Sufestra

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I'm still up for doing a spin-off, but I do have to take RL obligations into consideration. The posting rate would likely be two-three times a week. It's far from ideal, but that's what I have.


Haven't looked at unchained yet, but lord knows the rogue needs some love. Is any of the stuff up on the SRD?

But the multiclassing variant seems kind of cool. Especially since power attack barbarian is more or less a 1 feat build. I wonder what a VMC from druid gets? For pure flavor, if she can turn into an angry sarkorian bear-spirit when she rages... [/drool]

Or maybe I just go ahead with the beast totem and SAY she turns into an angry sarkorian bear-spirit when she rages.

Which is sort of what the totem represents. Sigh.


OK, I lied about all that stuff where I get a new thread up, because the local con just gave me the thumbs up to run the games I wanted to run for them. Sadly, they only left about 36 hours between giving the thumbs up and actually sitting down at the table, so my spin-off is on hold til next week.


@ Tenro, I completely understand. That's why I wanted to test the waters first. If you should change your mind and want to cross over to the dark side, just come on over.

@ Deiros, statting the house is easy, writing the history was where there was a tepid response.

Looks like Deiros, Daniel and Derz are on board. So many Ds. I've got traffic court today, which'll give me plenty of time to think up a opening. Then work tonight, so it'll probably be tomorrow before I get the new thread up.


@ Deiros: Good question. It's quicker for me to bang one out on my own, but you guys will be less involved.

When BK did House Ghaele, it didn't seem like there was a ton of interest, so if people want to write a chunk of history for House Hollis, we'll figure it out. Otherwise, I'll present a semi complete house in a day or two.

When thinking about characters and connections, lets remember all the good work BK did developing those other neighboring houses.


So I really don't want this game to die. But it seems like that happens a lot on these forums.

So this is my thought. As BK and I had started talking about a tandem game, I can start a new thread. Working off of Daniel's excellent maps, I'll create the house that lives just east of the Ghaele's. They'll be along the river road between Casterly Rock and Golden Tooth, and they'll control the headwaters of that little river.

You would all make new characters that would fit into the new house and we would set up a whole new game to run parallel to BK's if she ever returns. BK would be able to enter the new game when/if she rejoins us, and House Ghaele would go ahead as planned.

So first of all, I guess, is anyone up for this?

So, I seem to have developed a tick where I start almost every paragraph with "So". I'll try to stop doing that.


Been over a month since the GM posted. He's got pretty serious family stuff going on, so it looks like a dead thread.


I'm in... I'm thinking Favored Soul or maybe a vanilla sorcerer.

trinket: 1d100 ⇒ 16

Will post further when I have my PHB handy.


I'm all for Sandbox, GM. It does get messy sometimes, but that's kind of the fun.

Point 4 was not knowing what was going on metagamewise re: possible reset, not in terms of what our characters are doing.


I'm not lost, I'm ... biding my time, I guess.
When I came in, there was a fight that was kind of over before it began, and then we set off to the next thing and stalled.
And that's not a complaint, that's what happens when you hop a moving train.
I don't have much invested in this game yet, so I haven't really wanted to try to influence the decision we're all making here.

But because I'm a sucker for bullet points, I'm going to respond to Atlas.

1. We might lose: Always a possibility.

2. This is an important question. I'm puzzled, though, because I was under the impression that taking out the gang was the first step towards taking down the V'Sori. If it's not, we should figure out what is, and do that.

3. See 1.

4. Post rate is down because we don't know what's going on. Is it game over? Reset? Or are we going to play the hand and see what happens?

As far as I understand the options, we can
1. go ahead with our plan A that we've been told is going to end horribly
2. figure out a plan B that isn't going to end horribly
3. grow old

Ordinarily, I'd vote for 2, but we don't seem to have the information we need to figure out a plan B. So I guess I'd take 1 over 3.


OOPS!!! ... Status was meant to be 2 with no B. That's what I get for copy/pasting Maester Lucen.


1d20 ⇒ 13


How post is our post-apocalypse? Did it all fall apart last year? ten years ago? thirty?

