Calistria

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441 posts. Organized Play character for Evgeni Genadiev.


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Sczarni

Definitely dotting for interest, and I'll get a character ready for submission by the end of the weekend.

With the Shackles being where they are, I'm thinking of going for a local Mwangi shaman, who's on the run from the Chelish and their ilk in Sargava. Being an insurrectionist, rebel, and an all-round political animal, he'd be combining local magical knowledge with some of the more modern approaches to insurrection and willing to make [s] friends[/] allies of all varieties. Very morally flexible as long as it hurts the Chelish.

Mechanically, thinking the Restoration Spirit Shaman, mostly going around the buffing/healing route, and the odd hex just to not be completely bad in combat.

Is the team missing anything in particular? Doesn't look like it, maybe ranged damage or some skill points?

Sczarni

Now that's a pitch and a half! I love all that stuff.

Since there seems to be a lot of (understandable) interest in the caster side of things, as well as support-favouring folk, I'd probably stay away from that.

With the pitch for any alignment and the setting tips, I'm looking at some version of the lesser evil, currently considering someone who finished Skull & Shackles, only to be more of the new management persuasion. Definitely antipaladin on one side, and something more thematic on the other.

Sczarni

Sorry to hear that, that's a lot of pressure on everyone. Wishing for good health to her and the rest of the family too.

Sczarni

Same! Hoping all's well with the GM (and, obviously, everyone else too!) since there was the mention of the little one being sick.

Sczarni

bigrig107 wrote:

Yeah I know about the Non-Militant Ordos, I am wanting to make a Militant Ordo Sister, and take the elite advancement found on page 38 of Enemies Within in order to gain access to the Sororitas power armor and talents the advancement gives.

If I can't skip the Influence requirement, that's fine, just need to know which way to go cause it influences my build and XP spending.

Edit: novitiates are frequently picked up by Inquisitors out of the ranks of the more capable prospects. I was planning on having her have a record of serving with Inquisitor Bouchon and having earned her power armor while on campaign in his service.

That makes sense, I misunderstood. I apologise - I didn't mean to suggest you don't know the lore, it was more that I got to reading and got excited to share the pure madness that is 40k lore!

Sczarni

From my loose-ish memory, I had to check the Lexicanum and after a quick check, Adepta Sororitas and the Sisters of Battle aren't exactly one and the same. Sororitas have different orders, Militant and Non-Militant, and only the former is called Sister of Battle.

A Sororita can be a Sister Famulous (Jane Austen meets Machiavelli), Dialogus (Arrival meets The Imitation Game) or a Hospitalier (Hacksaw Ridge meets House M.D.), or a member of the most important of all orders, the Order Fenestrus.

I think the inquisitorial retinue gathers influence as it wins friends and influences enemies, so the Sister of Battle is probably meant to denote a full-blown Sister (the Rank, which is one above Novitiate, which is apparently when Adeptas get more independence and get assigned to the Ordo Hereticus).

As to why a Sister (the whole organisation) is different from a Sister (a colloquial name for the Sisters of Battle) is different from a Sister (the fifth out of eleven ranks in the Sisters of Battle), I blame the Administratum.

Sczarni

The big day!

Archpaladin, Re: the corruption, yes, the one I rolled was due to being unsanctioned. I think some backgrounds also start with Corruption, too, but you should be good as a sanctioned astropath.

I think there's a few more days to finalise the work, when the GM makes the picks, but if there's any help you'd need in particular with, I'd be happy to lend my (inconsiderably experienced) hand, and I'm sure others would as well! You've got the thematics down already and I personally find it easier to figure out what I want once I'm done with them.

I'd suggest going for the gen version of the sheet first, pre-XP, picking up your extra aptitude, and then figuring out where the XP goes (2500 is surprisingly easy to spend!), probably starting with Psykery stuff, skills and talents you can't live without (such as Parry, Dodge, or Blademaster), then plugging the gaps.

Sczarni

Nope!

You may purchase the Psyker advance for 300 XP, and then the Sanctioning comes from the Adeptus Astra Telepathica *background*, not role, in the shape of the Tested on Terra background trait.

(at least that's my understanding, GM might correct me here.)

Sczarni

1 person marked this as a favorite.
Ontzlake wrote:

Archpaladin Zousha here, rolling stats:

What's my next step with the rerolls and switches? I'm angling for a "battle-astropath" kind of character, if that helps, the kind of guy who says "I never bought into the notion that my body needs to be weak for my mind to be strong."

While obviously I want to avoid 'rolling the character for you', I'd recommend the following:

- Use a reroll for that 2 in the Weapon Skill, the 1 in Agility (Melee characters do appreciate speed), and the 1 in Fellowship.

- After that the two swaps should do what the Storm Dragon suggested, getting Weapon Skill, Strength and Toughness high up, with Willpower or Agility being the fourth to round things up.

- At that point, you should have your Role selected, as some Divinations give extra talents based on what you have. There are a few options here:
-- The Crusader is my recommendation, they're strong and convicted, the option to spend a Fate Point to avoid Fear, and the Knowledge aptitude.
-- A Fanatic or a Hierophant has a more social bent instead.
-- Warriors are straight up combat only (but the option to fully dedicate to psyker abilities is still there), the Penitent is a more crafty type.

- After that you roll for your Fate Threshold, Wounds and Divination, and add your freebie Aptitude.

Once that's all done, there's 2500 XP to be spent on advances, but I think that's a question for later.

-----------------------------][----------------------------

@TheLastGhost - I'm going to add a set of mechanics for a Seeker instead, and let you choose which one you prefer more if you end up selecting me. I think they'd both fit with my idea of my character!

EDIT: Has been added and both sheets are now up to 2500 XP.

SqueezeMeNow wrote:
I may have to copy someone else's homework to format a proper character.

If you'd like, you can copy mine mine, it's just a notepad document I play around with, but I think the bold, italics and smaller texts help visibility.

Here it is for quoting purposes:

Stat Sheet:

Attributes:
Swapped X for Y, dashes indicate increased attr
WS: xx
-BS: xx
S: xx
T: xx
Ag: xx
I: xx
-Per: xx (x Adv)
-Wil: xx
-Fel: xx

Wounds: xx
Fate: x
Insanity: x
Corruption: xx

Aptitudes:
XX, XX

Skills:
bold indicates known and above
- Acrobatics XX
- Athletics XX
- Awareness XX
- Charm XX
- Command XX
- Commerce XX
- Common Lore XX (spec)
- Deceive XX
- Dodge XX
- Forbidden Lore XX (spec)
- Inquiry XX
- Interrogation XX
- Intimidate XX
- Linguistics XX (spec)
- Logic XX
- Medicae XX
- Navigate XX
- Operate XX (spec)
- Parry XX
- Psyniscience XX (spec)
- Scholastic Lore XX
- Scrutiny XX
- Security XX
- Sleight of Hand XX
- Stealth XX
- Survival XX
- Tech-Use XX
- Trade* XX

Talents and Traits

Talents
Weapon Proficiency (Primitive, Low-Tech, Las) - Gain Proficiency
XX - XX

Traits
XX - X

Psychic Abilities
XX

Psychic Discipline 1
XX: xx

Advancement:

XX XP

Psyker:
PR 2 - 400
Abilities - 700

Attributes
XX +5 - XX

Talents
XX Cost

Skills
Skill +10 XX
Skill XX

Gear:

To be determined.

Sczarni

I am only speaking for myself here, mind, but I'm personally more than happy to swap things around on my end, in the event I get picked and there's overlap. I wasn't certain which role wished to pursue until I chose to pick a Psyker pretty much out of the blue (or, you know, purple) - I'd be more than happy to change mechanics to a Seeker (with a bigger lean on almost preternatural insight/vision), Hierophant with a silver tongue or even a Sage or an Ace, as I am mainly going for insightful, knowledgeable and social.

Moreso, even with psykers there's the same thing TheLastGhost was saying of niches and different character vibes - an overzealous pious pyromancer or a deceptive underworld biomancer have little overlap with a soul-bound astropath or whatever the Warp I'm trying to do - psyker powers and specialisations are not cheap in DH!

Sczarni

Just checking regarding said talent - is that from the background or the planet, role, etc combination? Since a few backgrounds give unique traits as opposed to talents.

I think I got all three since the role also gives me the Psyker elite advance (for which I actually have to roll the corruption, I think, as Venatalia isn't sanctioned).

Corruption: 1d10 + 3 ⇒ (5) + 3 = 8

Sczarni

On the generation, I believe the book advises you to go

Homeworld -> Background -> Role -> Rolls. In this game, you pick an extra aptitude too, and after that you spend your XP. I, for example, was thinking about a secretive, schemey Rogue Trader trained character. After I rolled, I got led into a more psykery and social area, and then I further tweaked some stats to narrativise the dice results (and kindly asked the GM re:the malignancy to help with the narrative I wanted.)

On the second part, my impression is that, yeah, it's a little bit of both. Longer term, (assuming there isn't a truly overwhelming dice result imbalance between the players), it does taper out due to aptitudes. And considering that there's a lot more variety in what characters do in Dark Heresy in terms of challenges than, for example, Only War (which is primarily combat focused) or even Rogue Trader (where you often have the luxury of picking your own approaches and battles), being better in areas that your 'archetype' doesn't necessarily lean into, such as the charismatic Guardsman, or the tough as nails Sage can be a welcome surprise.

