Chain Mauler

RonetheSlayer's page

Organized Play Member. 30 posts (38 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 4 aliases.


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I am sorry that I haven't been on, but I must withdraw from this. I am excited about this rp, but I'm having problems with my living situation atm, which means I pretty much won't have internet until i figure something else out, and I would just slow everything down. Seriously, it sucks, cuz im sure this is gonna be epic. Yal have fun, and don't mock the Lords of the Underdark!

Cya space cowboys.

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This is postponed until I work out some living arrangement issues I'm dealing with. Sry.

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1 person marked this as a favorite.

Dot

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@Rynjin Love both of those. I understand your hesitance, my system will be simple AND relevant to LOZ. Pathfinder and even GURPS just don't do what I want them to do, without changing the mechanics to the point that it might as well be a new system. GURPS doesn't suffer from this problem as much as PF, but it still doesnt satisfy me enough. After you see the system, if you don't like it, cool. Hopefully everyone will like it though.

Dko Hmm, let me know if it turns out not to be your work's system. And thats fine, as this Haiku wisely states:

Sampling of the broth,
Essential to the noodle.
Lest the two cross blades.

Now, that has absolutely no relevance to what you said, or relevance to anything really, but its make me chuckle. Also, Haikus are funny.

Also, to clarify to everyone:
1) The twili are not available as a playable race for story reasons, which will be apparent later on. I was originally gonna have them available, because I really love the twili, but changed my mind.

2) The gerudo were conquered long ago by a coalition of races, who had grown utterly weary of their warmongering, greedy, assassinating ways. When it became clear that they would never change, and would repeatedly bow to the ambitious wills of their kings no matter the outcome, the gerudo were dispersed throughout the lands, their empire taken from them as punishment for their selfishness. Male gerudo were taken at birth, and either hidden away, or killed. The result was that the gerudo women had to mate with other races (primarily hylians), on order to continue their species at all.
Six hundred years later, the result is as my description of the Gerudan Hylian; Hylians with remnant gerudan traits. Pure blooded Gerudan haven't been seen for a couple centuries, and are still considered illegal births. Nevertheless, there may still be a pure blood (or pure bloods) out there, but they simply would be too distinct, and would face severe discrimination and certainly imprisonment/death wheverer they would go.

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I totally wasn't gonna put these up for a while, but I want to see what yal think, and who is interested in what. These aren't complete profiles, just brief and general descriptions. Each race and sub-race has it's own attributes, unique abilities, and available classes, but I'll get those up at a later time. Just FYI, there will be only one Shiekah and one Skull Kid PC. If you are interested in playing one of those races, PM me, and we will talk more about it.

If you have a question about a race, feel free to ask, but ask specific questions please (strengths, weaknesses, special abilites, etc). When the time comes, I will hold auditions, and select the players whose styles I think fit best. After that, I will have the selected players roll to decide who has first pick of the races, if necessary. I would like not to have to leave anyone out, but I gotta be realistic and fair.

Each race has the pure race, then sub-species listed afterward. Everything on this list is subject to change. And I might be adding more races or subspecies. There are subspecies out there that I have kept off this list. If you have any ideas for another race (not a subspecies) that I have left out, feel free to say something. And no, no moblins lol.

Also, yal tell me if this link is working:
World Map
If not, let meh know, or please offer assistance.
BTW, there are no guns, most you will find are bombs and cannons.
Also, If you have a question about the map, shoot, I'll answer. It's not fully filled out, I have another copy that is mostly filled out, but thats for meh.

Hylian: Standard Hylian. Most common race. Skilled in whatever task they deem worthy of completion. They favor balance in all things. Hylian footsoldiers are considered to be the most conditioned and disciplined fighting force in the entire Kingdom, and Hylian merchants oftentimes are the most profitable.

Gerudan: Hylians who bear some of the traits of their extinct ancestors, the Gerudo. Darker skinned, favoring red hair and almond shaped eyes, they tend to be more agile and are considered some the best horsemasters in the land.
Highlander: Hylians who inhabit the chilly steppes of the innerlands. Somewhat taller and beefier than their cosmoplolitan cousins, if a little less tech-savy, prefering simpler ways. They are famed for their skill with large weapons.

