in the group. Players are welcome and encouraged to collaborate, help each other out, etc.

Based on interest levels, recruiting should take a few weeks.

Actual character creation/finalization/tweaking will take place following the recruiting phase.

For sake of people who build as part of their conceptualization, Power Level will be 8 with a maximum non-enhanced stat of 4, and 18 power points per PL instead of 15. Since these are teens, maximum skill bonus is +6 without mutant power enhancement and +12 with enhancements.

Power Ranks are capped at 10 with the following exceptions: Immunity, Impervious Defense (capped at 16), and Senses; the normal power trade-off rules apply. No one should build a character with Immunity to Will or Mental Effects, although Impervious Will Defense is fine.

Some Questions to answer in your background:

How old is your character (age range 13-17 is typical)?

How did your mutant powers manifest? What do the powers look like when they are used?

Does your family know about your powers? How did they react to finding out you're a mutant, or your powers specifically?

How does your character feel about being a mutant?

When contacted by the Xavier Institute about recruitment, how did your character react?

Who was your character before they gained mutant powers and how has developing their mutant abilities altered that, if at all?

What is your character's greatest fear? What is it they hope for?

Liberty's Edge

Male Human Commoner 2

I like Ai's ice/snowdrift shield idea, definitely something you could do over time with base kinesis.

Yorah, followed by Noemy, moves forward cautiously, hopping to and fro as squirrels do. Just passed the clearing, she and Noemy spot a tripline hidden beneath the snow. It's easy for the tiny ones to avoid the line and follow it back to the porch, where a crossbow sits cocked and ready to fire in the direction of the tripline. They also note that the crossbow is tied to several pots and pans and that it would likely fall after firing, dragging the pots and pans to clatterous uproar.

The well, while covered in snow, seems to be perfectly functional still, and shows signs of traffic, bootprints in the snow leading to and from it, somewhat obscured by the falling snow, but still visible.

Liberty's Edge

Male Human Commoner 2

Thanks for your patienmce everyone, I'm hoping to get back on track now.

Liberty's Edge

Male Human Commoner 2

Please feel free to discuss/plan your approach and describe your exploration activities while approaching (avoid notice, defend, detect magic, repeat a cantrip, scout, search, etc.)

We are having viewing hours on Friday afternoon and burial on Monday. I'll be posting as time and energy allow.

Liberty's Edge

Male Human Commoner 2

My mother in law passed away this morning. Play by post will probably be the least disrupted by this of all the games I run/play in, but if you don't hear from me for a day or two that is likely why.

Liberty's Edge

Male Human Commoner 2

My mother in law passed away this morning. Play by post will probably be the least disrupted by this of all the games I run/play in, but if you don't hear from me for a day or two that is likely why.

Liberty's Edge

Male Human Commoner 2

For right now, This remake arial map will suffice. You are coming from the upper right corner of the map.

Liberty's Edge

Male Human Commoner 2
Noemy wrote:

Is the ravine and bridge between us and the lodge? Or on another side? Are there any individuals moving around in the scene?

The bridge/ravine is on the far side of the lodge. You don't see any movement, but know all about invisible fey by now.

Liberty's Edge

Male Human Commoner 2

Third Godsrain Prophesies Blog Post Cayden will not be the next god to die.

Liberty's Edge

Male Human Commoner 2

Congrats to Cayden for being spared the stick from Paizo.

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