Adding to that what has been mentioned, the attribute swap and the permitted rerolls should definitely let someone do very well in their 'main' role. There's definitely a fair amount of the system that is designed to let you get back and running with just dice rolls if the table etiquette is common character deaths, but in my experience with the older 40k games it's rarely the case.

Sczarni

Ah. Yup, I think narratively Las makes more sense - an abandoned planet with a crashed ship would probably have the technology to recharge laspacks, but not necessarily to manufacture bullets. I had Low-Tech and primitive, but I think those are the same in 2e, sorry - I was copying things off of an old alias.

The background gives SP or Las, (ignoring the Shock).

That's correct on the 25s - my bad for not identifying them, I've put a notch in front of them on my character sheet.

Great to know about the Maledictum. I'll be pretty honest - my non-Rogue Trader (the TTRPG) knowledge of the setting isn't the best. I don't think much would be relevant on my end, except for maybe mumbling about prophecies and vague soothsayings.

Sczarni

I do love the Calixis Sector, it's just frontier enough to have a lot of mystery. And a great place to pretend to be a Footfallen if anyone asks about your weird abilities.

Much appreciated on the swap. I've made the alias here, and I think I'm done with my finagling, but I'd appreciate some input from, well, everyone. Might've stretched too thin to be able to stare at the glimpses of the Empyrean for the Inquisition, but I think a green-ish to the greater Imperium acolyte with a unique talent might get some leeway. And not being the absolute worst at combat does help.

Sczarni

Seeing a techpriest and a Desperado roll up, I think I might've gotten an idea for the character now.

Presenting Venatalia Rey'a'Nor, noblewoman, hunter and unsanctioned wytch alike.

Background:

Centuries ago, the Custos Aureum, a Lunar-Class Cruiser of the Battlefleet Calixis, initiated an emergency warp jump after an overwhelming void ambush by a Freebooter fleet. After the warp's trials and travails, the Custos Aureum reappeared in low orbit of an unknown, verdant world, and underwent involuntary landing. By the Emperor's Mercy, the crew losses were calculated to be merely 73.1%, unfortunately including the majority of the command staff.

The Navigator that initiated the warp jump, one Lady Audacia Rey'a'Nor, survived the crash, alongside the Sanctum Navigatoris. As the ship interred itself at the high peaks of a forested mountain, the chain of command meant that Lady Audacia was now the leader of these lost souls, stranded in unknown territory after the destruction of the Astropath Chorus.

Proving herself to be an exceptional leader, the crashed ship quickly turned into a settlement where macrocannon-loader clans turned to farming barons, troops of guardsmen turning into warlords and generals, techpriests and technomats forging guilds and missionaries keeping the faith in the God-Emperor alive - with the ominous promise that the planet was just a temporary stop.

Alpha-Epsilon-199 was the world, marked as Quarantine due to the presence of Exodites on the planet - kept at a hand away by diplomacy, kept promises of tending to the land, and a shared vision of a common foe to one day arrive. And arrive it did.

A century after the death of Lady Audacia, survived by many children due to political marriages between the now bastardised nobility, the enemy arrived. A Rork landed on the planet, and the locals forged an uneasy alliance to fend off the greenskin scourge, losing ground even with the aid of the united Exodite clans and the barking of the restored macrocannons and lance batteries of the Custos Aureum.

Venatalia was born in the beginning of the Greenskin war, a human-borne child of a Technomat-guilder and an offspring of the Rey'a'Nor. She grew up learning the traditions of the Imperium and the rites of the Rey'a'Nor, the ways of handling a lasrifle and negotiate food, labour and fortifications for the war effort between the divided populace, and plagued by visions both dark and prophetic.

Only by the arrival of the Arcadius Rogue Trader Dynasty, assisted by a few Elder Corsairs, was Alpha-Epsilon-199 saved. As part of the deal, the residents of Aurum Audacien were loaded on the Rogue Trader's ship, with a bountiful haul under the Eldar's watchful eyes. With a well-populated offspring of a Magisterial House, the Navigators with the gift of the Third Eye were accepted as long-lost cousins, and the ones simply claiming blood, and not warp, could enjoy their place in Imperial society. The ones touched by the warp in ways not easily classified, however, were left at an impasse with the Black Fleet's tithe difficult to plan around and with noble blood being uncomfortable to spill.

And thus, came Inquisitor Bouchon's unexpected offer of service to the Throne. A person with valour proven and connections wide is a fine addition to most retinues, and a malady of the flesh can be excused inside the Inquisition and act as a reminder of the forgiveness of the Emperor - or His servants' swift wrath should straying from the path of His light occur. The gift of sight beyond sight, trained by those who have no peer in the Imperium, has been a great aid to the Inquisitor's retinue more than once.

Appearance:

Venatalia is clearly a woman of good stock - tall and thin, as most descendants of those who spend time in the void, but her callouses and tan indicate a lot of time planetside. Dark haired and usually dressed in well-made, but clearly handmade primitive cloak, covering a finely woven suit of Imperial Meshweave, and wearing boots of xenohide and beads. A circlet of finely crafted silver and gold covering her forehead, marked with sigils both High Gothic and unknown, that seems well-artificed by talented crafters. Never removing it while in public, the circlet conceals an undeveloped eyelid, permanently fused closed - a clear mark of mutation.

Personality:

While uneasy with the masses of humanity, Venitalia conceals this with speech easy flowing and well-pronounced. While whispers and sights beyond sight occasionally bother her at inopportune times and often in her dreams, she attempts to focus on the here and now - a task once much easier. She rarely endeavours to use her wytch abilities, though the eldritch gestures and quirks of the Nobilite often shine through. Her rituals - a prognostication bastardised from House Rey'a'Nor's Navigatorial Rites, often fill the building with dread and unease.

Mechanics wise - I think I'm going for the Mystic (Psyker) build, with a heavy bent towards Divination (maybe something later on). I was also going to ask - with the social things and the quasi-nobility (and quasi-Nobilite!) idea - could I possibly exchange my Distrustful Malignancy for Witch-Mark (the eye, as it is mentioned to be easily concealable) and Night Terrors? If not - I could refluff the character to be a little more aloof, and lean more into the 'had fought a war with primitive orks', or simply work through the Fel penalty with strangers.

Cheers!

EDIT: Wow, this picked up! A witch and a sister, tale as old as time. And a techpriest, this is shaping up to be interesting!

Sczarni

Since I've been inspired by the (rather excellent) Rogue Trader CRPG game, I've set my eye on a Quarantine World Rogue Trader ship character. Normally I'd go for a little bit more 'masses of the imperium' character, but a little more unique background does seem to fit into the misfits of an inquisitorial retinue, and I had a bit of a creative surge.

I'll work more on the background and give more details (with enough leeway to change things along to fit a team better) but I'm thinking of a person growing up on a settlement that sprung from a crashed ship on a quarantined world few generations ago.

Dice Rolls:

WS: 2d10 ⇒ (7, 3) = 10
BS: 3d10 ⇒ (9, 10, 3) = 22
S: 3d10 ⇒ (2, 3, 2) = 7

T: 2d10 ⇒ (7, 1) = 8
A: 2d10 ⇒ (9, 10) = 19
I: 3d10 ⇒ (5, 2, 10) = 17

P: 2d10 ⇒ (1, 3) = 4
W: 2d10 ⇒ (9, 9) = 18
F: 2d10 ⇒ (7, 1) = 8

Inf: 2d10 ⇒ (1, 8) = 9
Wounds: 1d5 ⇒ 4
FT: 1d10 ⇒ 1

Reroll T: 1d10 ⇒ 9
Reroll Per: 1d10 ⇒ 10
Reroll Fel: 1d10 ⇒ 8

Divination: 1d100 ⇒ 1 Ooh, a malignancy!
Malignancy?: 1d100 ⇒ 71

EDIT: Dice are telling a story, it seems... I think I got something.

Sczarni

Definitely interested in this! I've not had the chance to play the 2e of DH, but I don't think it'd be all that different from the first edition of books. I also have a couple of concepts already, will try and find out the most 'sane' one.

Is there any hints or ideas as to what the game would be about? I know in Dark Heresy you're supposed to be a retinue of vastly different people dragged together under the inquisition's banner, but I feel like I should check first if there's anything in particular you'd like to do or have.

Sczarni

Thank you for the consideration, have a great game everyone!

Sczarni

Good to see that I'm still within the deadline! I was still playing with the sheet and I couldn't get it working yesterday. Presenting one Dunn Brackern, Nature Fang Gunslinger.

