Jarl Gnargorak

Tavarokk's page

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Likewise.

Not gonna lie, it'll be amusing as hell if the devil-worshipping tyrant ends up being deposed not by any kind of forces of justice and virtue, but a bunch of irate party-goers of dubious repute who had their fun times intruded upon.


Kintargo GM wrote:

Lots of questions there. In many cases, using any spells is pretty obvious - hence the verbal and somatic qualities. People may not recognize what spell you're casting (though that probably makes it worse, honestly), but unless it's silent and still, (or one or the other, if it only has one of the two components) the spell's blatantly happening.

There're ways, I think, to disguise that you're casting a spell, but off the top of my head, I cannot remember where.

No, no, you're speaking of casting the spell. There are ways around that, like metamagic, Conceal Spell feat and some others I don't remember off-hand.

The question, however, is about the effect itself. When a charm spell expires, does its target immediately realize they've been charmed, or do they still need a 'reason to doubt' and then to successfully make a sense motive check? What about suggestions? Memory modification?


Kintargo GM wrote:

I am always willing to work with players to figure out how things work. :P

Well, the Charm hex issue is that it tries to be two things and ends up being neither. Since it only improves attitude by a step or two as if via Diplomacy, it's useless in combat outside of some extreme edge cases - usually the situation would be volatile enough that so affected opponent would immediately turn hostile again. On the other hand, it could be grand in social situations... except social interactions last much, much longer than 'rounds per Int mod'. So what it needs to do is either render enemies charmed (which locks the enemy at 'friendly' unless attacked) or last 'concentration + rounds per Int mod', which would allow one to sustain it through a conversation.

As for mental interference, basically the question is, which mind-affecting spells are subtle and which are blatant? As in, say a character succeeded at casting a mind-affecting spell undetected, and the target fails its save. In some cases the target then will fail to realize they've been affected, even after the spell runs it course (like with Sow Thought, for example), while in others it'll be immediately obvious their mind is being attacked (like with Command or Dominate). In which category do Charm and Suggestion spells land?


Ausra Delronge wrote:
Wow, the fighty-type applications have really mushroomed since a few days back! Maybe I should have worked harder to figure out a witch!

I was kinda tempted to take a swing at a Seducer myself when you set it aside, tbh. However, building a proper mental interference-specced Seducer calls for tweaking the charm hex (since it's a useless dead weight RAW) and then reaching accord with the GM about how mental interference works in various cases.

Stabbing people just felt like an easier option XD


Ausra Delronge wrote:

@Tavarokk: If Camilla works at the Three-Legged Devil she'd know who Ausra and Jessibel are, it's one of their spots.

Nah, that one has a named proprietor that sounds potentially relevant to the plot and of whom I couldn't find any details to see if I could fit in. So it's one of the others, I'm thinking somewhere in the area between the main port, the academy and the noble quarter gate.

Also, you might want to check where Three-Legged Devil lands on the dance hall scale (that is to say, which services it prioritizes), I've been unable to find that also.


Kintargo GM wrote:

Strip clubs? In my Kintargo?

Honestly, I'm surprised it took them this long to set up.

I mean, 'dance hall' is apparently a polite euphemism for anything from a cabaret to a full on brothel, and there's a whole bunch of them around going by Three-Legged Devil's description on pathfinderwiki, so...

Jessibel L. Aulamaxa wrote:


Ha! I've got +8 modifiers on both Perform (sing) and Perform (dance) checks! Maybe I'll use my bonus points to bump up my Strength some! Wait--I could instead get both my Dex and Cha up to 18 at 1st level! Neat! How many points do I get, anyways?

*************************************************************************
From the district of the Greens in northeast Kintargo, emanating from the villa of the prestigious Aulamaxa clan, the booming yet somehow shrill voice of Archbaroness Eldonna can be heard throughout the city: "You need Wisdom, child! Seriously--WISDOM!"
*************************************************************************

Hey, wait a minute.... How do you know about the expanded backstory Ausra and I have been working on when neither of us has posted it yet??!!

You guys sound like a fun bunch, too bad we're from too different social circles to meet, unless you somehow happen on Camilla's workplace to being with.


Ausra Delronge wrote:
Ha! Can I just quote you on my character sheet and save myself some writing?

By all means ^_^

Ausra Delronge wrote:
Part-time? Sounds okay. Is it easy? Do I always have to show up?

