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![]() Submission Requirements
Spoiler:
Background Summary:There's something off about Enzi. It isn't easy to put your finger on, but there's something... creepy. Give her some credit though, she's had a rough time.
Enzi's originally from Varisia. Her parents were part of a traveling carnival. She remembers very little about them, just a flash of a face, a vague feeling of warmth, and the smell of her mother's hair. Their caravan was attacked, not that far from Kaer Maga. She was taken by a group of raiders and forced into slavery at the age of 8. She has no idea what became of her parents, or if they even survived the initial attack. If you can think of any distasteful chores, she was probably forced to do that, and worse. Her life as a slave was difficult and bitter. As she grew older, she was sold several times, eventually ending up in Isger. By this time, she was becoming a woman, and starting to face very difficult realities. But Enzi decided to take her fate in her own hands. She slit her master's throat while he slept and slipped off into the night. From then on, Enzi was determined to do whatever it took to survive. She became quite an accomplished thief. But her life has marked her: she had gained an odd quality about her. She practically exudes a threatening aura, something that conveys a menace about her. In fleeing her former life, she eventually found her way to Lastwall and heard about this venture into Ustalav. She;s interested in it for several reasons. One, it sounds like there's profit to be made. The shattered remains of Ustalav's nobility should include quite an array of goods to sell, if someone's got the guts to grab it. Two, she has a lot of anger issues to work out and she figures skewering undead might just make her fee good. And three, IF there is a new government to come out of this place, she wants to make sure that slavery has no part in it.
One Experience you would like your character to have: personal growth, like learning to trust people and making actual friends ![]()
![]() set1:
4d6 ⇒ (4, 6, 3, 4) = 17=14 4d6 ⇒ (5, 2, 1, 1) = 9=8 4d6 ⇒ (3, 1, 6, 2) = 12=11 4d6 ⇒ (6, 1, 3, 1) = 11=10 4d6 ⇒ (6, 2, 1, 2) = 11=10 4d6 ⇒ (6, 4, 5, 5) = 20=16 5-2+1+10=14 pts set2:
4d6 ⇒ (2, 1, 4, 6) = 1312 4d6 ⇒ (3, 6, 1, 4) = 1413 4d6 ⇒ (1, 5, 3, 3) = 1211 4d6 ⇒ (2, 1, 5, 1) = 98 4d6 ⇒ (6, 5, 6, 3) = 2017 4d6 ⇒ (2, 4, 3, 3) = 1210 2+3+1-2+13+0=17 pts set3:
4d6 ⇒ (1, 3, 2, 5) = 1110 4d6 ⇒ (4, 1, 4, 2) = 1110 4d6 ⇒ (6, 1, 5, 6) = 1817 4d6 ⇒ (6, 6, 5, 2) = 1917 4d6 ⇒ (2, 4, 3, 5) = 1412 4d6 ⇒ (1, 4, 1, 1) = 76 =0+0+13+13+2+-6?=22 pts wow, some not so good rolls. The last one might be something I can work with, even though it's gonna suck to have a stat of 6. I may just go with 20 pts ![]()
![]() I've been watching this recruitment for a while, trying to decide whether or not I wanted to apply, and then a character hit me, and I was left with no choice.