Follman: Hylians who have settled the rolling plains of the Folllands. They are excellent archers and hunters, and are considered by many to be equals, if not superiors, to the Gerudan in the art of Horsemanship. They also share the Highlander's appreciation for the simpler pleasures in life.

Rover: Hylians who have, for generations, taken to life on the road. They travel the lands in family groups, called bands, as merchants, entertainers, fortune tellers, and everything in between. Money-savvy, smooth talking and generally light hearted to a fault, Rovers often get a bad name, never passing a chance at a quick profit, so long as such endeavors don't hurt anyone.

Goron: Large, tough, and generally peaceful, Gorons inhabit the mountains throughout Hyrule, though they are generally found up north. Gorons are very mellow people, welcoming the company of travelers, particularly Rovers. They enjoy strong drinks, especially lavabombs, a mixture of energizing herbs and bombflower extracts. They are highly skilled smiths, and their vast cities in the northern mountains are said to be more magnificent that even Hyrule Castle itself.
Marsh: Gorons who have settled the marshy lands of the Deepbog. Over time, they have evolved to show more amphibious traits, such as greenish-gray skin, softer hides, finned hands and feet, and a crocodile-like tail for propelling them through the murky waters. These gorons are not as welcoming as their pureblooded cousins, and are willing to help outsiders, as long as they leave their lands as soon as possible. The only other races they show any sort of warmness too are water-dwelling Zora and the Bog-walker Deku. They are mortal enemies of the Swamp Mwellret, and have been at war with them for centuries.

Snow: Goron who have inhabited the snow covered mountains around the Zoranos Sea, and even the border mountains of the Frozen Wastes. They are even tougher and bigger than their pureblooded cousins, but have evolved to move slower and think less, to conserve energy. Their warriors are regarded as indomitable, unrelenting, and unkillable in heavy armor. Other than the Snowrunner Zora, they are the only known source of coldiron.

Zora: Amphibious water dwellers, the Zora are an elegant, but fierce people. Considered honorable to a fault and stout upholders of tradition. They are an highly intelligent people, pioneering both the arts and technology, particularly steam. They are lethe and agile, with light builds and smooth skin. They are found throughout Hyrule, in the lakes, rivers, and all along the coastlines.

Snowrunner: Zora who inhabit the snowy islands and borders of the frozen wastes and have evolved to survive such environments. Despite their inhospitable environment, they are much more laid back than their pureblooded cousins, enjoying snowboarding in the mountains and other extreme pass times, even cliff jumping. Their skin is tougher and they tend to be stronger than their cousins, at the cost of shorter attention spans and less graceful forms. They also generally despise studying and bookwork.
Dunerunner: Zora who inhabit the sandy dunes between the desolate sea and the south Opyn jungle. Originally immigrant zora living in the jungle river, overtime they have developed less sensitive skin, and have ventured into the dunes, and discovered a fondness of sand surfing. Cleverer than their snowrunner cousins, yet not as focused as a their pureblooded kin, they strike a nice balance between the two, though they still goof off more often than not.

Kokiri: The "forever children" who almost exclusively inhabit the Kokiir forest, not often leaving their peaceful woods. They are peaceloving, artistic, kind-natured creatures who offer aid to anyone, so long as they don't seem too dangerous. Even if help is offered though, they will never show outsiders the way to their villages, which can only be found through special magical means. Kokiri revere Farore, and consider all natural life sacred.

Oldroot: Kokiri who have retreated into the lost woods, seeking solitude and peace, so as to be closer to nature, and farther from the annoyances of the other races. Over time, they have adopted plantlike traits, and have become masters of nature magic. They worship Farore and her sub-deities, believing themselves to be her chosen people. They rarely reveal themselves to outsiders, even other Kokiri, unless the outsider is in dire need of help. Even then, they oftentimes stun or put to sleep the person in need, and transport them outside their territory, maybe to a kokiri village.

Feralblood: Kokiri who, like their Oldroot cousins, have retreated east, to lessen their interactions with other races. And like the Oldroot Kokiri, they have evolved, but differently. Feralblood Kokiri have adopted the traits of different animals, from wolves to squirrels to spiders to insect, no one truly knows how many variety their are. As a result, they have developed less intellect, living like the animals they imitate, but at a variety of increases. Though still capable of rational thought and complex emotions, they speak simply and curtly, and are prone to aggressive actions.