Dunn Brackern:

TN Medium humanoid (human)
Init +4; Perception +7
Favored Class Bonus +1 to HP
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +4 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d4/19-20)
Ranged Pistol +4 (1d8/x4)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats Weapon Proficiency (Firearms), Eschew Materials
Skills: 4 from Druid, 1 from Int

Stealth +11 (1 rank, 3 class, 4 Dex, 2 race, 1 trait)
Disable Device +9
Survival +7 (+4 in urban environments)
Heal +7
Perception +7

Background Skills
Craft(Firearms) +7 (1 rank, 1 int, 3 class, 2 trait)
Sleight of Hand +10 (1 Rank, 4 Dex, 3 class, 2 Race)

Languages Common, Druidic, Dwarven
--------------------
Special Abilities
--------------------
Studied Target (Ex) +1
Heart of the Slums (Alternate Racial Ability, replaces Skilled)
Military Tradition (Alternate Racial Ability, replaces Bonus Feat)
Spellcasting (Ex)
Nature Bond: Druidic Herbalism (Ex), 3/day

--------------------
Traits
--------------------
Framed in Ferrous Quarter (+2 to Craft(Firearms))
Mechanical Expertise (+1 to Disable Device, gains as Class Skill)
Bandit (+1 to Stealth, gains as Class Skill)

Drawback (Infamous) -4 Diplomacy to Law Abiding Citizens (Note to GM, happy to exchange for Family Ties or Overprotective)

--------------------
Spells
--------------------
To be determined, as Druids are prepared casters with the whole list

0th, -/day, DC 13
1st, 2/day, DC 14

Gear
Dagger
Thieves' Tools
Flintlock Pistol
Studded Leather Armour Duster
20 alchemical cartridges
Healer's Kit
A Large Hat As Those Conceal Your Identity

Personality:

When all is said and done, Dunn is a survivor and a street rat. He's got loyalties and, as every Alkenstari, will stick to his guns and principles. Drilled into his head are his father's words about 'taking care of the people, and the land', and while the land might be a little more poisoned, the people a little more divided, he still believes in improving things one at a time - when coins and power brokers allow.

Reserved, but open to speak his mind with directness, he is quite proud of his independence from foremen and gang leaders alike, even if he's now a wanted man on the run with nowhere to go.

Sczarni

Right:

Backstory:

The Mana Wastes are a harsh land, more than most. The few that eke an existence there survive by numbers, ingenuity, and grit, and even that often times proves to not be enough.

Born to a pair of unusual Nexians - his mother an eighth child of the minor aristocratic house pf Brackern, dabbling in minor golemancy and left to her own devices, his father a Waster follower of the druid Ghorus, a chance meeting of the two led to them escaping to elope in Alkenstar. With nary a penny to their name, and their magic rarely stable, usable, and especially, welcome, they lived (and still do) in the Ferrous Quarter, making due and running a barely-held-by-string clinic faced with the monumentous task of staving back the Ferrous Quarter's smattering of illnesses and injuries.

As the two came to Alkenstar, so did the reason of their escape - Dunn. Barely affording to feed a single mouth, the young Dunn grew up surrounded by injured miners, crafters, and low-lifes, with the little time he had to spare spent helping around in the clinic. The ability to patch people up even when a mana storm (a perfect time for a robbery, by the way), was highly demanded by the small fries in the Ferrous Quarters, and it was many a night that Dunn spent sleeping in a concealed loft, the back room of a taphouse, or a jail cell. Being the dutiful son that he was, the money not spent on food, basics, or the occasional flagon was sent back to his parents, who, while disagreeing with his lifestyle choices, couldn't say no to the gold.

Was he known to be a thief and scoundrel - absolutely. A saboteur - often, too, but he'd never been a murderer, despite what the Wanted Poster claimed. A thief, absolutely. A saboteur - often. Seeing the Marshalls walk in the Clinic, rudely throwing and shoving aside people on cruches, looking for 'that killer', was a telltale sign that something, fundamentally, had to change in Alkenstar.

If you're gonna be a notorious criminal - might as well get rich doing it.

Mechanically - I'm looking at the 'scoundrel with a heart of gold' idea, taking the Framed in Ferrous Quarter trait and playing a Nature Fang Druid, with lockpicking, pickpocketing, sneaking, and general urban survival abilities, as well as healing of all sorts. I haven't the foggiest of ideas of how it would work, but someone who is capable of some truly druidic feats of sabotage is bound to be useful!

I've got the basics of the sheet done, but I'd like to give it a second glance, and I should be able to provide that later today.

For the weapons - I'm guessing that the Arquebus is a more refined weapon than the basics, and not something that the street rats get - that said, I think that firearms are obtained as proficiency as a group with the feat and the Elephant in the Room? If not (which makes sense too!) I'll grab the Pistol and maybe the Arquebus for later, no Advanced ones for me (yet).

Sczarni

I've glanced at this one, and after some deliberation, I feel like reaching for the weirdness of Alkenstar!

GM, quick question - I'm looking at the proficiency alternate race feature of Military Tradition for Humans - it might be a big ask, but could one of the proficiencies be Firearms? (I understand if the answer is no, but I had to ask about that interaction!)

Second question - Would the Druid Herbalism also count as non-magical in the same way that the Alchemist's Extracts? The magical potions, probably not, but it's mostly about cure extracts.

Just as a general thought, I'm looking at the concept of bringing nature and progress together. Or, considering the outlaw angle, "I'm a healer, but...". I need to figure out if I prefer the idea of a child of outlaws that moved to the bad part of Alkenstar (with hereditary memory of druidic magic), or the bright scientific mind that had learned a thing or two in the Mana Wastes before being sent starry eyed into Alkenstar and gotten tossed under the carriage!

Sczarni

Thank you for the consideration, and I wish everyone a great game!

Sczarni

Hey everyone! I've always been looking for an opportunity to play Hell's... anything, really, but Vengeance in particular.

For your situation, I've noticed the party is lacking in some knowledge skills, alongside the frontline, so I've had an idea to revive an old concept of mine.

Presenting for consideration, one Liberico Urgiri, a proud son of Cheliax, and definitely nobody whose background should be put in any type of thorough scrutiny.

I am asking for the thematic permission to treat the Golemfist's arm as a cursed, bony arm - no mechanical changes, just the thematics. With no further ado:

A Sealed Letter to a Local Noble:

From the desk of Captain Orneros Dutoxas of the Edavagor's Persistence,

My Lord Drovenge, I am writing you as an influential patron of our shipyards, and a man of magnaminity who understands the importance of Her Infernal Majestrix' Navy's interests.

The bearer of this message goes by the name of Liberico Urgiri, and while our meeting was chance, I had been regaled with his dedication to the Crown and Cheliax itself. While his heritage is barbarian, as his last name suggests, his recollections are anything but. He said his ancestors were labourers that moved to Cheliax generations ago, and he had no idea where the name is from.

My bosun ran across him as we were portside for a resupply, and he quickly came to aid us in negotiation with the treacherous natives, and regaled the crew with his story. A survivor from Druvalia's Ambition, he'd been shipwrecked and crippled by the foul primitives' magic as he defended the ship from boarding action.

Shipwrecked, he'd spent more than a year washing from island to island, before finally ending up where we found him. We took him among the crew, and he more than pulled his weight, despite his arm.

Furthermore, his canny attitude and firm belief in our great nation's virtues aided the morale of our crew, which was hindered by the uneasy weather, though I dare not repeat the words of some of the shanties he sang - I dare not repeat them as I fear some might run across Her Infernal Majestrix's Bureau of Historical Accuracy's ire, but upon my remark, he solemnly swore to never repeat them.

As such, I am leaving Mr. Urgiri shoreside upon our landing at Corentyn, with this message in tow. I can vouch for his graces and obedience, and humbly request that he be granted a minimal veteran's stipend, and documented permission to lodge at Veterans' Barracks in the Homeland. I am certain that he will strive to prove himself a worthy subject of the Crown once again.

Ventum ab inferno,

Captain Orneros Dutoxas

Appearance:

A gruff, heavyset half-orc man in the middle of his life. His mane, brushed and coiffed to Chelish Navy standards, has many flecks of silver in it. A golden tusk sits upon the man's lips, and the wide gait of a sailor is visible as he makes his way down the road in his polished boots. An appearance of disciplined dignity emanates from the man, and its only his half-cloak that draws attention, shielding his right arm from onlookers. To most, this is but a simple Chelish Navy veteran. Usually clad in simple, but clean clothes, similar in cut to those still used by sailors every day and age, Liberico is nothing if not a heavy sailor away from the land.

Personality:

A cunning man from birth, Liberico does his best to portray what his superiors want to see - a strong, loyal, and not-too-bright half-orc. While at least one of the facades may crack under heavy scrutiny, he speaks in short, convicted tones, respects the nobles and other soldiers, and is never the last to raise a salute to those who keep Cheliax at peace.

At heart, however, he is a survivor first and foremost, and ambitious second. While his facade gives him wide berth and respect amongst some of his peers, he feels a better life is well deserved, and will happily engage in an activity to line his pockets while scoping out for a big break. While not one to resort to violence first, the sheer heft of a half-orc and shouts aid greatly - as does his cursed arm, rarely taken out of hiding. Anything is an opportunity, after all.

Background:

Born in the Chelish colony of Sargava, and quickly being inducted into the Chelish Merchant Navy, he found the drudgery, hard work, and low pay to be rewarding little in return to the labour. Joining one of the crews working for the dreaded pirate captain, former Hurricane King Kerdak Bonefist, he found the experience liberating - were it not for the unfortunate demise of Bonefist, and at least one Chelish Navy. Realising that the time of a man of his allegiances has long passed, he attempted joining a new crew, only to be recognised by a witch, one whose ship was raided by his very own a month ago during the wars.