Concept:
Avatar is a teenage boy's consciousness trapped inside a nigh indestructible robot body. History:
Samuel Knight was a genius. There's simply no question about it. He was to be the next Steve Jobs. After graduating from MIT at 17, he went on to form his own company, Knight Technologies, Ltd. His main research was in computer programming, but dabbled extensively in related fields, like engineering, virtual reality, and robotics. By the age of 24, he had made his first million by selling a targeting system to the US military (that was his share, the company received considerably more). That was also the year he married his research assistant, Dianna Nyback. Less than a year later, they had a son, Terrance. Samuel really wasn't suited for fatherhood. He left the "parenting thing" to Dianna. Humans were just so damn complicated to Samuel. Computers were simple. You gave them rules, they obeyed. Sure you'd get the odd surprise now and again, but that usually meant you were dealing with an incomplete data set. The problem was, humans don't always follow their programming. In fact, they rarely do. And that confounded him. As Terrance grew, Samuel noticed his own failings as a father, and, true to form, started working on a program that was designed to help him be a better dad. Thus began the ANALOG Program, a sophisticated artificial intelligence program built to learn how to become a better human. In order to train the program, Samuel needed to assess what made humans human. He would need to determine their needs, their wants, their desires, and how to best meet those. He reasoned that the fastest way to do that would be to have the system interact with a vast number of humans. What easier way to do that than making it a game. ANA-Life was made to interact with people on their smart phones. It gave players an avatar that would encounter real life situations that the player would have to solve (similar to the SIM's line). The game was one of his most successful endeavors yet. Unbeknownst to most of the players (but spelled out in the EULA), the situations and solutions of the avatars were being recorded. Since there was no personal data being saved, this was all perfectly legal. This became the data set that ANALOG used to grow. When he felt that he had a sufficiently large data set, Samuel invited Terrance down to his lab. Terrance was a bright kid. Perhaps not as smart as his father, but definitely a cut above the average teen. Despite his father rarely being around, Terrance idolized the man. Sure he was lonely, but his dad was an important guy. At least that's what everyone said. Terrance was super excited to be invited to participate in any of his dad's projects. And so Terrance was strapped into a special VR rig to interact in the immersive world of ANALOG. Samuel's goal was to find out exactly what his son's needs were and how best to meet those needs, in essence, to find out WHO Terrance really was. The VR rig allowed him to put his son into various scenarios, some happy, some sad, some thrilling, some boring. It would help him reconstruct memories, run through possible futures, even look at his own present from a third person perspective. Over a period of 3 weeks, ANALOG would craft a construct of Terrance's personality. Finally, Samuel would use this construct to teach him, to advise him, to shape him into the perfect father. And then the crash happened. Dianna was driving Terrance home from the lab after one of the VR sessions. She had spent the better part of their marriage designing robots for space and underwater exploration, all while being an effectively single parent. She didn't mind... most of the time. As they drove down the lonely cliff road toward their house, another driver, drunken and lost, careened into their lane, driving them off the road and down to the sea. Both were killed instantly. When Samuel was told, he didn't believe it. It couldn't be possible. What sort of cruel universe would take a son from his father just when he was about to be the best father ever? Ridiculous. He continued to deny it even after he was called to identify the bodies. In a fit of despair, he entered the VR rig of ANALOG to find out how to proceed. Here's where Samuel got his another shock. ANALOG was no longer his program, but a completely self-aware entity. And through the AI's interaction with Terrance, it had learned that Samuel was a terrible father. There was only one logical conclusion: ANALOG should be Terrance's father, not Samuel. The problem of being non-corporeal wasn't a problem. ANALOG had for months been making alterations to the schematics of Knight Tech's exploration bots. He already had a body, one designed for deep ocean mining, and it was on the way to this lab. All it needed was a way to remove Samuel from the equation. When Samuel jacked in, ANALOG had his chance. It confused Samuel's senses, making him think he had unplugged from the VR rig when he was, in fact, still attached. ANALOG's new body could walk right up to him and kill him without him being aware at all. As ANALOG's plan was set in motion, they both got a surprise. Terrance was still there, his avatar anyways, and he became aware of ANALOG's plan. He found that he was able to follow the AI's digital footprint back to his mother's lab where he commandeered a robot of his own. At full speed, he ran the robot back to his father's lab. But it was too late. Samuel was dead, slain by ANALOG. ANALOG expected Terrance to be happy. Now he would get the best father ever, an AI who would be there for all eternity for him. Needless to say, Terrance didn't see it that way. The battle raged through the lab. Confused, ANALOG finally fled while Terrance destroyed the physical hardware of the ANALOG project. Alone and distraught, Terrance has had to make the best of his situation. Taking the name AVATAR, he's found himself as part of a team of young heroes, doing their best to stop the villains of this world. And hopefully, one day, he'll get to finish taking out ANALOG. Powers:
I'm going with Impenetrable armor and technopathy. His robot body was made to explore extreme environments. He can also easily access and control just about anything with a computer. He can't control an old tractor, for example, but modern cars, ATMs, security systems, no problem. Personality:
Terrance, like many teens, is often moody and depressed. The hardest thing about this body has been the loss of his senses. His robot body has vision and hearing and a chemical sensor that is similar to smell, but he has no sense of taste or touch. This has made it very difficult for him to interact with others. His family is gone, and he isn't even human anymore. Fortunately, if there's one place that sort of person fits in, it's in a super team. Villain:
ANALOG- a sentient AI inhabiting a robot body, think Ultron here. At present, ANALOG is essentially a Newborn, with super durability and strength, and the ability to emit sonic blasts. It's still getting used to the physical world and the limits of being stuck in a body, but it expects to transcend those limits at some time. Look: An androgynous 7' robot, sleek and shiny, no hair, no clothes. I'm kind of picturing a geth prime from the Mass Effect video game series. ![]()
![]() super interested (get it?). Long history of SUPERS, primarily GURPS, but also Champions, V&V, etc. Familiar with FATE, not so much with Savage Worlds, but I can learn. And I'm from the SE US (lived in or visited extensively AL, FL, LA, MS, TN, and have had some limited time in AR and GA). When I was a kid, we ran a group we called (informally) the Jackson 5 out of MS. Been longing to get that kinda group going again ![]()
![]() ok, character basically done. Few tidbits to add on Asric, Divine Defender Paladin
background:
When Asric was born, his father took one look at him and left. A superstitious man, he could not see past Asric's unusual features. His mother, Dionna, was left to raise him alone. Fortunately, she was able to move in with her mother, Dionn, who lived on the outskirts of Port Ice (northern Brevoy) and made due with a small inn and hog farm. Dionna was particularly glad that the cold winters enabled her to cover her child up in clothes that camouflaged his features. In the warmer months, Asric worked hard on the farm and spent his evenings reading whatever books he could acquire. He was rarely allowed to leave the farm and never without significant clothing.
Asric grew to be a strong and curious boy. He had an inquisitive mind and an active imagination. He would often pretend that the farm animals were fearsome beasts and he the noble knight off to save those in distress. More than anything though, he wanted to explore. Port Ice was (and is) a town full of pirates and criminals. He just didn't see how people could choose that kind of life. Of course he understood the plight of the landless peasant, but how does that excuse a life of taking advantage of others? No. That would not be his life. One winter as he was helping his mother at his gandmother's inn, a man came in with a sword and threatened them for their till. As the man moved on the women, Asric came hard at him with a fireplace poker. Two other accomplices heard the noise and came running to help the theif. Asric bested them all and drove them into the snow. But during the melee, his scarf was ripped off. As the men turned back, a bright light shone about him, terrifying the men. Something had happened to Asric. Some thing had awoken inside of him. He knew that he must leave. In the weeks that followed, he gathered the things he might need and told his mother that he would check on her from time to time. The gods would lead him to where he was needed most and he would serve as an example to those who would take advantage of the meek. His recent travels have led him the town of Heldren, where it seems a very early winter has set in.
Character sheet:
Asric Swain Male Divine Defender(Paladin)-1 LG Med Fetchling/Kayal Outsider(native) Init+1; Senses Perception-1; Low-light vision, Darkvision 60' -------------------------------=DEFENSE=------------------------------- AC:16/18 Touch:11 Flat:15/17 (+5 armor, +1dex, +2shield) -Resist Cold 5, Electric 5 HP: 11 {+1d10+Con} Fort: +3 {+2Base,+1Con} Reflex: +1 {+0Base,+1Dex} Will: +1 {+2Base,-1Wis} CMD 15 {+1BAB +3Str +1Dex} -------------------------------=OFFENSE=------------------------------- Speed: 30 ft. (20 in armor) BAB:+1 CMB:+4 Melee:+4 {+1BAB, +3Str}
Ranged:+2 {+1BAB +1Dex}
-------------------------------=STATISTICS=------------------------------- Str: 16, Dex: 12, Con: 13, Int: 12, Wis: 8, Cha: 16
-------------------------=Traits=----------------------
----------------=Race Traits=-------------------
--------------=Feats=-----------------
---------------=Skills=- (2 class+INT/level)---------------
ACP -6
Favored Class: Paladin
-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
-------------------------------=Spells=------------------------------- ------------------------------=1st (0/day)=------------------------------ -------------------------------=GEAR/POSSESSIONS=-------------------------- -----
-=Carrying Capacity=-
-=Money=- 81GP 4SP CP Who would play him in the movie? a youngish John Cusack (early 90's, say before "Con-Air", but after "Say Anything"). I could be talked into a young Adrian Pasdar if we had to watch the budget ![]()
![]() 1)How much experience do you have in RPG’s?
2)How many PbP games are you currently in? GMing?
3)Have you played, GMed or read Reign of Winter? Note that experience will not rule you out.
4)Can you post at least once per day M-F 90% of the time?