I ask for background creation purposes only, and if you already said this somewhere, I'm sorry.


Figuring out the system as best I can. It's tricky because it's similar enough to what I'm used to that I keep making assumptions I shouldn't. So instead of beating my brains out, I'm going to just go with what I have and ask for people who get it to help.

character:

Strength 11
Dexterity 16
Constitution 15
Intelligence 10
Wisdom 12
Charisma 14

Martial
hps 35?
Reflex 14? (+1 lvl +3 dex)
Fort 13? (+1 lvl +2 con)
Will 11 (+1 lvl)

Skills:
Survival +5
Perception +5
Stealth +7
Sense Motive +5
Diplomacy +6

Feats:
Point Blank Shot
Precise Shot
Weapon Finesse


This is the book that I have, and I don't particularly know how different it is from the other. The other book says "revised and updated" so I imagine it's reasonably close.

So when it comes time to build my character, I expect there will be some places where I'm off.

As for my age, I was ball-parking her in her late 20s, but to pin it down, how long ago did Tyra come back from Casterly Rock? I'm that old.

I expect I'll have some friends (possibly with benefits) in the village, because I can sort of move among both the smallfolk and the bigfolk.


Tyresa Hill is Tyvorst's cousin, the bastard daughter or dear aunt Tyra. Her yellow hair makes people suggest a Lannister planted the seed, but her mother has never confirmed or denied (which is to say, it's GM's call. They can't be the only blond family in Westeros, no matter what it looks like on the TV show)
Ten years ago, she was married to an elderly Lord to seal a bargain, to warm his bed without threatening his heirs (his eldest had a child near her age) but when he died, she managed to stir up so much discord in the family that the house nearly split in two. The new Lord had to send his brother to the Night's Watch, and sent her back to Goodby Knoll, where she's stirring up more trouble.

How old am I?
In her late 20s.

Do I travel?
Surprisingly often for a widow. Only partly because having her around makes Tyrick nervous. She drives a hard bargain, and because she has no official status in the house, she isn't bound by considerations of honor.

[b]Where do my skills lie?[b]
She is a negotiator above all, meaning that she is usually able to solve as many problems as she causes. She was born from a scandal, and never seems quite at home when she's not in the middle of one. Nobody can quite be sure where her loyalties lie, or even if she has any, but so far she's never betrayed the Ghaele family.

When the swords come out, she runs for cover. Then she stabs someone in the back.


Layali Amani wrote:
We can be devilish twin sisters? :D

That IS devilish....

Alilya Amani is in the pipe... and I'm a-smokin'


@ Deiros: I think the thinking was to include those bonuses in the house history process. Write a piece of the house's history and then roll a dice for a resource. Except there weren't many takers as far as creating the house history.

Of course, I may be wrong, in which case, hand me my d6.


@ GM .. The "district" feats from the player's guide might work nicely, maybe as an option instead of traits? Or they could be scaled down to be more suitable as traits. Just thoughts.


BlindKitsune wrote:

Either of those could work, Snake Charmer. If we go with the first one, just remember that Tyra is a contemporary of Lord Tyrick's (although we can edit away her later legitimate family if she becomes a PC).

Funnily enough the character I made in case you were running this was a bastard as well. ^^

Let's see what else people have in mind, and get an idea of what will fit best together.

Ah ... Tyra turns out to be much older than I had thought. So more likely the daughter. Or someone else altogether.


I have two concepts running through my head at the moment.

1. A scandalous woman - I was thinking of someone like this before I read your history. Having read it she could easily be Lady Tyra's bastard daughter, or even Tyra herself. She'd be a big intriguer with a huge chip on her shoulder.
2. A grizzled lowborn veteran, a skilled fighter and loyal retainer. A bit Bronn, but less mercenary. Probably came to the notice of the Lord during the Harrowing of Rylls. Because of his loyalty to (somebody) he will be much more involved in intrigues than he probably should be.


Notes and thoughts (because I <3 house building. ALL suggestions are suggestions only.