As Liberico threw her overboard in the dark of night, she cursed 'the arm of a killer' to show his true allegiances, leaving the man screaming as flesh and sinew melted on his arm. Thrown overboard himself afterwards, he was rescued by a fishing boat. Completely determined to leave the Shackles, Liberico secured transit to mainland Cheliax with only the clothes on his back, and a forged letter from a sea captain he'd personally seen die.

Now in Cheliax, the curse of Besmara continues to ache - only wealth, treachery, and deceit sate it, and Liberico is all too happy to oblige.


Stat Block:

Liberico Urgiri
Magus 3 (Hexcrafter/Golemfist)
NE Medium humanoid (human, orc)
Init -1; Perception +8
Favored Class Bonus +1 to skills and HP
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 15 (+4 armor, +1 Dex, +0 Shield)
hp 27 (3d8+9)
Fort +5, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +9 (1d6+5)

--------------------
Statistics
--------------------
Str 19, Dex 12, Con 14, Int 14, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Improved Unarmed Strike, Fast Learner, Enforcer

Skills: 6/level (Rank/Class/Stat/Bonus)
Bluff +7/9 (3/3/-1/4)
Diplomacy +7/9 (3/3/-1/4)
Intimidate +8 (3/3/2/0)
Spellcraft +8 (3/3/2/0)
Climb +8 (1/4/3)
Swim +8 (1/4/3)
Perception +6 (1/3/2)
Knowledge(Local) +9 (3/3/2/1)

Background Skills: (Rank/Class/Stat/Bonus)
Profession(Sailor) +5 (1/3/1)
Linguistics +7 (2/3/2)
Lore (Chelish Military) +8 (3/3/2)

Skills: (Rank/Class/Stat/Bonus)
Languages Common, Orc, Polyglot, Halfling, Infernal, Giant
--------------------
Special Abilities
Overlooked Mastermind (Half-Orc)
Skilled (Half-Orc)

--------------------
Traits
Thrune Informant (Campaign)
Bruising Intellect

Drawbacks: None
--------------------
Gear
To be determined

--------------------
Spells
To be determined
--------------------

Sczarni

Have a great game everyone!

Sczarni

Hey everyone! Hey GM!

I think I have a character based around Ustalav, as no Ustalav game should be complete without someone wearing a big hat, carrying a lore libram, and wielding a repeating crossbow! Even if their teeth are clacking all the time.

I'm looking at a Bolt Ace Gunslinger/Psychodermist Occultist for the above. Mostly leaning on the former rather than the latter, with a focus to providing group utility on the caster side, alongside survival, tracking and the paranoid skills like Perception and Sense Motive.

Sczarni

Hey! Thanks for the response.

I agree with that, I've not changed the statblock for the moment, I was looking for the response about the potential backstory alignment.

I'll have an updated one later today. Definitely will lean a lot more towards skills!

Sczarni

Hey everyone! I had just finished moving and finding a new job, and with more free time comes the urge to go back to PbP. Imagine my surprise when I saw a PbP War for the Crown game, ideally ticking off the intrigue and pathfinder urge at the same time!

I had been a part of a War for the Crown game where my involvement ended at some part previous to the point the team was in.

As per the requirements, I'd mostly be checking with Raesilia regarding my backstory, given that I was playing a Talbot Scion, and based on the story so far, it obviously wouldn't work.

Bartolo Talbot

Regarding potential familial links:

I had been playing a young scion of the Talbot family in a similar position as Raesilia - in the disagreement regarding Taldor as it is. With the current Talbot scion being who they are, namely Raesilia, I was thinking about a not-so-distant cousin who's similarly minded, but quite detached of the inheritant, main branch. I assume that, if that is reasonable, things can be worked out more in detail pre-joining!

As per the questions in the initial post:

Regarding Link to Taldor, and motivations to get involved, and generally alignment and morality:

A (potentially, depending on current player permission), Bartolo Talbot is a scion of the non-main branch of the Talbots. He is a skilled merchant, sent away to oversee some familiar holdings and trading routes - mostly due to his love of the drink and proneness to engage in political debates with people above his standing.

Bartolo Talbot is an enthusiastic follower of Abadarian principle, as befits a Talbot. Trade, when moral an uncoerced, is what brings prosperity, and with it order, joy and health to the nation. The arcane structure, unfair and entrenched systems of taxation, and quarrels with neighbours most should have forgotten, are a block on the road towards prosperity that Taldor could enjoy. As such, Princess Eutropia's thoughts are sympathetic to Bartolo, and he views her as a change for Taldor to rise from its slumber.

Role in the Group:

While obviously subject to change/communication, the role that Bartolo would fill in combat would be a melee fighter, potentially more ready than others to fight in a social situation - but still preferring not to.

In social environments, his brashness, boldness and cheek should fit as a counterpoint to the more subtle operators, drawing attention, and enjoying his position as an imposing man not afraid of confrontation to provide cover or inviting himself and the team to places. While Intimidate will be a skill he'd possess and use often, I do see it as mainly the "Do you know who we are?" or "I demand you rescind your statement about X/Y/Z." as opposed to being a brute.

Character Progression:

I've not got the mechanical sheet up and running, but the general mechanical side would be leaning into fighting with improvised weapons, and leaning into the Enforcer/Hurtful side of things. Will happily work with the GM regarding what level of optimisation would be reasonable and stay away from some questionable combinations.

In addition, a few feats will be spent towards social sides, such as the ones getting people that might've been intimidated to remain neutral after the fact, and the ones that help with social/intrigue rolls.

Narrative-wise - working to change minds, broker deals, and act in accordance of the Abadarite principles, helping businesses and craftsmen start. Would also like engagement with the Talbot family, but that would require some chats!

Why Merratt:

As a known, and obvious, sympathiser to the cause, Martella Lotheed could've sent Bartolo a message regarding needing like-minded individuals, there. Alternatively, I'd need to check the way book 1 got resolved here, Bartolo could've decided to offer his assistance on his own accord, having heard rumours of the sort (and potentially been told to be subtler).

Alternatively, if need be - I did have a concept of a Sarenite (or Abadarite, I do love me Abadar) Qadiran, hoping to work towards burying old grudges and hoping to find a new ally to the North, and playing with the Taldan dislike of Qadirans as well as Qadira's own position of being a satrapdom in a much larger Empire and all the complications that come with that.

Sczarni

I think the following is correct, according to the consolidated rules, but it should probably be given a look-over.

Skills and Talents, Re-Do:

Noble Born - Grants Literacy 3 times for Literacy +20?

The Beast Slaver - Gain Forbidden Lore(Mutants) and Peer(Underworld), Weapon Training (Shock), Corruption points: 1d5 ⇒ 2

Underworld Merchant - Gain Commerce, Weapon Training (Las), Make Do - Fix Jams in Weaponry with no waste and no reloading.

Scum - Awareness, Charm, Deceive, Literacy (replaced with Awareness +10), Dodge, Common Lore (Imperium)

Talents: Profiency (Low-Tech), Proficiency (SP), Proficiency (SP) (Replaced with Drive), Ambidextrous.

Advancement:

Dreg:
BS Advance (100)
BS Advance (250)
Wil Advance (250)

Outcast:
Common Lore (Underworld) (100)
Stealth (100)
Inquiry (100)
Ag Advance (100)
Rapid Reload (200)

That takes me to 1200.

Regarding Gear and that, I was hoping to grab a Death Light Lasgun (from the Inquisitor's Handbook), as a decent Fenksworld weapon (probably from a gun smuggling operation from Magnagorsk to Volg?). And to exchange my starting autopistol for a hack shotgun, if possible? Kneecaps and all. Other than that, I would like to get some basic armour, as the Scum doesn't start with any, but that's about it. Nothing too special.

Sczarni

Realised I had one in mind, but didn't write it down.

On second thought, I think Malfi might be a bit much - we'd be Ordo Hereticus, after all. A Malfian might be okay for Xenos or Malleus, but you can't fight corruption with corruption!

The one background I was looking at was The Beast Slaver, since Volg is known for all sorts of beasties and cage fighting. Other one was Underhive Merchant, for getting involved in shady underground deals!

Sczarni

Right, so this is what I have for now.

Statistics:

Swapped AG for S and WS for BS.
Weapon Skill: 31
Ballistic Skill: 37
Strength: 32 +3 from Divination.
Toughness: 30
Agility: 34 (2 Adv)
Intelligence: 32
Perception: 38
Willpower: 28
Fellowship: 41

Wounds: 12
Fate: 3
Insanity: 0
Corruption: 0

Starting Skills:

From Noble Born:

Speak Language (Low Gothic) (Int),
Speak Language (High Gothic) (Int),
Literacy (Int)
@GM, not sure how all this works with the Homebrew, to be honest.

From Scum:
Speak Language (Low Gothic) (Int),
Blather (Fel), Replaced with Charm (Fel) as per HB rules
Dodge (Ag)
Deceive (Fel),
Awareness (Per),
Common Lore (Imperium) (Int).