Apparently, it involves putting on a fancy, mysterious opera mask and trying not to forget your etiquette and comportment lessons in order to make the right impression while partying around in various, progressing states of undress - bonus points if you can sing or dance or are a happy drunk. And I'm sure pay by the hour can be arranged.


Yeaaah, I only get CLW at 5th and Lesser Restoration at 8th lvl, so I probably don't count as a proper divine caster.

Also, Ausra kind of makes me want to offer her an unwholesome part time job - the combination of recent private school graduate, noblewoman living off the estate, dilletante humanitarian and overindulging in entertainment now that she's free just raises all the flags for a decadent noble going slumming for thrills.


I wonder if no comments is a sign that all is fine or that nothing is XD


Camilla Falca
Female CN Human Rogue (UC), Level 1, Init 4, HP 10/10, Speed 30
AC 14, Touch 14, Flat-footed 10, CMD 14, Fort 2, Ref 6, Will 2, CMB 0, Base Attack Bonus 0
AC 14 (+4 Dex)
Abilities Str 10, Dex 19, Con 14, Int 10, Wis 14, Cha 12
Condition None

Reason to protest: Staying up on Current Events (especially the rabble-rousing part)

Background:

Camilla Falca is a daughter of a carpenter and a port side inn maid, at least nominally. Fairly early into her childhood the girl's distinctly non-Chelaxian appearance roused some questions in her father's mind, which ultimately resulted in her and her mother, Amana, moving to a cramped attic room at the older woman's workplace.

With little incentive to stay indoors - which would at best result in being put to work doing chores - Camilla spent a better part of her youth prowling the streets of Kintargo's less glamorous districts, picking up various unsuitable for a young lady skills, such as how to supplement her near non-existent allowance with others' pockets' contents, run away from guards or shank overly handsy drunks. Amana, preoccupied with making ends meet and, later, with Camilla's infant brother, largely left her be.

This continued for a while, and as the girl grew, she started occasionally receiving the same sort of offers that she allegedly owed her existence to from the inn's patrons. She wasn't opposed in principle, but entirely too savvy to be tempted by the proffered pittance, especially with the proprietor being more likely to take away any illicit earnings than to back her up in case of trouble. Still, that gave her the idea, one that merited investigation when her other prospects were unskilled hard labour, thievery or signing up as disposable muscle.

Of course, there's no such thing as miracles, easy, accessible and well-paid jobs for random kids included. Still, after having been turned away or offered prohibitively restricting terms a few times, Camilla did run into a dancing hall that was willing to employ her fairly despite her rotten personality and conduct, supposedly thanks to her somewhat exotic this far south Ulfen beauty. It's only some months into the apprenticeship that she found out Madam Silvia to be not just the owner of the establishment, but also head of a small Calistrian following for whom fiery disposition and propensity for violence were a feature, not a flaw.

Entirely happy with the doctrine of utmost hedonism combined with delivering retribution onto anyone who threatens it, Camilla took to the faith with the zeal of a new convert. Four years later, she's a fully-fledged, if relatively new, dancer of the hall who has learned a fair bit of her colleagues skills and inherited a fair bit of their grievances. And with the situation in the streets, it seems like it will soon be time to do something about the latter.


Kintargo GM wrote:


Um, so long as it's reasonable, it's fine. Like, don't cherrypick a bonus you like and assign a fluff reason for it after the fact, but if the trait description says "you grew up in the hard streets" and you say, "well, my character's a noble, but their life was a battleground" that is fine.

I hope that's clearer than it feels like it is.

Um. Not exactly XD I mean, picking the bonus one likes is kind of the idea with traits, so it's hard to say if I'm crossing the line of cherry-picking or not.

Basically I'm eyeing Magical Knack with the idea that being a devout follower who's lived for some years in a household of a cleric lets one pick up some nuances of the trade in advance.


Ausra Delronge wrote:

In the meantime it looks like most all the applications coming in are casters of some type aside from Dragoncat's, who will be using archery mostly.

Somebody's going to have to stand up front, so they might as well be fabulous as they do it. Therefore, her is Ausra, the Inspired Blade/Noble Fencer Swashbuckler!

I was going to be a frontliner also, but ouch, 2+Int skills warpriest gets hurt on a sneaky character when you have to invest into Wis over Int. So looks like my multiclass is going to be Rogue/Inquisitor instead, which is squishier.