Deku: A plant-like race of creatures, Deku have bark-like hides, stubby limbs, and snout-like mouths. They vary in temperament, from curious and sweet, to mischievous and mean-spirited. They enjoy playing games, and love meeting travelers, whether with good intention or bad. The nicer Deku sometimes become traders and merchants, roaming throughout all the eastern woods except for the fellwoods, and some even going out into the rest of Hyrule. They are skilled at hiding and nature magic, but have weak frames and are somewhat uncoordinated.
Bogwalker: Deku who have inhabited the marshes of the Deepbog, evolving to survive more comfortably in their environment. They aren't as varied in temperament as their pure blood cousins, tending to be more nasty-natured. They like luring travelers off the trail markers, not caring if this results in the traveler's demise. They are good friends with the Marsh Gorons, though they differ in attitudes, and find it funny when the gorons come to the aid of someone they've gotten lost. They hate and fear the Mrellwret, who savor the taste of Bogwalkers.
Snowkid:Deku who live in the frozen wastes of the north. They are highly secretive, communicating with none of the other races, preferring their solitude in the snow. Not much is known about them.
Wastechild:Deku who have evolved to live in the deep wastes of the Desolate wastes, the only race to have done so. Like their Snowchild cousins, they are secretive and unnapproachable, rarely offering assistance to outsiders.

Rito: A avian species who inhabit the coastal islands and rocky cliffs scattered along the western border of the Glamryg Mountains. They are peaceful and artistic, sharing a strong connection with their Zora neighbors. They are a mercantile people as well, and have several ports along the western coasts. They get along well with the mountain dwelling Goron as well. They despise the Mrellwret, who are fond of stealing their people for food and slaves.
Tropical: Rito who inhabit the Opyn jungles, as well as a few islands along the southern coasts. They are master sailors and merchants. Their colors differ than those of their cousins, often displaying vibrant colors and beautiful designs.
Shryyk: Rito who live in the highest peaks of the mountains across Hyrule. They are fiece and warlike, with wiry, lethe bodies and wicked beaks and talons. Though not evil, they are callous and unfriendly, and are prone to outright turn travelers away, with a warning of what will happen should they return. Shryyk alone are the one race the Mwrellret fear, due to the Shryyk's murderous hatred of them, and skill at killing the Mwrellret.

Shiekah:The origin of this mysterious race is unknown. Many historians agree on one fact though: The Shiekah's appearance happened slowly, practically unnoticed. They subtlety appeared out of the shadow of the rising Hylians. They appear benevolent, despite being extremely secretive. Some serve the Royal Family as house guards or spies, others wander the land, healing and teaching, never asking for pay. Others still can be found creeping amoungst the underworld of society, their motives their own business. Though they don't appear to have a homeland of their own, rumors say that they oftentimes travel east, as if towards some gathering.

Skull Kid: Possibly the strangest and least studied race of Hyrule, Skull Kids are tricksters who live throughout the entire eastern forests. They enjoy playing games, sometimes at the other participants' expense. They also love to play music, and will often times make deals in exchange for learning a new song. They are innately magical and stealthy. No one truly knows where they come from, but the Kokori will say that whenever a child dies in the lost woods, they become a Skull Kid.

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@Chadius Nah, you haven't been slacking. Like I said, I really haven't played the older games at all. Well, maybe we are slackers. Regardless, glad to have ya.

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@ Mysterious NPC Im new to Paizo pbp (like three weeks new), but ive played pbp on other sites, particularly Valucre. Like i said in the intro though, Iv'e DMed soooo many different rps. In fact, I do believe I've DMed more than I've played. Anyway, glad to have you on board.

@Pancakes Glad to have ya on.

@Javell DeLeon Lol Thanks.

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@Dko I like ur attitude lol, the world of Hyrule always seemed so full of possibilities to me. I always wondered what other adventurers arose to become heroes in their own right. As far as the setting I will say this: I think it will feel most akin to Ocarina of Time and Twilight Princess.

I will be getting the system overview posted within the next few days. Included will be playable races (and their respective varieties), jobs (essentially classes), perks (like feats, except with larger impacts), and some example battles, to show how they all tie together.

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Question: How do i have an image show in the post?