Starting Talents and Traits:

From Noble Born:
Etiquette
Vendetta
Supremely Connected (Peer (Nobility, Underworld))
Wealth

From Scum:
Ambidextrous
Melee Weapon Training (Primitive) Is that right?
Pistol Training (SP)
Basic Weapon Training (SP) Replaced with Drive (Ag)

==========================================================

The Kruger-Aksakov Dynasty:

Life isn't easy on Fenksworld. Not even on Nova Castillia, the iron gauntlet over the two lesser hives, where life is brutal, short and filled with back-breaking work from start to end.

The story of Yelisaveta begins with her birth, but rarely is a scion's story unconnected to her dynasty's origins, which would be explored. Her great-grandfather, the famous and infamous Grigory Aksakov, the Volgite Adder, began his life in a small shack somewhere in Volg as the first free man of his family, exiled in Volg for crimes forgotten long ago.

The man didn't waste his various natural talents, and by his late fifties, a fifth of Volg's drug, smuggling and human trafficking ran through his gang, and another fifth ran with his permission. Having an organised ring so big attracted the attention of the higher ups in Nova Castillia. After seventeen unsuccessful assassination attempts and three unsuccessful Arbites assaults, the discussion on whether the eighteenth to involve an Imperial Assassin was abruptly ended with a brilliant idea and a brilliant smile from the governor. I'd rather have him inside and pissing outside than outside, pissing inside.

An ancient document, listing the noble lineage of the Aksakov line found its way into the lavish office in Volg, ink still wet. The document was accompanied by another, smaller and less formal letter, politely informing the mob boss that the carrot is present in the envelope, and the stick is somewhere in an Officio Assassinorum temple, not yet aware that it's a stick yet. And would he, kindly, sort out the affairs in the Kruger dynasty.

The Kruger-Aksakov dynasty soon gathered power in the legitimate business, investing heavily in less-than-scrupulous traders, merchants and loans. Known for his hard bargaining methods, Grigory retired after bringing the dynasty in the black, something not seen as possible by the Administratum.

Age 10:

Eli saw the chance to sneak by the maid, and she took it. Running into the empty hallway, she snuck into the broom closet, and started choosing her destination. The kitchen was pretty busy at this time, and the mean one was on shift. The guardhouse wasn't an option any more, especially since she accidentally mentioned she played cards with the guards. Speaking of which, she hadn't seen any of those guards since...
She sighed, before taking a peak outside to see if the coast's clear, and decided she hadn't snuck in her grandfather's office soon. Maybe play with the lizard, or do some drawings with the fancy pen.

Making her way quietly, she had to duck behind a vase, when she saw two guards escorting a man towards the office. Now she absolutely had to see what's going on there. The trio entered the office, slamming the door shut. She quietly made her way there, just about to lay an ear to the door, as she heard voices from the other side, echoing through the marble hallway.

"Now, Lev, is an opportunity for you to see how you solve situations with lacklustre loyalty." Her grandfather's voice. And Lev was there too, her biggest brother.
"Uh-huh." An uneasy answer.
"You're sixteen now, Lev. Everything here, I'd leave to your father, and he, to you. I heard that you've got quite the head for accounting, and that's admirable.", Grandfather responded. He does sound quite proud that Lev's smart. And Sasha's a дура, she thought, thinking of her bigger sister.

As the two entered the room, she closed her eyes, listening for any movement. As she heard nothing, she moved inside, putting a cheek to the thick mahogany door.

"---and you thought that it's easy, didn't you, Artyomushka. Just work the numbers, pocket some thrones." Her grandfather was angry. He always tried to sound, you know, smart and use big words, unless he's angry, then he sounds like the guards. Even the accent.

"I'm sorry, Nikolai Grigorievich... I'll return it all...", the voice of the man rose. He's scared.

A creaking was heard from behind the door. Grandfather was opening his drawer. "I understand, Artem. You've been working as a foreman for, what, six years now? The books show the results as almost adequate. A bit under the norms, but that's to be expected." He paused.
"...Well, Nikolai Grigorievich, sir, I do my best...", the man responded nervously, and a thud was heard, a fist hitting the desk.
"I can see that, Artyomushka." The anger was rising again. "Your best is not good enough. You've worked there for six years. If it'd been someone young, someone hungry that tried to steal, I'd bring him in, break a leg or two, and explain to him why he can crawl away, and that he can expect a bright future with us. Because he's someone with drive, and desire for betterment. You? You're neither capable, nor loyal."

A loud bang was heard, and a loud gasp followed. "Take the rug and its contents to the incinerator. Send his last wage to his wife. And you, Lev, I want you to go to your room, and think about what I just did, and why I did it. Don't ask me anything. Tomorrow, I'll come and get you for lunch, and we can talk about the hows and the whys." Eli took her cheek away from the door, and wiped away a tear. She started running long before her brother left the office.

Age 19:

Eli was rushing home. The darkness had long ago fallen on the spires, and it was even darker down here. She shouldered her hefty bag, a Chorda Premeditation, worked darkstalker hide, matte electrum finishing and vox-locks. She'd learned quite long ago that the nicest things are usually the most expensive ones. She tucked away a strand of hair, and took the usual shortcut, half a kilometer to get to the service elevator. The chain fence was unlocked since her last time she'd went on a small trip to the middle levels.
A shuffle from behind a dumpster was the first sign something's gone wrong. Some дурак's wearing work boots.

Two burly men, dressed in tatters, slowly creapt out from the side alley, followed by another one, surprisingly quieter behind her.

"Good evening there, miss.", the fatter one in front said, revealing a terribly gaudy and expensive golden smile. The other one flashed a knife, but decided to stay silent. "Give us that purse, and we'd play nice and soft, девочка." She took a step backwards, expectedly running into the third one, feeling two heavy hands on her shoulders. No weapons drawn. A complete мудак.

She let out a scared sigh, a half-assed attempt by normal standards, and slowly raised the purse in her hands, tossing it in a muddy puddle. I'll be very, very cross in roughly ten seconds.
"Let me go now, please!", she said nervously. Again, by bad acting standards. Chuckling, one went over to check the newly uncovered loot.

Two clicks were heard as the pistols jumped in her hands, and a silenced pistol went off into the man behind's crotch area. The man let out a non-silenced scream of pain, which in turn got silenced as well as the second pistol went off into his skull, the contents not doing any good for the cleanliness of the alleyway. She fired another two shots at the man gripping the darkstalker skin like an absolute savage, and as he dropped, turned them towards the talker. "I remember saying please, сволоч.", she said, cold fury pulsing in her voice. "Pick up my Chorda."

"Uh, the what?"
"The bag, слабоумный." The man rushed to pick up the bag, and handed it forward, showing the courtesy of attempting to clean it with his rags. "Uh, sorry, miss. There's no need to waste bullets on scum such as ourselves any more, am I right?", he asked, with a grin. Shame. He'd been quite the charmer, if only he showed some effort in his life.
Eli smiled, taking her bag, then fired the last two bullets in his knees. The man fell on the ground, screaming, as she moved closer and started stomping on the man's body. "You want to tell me what I need, мудак? You want to tell me what I want?", she shouted in between stomps, blood covering her boots, latest Scintillan fashion. "I... want... you... to apologise... for bleeding... on my... адский... St. Ellisias!", she finished, the steel heel finally caving the skull in, splattering brain matter all over the fine (and fashionable) boot.

She took a deep breath, placed the bag on another dumpster, and slowly, methodically reloaded and sprung the guns back inside her sleeves. She managed to do it on the third try.

Age 28:

Yelisaveta Alekseevna was rushing through the corridors. I wonder what Grandfather's got in mind. I should've visited the old негодяй more often... This desk job's driving me insane..., she thought. Any chance to leave the stupid office was welcomed. She understood the importance of having a family member present on new people's inductions into the higher ranks, and better than most, but it was completely dull. And most kept staring. Should've gotten Sasha to do it. If she can show up sober.
She stopped outside the door, pulling out a small case from her bag. And he mentioned meeting someone important. A man. She quickly checked her make-up, and decided it adequate. She gave a quick glance at her jewelry and clothes, frowning at a wrinkle on her shirt. I wonder if it's the maid, or me. Whatever. She tapped the door twice, giving a last glance at her liner in the mirror and putting away the set.

She opened the door, walking into the familiar office. The rug's been changed, again, she noted, as she turned her gaze at the table. Two men were sitting on the table, and an armed woman standing behind the unfamiliar one, holding a storm bolter? casually. The man himself was wearing a fine tailored, but not too gaudy suit, and had appeared to be just receiving a glass of liquor, coming from a fine crystal philter. He's in for a treat. She smiled, and made her way towards the table, ignoring the bodyguard as etiquette dictated.

"That's my granddaughter, the one I was telling you about.", Grandfather said to the man, pouring a generous helping of Volg Gutrot. The bodyguard frowned at the smell. They toasted silently, then the man took a sip. The apparent lack of a reaction surprised Yelisaveta. "...I see.", the man replied, clearing his throat. "Please, take a seat.", he gestured at the empty chair. Yelisaveta sat, politely placing her hands in her lap. "Remember, Eli, I used to talk about place in the world, and drive.", the old man said, smiling. "I had strongly recommended that you take a bigger part in our affairs, but your father's been quite against it. And while we have our disagreements, he's in charge now, and with a reason. I'd have suggested this sooner, but it's just today that this opportunity arose. And I remember you being quick to act, especially back then." He smiled. "I apologise. It's rare you get time with your family, as I'm sure that you'd agree. Anyway, as I was saying. This man is a representative of an old... acquaintance of our family."