Just wish Inquisitor had a Wis-to-AC variant or could trade off armor proficiency the way Iroran paladin does.

@Kintargo GM, how much freedom do we have with the non-campaign trait fluff? Such as if I wanted to take a trait that fits thematically, but not for reasons the trait description cites.


Would a worshipper of Calistria aggrieved about treatment of their faith by House Thrune work? I'm thinking hot-headed dancer or wench from one of the city's seedier establishments, tasting blood in the water now that Thrune rulership is threatened and feeling it's time to express their dissatisfaction by way of a knife to the back. Doubly so with how much the entertainers suffered under martial law recently.

Mechanically, start with rogue, and then multiclass into sacred fist with the intended flavour being that of a divine caster equivalent to arcane trickster.


GM Catullus wrote:


I'm not sure that I understand your first question correctly. Are you talking about using mind-affecting magic in a subtle way, so that the target doesn't notice they are being influenced?

If so, you would need to conceal your casting, via a feat like Conceal Spell or Cunning Caster - and even then they would get an opposed Perception, Sense motive or Spellcraft check to your Bluff.

As to the second one, I would say no to the charm hex duration, but you can use Cackle without actually cackling - you would need to audibly chuckle or laugh, which might get awkward if the conversation is not particularly amusing.

1) No, I mean, the target got hit by a mind-affecting spell, they didn't notice the casting and failed their save. When do they realize they've been influenced? For, say, Dominate or Command spells it's immediately obvious as soon as the spell takes effect, while something like Sow Thought is not apparent at all. Where do Charm and Suggestion spells fall on that scale? Would it be possible to Charm someone and smooth it out sufficiently that they won't suspect mental interference?

2) Out of curiousity, why not? I wonder if I don't understand something about Charm hex, because it seems impossible to use for its intended purpose as it is.


@GM Catullus, same questions as in the other thread:
- Which mind-affecting effects a character needs a reason and a skill check to notice influencing them and which are immediately obvious? Assuming they fail their initial save.
- Would it be possible to have Charm hex last concentration + rounds/level? Or, alternatively, to use Cackle without, well, cackling?

The first one especially, since the only* fitting concept I have for urban/intrigue campaign currently somewhat calls for being able to ensnare people quietly.

*somehow I doubt a wildling wolf rider, a pyromancer or a dwarven grudge keeper would fit at the court


GM TBD wrote:


Per the rules, all spells have a visual effect, so someone will always be able to tell when a spell is cast. As for whether they are able to identify the caster, or say, the target (which would be even more difficult) that will depend on the appropriate checks.

No, that's not what I'm speaking about. Say, I cast a spell in such a way that the target doesn't notice the casting itself. Say, it succeeds. Will the target automatically feel something is wrong and when? For blatant spells, yes, for subtle spells, not unless they have a reason to make a check and succeed.

GM TBD wrote:


Great question, and I understand where you're coming from. For this game, especially during recruitment, I would like to keep things RAW.

Ouch. Having one less hex hurts for a witch, especially early on.


@GM TBD, what's your take on which enchantment spells are subtle and which are blatant? I.e. which ones the target automatically notices either as they take effect or the moment they expire and which ones the target needs to succeed on a Sense Motive (or other appropriate) check to notice after having been given a reason to make such check at all?

Dominate line or Command are obviously blatant, while, say, Sow Thought is subtle, but I've seen some contention about where Charm, Suggestion and other more underhanded spells fall on that scale.

Also, would it be possible to fix Charm hex to have duration of "concentration + rounds/int mod" rather than just "rounds/int mod", such that it may actually be used in social situations that it's most suitable for?

As you may infer from the questions, I'm considering a Seducer Witch specialized in, well, bewitching.


Hrrm. Looking at the Herald Caller archetype, I'd actually be unable to summon azatas as a Neutral deity's cleric. On the other hand proteans and daemons are, apparently, fine O_o I'm starting to wish that summonable creatures were determined by portfolio, not alignment.

As for Vuula, I'll probably look at D&D Eilistraee, Sharess and Lliira for inspiration.


Medvejonok wrote:


2) The elves whom the colonists know of are located to the North West of the colony towns, in nomadic groups in the denser forest regions. Rumors are they begab prospering earlier than most other groups on the mainland due to the protection of a powerful patron.