Defense you covered.
Influence gives us a Max status of 4, so we may be direct vassals of the Lannisters, but Tywin probably doesn't break out the good wine when we come to town.
I love land holdings. I'd push for a hills domain (where Goodby Knoll stands) and a coastal plains domain.
Lawlessness and banditry are a problem along the fringes of our lands.
Population typical and scattered.
Power: Most fighting has been with bandits the past generation. I'm thinking relatively experienced scouts and relatively green cavalry, because we like knights. Even if they don't do much.
Wealth: a mine and a port. We'll be rich! Probably the port is a natural harbor with a couple of guys who serve as middlemen between the miners in the hills and whatever ships come to trade. With no population center, I imagine there isn't so much a big mine as a lot of small digs. This feeds the banditry, because when your claim doesn't pan out, it's easier to try to steal someone else's than to start over.


fooey


I think this game badly needs a sorcerer.


I would love to play this AP. I'm also kind of curious to try the mythic rules. Gestalt also sounds like fun.

I guess what I'm saying is I'm in no matter how you slice it.


Maybe Redgar didn't want to be House Whatever, and when asked what he thought the house should be called and he said "Dur... good?"

I like Gaele better, though.


Redgar was the fourth cousin of the Lord of ((Housename)), but to most people, he was a shepherd. Until his 53rd year, when a message came that a plague had come and the entire house had died horrible deaths. Redgar was neither the brightest, not the strongest man. After repeated explanations, he finally grasped that he was the Lord of ((?)). He immediately declared war on another shepherd across the valley who he accused of stealing the better meadows. The few retainers of House ((?)) that had survived the plague came to a quick agreement, and Lord Redgar took a mortal wound when he fell off his horse onto a spear.

Lord Edgar, his son, proved more adaptable to his new circumstances, and took command of the House and Lands by deferring to his retainers advice on all matters.

Lands: 1d6 ⇒ 3
Next Event: 3d6 ⇒ (2, 5, 4) = 11

Or should I delete this and take the next one?


4d6 ⇒ (2, 2, 6, 3) = 13
4d6 ⇒ (5, 2, 3, 6) = 16
4d6 ⇒ (6, 5, 4, 3) = 18
4d6 ⇒ (5, 4, 3, 2) = 14
4d6 ⇒ (2, 5, 2, 3) = 12
4d6 ⇒ (6, 5, 5, 3) = 19


I like 5e. D-Kal puzzles me a little. I thought PHB was sort of the default chargen resource for 5e, but maybe I'm not paying close enough attention.
Since I'm free to ask questions, I'd like to know stuff like:
Where would the game start?
What can you tell me about the world?
Is there a town nearby? or anywhere at all?
Are we lost in the middle of the desert? Woods? Tropical archipelago?
Can I have my own ship?
Are there gods?
If so, who are they?

In short, I'd like to know enough to know if the game is likely to appeal to me. Otherwise, it's a bit like going on a blind date. But with swords.


much rambling:
I think we definitely need to coordinate major events. I would imagine that if you were NPCing Lord Blind of House Kitsune and I were NPCing Lord Snake of House Charmer, that I'd keep my character in your game pretty low status and vice versa. Which I think is pretty much what you said.

One question is scale. Do we want to have a big game where all Westeros is involved, where we're running into Tywin Lannister and Mace Tyrell all over the place? Or do we want to focus on one region? Or a local game where the events of the Books are big picture background stuff that we might reach up and touch once in a while?

A couple of other interesting moments (to me) are Robert's Rebellion and the Greyjoy's Rebellion, largely because we know the major players involved. My first inclination would be to start at Jon Arryn's death, and keep the larger events of the book as backdrop, at least until the players find a way to stir the pot.

I don't have the Night's Watch supplement (though that wouldn't prevent us from doing a game there) but one possibility that springs to mind would be a shared game with a group of Freefolk on the one hand, and a minor house in the North that trades with them across the Bay of Ice on the other.

Very disorganized and brainstormy.

So what I've come up with is this. Let's not make it too complicated. One of us should start a game, with a scope and in a time period of their choosing. If it takes off and there is an appetite for more, we can add a spin-off game later.