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Sigh, nvm! Cant get it to work, I don't wanna use it anyway.

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it worked for me . . .teach me oh wise one lol

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Not the pertiest, but it'll do pig.

http://i962.photobucket.com/albums/ae101/Sarahnjeffrey/WorldMap_zps10527565 .png

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http://zeldad20.wordpress.com/introduction/

Also, Im considering using this, if I decided im not satisfied with my system. There are things me no likey about that one though, but overall its a pretty cool conversion.

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Meh own of course. Hope that doesnt scare anyone off. It won't be freeform (my meaning being that you don't roll or anything, you just do whatever you want and succeed or fail if you wish), but it won't be a strict system either. You will state what it is your wanting to do (which can be multiple actions, depending on the situation), then roll for the action(s) using any relevant modifiers. It will be familiar to probably everyone here.

From what I can tell, the Dungeon World system is very close to what we will be using. Ill put an outline sometime today hopefully, depending on how frantic things get, being christmas eve and all.

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I think I'm supposed to post this here?
Hey there everyone,
Firstly, I have been a zelda fan since OOT came out. Being eight years old at the time, it was the gust that ignited my kindling imagination. Very few worlds can shake my soul like The Legend of Zelda. Iv'e toyed around with the notion of a roleplay for years, and I think I finally cannot smother this desire anymore. Just FYI, Ive played Ocarina of Time, Majora's mask, Four Swords, Wind waker, Oracle of Ages, Twilight Princess, currently playing Minish Cap. Im familiar with the older games, but I haven't played them.

Im wondering if anyone else shares this desire. And yes, I know Zelda is irrelevent to pathfinder, but frankly, I don't know any other sites with this level of activity. Other than Valucre, which I will try this there if there isn't enough interest here.

I have a homebrew plot in mind, and normally would be open to discussing plot ideas. This time though, I am not. I want the players to experience the world as it comes. Link never knows jack s!$% about what lies in wait for him on his adventures, and neither should the players. I will take input/ideas regarding your race, once it is decided.
Also, don't start telling me what you want to be yet please. Though there will be a large variety of racial and class roles, there will be only one player for certain options. So once I have enough interested people, I'll choose a number of them (not sure how many I want to do yet, anywhere between 4-8).

Really, all I want to know at this point is who is interested, what your fav zelda game is, and which ones you have played. You don't have to be an absolute die-hard fan, but at the very least you need to have played some of the games, and be familiar with the general themes of the various worlds of Hyrule.

This will be my first time DMing a Play-by-Post RP, but Iv'e DMed probally a hundred others, from face to face, to chatroom, so Im not inexperienced. Im not the most skilled with the formatting text part of forum rping, but I'm learning, and not too proud to ask for help like a nub.

Ive got a whole lot more to set up, so we wouldnt be starting til (possibly) close to the 1st of Febuary, but if you bear with me, I promise to take you on a true Hyrule adventure.

Look foward to hearing from yal.

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I have moved this to the recruitment, as I should have put it there to begin with. Oops.

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First off, I'm not sure if this is the appropriate place to post this. If not, my bad, but I think we'll all be just ok.

I have been a zelda fan since OOT came out. Being eight years old at the time, it was the gust that ignited my kindling imagination. Very few worlds can shake my soul like The Legend of Zelda. Iv'e toyed around with the notion of a roleplay for years, and I think I finally cannot smother this desire anymore.

Im wondering if anyone else shares this desire. And yes, I know Zelda is irrelevent to pathfinder, but frankly, I don't know any other sites with this level of activity. There are Zelda forums out there, but something tells me I will be subjected to the criticisms lore-sticklers, know-it-alls, and generally annoying people (judging by the roleplaying styles i read on the forums).

I have a homebrew plot in mind, and normally would be open to discussing plot ideas. This time though, I am not. I want the players to experience the world as it comes. Link never knows jack shit about what lies in wait for him on his adventures, and neither should the players.

Really, all I want to know at this point is who is interested. You don't have to be an absolute die-hard fan, but at the very least you need to have played some of the games, and be familiar with the general themes of the world of Hyrule.

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@Hotaru & Frogfoot: Thanks, I like the channeller alot, especially how the channeling of magic scars or further damages his body; I'm a huge fan of magic with a cost. The magic Aegis can do isn't something learned, it's innate for him. Im thinking a culmination of his distant merfolk and Svartálfar heritage grant him a limited scope of magical ability.