What's their culture like, in broad strokes?

And, again, what's cult of Vuula like? Or is that currently undefined and can be taken liberties with?

Medvejonok wrote:


3) I'm going to have to read up more on outsiders, but to begin with, are we talking summoned animals? If so, that will be simpler to assign some specific animals associated with her.

We're talking outsider races like azatas, agathions, inevitables, devils, etc. For example, in Golarion a cleric of Shelyn with Sacred Summons would be able to summon any kind of azata on their summon list as a standard action.


Still very undecided about the character concept, but for now leaning towards an acolyte venturing forth to expand their horizons and eventually found a chapel of their faith in an suitable area somewhere in the frontier.

So, question time. Firstly, if I'm reading things right, the entirety of the continent was hit by the bad mojo: the Empire, Hellucia, Ellar Council, the Red Hand, everyone took a hit in one form or another, right?

Second, what are the modern elven nations/communities like? In terms of location, culture, numbers, etc.

Lastly, what's the cult of Vuula like? In particular, does she have any outsiders dedicated specifically to her aspect of the Twilight Maiden? I'm eyeing Sacred Summons, but a TN deity would have it apply either to any creature with no alignment subtype or not at all, depending on interpretation, neither of which are appropriate, whether thematically or mechanically. So I'm wondering if she has any particulr minions who would "stand ready to answer my call" as per the feat's description.


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Medvejonok wrote:
Extra extra points to players whose backstory demonstrates they are a 1st level character who does not have heaps of experience fighting their way through the hoards that brought about the above tragic loss of their family.

This alone makes me want to apply. All to often the amount of lvl 1 middle-aged veterans of countless battles that somehow reached the AP's starting location from their homeland that's literally on the other side of the planet is plain depressing.

That aside, are we using background skills?


Actually, a question, @Taliesin.

What's your interpretation of Hellcat Stealth feat? Does it allow making a stealth check even in bright light with no concealment, albeit at a harsh penalty, or only in bright light with no concealment?


Strength: 8
Dexterity: 18
Constitution: 1d10 + 7 ⇒ (6) + 7 = 13
Intelligence: 1d10 + 7 ⇒ (5) + 7 = 12
Wisdom: 1d10 + 7 ⇒ (7) + 7 = 14
Charisma: 1d10 + 7 ⇒ (3) + 7 = 10

Huh. Exactly 25. Would've been nice if Con and Int were reversed, though.

Will go for ar unchained rogue, possibly sniper.


Those rules look curious, going to check them out.

As for type of adventure, maybe freeform organization building combined with a few old and extensive standing problems to serve as long term campaign goals?


Huh. I guessed three of those right.


The Second GM wrote:

There's a fair few parallels, and suffixes can be included, but they're explicitly Minkaian, rather than Tien, which is what most of the Kaijitsu family speak. It's a bit nonsensical, in my opinion, given that they're Minkaian refugees, but the canonical Kaijitsus all know Tien, but not Minkaian, to my knowledge.

Mind, I am in a bit of a position to change that, but I suspect it's the result of Lonjiku, who didn't know the homeland, studying what he could and getting the language wrong. xD

Kaede would gladly teach Ameiko if she's interested. And also poke fun in a suitably roundabout manner about her not speaking Minkaian before.


On an unrelated note, how much in terms of culture and customs does Minkai share with medieval Japan? The reverse naming scheme is explicitly mentioned in the gazetteer, but I'm wondering if I also should bring out the suffixes and the like ^_^


I wonder how many siblings Ameiko will stand to have by Wednesday, myself. Didn't expect that particular trait to be so popular back when I started assembling the character.


The Second GM wrote:

Looks neat to me, Tavarokk.

I just hope that Atsuii's origin is not relevant for the AP given that I've appropriated her for my background.


Murakami Kaede
Female LN Human Ninja (Unchained), Level 1, Init 3, HP 10/10, Speed 30 ft
AC 15, Touch 13, Flat-footed 12, CMD 13, Fort 2, Ref 5, Will 1, CMB 0, Base Attack Bonus 0
Dagger +3 (1d4, 19-20/x2)
Unarmed +3 (1d3, 20/x2)
Shortbow +3 (1d6, 20/x3)
Leather armor (+2 Armor, +3 Dex)
Abilities Str 10, Dex 17, Con 14, Int 13, Wis 10, Cha 14
Condition None

Background:

We do not belong here.