As far as combat v. intrigue, my thought is that every game does combat. SIFRP is a rare game that treats intrigue and war in as much detail, so if I were to run the game, I'd be planning on minimal combat.

I don't mind narrating, as long as everyone's chill about my inexperience. I have the basic book and the campaign guide. I'll have to think about what kind of campaign to run. Anyone have any real burning desires to do one sort of thing or another?

A possibility that occurs to me is to have parallel storylines. BlindKitsune could start in one place and I could start in another. That way we'd each get a chance to play, and as our story grows, we can cross plots as if we were GRRM himself.


I've had this game for several years and have always really wanted the chance to play...

I could either play or narrate, as long as people were understanding that my experience using the ruleset is 0.


"We'll get you back safely," Badwe says to Anevia, and then he sits back. "All of you."

Bearclaw looks dubiously at the cleric, and Karis huffs and looks away. Marina puts a hand on her daughter's shoulder.

"Fine," Karis mutters. Despite herself, she knows it is the right thing. The ancestors knew that allies were not always the people you would choose, but those who circumstance brought to your door. Still, her voice is barely audible when she mumbles. "All of them."

Then she stands and goes to investigate the other door. perception: 1d20 + 6 ⇒ (18) + 6 = 24


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I find their drama pretty entertaining, even intriguing. Plus, I'm enjoying trying to keep Horgus alive without completely chucking Karis's personality.


I'd love to get in on this. I love 5e and I've wanted to play RotRL for a long time.

I think a caster of some sort, to break myself from my martial habit. What do you think about the Eladrin subrace of elves?


You had me at nautical.

I have no opinion on gestalt. I'll try anything once, but I'd really like to be in on this.


No, if we're gonna get seen, we're gonna get seen.


A. SW works
B. Walking along as though she's a perfectly normal middle eastern academic in the hood.
C.Gun's in my purse. Snakes are under the scarf.


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I appreciate your willingness to take a chance on a poor barbarian...

I get these ideas sometimes that work, some that don't, but when there's such a strong theme, I always try to find some way to approach it differently.


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OK cool. I completely agree about the archetype. It's a very archetypal archetype, with a great mythic (didn't Haracles get angry and accidentally kill his wife?) feel, but really not the kind of thing you want to make other players cope with. At least, not players you like.

I try to specify when she's raging, and for ease of play, I'll try to specify when she's not.


Just for clarity...

Earlier, you had said no will save was necessary if she wasn't raging. Since she made it it's not an issue, but it would be good to pin it down one way or another.

Though I'm wondering if the archetype might not be more annoying (in play) than awesome.


Anya:
Anya Androvna
Human ranger 5
N Medium humanoid (human)
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+6 armor, +4 Dex, +1 shield)
hp 49 (5d10+15)
Fort +7, Ref +9, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scimitar +6 (1d6+7/18-20)
Ranged +1 composite longbow +6/+6 (1d8+7/×3)
Special Attacks combat style (archery), favored enemies (humans +2, undead +4)
Ranger Spells Prepared (CL 2nd; concentration +4)
. . 1st—entangle (DC 13), magic fang
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Base Atk +5; CMB +5; CMD 21
Feats Alertness, Deadly Aim, Endurance, Point-blank Shot, Power Attack, Precise Shot, Rapid Shot
Skills Climb +8, Handle Animal +7, Heal +10, Knowledge (nature) +8, Perception +12, Sense Motive +4, Stealth +10, Survival +10
Languages Common
SQ favored terrain (urban +2), hunter's bond (hawk named animal companion), track +2, wild empathy +4
Other Gear mithral chainmail, darkwood buckler, +1 composite longbow (+2 Str), +1 scimitar, cloak of resistance +1, backpack, hammer, piton (5), silk rope (50 ft.), sunrod (5), 209 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Vladimir:
Animal Companion
Hawk
N Small animal
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 21 (+3)
Fort +4, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +5 (1d4), 2 talons +5 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Dodge, Weapon Finesse
Skills Acrobatics +2 (-6 to jump), Fly +4, Perception +8
--------------------
Special Abilities
--------------------
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

background:
Andros Petrovich never thought of himself as a bad man. A merchant in Caliphas who traded with some unscrupulous characters, yes, but he never knowingly traded anything that had been stolen from a desecrated grave. Of course, he never asked any questions that he didn't want to know the answers to either.