But Aegis is first and foremost a man of the sea. He has been a pirate or raider at times, a trader and professional sailor other times. It wasn't until later in his life, let's say mid thirties, that he began to revere the Fathom Lords. The more he learned about them, the more he began to believe, and the more he grew to respect their power over his life. Unknown to him, his Svartálfar ancestry also naturally draws him to The Fathom Lords, who were created by Svartálfar black magic.

@DM Mogthrasir: The above being stated, Aegis is primarily a melee combatant. He has fought with steel his whole life, not magic. Even if all I can do is catrip-like magics, that is fine. That is something for me to work towards. Being new to DW, is there anyway you and I can work out something for my class that reflects these traits? I'm not trying to be difficult, I promise.

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@hotaru Indeed, that sounds pretty good. Could you perchance direct meh towards some info on the channeler , I'm having problems finding it. Also, if you were thinking of making a channeler, u go right ahead and do so. The arcane aspect of Aegir can be something I expand on later in the game. I was wanting to definitely have a martial\skill focus for him to begin with anyway.His reverence for the Fathom Lords (another name I'm toying with) is something more for flavor. Mayhaps he dabbles in magic later on, perhaps being taught by one of the magic users in the group?

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@nohwear Thanks, I woke up and made some crazy tea stuff. It had like mint, lemon, thyme, and cinnamon i think. Worked real well.

A problem Ive run into though is choosing Aegir's class. In my mind's eye, I am seeing Aegir running along the length of the ship, fighting off boarders with his axe, and knocking them off the sides of the ship with torrents of seawater. Something along the lines of Battlemage, except he is drawing on the blessings of the Lords of the Deepdark. Which may make him more like a cleric, yet at the same time, he isn't gonna be healing anyone. Some "blessings" that I'm seeing him use are things like causing sudden waves to bash against enemy ships, gouts of water, stirring up strong gusts to carry the ship faster in times of pursuit, predicting storms, and even communing with sea monsters.

Also, I would like ur opinion on Aegir's religion. They don't have an official name, being something from distant mythology (in game). Im drawing very lightly from actual scandinavian history. In Norse mythology, Rán (Old Norse "sea" or "robber") is a sea goddess. According to tales from the period, she is married to Ægir (the king of the ocean, essentially Posiedon) and they have nine daughters together. This is where I spin things:

Rán proved herself unfaithful to her husband, by laying with his hated nemesis, the sorceror prince Loki, who loved her. As punishment, Ægir forced Rán to continue laying with Loki, until he was so far in love with her, he could not bear to lose her. When the time came, Ægir forced Rán to break Loki's heart. In return, Loki used forbidden Svartálfar (dark elf) black magic to curse Rán's nine daughters, turning them into cold hearted, souless monsters. Ægir, disgusted with what his daughters had become, yet unable to help or destroy them due to the black magics upon them, sent them to the deepest recesses of his domain, far far below the surface of the ocean.

The nine daughters, utterly transformed beyond gender, are much alike what we depict as krakenesque beasts. Each one is different in appearance, and each has a different domain over an aspect of the ocean. They are indeed very powerful, and beyond the control of any god or deity, aside from maybe the Svartálfar, the Dark Elves, who "supposedly" were wiped out by the prime gods thousands of years ago, though remnants of their power remain in the world, from underwater ruins, to onyx obelisks scattered across the land.

Anyway, the Nine Lords of the Deepdark, since the absence of the gods, reign supreme over the sea. They don't attack every ship, or every harbor, who doesnt pay them tribute or anything like that. But those sailors who spend enough time at sea, oftentimes come to revere them, and pay them tribute in various forms, so that they would grant them safe passage, and protect their vessel from weather and monsters.

Let meh know what you think, and also if you wanna expand on the Svartálfar any, lore-wise.

Or if you guys don't think Aegir fits into the whole theme of things, say so, and I might just go with Prottigr.

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Even though I like the idea of Prottigr Stein, I decided to go with Aegir Ulfir.