Seventy years ago, we abandoned our homes, abandoned our craft, abandoned our gods, abandoned our pride - fled into the night to preserve our lives, yet were it not those very lives we were leaving behind? Such foolishness. Oh so pround the noble houses of the newly established Minkaian diaspora were when we reached Varisian shores and settled down, wealthy and safe, confident in our prosperity. And yet, now less than a score of survivors remains, some dwelling on the ruins of our fathers' delusions, others scattered to the four winds.

I am Murakami Kaede, of the Murakami clan, of the Minamoto line. I do not know what that means. It is something that grandfather Takashi used to tell me to remember back when I was little, usually when my parents were out of earshot, lest they quarrel and accuse him of bringing up matters best left forgotten. Grandpa looked really sad when they did. He passed away when I was six, so I never got to learn more, and for the time being, all I could do was preserve what little I remembered.

Other Minkaian families had largely drifted apart by then. For a while we were close to House Kaijitsu, landholders from Sandpoint, but only because aunt Atsuii had married their new head, and so we stopped seeing them after she died two years after grandfather did. That was somewhat regretful - I never liked Lonjiku, but the heiress was quite pleasant despite our age difference.

My parents used to be traders in Magnimar - father's marriage was an alliance with a local fabricant house. He was... wealthy, I guess? At first, at least. Important, certainly. Happy, now that I have never seen him be. Looking back at those days, father was a pretty terrible merchant. Too stiff, painfully prideful, bound by his expectations and too focused on maintaining face. I was growing increasingly distant from them around that time, both disinterested in their new business and unwilling to invite punishment for my attempts to puzzle together our clan's old craft out of grandpa's tales, records from his remaining possessions and whatever local equivalents I deemed fitting. Still, the long and short of it was that father's undertakings were less successful than he hoped, and he felt that the way to correct that was via decisive action. Eventually, he left on a trade trip to Cheliax along with mother and neither of them ever returned.

Technically, I stood to inherit. Realistically, said inheritance had little to no worth to me, and that's before considering that it held as much obligations as assets. I think mother's relatives had some designs on me, but I laughed in their faces as I left - they had always been strangers to me, and I to them. I had heard of Kaijitsu Lonjiku's death earlier that year and, having a pretty favourable impression of Ameiko, headed to Sandpoint, hoping to find a place to stay for a year or two until I'm ready to go look for my own fortune. Instead, to my great, but, perhaps, uncalled for surprise, my cousin without a slightest hesitation invited me into her household.

I must admit, my stay in Sandpoint has been more pleasant than I expected. I was told the town had seen its share of peril before my arrival, but nowadays it's a peaceful place to live, settled largely by friendly, good folk, my new big sister being one of the finest examples. I earn my living - even though Honored Sister keeps saying I don't need to - hunting and gathering herbs in the hinterlands east from the town, sometimes alone, sometimes with the local woodsmen or Ameiko's friend Shalelu, and I keep calling Ameiko Honored Sister even though, or, rather, because it makes her twitch and hiss at me in a fairly amusing manner.

It's a good life, and yet I am still lost. I have made some progress in making sense of my grandfather's notes, recently. For now, I'm not too different from any local skirmisher, other than being better than average for my age, but I'm so close to getting it, I can just tell. Then, it'll be time for me to go. I wonder what tomorrow will bring?


The Second GM wrote:
Hm... and what features of the ninja would you be replacing with these? I admit to being somewhat reluctant to allowing an exception to my no 3pp materials, and I'm not quite sure what would happen in the case that I allowed this.

Technically, they're added on top of old rogue's class features rather than instead of any prior ones, but if you feel that's too overpowered for ninja, trading Poison Use and a ninja trick for Finesse training should suffice as well.


The Second GM wrote:
Fair enough. @Tavarokk, what are the specific features that would be changed?

U.Rogue gets Finesse training (finesse at lvl 1 and dex to damage with a weapon of choice at 3), Debilitating injury (either AC, attack or speed short term debuff on sneak attack hit) and Rogue's edge (advanced skill use options for skills of choice) over normal rogue. Of those, Finesse training is the big one, the other two are nice to have but not essential.

Alternatively, there has been a 3pp version that does more or less the same thing.

Any of the above would work.


@The Second GM, would it be possible to play an 'unchained' ninja (i.e. one with class features ninja shares with rogue swapped for u-rogue equivalents)?