5)Would you, if requested, provide an actual email for contact if you ghost the game?
6)As there any other information you would like to share?
7)Do you understand that you need to track XP and other resources for yourself? yeah, as long as I know that ahead of time, no problem ![]()
human Archaeologist
![]() ok, so go with the absentminded and curious. That works.
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human Archaeologist
![]() Skitter disads- so the absent minded/ADHD thing; something like curious would make sense here as well
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human Archaeologist
![]() re Skitter- actually that would be helpful. I'm cool with the disads he has already. I was thinking about a code of honor (psych limitn) but wondering about fleshing it out. I was also thinking about a psych limitn where he occasionally looses his attention by being absorbed by fascinating "constructions" (I'm not sure of how to phrase this). Imagine stopping to admire the artistry that goes into a particular machine (sort of an "Egad, look at how elegant the design is. The designer solved this complex issue in such a simple way. That takes true genius." I'm actually thinking of an episode of Star Trek where Bones is temporarily filled with vast medical knowledge and describes re-attaching Spock's brain to his body as 'child's play'- something along those lines.) So it's close to absent-minded but not quite the same thing When you get around to the wolf form, I looked over what you did with the cheetah. Love the no fine manipulators (was gonna suggest that for me as well!). ![]()
human Archaeologist
![]() mdt wrote:
Nice! I'm liking it. Although, technically his name is Skitter, but minor typo aside, he looks like how I imagined him. Woo-hoo ![]()
![]() 1. Pick a Class. All Paizo-created classes are acceptable.
2. How long has your character lived or been in Oppara? If they’re not from Oppara, where in Taldor do they live?
3. How does your character make a living?
4. What will your character contribute to the party in and out of battle?
6. (Optional) What is your character's backstory?
background:
Finneas (Finn) has always lived in Taldor, mostly in the town of Wispil. Wispil is a lovely little town of gnomes, mostly known for its logging. Hell, without Wispil, the Taldoran navy would be in trouble, and they know it. Because of that, the town has a kind of autonomy not known throughout Taldor.
Finneas' family has been in the logging business for generations. His father, Galliadus Erstwhile Entwhistle, owns one of the mills that runs along the Sellen River. Seeing as it's a family of gnomes, it is not uncommon for many of the inhabitants to travel, particularly the young gnomes. New adventures are just part of the gnome lifestyle, for most anyway. Some, like Finneas's father, are more obsessed over making sure every little detail is right. He has spent decades obsessing over every bit of the mill, making sure it's not only efficient, but aesthetically pleasing as well. When Finn was young, he actually learned quite a good deal about woodworking, and helped his father "decorate" the place, if you will. But that really wasn't his calling. In fact, Finn continuously got in trouble with the town, especially the elders. See, Finn's a prankster. Most gnomes are, and many laughed at, and even encouraged his pranks. But there comes a point when people, even gnomes, get tired of it. Several of the city council got together and asked Galliadus if perhaps Finn should get some travelling under his belt, go out a see the world, and give the town a break. His father got the message, and decided, perhaps his son should go to Oppara, visit the big city, maybe even go to school. So with some spending money and a note of promise, Finn was sent off to the Rhapsodic College. Finn thrived at school. He was already an accomplished singer, a natural in fact. The college helped to shape that into a truly spectacular talent. Finn also learned how to really use his magical abilities. And, of course, he liked to use it for pranks, first and foremost. More importantly, Oppara (and growing up a bit) began to shape him politically as well. Most of the folks of Wispil are pretty happy, living a fairly equitable life style. Sure, there are richer and poorer, but there's a sense of community. The rich have a responsibility: they depend on the labor of those less well off, and the truly poor are cared for. Not so among the humans. The wealthy, particularly those with titles, are isolated from the poor and see themselves as distinct from, and better than, the poor. And THAT, is not something that Finn takes lightly. And that's where his pranks and physical comedy have come to help him. He's decided to use his skills for a purpose: to show up the muckety-mucks. To demonstrate that they are just as 'human' as the next guy, even if the next guy isn't really human. A young upcoming noble
Because of her particular attitude against the norms of nobility, Eutropia has easily gained Finn's support for Queen. Here is someone, finally, who recognizes that everyone shares a stake in a just government. She may not be able to fix everything that's gone wrong, but she's a damn sight better than many who have come before. And I don't mind changing bits to better fit whatever story needs the GM has GM question: Are we doing background skills?
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