Name and Playbook: Aegir Ulfir and Fighter or Cleric

Bloodmix: Full-blooded human OR distant merfolk relation

Background:
Aegir Ulfir is an experienced sailor with a secretive past. Aegir is comfortable aboard the deck of a ship, and agile enough to prove himself an essential member of any crew. He is knowledge about shipbuilding, navigation, astronomy, naval strategy, and reading signs of weather.

In combat, Aegir is a focused and fierce combatant, never allowing himself to get seperated or surrounded, yet willing to throw himself in front of a wounded ally, screaming defiantly as he defends his friend. Weilding a long handled, single edge axe, Aegir also has two to four throwing axes (if the DM allows).

Aegir has a dark secret. Though his exterior attitude suggests that he considers all mysticism to be a joke, Aegir reveres the Lords of the Deepdark, sometimes called the Morkoth, othertimes called The Octopus Lords. They are aren't gods, or deities even. They are a mythical race of creatures, appearing only few times throughout history. The dreaded kraken is a direct result of their rare appearance on the surface waters, usually to punish a society that has insulted them, or simply to claim a ship whose captian has mocked their power. Believers of the Lords of the Deepdark are rare, and almost exclusively sailors.

This "religion" doesn't have to play any part in the story, in fact, it could just be complete bologna in the game fiction. Nevertheless, Aegir will perform his rites, and make his offerings, guaranteeing safe passage for the party and their ship.

Heres a good reference picture for Aegir Ulfir.
https://s-media-cache-ak0.pinimg.com/236x/30/66/9e/30669e5c54067ca825d080e0 c3b6b42c.jpg

Why is be with the group? Aegir is a seaman through and through. He seeks to find a true home at sea, onboard a powerful ship, with a crew of true companions. Though he has left the pirate life behind him, he is still vulnerable to the trappings of his past: greed for riches, lust for freedom, etc. I'll come up with something deeper while im resting.

I would like to throw some ideas around with you guys, but I have the flu atm, and barely managed to get this stuff posted. When I am feeling better, I'll get on and try to contribute to world building some more.

And i'm sorry i keep double posting, my browser keeps going screwy on me. I can't explain how it happens.

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I didnt mean to post that previous comment at the time, I had started the post, then fell asleep. Just realized that it posted. Im putting my complete comment in the discussion page.

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Okay, Ive a mind to play a burly fighter named Prottigr Stein, Old Norse for "Mighty Stone." He's big, somewhat overweight, a little filthy, ruddy cheeked, boisterous and lighthearted. He is approx 35 years old. He wields a massive warhammer that has the (Huge: Messy and forceful) enhancement. He drinks heavy, and beds heavier. Unflinching in combat, Prottigr spent a few years in his youth as a raider, pilaging and murdering all along the coasts. He left that life behind though, to become a mercenary, and has never turned back.

This is a good reference picture for Prottigr
http://fc03.deviantart.net/fs71/f/2013/320/0/d/0d483d41d82168a77b7fb83eaa2c 7ffb-d6uhmt8.jpg

Prottigr will be purely an all out melee character. Never taking the time to master let alone learn any other skills, besides bashing people with his hammer, and consuming alarming levels of ale. Of legendary strength and constitution, Prottigr is litterly like a rock, running through and over enemies, taking blow after blow, and laughing like a maniac throughout. What he excels in strength and toughness, he lacks in speed and agility. I will assume throughout that 8 out of 10 enemies I encounter are faster than Prottigr.

Nor is Protigr of impressive intellect. Barely able to read and write, preferring to let his hammer do the talking. Some people have jokingly teased Prottigr that he must have some giant blood in him. Shrugging at the thought, Prottigr secretly enjoys the idea, and has even passively encouraged the rumor.

My other idea for a character is Aegir Ulfir, an experienced sailor with a secretive past. His name means Sea-Wolf, and any character with knowledge of law and/or local may recognize the name

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THIS. IS. MY. SHIT.
I have to go to bed right now, got work in six hours, but this sounds awesome. All of the 6 truths are prime. Love the vibes im getting from it. A myriad of ideas are bouncing around in meh mind, When i get home today, I will be on to bounce setting and character ideas with yal.

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THIS. IS. MY. SHIT.
I have to go to bed right now, got work in six hours, but this sounds awesome. All of the 6 truths are prime. Love the vibes im getting from it. A myriad of ideas are bouncing around in meh mind, When i get home today, I will be on to bounce setting and character ideas with yal.