Anya was his daughter, and she grew up in the cramped little shop, surrounded by oddities and relics of Ustalav's past. She was six when the wight came. She woke to hear something pounding on the door. Her father kept a crossbow under his bed, and he led the way downstairs, holding a candle in one hand and the bow in the other. Anya hid in a dark corner of the shop.

"What do you want?" Andros called out, trying to sound brave.
"My ring," a voice groaned, and the door began to splinter.
"Come back in the morning when I'm open," Andros said, setting the candle on the counter so he could draw the bow.

The door burst in, and the undead creature stepped in. The crossbow bolt hit it square in the chest, but only served to show the thing where Andros stood. He tried to draw the bow again, but the creature was on him before he could load another bolt.

After it had killed Andros, the dead thing rummaged through a display of jewelry on the counter. It knocked the candle over, and a dried old carpet began to smolder. By the time it found what it was looking for, the shop was blazing, the watch had come, neighbors with buckets were doing their best to keep the fire from spreading. As the wight left, they stayed well away and let it go.

Anya came out a few moments later, coughing and sobbing. She watched the shop burn to the ground and only when the fire had dulled down to a pile of embers did anyone notice her. The captain of the guard asked her if she had any other family, and when she said no, one of the men suggested she stay at the barracks.

Anya spent the rest of her childhood in the care of the Ivan Tolgasky and the city guard. She helped them maintain their gear, and they fed her and clothed her and gave her a blanket and a bed of clean straw. Most importantly, they taught her to fight. When they were on patrol, she patrolled the city in her own way. She moved silently and observed carefully, listening for anyone who knew anything about the undead.

When she reached her teens, she had proved herself a talented archer. The guard began to take her on patrol. She learned more than she wished to know about criminals, and how to fight her fellow man. When she was offered a full membership in the guard, she refused. She would devote her life to fighting the undead. She began making forays out of the city, in search of dead things to test herself against. In the years that have passed, she has grown stronger and more deadly than ever, but she still has not found the thing that killed her father. She still searches.


Love Ravenloft.
Never played the actual 1e module, but almost all my 3/3.5 play was in the setting.

I'm thinking Ranger. For once, I'll know exactly what favored enemy to pick.


...disappointment...:(

but there's no arguing with those submissions. Solid characters all around.

Have fun everyone.


Savage Worlds Deluxe wrote:

Sweep (Reuirements: Novice, Strength d8, Fighting d8)

Allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a -2 penalty (friends and foes alike - be careful). Resolve each damage roll separately. The attack is applied immediately and only affects targets adjacent at that time.

A character may not use sweep in the same round that she uses frenzy, nor may she sweep more than once per round, or with a second weapon held in another hand. In effect, the hero may only perform sweep once per action unless she somehow gets two entire actions.

The text makes me wonder just how much abuse this edge saw in playtesting. And there's a Veteran rank Improved Sweep that ignores the -2.


Going to take Luck. I love me some bennies.


I love people that love keeping track of stuff. Because I'm horrible at it.


Tsume Sasayaku.

crunch:
Neutral Good. Catfolk Swashbuckler 3
Str 11 
Dex 17 (+3) 
Con 14 (+2) 
Int 13 (+1)
Wis 12 (+1)
Cha 17 (+3)
Init +3 (+5)
hps 31 (3d10 +6 con, +3 favored class) 
AC 19 FF 15 Touch 14 (armor +4, Dex +3 Shield +1 Dodge +1) 
Saves: Fort +3 Reflex +6 Will +2 
Perception +6 (low light vision) 
Move 30', Climb 20' 
BAB +3 CMB +3 CMD 16