The man nodded, braving himself to take another sip, making the woman frown once more. "Right then. My name's not terribly important, but the name of my superior is. Brannor Smythe.", he allowed himself a smile. "Or, if we have to get really specific about it, Inquisitor Brannor Smythe."

Ебена мать..., Yelisaveta thought. She swallowed. The man continued. "We've exchanged some information with your grandfather in the past. And kept some other information quiet, too. The Inquisitor's looking for acolytes, men and women of exceptional caliber, and you came highly recommended. What's most unusual, however, is that you actually have a choice in the matter whether to join, or not."

Her grandfather nodded. "You see, Eli, sorry, Yelisaveta, what I decided was to give you an opportunity. You'd never become the heir of the house. You'd be doing a menial, clerical job, until your brother or father decides that he needs to cement the relationship with another house. It's not a terrible life, all things considered." He paused, taking a long sip and lighting up a cigar. The woman's frown intensified. "The other thing would be to work, and work, and work. The only limit to what you can achieve would be you, your failings and your talents. One day, you might even join His Holy Inquisition as an Inquisitor. But there's no way back, once you join."
"Or, she might get eaten by a daemon or sacrificed by a crazed heretic.", the woman muttered. Yelisaveta's honed hearing caught the line, sending a stare at the woman. Сука., she thought.

She remained quiet, staring at the window. Inside, she was weighting options, thinking of other options and plotting courses. She turned her eyes at the man, smiling. "Very well. When do we leave and what do I bring?"

Appearance:

Yelisaveta is tall and wiry, though certaintly not without feminine shapes. It is obvious to anyone that she takes great care of her personal appearance. She's visibly in her late-twenties, a fact accented by her preference for heavy make-up and jewelry.
In formal and non-confrontational surroundings she prefers form-fitting dresses of finest make, preferably of Scintillan or Malfian fashion, fur and silk collars and high shoes, which in combination of her height makes her exude an aura of vicious competence and superiority. While in such surroundings she's not in possession of a characteristic big bag, she's still managing to hide an item or two. Her hair, usually dark brown, is often put in a fancy coiffure, and her dark blue eyes aren't afraid to stare anyone down.

When expecting physical confrontation, she's wearing a fine attire, superficially resembling the stereotypical Volgite ganger: A long, knee-length coat, tight trousers and tall boots, accompanied by massive pistols. She still wears her heavy battle paint, however, and is incredibly irritable when situations don't allow her to put some effort in her appearance.

Personality:

A true member of the Fenskworld nouveau-nobility, Yelisaveta is charming and courteous, with hints of predatory superiority. While she often enjoys blathering about the topics of fashion and politics, she's almost never losing a grasp on what her conversant is saying and meaning.

In the events of under-handedness and treachery, however, her Volgite roots shine through, as she explodes in a harpy-like monster, shouting out ear-blistering phrases in a barely understood dialect, and isn't afraid to slap (in formal surroundings) or kneecap (usually not in formal surroundings) the offending party. While confident in her abilities and superiority in some matters, she's seen pride coming before a fall all too often and attempts to swallow it, with various success.

==========================================================

Now, a couple of questions: The only non-psyker or renegade background for a Noble Scum is Enforcer, which does work pretty good with my background, or Impostor, which kiiinda doesn't. So I was asking if I could get treated as a Hive Worlder for the purposes of backgrounds? I'd be willing to trade the arguably rather useful Etiquette for that, since I don't want to set a precedent.

Second question: What's your opinion on re-flavouring things? I really like the Tainted Blood of Malfi being the debauched and somewhat disturbing noble, could I use that package without actually being from Malfi? Again, totally don't want any precedents, so I'll be very ok with a no. (That, too, trades in Etiquette)

I think that's about what I have for now, I'll be quick to finish when you let me know what you think!

EDIT: Forgot Fate Points.

Fate Points: 1d10 ⇒ 10 Nice!

Sczarni

Woo! Dark Heresy on Paizo! A rare treat. Hello to you, Oblivion's Scion! Welcome to Paizo.

I've had a concept I really enjoyed playing for a DH game a while back that unfortunately ended too soon, a Noble Scum from a rather criminal house. I'll do the rolls down here for now, and continue on tonight. Probably going to be mostly focusing on noticing and rubbing elbows, and the occasional stab in someone's back.

Rolls:

WS: 2d10 ⇒ (2, 1) = 3
BS: 2d10 ⇒ (10, 1) = 11
S: 2d10 ⇒ (4, 10) = 14

T: 2d10 ⇒ (4, 6) = 10
A: 2d10 ⇒ (1, 8) = 9
I: 2d10 ⇒ (8, 4) = 12

Per: 2d10 ⇒ (10, 8) = 18
Wil: 2d10 ⇒ (6, 7) = 13
Fel: 2d10 ⇒ (6, 10) = 16

Re-roll WS: 2d10 ⇒ (7, 10) = 17

Divination: 1d100 ⇒ 81

Wounds: 1d5 ⇒ 4

Sczarni

Hey GM Mathpro!

I was in the last game for the Moonscar many... moons ago, and I'd love to take a shot at playing Ladim once again, if you're willing to have the same application as before! Pitch still the same, easy-going blasty arcane sorcerer that may or may not have a strong whiff of river bandit to him.

Rolls:

4d6 ⇒ (4, 1, 5, 4) = 14 13
4d6 ⇒ (3, 1, 6, 1) = 11 10
4d6 ⇒ (2, 1, 3, 4) = 10 9

4d6 ⇒ (3, 6, 6, 2) = 17 15
4d6 ⇒ (3, 5, 5, 4) = 17 14
4d6 ⇒ (4, 4, 6, 4) = 18 14

Decent stats for a monk, but a depressing ones for a sorcerer. I'll probably go for the PB.

Anyway, here's the pitch!

The 5+ Points!:

-Ladim is most easily described as a optimistic pragmatist. He keeps his level head at all times, is incredibly proficient with common sense and alwaysd tries to see what would be the best outcome for him and people around him. Always tries to lighten up the mood with an appropriate joke, regardless of whether they're exploring a long-lost dungeon, attacked in the night by assassins or simply someone drinking their sorrows in a pub.

-He has a personal code of honour, best described as 'Don't be an arse to people'. He attempts to understand the motives of everyone he meets. Same thing doesn't apply to ridiculous laws or regulations, or sometimes ever rules of ownership.

-He dislikes dwelling on the past just for the sake of it. It's a thing that one should learn from, but shouldn't keep his head in, unless one loses track of the present and the future.

-Ladim is surprisingly level headed for an all-powerful font of the arcane. A thing he'd never do is push someone or intimidate someone weaker than him.

-He tries to sway people away from combat whenever possible. A enemy chased away is an enemy just as defeated, especially nowadays... Despite this, he is no pacifist, and doesn't accept compromising his beliefs for the sake of avoiding a fight.

-Sometimes to a fault, he's a bit too familiar with people, which doesn't usually give the best results with people with massive egos.

-He often can't resist teasing people who are stuck with a stick up their bum, telling them to unwind or prodding around to see the person under.

The 2 Goals!:

-I'd love for Ladim to succeed on his mission to help the Worldwound problem by any means possible, be it negotiating for more troops, more supplies or sabotaging something higher up in the Demon structure.

-Stea... Liberating a relic or an artefact that does nothing laying around, and putting it to good use for a cause is a thing that drives him prodding around for nearly a decade.

The 2 Secrets!:

-A thing he doesn't admit to people is that he used to be a leader of a bandit gang in the past, preying on merchants and travellers. Despite believing he redeemed himself with his acts later in life, he doesn't like admitting it, and somewhat fears the backlash that would occur if his actions were discovered.

-A few years ago he retrieved a magical seal from an old Ustalavian tomb, gifting it to Lastwall. He took the precaution of wiping out the tomb's guardians, but what he doesn't know is that the seal kept in place a terrible shade lord that didn't awaken after he was long gone.

Won Friends and Influenced Enemies:

-Crusade Quartermaster Lorcen. An infinitely tired aging woman, responsible for the infinite requirements of constant frontline combat, she nevertheless relishes the arrival of Ladim's cargo, if not for the constant flirtation from the man himself.

-Cointoss. The alias of an unnecessarily rich dwarven information broker, Ladim often visits the man's lavish Absalomian mansion for leads on where to look next, for the cost of keeping the shiny, but useless trinkets he finds on his journeys.

-Swarmlord Nalbantis. The swarmlord was a charismatic and cunning leader of a Deskaran cult. Ladim worked to unravel the workings of the cult, said working terminating in the termination of the cult's high council with judicious use of fireballs, leaving nothing but charred remains. The Swarmlord, however, had the blessing of Deskari and was resurrected as a worm-that-walks, revenge burning in his maggot-ridden heart.

-Venture Captain Redoesti. A venture captain responsible for the Pathfinder Society's working in rural Numeria, she and Ladim have stumbled into each other's path on numerous occasions, as the latter has often requisitioned something from under the noses of the Pathfinders there. The relationship has been smoothed out, but the Venture-Captain still harbors a grudge not to be outdone again.