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so . . . how is everyone? BTW, how do the tables work? Like do they represent two alternate realities, or are both tables in the same world together?

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I am very interested, I will be getting on in an hour or so to read over the design document and pitch a character.

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I hate breaking the discussion with unrelated questions, but as I'm new at this: how do I make a character page like Kenna Breac's, and how do I do the "crunch" thing? I'm sure the answers will make me feel dumb, but hell I gotta ask cuz I can't seem to figure it out. Thanks beforehand.

lol nvm about the character page, figured it out literrally three seconds after asking, still don't know about the crunch thing

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Name: Morgwyr
Race: Half-Orc

Role Bonus Intimidating prowess

Eventual Class Fighter

Trait 1: Resilient
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Trait 2: Chip on the Shoulder
When someone pushes you, you push back.
Whenever a creature fails an Intimidate check against you, you gain a +2 trait bonus on your next Intimidate check against that creature and Intimidate is a class skill for you.

Drawback: Unlearned
You have always had difficulty learning and retaining information, and know very little about the world beyond the obvious and what pertains to your profession.
Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Feats
Improved Initiative
Your quick reflexes allow you to react rapidly to danger.
You get a +4 bonus on initiative checks.

Attributes(I used the 27 point purchase)
Strength 18 Racial Bonus +2 included
Dexterity 14
Constitution 16
Intelligence 7
Wisdom 10
Charisma 14

ARMOR
Chainmail Armor+6, MaxDex+2, ArmorCheck-5, Weight 40lbs, Cost 150gp

WEAPONS
Greataxe Dmg 1d12, Weight 12lbs, Cost 20gp
Flail Dmg 1d8, Special (Disarm, Trip), Weight 5lbs, Cost 8gp
Throwing Axe (2) Dmg 1d6, Range 20ft, Weight 2lbs(4), Cost 8gp
Total Cost & Weight of Weapons:36gp 21lbs

COMBAT STATISTICS

Equipment
Sunrod(3) Cost 2 gp. Weight 1lb.
Whetstone Cost 2 cp. Weight 1lb.
Torch(3) Cost 2 cp. Weight 1lb.
Rope, hemp (50 ft.) Cost 1 gp. Weight 10 lbs.
Ration, Trail(6) Cost 5 sp. Weight 1lb.
Backpack Cost 2 gp. 2 lbs.
Bedroll Cost 1 sp. Weight 5 lbs.
Furs Weight 12 gp. Weight 5 lbs.
Total Cost & Weight of Equipment: 21gp, 31sp, 5cp, 35lbs

@Rorek55 Before I make my combat statistics (AC, SAVES, CMD, etc), is everything Ive chosen so far approved/correct?

The Exchange

This sounds great, I love starting a character from a lowly status. Here goes then:

Name: Bremen Coswind
Race: Half-Orc
Role: Tavern Bouncer

Like Kenna Breac, Bremen was raised in the nearby orphanage. Bremen doesn't remember what happened to his parents, just . . . foggy memories. He knows he had a mother, and a father. He remembers many other faces, people he knew, like family or friends. He remembers a life on the road, living in the caravans. Then, he remembers waking up to screams . . . and fire. Fire everywhere. He remembers his mother waking him, yelling at him to run. So he ran. He ran and ran until he was so exhausted he was stumbling along. He mistepped, and fell down a short hill, bashing his head on a rock at the bottom, and falling unconscious.

Luckily for Bremen, he landed a dozen feet from a road, where a group of traveling merchants found him, and took him to a nearby village, Rundown. Not knowing what else to do with him, the mayor at the time sent him to the nearby orphanage, where he lived until he turned fourteen, and the orphanage simply couldn't afford to feed him.

Bremen found it difficult to find work, given his tendency to quick temper, and his slightly limited intellect, a result of the injury he took to the head. One night though, he was staying at the tavern, paying his way performing menial labor, when a passing group of poachers stopped by for the night. They got very pushy with the other patrons, and refused to leave when asked, going so far as to make crude threats towards Kenna, who Bremen had known from the orphanage. Bremen . . . lost his temper, and "ejected" the vermin from the tavern. He was immediately offered the job as a bouncer, and has been living happily since.