Attacks: 
Masterwork Jian (Rapier) +8 1d6+3 (+6) 18-20x2 
Light Crossbow +6 1d8 19-20x2

Skills: Acrobatics +8, Bluff +9 Climb +11, Diplomacy +4, Knowledge (Local) +6, Perception +9, Sense Motive +5, Stealth +10, Survival +3

Feats & Traits: Weapon Focus: Jian, Fencing Grace, Friend in Every Town, Bandit (Stealth),

Class Abilities:
Swashbuckler Finesse
Panache (3)
Deeds: Derring Do, Dodging Panache, Opportune Parry and Riposte, Kip Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative
Charmed Life Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble: At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose herDexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Racial Abilities: 
Climber 
Cat's Luck 
Natural Hunter 
Low Light Vision
Gear: Masterwork Rapier (jian), Masterwork Chain Shirt (kusari manchira), Buckler, Light Crossbow + 20 bolts, Swashbuckler's Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)

background:
Deep in the south of Riku'Ki was the ancient stronghold of the Tsume. There is no castle, but a small compound houses a modest school that focuses on a style of swordsmanship developed by the catfolk that live in the dense, hot jungles. Sasayaku grew up studying the jian under the strict instruction of Tsume Suiryoku. When her training reached a point where she was deemed worthy to represent the Tsume style, she was sent to spend a year living as a ronin. She wore a robe of green and grey as she travelled the countryside, learning the different customs of the towns she came to, coming to understand the different peoples of the land. She defended herself when she had to, and fought alongside those whose cause seemed righteous to her.

When her year was finished, she returned to the jungles of her home, to find the compound abandoned. Instead of swearing fealty to Tsume Suiryoku, she was alone in the world, not just as a part of her training, but in truth. She searched for clues for a long time, living wild when she had no coin, but unable to discover the truth. All she found was a beautifully forged jian with her name stamped on the blade, wrapped in silk and leather. It was hidden high in a tree that she had loved to climb.

For a time, she fell in with a group of bandits who harried caravans that passed through the jungle on the way from Riku'Kaze to the coast. They told her they only robbed from the merchants whose greed had gone beyond the bounds of fairness, but when she saw them stealing from peasants and small traders alike, she demanded they stop. They refused, and she put her teaching to the test, managing to kill several before the rest fled.

When she recovered from her injuries, she determined that she needed to find honorable work. She put aside the puzzle of the disappearance of her school and teacher, and set off for where ever the adventure begins.

appearance:
Sasayaku is a black catfolk, lean and athletic, with glittering green eyes. She bears several white scars from fights, and is generally smiling. She wears her kusari manchira and loose pants that allow maximum flexibility. She wears a sash around her waist, with her sword tucked through it. Even sheathed, it is apparent that this is not the standard katana, and she is a bit sensitive about it.

personality:
She's very friendly, relaxed and easy to get along with, but only to a point. She is proud, and she is, by the standards of this land, a bit reckless. She values virtue over duty, and sometimes even chooses what is right over what is honorable. Despite these flaws, she is a charming lady and has proved herself a skilled swordswoman. For these reasons, some Lords have found themselves able tolerate her eccentricity. She avoids alcohol, for she finds it makes her remember too many things she would rather forget.


Sounds good. Though I would add a preference for a place where we have an emergency exit for when* our plan goes off the tracks.

*or "if" if you prefer


Historically (aka, in my imagination where everything works out exactly the way I want it) Snake Charmer tends to blast with her paralysis and then move up to let her snakes (damage aura) rip the frozen to shreds.

There's obvious danger in doing this against a heavily armed mob, because she needs to get their attention to paralyze, and if any of them make their vigor rolls... well. She is awful squishy.

Fortunately, she's only had to deal with museum guards and metro cops til now.

Best use of her is as artillery. Carl pulls. Snake does the freeze thing to as many mooks as possible before the infantry (Jud & Rigor) move in. Imagine ... ummm ... floats around feeling in control and does her thing where it seems necessary?

If one of their guys in the middle of the blast makes his vigor roll and Imagine MCs him, he can do a lot of hurt on his paralyzed buddies...

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