-LaRA. An android specialised in cataloguing and filing of information, LaRA is where Ladim goes to analyse and discuss any riddles that may have occured. The two share a strange, symbiotic relationship.

The Memories Three:

-The childhood memories are as vague as always, but he remembers the first time magic manifested, throwing away a much larger child to the other end of the room in a crackling while-blue flash. What he remembers clearly is his uncle's lectures on thinking first and acting second, filled with the smell of swampy river and cherry-scented tobacco.

-Ladim's mind still sometimes dwells on when he looks back at the camp, the bloodied swords left uncleaned by the camping fire, as he walks down the path towards Daggermark as the dawn rose. He also remembers tossing a massive pouch of gold in an urchin's hands, before walking in the nearest tavern. He remembers nothing for the next day.

-A more revisited memory is the smiles and grins on the crusaders' faces, unloading containers from his cart and breaking them open, stuffing pockets and bandoliers with small vials of blue liquid. It was the first time he heard the word 'good man' spoken about him.

Sczarni

Congratulations, give them insidious insurgents a rough time!

Sczarni

Wait, we're evil?

Some of us are merely aspiring heroes of Cheliax. We're the good guys, maintaining order in the face of misguided and nearsighted activists.

Besides, I'm pretty sure that the Glorious Reclamation is receiving money and help from Andoran, we can't trust foreign agents in our midst!

Sczarni

Hell's Vengeance! I do love me a chance to play a villain, and I have a soft spot for Cheliax, and all it's glory. Looking at Longacre's summary, it's a dark mirror of the usually humble beginnings of all APs, and I had an idea to match that.

The Initial Questions:

Question the First wrote:
What is your character's connection to Longacre? Why is he here?

Demibaroness Malgorzata Galizia Jialli, of the Jiallis of Egorian, is a victim of her terribly overzealous and overprotective parents interfering in her life path. The young woman's meddling in courts, and budding abilities in espionage and politicking have been nipped in the bud by her parents, for fear for her life. Following that, she'd been sent to the Sisterhood of Eiseth in Westcrown, in the hopes that a religious education would do her good, only for them to quickly pull her away from the monastic order a mere year later, the results of the Hamatulatsu's brutal training too horrible for them to imagine. Settling for sending the young woman to a less dangerous place than either of Cheliax's cosmopolitan metropolises, Malgorzata was put at the charge of a distant, nearly senile relative in Longacre, where she spends her days being utterly bored out of her mind, waiting for an opportunity for anything exciting to appear.

Question the Second wrote:
Who is one NPC your character thinks of as a friend or ally?

Rianne Fortmile's probably Malgorzata's closest friend and confidante in Longacre. Malgorzata sees a flicker of life, joy and ingenuity, unusual to the Hell-forsaken place that is Longacre, and the raven messenger appreciates the tales Malgorzata has from the distant ends of Cheliax and the latter's rather acerbic wit.

Question the Third wrote:
What is one goal for your PC other than the one provided in your campaign trait?

Malgorzata is a staunch Thrune loyalist, and the drive to show both her family and the Throne her worth is there, of course. But the infernal and extraplanar parts of the country have always kept a mystery to the young woman, having heard only tales and whispers of the heroics (and more importantly, guile) of the Throne Agents. To see and win a bargain with a devil, or to defeat a misguided angel wanting to strike at the Chelaxian empire has long been a dream to Malgorzata, even if she knows that such matters are way beyond her ken for now.

Question the Fourth wrote:
If your character is anything other than a human Chelaxian, explain how she fits in to Longacre.

I know she is a Chelaxian human, but still.

She fits, if only just. Having learned to adopt a veneer of pale indifference, and to overtly hint her displeasure at being stuck in the sticks, Malgorzata fits in Longacre as well as any 'big town young lady' fits in a backwater - with barely concealed sense of superiority.

In short, I wanted two things, the first was to have the standard 'little town adventurer is bored', with an evil twist. Malgorzata is LN, for the moment, simply for the lack of opportunities. She grew up in Egorian, however, and the stories of how those in power got there are rampant, and has daydreamed of striking down a political rival or coming up with devious plots. In the back garden, with a book and a jug of wine, usually.

The second one was to fight with a fighting fan, since they're damn cool, hence the stat block below. Build-wise, I'll be going for a durable front-liner, focused around feinting, not afraid to take a hit. She'll be pretty good at social skills, too, but not quite to the level a dedicated bard is going to be!

Demibaroness Malgorzata Jialli, Statblock:

Brawler (Snakebite Striker) 1
LN Medium humanoid (human)
Init +4; Perception +0
Favored Class Bonus +1 to HP, +1 to skill points
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 13 (1d10+2+1)
Fort +4, Ref +6, Will +0;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +5 (1d6+1), or
Melee Fighting Fan +5 (1d4+1, x3)

--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +2*; CMD 16
Feats Fast Learner, Deft Maneuvers, Improved Unarmed Strike

Skills: (Rank/Class/Stat/Bonus)
Acrobatics +8/6 (1/3/4/0/-2)
Bluff +7 (1/3/0/3)
Diplomacy +7 (1/3/0/3)
Sense Motive +4 (1/3/0)
Knowledge(Local) +5 (1/3/1)
Perception +4 (1/3/0)

Background Skills: (Rank/Class/Stat/Bonus)
Linguistics +2 (1/0/1)
Knowledge(Nobility) +6 (1/3/1/1)

Skills: (Rank/Class/Stat/Bonus)
Languages Common, Infernal
--------------------
Special Abilities
Brawler's Cunning
Chelish Noble (+1 to cha checks vs. chelish nobility)
Silver-Tongued
Sneak Attack (1d6)
Martial Training
--------------------
Traits
Extremely Fashionable
Chelish Noble (Campaign)
--------------------
Gear
Fighting Fan 5gp
Chain Shirt 100gp
Noble's Outfit
Signet Ring
Majestic ruby necklace worth 200gp

Sczarni

Male Human Cleric 1

Apologies for the delay, everyone, I've had an uncharacteristically busy week at work.

Without further ado, I present to you Bartolo Talbot, a gentleman of high society, a stalker of the highest circles, and a business man of no small worth, Bartolo Talbot. Now if only Paizo forums would fix their stuff and let me edit the alias...

Backstory:

Born in the well-off House Talbot, an ancient, yet reasonably unassuming and discreet noble house, Bartolo quickly proved himself to be, if not a black sheep, then at least one with spotty hide.

While his skills in the markets and negotiation are no lesser to anyone bearing the House's name, his overly open personality, boastfully loud hobbies, and occasionally unnecessarily direct methods have earned him the ire of his strictly conservative and scheming father - his firm belief being that if one doesn't devote himself strictly to the trade, one's wasting his life, and that nobody needs to see the real mony's origin.

The discord between him and his house reached a peak roughly two months ago, when he was operating a small winery and distillery in a remote port town. A group of kidnappers, later confirmed to have been sent by his father to return him to the family's manor to be 'retrained and tamed' happened upon Bartolo drinking and entertaining a crowd of workers and sailors in a dingy-looking tavern. Bartolo gained an even greater reputation in said small town after bludgeoning a massive half-orc to unconsciousness in the town square - with a lute, nonetheless. After the failed attempt, an irate Bartolo hopped onto a merchant's cart, loading the tied and bound kidnappers in the back, and returned to his family's manor, his face a furious red the whole way.

Terse negotiations ensured, and at the end, a compromise was reached - Bartolo would assume control over a few minor businesses of Talbot's in distant Oppara, and keep the family name out of it. In return, his father would give up his hopes into forging him into the new Talbot heir.

Bartolo has settled nicely into the capital of Taldor, already making an impression amongst the middle classes of Oppara. The underworld has heard of him, too, as during his first week assuming control of a warehouse, he intercepted a group of thieves trying to steal from it. The story of how he held the last thief by his legs, dangling from the third story of the building and shouted, red-faced to the thief to 'Apologise for stealing from me!', the crowds below bellowing in laughter, is already making waves in Oppara.

Personality:

Bartolo is loud and proud of it. An overly energetic man, seemingly always on the move, he rarely considers stopping and pausing. Even in his spare time he prefers to discover new and exciting places in Oppara, entertain locals by playing rowdy songs on his lute, or even go into a brawl at the docks. While not simple, he's definitely a direct man, at least on the surface. Years of dealing with merchants (and his family) have rendered him an excellent judge of character, and he's good enough at holding his judgements for himself, at least for a while.

Appearance:

Bartolo is a towering man, with dark hair and eyes. While lacking the defined and wiry fitness of a seasoned veteran or a talented duelist (as he loves food as much as he loves company), his sheer heft often makes assailants take a second thought. Usually dressed in bright and fashionable clothes, cut to the latest fashion, he's rarely spotted without a musical instrument - even if some would swear that wasn't on him when they last saw him. His expressions, both facial and body, are overt, often bordering on the dramatic. Quick to smile and quick to frown, he seems to wear his thoughts on his face, but the few who know him well would hint that some of it is the facade of the 'loud, brash nobleman'.