I'm considering writing up a child of Minkaian immigrants who doesn't approve of their family abandoning their martial roots a generation or two back and is willing to take all kinds of risks for the sake of recovering their ancestors' craft and honour.


@GM Dak, how does Fencing Grace (or Slashing Grace, for that matter) interact with magus Spell Combat, in your opinion? If they don't work together at all, would it be possible to modify Dervish Dance to work with another similar blade?


Interested, I've been eyeing this AP for a while. I reckon I'll go for a magus or a fencer bard, most likely a Child of Oppara. Actually writing down the sheet will have to wait till Friday or Saturday for time reasons, though.


Aileen Fairfax
Female LG Human Herald Caller, Level 3, Init 2, HP 27/27, Speed 30 ft
AC 17, Touch 12, Flat-footed 15, CMD 15, Fort 4, Ref 3, Will 6, CMB +3, Base Attack Bonus +2
Masterwork longsword +4 (1d8+2, 19-20/x2)
Masterwork light crossbow +5 (1d8, 19-20/x2)
Dagger +4 (1d4+2, 19-20/x2)
Masterwork chain shirt, Masterwork light steel shield (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 13, Dex 14, Con 12, Int 13, Wis 16, Cha 12
Condition None

Personality:

Aileen is a bit socially awkward, but friendly young woman who somehow combines being understanding and soft-spoken with mull-headed stubborness. Somewhat unusually for an ordained crusader priestess, she's rather laid back about faith, firmly standing by the few core principles and paying little heed to the formalities otherwise.

Background:

Aileen is an orphan of the Fourth Crusade. Daughter of a hedge knight turned crusader and an engineer, one day almost ten years ago she watched her parents depart to the frontline from their house in Egede, leaving her in the care of friends of the family. That was the last time she saw them. The following years were harsh. Aunt Sana did her best, but with the nation strained to the limit, few, if anyone, could afford a leisurely life. Aileen helped as much as she could, but, given her age, it wasn't a lot.

It is then that she found herself spending more and more time at a temple of Iomedae. She would come there to pray, first for her parents' safe return, later - to grant her strength to overcome harship. Whenever she was there she would feel strangely at home and leave rested and full of determination. Her prayers, she felt, were also related to a certain secret Aileen would never tell anyone - around the time she started going to the temple, she also began seeing unusually vivid dreams in which she'd spend time in a place that could only be Heaven. And while exploring what little of it she could reach was fascinating, what she treasured the most were dreams in which she met Peace Through Vigilance - a young golden wyrm who seemed to be almost as excited to met her as she him.

Peace, while a huge chatterbox and a bit of an attention hog, was the most cheerful and friendly person she'd ever met, and so later, once she got older, with no small amount of embarrassment Aileen would have to admit to having a crush on her dreamy acquantance.

As the years passed and young Fairfax grew more independent, she decided to set out on her own and seek her own future. Having gifted her house to her aunt in all but blood, she moved to the temple, becoming ward of the church, and entered acolyte training. She has shown aptitude for military service and especially - for cummuning with the higher place. Upon being recognized as a pristess, Aillen petitioned to join the crusaders and was then stationed at Kenabres.

Here and now the day she has been preparing for yet hoped she'll never see has arrived. The fortress city is under attack, and it's her duty to link up with the other crusaders and push the demons back - to see to it that no more children have to lose their families to this accursed war, and to make her parents and Peace proud of her.


@The_Demonic_DM, would it be possible to modify this feat (https://www.d20pfsrd.com/feats/general-feats/expanded-summon-monster/) to also include all archons in the CR-appropriate tables? It already has legion and shield archons, but I'm also interested in summoning harbinger, spyglass and stag archons.


Anyhow, after considering the available options for a bit I'd like to dot with a cleric of Iomedae. Gotta give you holy warrior lot some extra divine protection and guidance. I'll also go with 'touched by divinity' campaign trait for her.

Will post the character sheet once I'm more awake and it's less barebones.


Helikon wrote:

Well its called wrath of the rightous and not way of the wicked!

:-)

Name notwithstanding, it'd have been fun to play a NE wizard with 'get the hell off my plane and stay out" sort of attitude towards the Worldwound.

Really, being evil doesn't equal inability to be constructive or productive, and existential threats are something that needs to be addressed regardless of personal morals.


'No evil' rule everywhere T_T


To clarify the earlier post, my character is a young summer fey out to experience the mortal world under an alias of 'Felicia Greenwood', and like most of her kin she has a thing for having power over others by way of desire or favours owed.


Actually, is the charsheet itself needed for an application? Stats, moves, detailed char description as opposed to just concept, the works?


"...but the engines are just rubbish. Slap some iron together until it works, need more power - just pump more gas. It's goddamn 21st century out there, have they not heard efficiency is a thing yet?" Bill continues fervently condemning traditional American truck design as they follow a winding two-lane freeway taking them to a small town where Felicia's new school is located. "Ah, but I shouldn't bore you with my rambling. Doubt it's an interesting topic for you."

He glances at the girl next to him, visibly struggling to keep his eyes on her face.

"Not at all," Felicia smiles back, squirming in her seat to turn sideways, her grin widening a fraction when the older man's eyes momentarily shift towards the hem of her skirt. "I got the gist of it, I think? And I rather like how fired up you've gotten about this - a man needs to have a passion in life!"

"Ha! You're too kind, little miss, but thanks," William looks flattered by the praise. "In any case, that fence over there should be that school of yours, right? Looks like we're almost there."

"Oh, already? Thank you! I have no idea how long it would've taken me to get here otherwise!"

"It's nothing, I needed to head up the interstate anyway, so this is just a small detour," he waves away her gratitude.

"No-no," the driver looks at Felicia in surprise, startled by the abrupt seriousness of her tone, as she continues. "I could not possibly leave a favour not repaid. And I believe I have an idea what sort of compensation you'll enjoy the most."

Her voice turns sultry as she unbuckles the seatbelt and leans over, position doing interesting things to her cleavage. "Why don't we stop over there for a bit?"

***

Despite the gate being just around the corner, it'll be another twenty minutes and some before a new student will walk in, luggage in tow and, oddly enough, licking her fingers and lips with a playful smirk on her face.


@Elsine, 'moonlit world' is a fairly widespread euphemism for hidden side of the world in settings like this. Originally comes from Type-Moon franchise, I think? Or could be oWoD, not sure.

So what I was asking is things like 'what are vampires like (Stoker classics? Vampire the Masquerade? Dead Apostles? Twilight's glittering abominations?)?', 'are there supernatural communities?', 'what kind of magic is in use nowadays?', etc. In case any of that is supposed to be common knowledge or comes up in conversation or background.

I'm going for a fey. Will write up a snip in a bit.


Meetch wrote:
In the past I’ve played it like “and then we have sex” and it cuts to after the sex. No need to hear who puts their what in the other person’s wherever.

Well, the context can be significant in a game that revolves around relationships and social interactions, but it should be possible to omit any mechanical details of the process, at least =P


I'll need to look at the system, but the premise sounds interesting. Two questions so far:

- I take it the normal world is as our real world, but where does the worldbuilding for the moonlit world come from?
- Do I get the content restriction right - players can do whatever, they just should avoid providing detailed descriptions if 'whatever' happens to be NSFW?


What kind of time (UTC) do you expect the most action to be at? Because discord won't be that different from 'one post per day' if everyone logs in when the rest of the party is sleeping/at work.

Are we using background skills, or are those replaced by the bonus skills suggested by the AP?


XD I just realized I forgot to substract the lowest value from my dice rolls.

Whelp, there goes my chance to apply for this game - knocked out by the dice before I could submit anything.


Suppose it's good inspiration hit me regarding something else then ^_^

I'm going to go with arsonist fire sorcerer. Freebies we get are just perfect for that.


Only Asmodeus? Other archdevils under him are not allowed? I'm eyeing a cleric of Ardad Lily.

4d6 ⇒ (6, 5, 1, 6) = 18
4d6 ⇒ (3, 6, 4, 2) = 15
4d6 ⇒ (3, 4, 3, 1) = 11
4d6 ⇒ (3, 2, 5, 2) = 12
4d6 ⇒ (2, 6, 3, 2) = 13
4d6 ⇒ (3, 6, 1, 3) = 13
4d6 ⇒ (1, 3, 2, 1) = 7

*is torn about class choice now* A good array for a wizard or sorc, decent for rogue, but too overspecialized for a cleric. Would that those +1s from 15 and 11 went into the 13s instead >_>.