Mechanics:

NG Medium humanoid (human)
Ranger (Dandy) 4
Init +0; Perception -1
Favored Class Bonus +1 to HP
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor, +0 Dex, +0 Shield)
hp 40 (4d10+12)
Fort +6, Ref +4, Will +3 (+2 vs. illusions);
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Light Hammer +4 (1d4+5)
Melee Masterwork Earthbreaker +10 (2d6+7)
Melee Improvised Weapon +6/10 (1d4+7,x2)

--------------------
Statistics
--------------------
Str 20, Dex 10, Con 14, Int 8, Wis 14, Cha 14
Base Atk +4; CMB +9; CMD 19
Feats Noble Scion (Talbot), Power Attack, Enforcer, Bludgeoner

Skills: 6/level (Rank/Class/Stat/Bonus)
Bluff +9 (4/3/2)
Diplomacy +10 (4/3/2/1)
Intimidate +9 (4/3/2)
Sense Motive +9 (4/3/2)
Knowledge(Local) +6 (4/3/-1/1)
Climb +9 (1/5/3)
Swim +9 (1/5/3)
Knowledge (Nobility) +6 (2/3/-1/2)

Background Skills: (Rank/Class/Stat/Bonus)
Profession(Merchant) +11 (4/3/2/2)
Perform (String) +8 (2/3/3)
Appraise +4 (2/3/-1)

Skills: (Rank/Class/Stat/Bonus)
Languages Common, Infernal
--------------------
Special Abilities
Imposter-Wary (Human)
Ranger Combat Style (Menacing)
Favoured Nation (Taldor, +2)
Favoured Terrain (Urban)
Rumor Empathy (+7)
Hobnob(Ex)

--------------------
Traits
Tools of the Trade
Senatorial Hopeful (Campaign)
--------------------
Gear
Belt of Giant Strength 4000
Masterwork Earthbreaker 315
Masterwork Breastplate (Agile) 550
Pathfinder Pouch 1000
Courtier's Clothing 30
Jewelry worth 150
Masterwork Lute 50gp

some cash remaining

--------------------
Spells
0th: -/day
Summon Instrument
Mending
Detect Magic
Message

1st: 2/day
Cure Light Wounds
Expeditious Retreat
--------------------

Sczarni

Congratulations! Enjoy the game, GM Fox is amazing!

Sczarni

Hey there, GM Treasurefox! I feel like throwing my hat in the ring here, since I've never had the chance to play the AP that put Paizo on the map!

I do have an idea for a 'classical' wizard, skill-wise, I'm just chewing the idea over in my head.

Sczarni

Archpaladin Zousha wrote:

Gotten delayed by holiday stuff...and Warframe, I won't lie.

I'm also not sure if I should switch to another species since The Lion Cleric hit the Ferran Colonist concept out of the park with Dr. Kjestis! ;)

By all means, don't - I got hooked onto that by your idea! Like I said, I went with the idea that the Ferrans need another home, and your concept of someone who decided to take another way to that and mine would be a great RP opportunity, I think. Especially if the two know each other from way back.

Sczarni

I've got the good doctor's profile Here. It's not quite completely finished, but it should do the trick. I'll follow up and add an appearance tab soon. Went with general duergar/svifrneblin look for the Ferrans.

Sczarni

I seem to have lost the notepad where I had the crunch done, but the good doctor I was making was a melee-based Biohacker, with the medic archetype, aiming to be the (or one of) the doctors of the colony.

Anyway, to summarise my setting ideas based on what I gathered on the Ferrans from their origin book.

- The Ferrans have been surviving on their moon for several generation after their homeworld was swallowed/destroyed by a black hole.

- Part of the reason why they're dying out is that the planet was pushed into the black hole by a doomsday cult led by their leader, thinking that the Maw is their salvation.

- There's signals coming in from after the event horizon, which is part of the reason why a lot of them are unwilling to leave the moon colony.

I can imagine there being a lot of anti-religious sentiment in them (judging as how doomsday cults are and all), and a lot of determination and drive to continue living on their moon. I could also see them being a lot more democratic than most societies as a reaction towards the fact that it was an authoritarian ruler's crazy plan to launch their planet into the black hole.

Dr. Tjartka Kjestis:

The council room was dark and quiet, only the incessant, permanent hum of the generators in the bellows of Ratheren droning in Tia's mind. It's strange, how you notice it every time you go for an EVA. As the Humans say. Third time is the charm. The stocky, muscle-bound Ferran, dressed in a doctor's labcoat walked forwards into the circular hall. Her dark eyes stared through the viewing port at the end of the hall, the colossal, hungry black hole reminding every Ferran what they lost, and what they strive for. The Maw.

~The Consensus welcomes you in the Hall of Dialogue, Dr. Kjestis.~, a monotone voice erupted from the speaker in the center of the hall. The seven cloaked and masked figures, the Elders of the Consensus, were never to reveal themselves in a middle of a Discussion. To avoid demagoguery and oratory, even their voices were pre-processed by machines. Drastic, Tjartka always thought, but every Ferran grows up with tales and videos of The Incident. "I thank the Consensus for granting me this audience.", she began saying, clearing her throat. Pulling up a datapad from her labcoat, the Ferran raised a hand, connecting to the holodisplay.

"My purpose here is already known, as are my views. This time, as promised, I have brought evidence, peer-reviewed by our doctors, and the Xenobiology Department of Qabarat University on Castrovel." She pursed her lips. Aliens were little trusted by Ferrans still, even moreso with their increasing suggestions to abandon the Maw and Ferrantus Prime. But one of the prime learning places in the universe had some pull here, still.

The figures in the chamber above shuffled slightly, unheard voices speaking to each other, before once again turning towards the microphones in unison. ~The Consensus will accept the accuracy of your findings.~, the words spoke out, and Tia felt a glistening drop of sweat dry on her forehead. "Thank you, Consensus. Now.", she flicked her hand up, changing the slide. "As I have said before. Remaining moon-bound is detrimental to the long-term survival of the species.", she claimed, pointing towards the wall. "Of only 11% natural Ferrantus allergens, only 3% are safely introduced via injections. Of those 3%, less than half are economically viable. In five hundred years, we won't be able to take a step on any planet without EVA suits." Taking a step forwards, she continued. "In the past, we've used genetic modifications, but my personal projections show that in less than three generations, it'll be unfeasible on a mass scale. We have the technology to survive, perhaps to even thrive here, but... that'll be an irreversible, monumental physiological, societal and mental change. We're seeing the threshold of no return to Ferrantus, even if it somehow magically came back!", she started shouting, only for a loud siren to flare. ~Demagoguery and appeal to emotion. Please limit yourself to factual explanation, Dr. Kjestis.~, the monotone voice announced.

"I apologise. To continue. Cross-sectional data from the Starfinder Society indicates that psychological stress and accident rate is concurrent, even higher than those of other atheistic and adeific societies." The slider on the holowall clicked once more, the rumbling in the seats and robed figures once again picking up in a quiet dispute.

I think they're all a bunch of bastards. But sometimes, you need to rely on a bunch of bastards. Just don't let them dictate your life and the lives of your people., Tia's mind danced on the topic of gods. The other races manage more or less with them, and as much as I hate it, you can't deny their existence and their influence.

~The Consensus accepts this evidence.~, the monotone speaker announced in what felt like an era. ~In light of your evidence, The Consensus has decided to grant your department the funding requested, and you your leave for off-world research.~ A small pause later. ~Based on the findings, the Consensus will re-adjourn regarding step two. You have sixty seconds for final words and emotional response.~

Tia swallowed. "I thank you for your decision. I believe that it is the correct one on both a Ferran and an intergalactic level." Gazing at the Maw, she bit her lip, raising a stocky fist. "We'll not forget them, and we'll not abandon them. But they would want us to leave life as Ferrans."

Sczarni

1 person marked this as a favorite.

Actually, I saw Archpaladin Zousha's idea about the Ferrans and I had to double check what I know about the race - the quest for a colony sounds amazing.

There's just a couple of paragraphs on them in their sourcebook, but that just means there'll be more chance to improvise and develop them!

My idea's changed to a kind and well-meaning Ferran doctor, keen on making sure that the planet and the colonists are safe, but also gain a good enough reputation with the colony management to let more Ferrans come and settle

@Archpaladin, maybe we can do a common idea for the background and develop the race further?

Sczarni

Yay! Game's up.

Great gazette, too! Reading it gave me an idea for my biohacker concept.

An orc, or half-orc, doctor (dorctor, as it were) from Apostae, in indentured servitude to House Azrinae, being brought to the planet simply because he's a helluva lot tougher (and a lot cheaper and expendable) to the house than Drow doctors. And I definitely see Drow as rather unlikely to trust any doctor that's not their own.

The good doctor might have ideas of his own, however, and has been working alongside House Azrinae to have surprising insight into the Drow and the concept of liberty that a new colony entails.

The concept is mechanics-proof - I could either go melee or ranged Biohacker, or throw in a level of Soldier for good measure. I could see him being relegated to the House Azrinae delegate on the planet. The theme will most likely be either Scholar (Life Science with specialisation in Biology), or Biotechnician (as the drow are rather fond of some light fleshcrafting, if I recall correctly).

I'll get the backstory sorted and hope to submit it by next week.

Sczarni

Still interested!

Ditto on waiting to get a character concept going until we have more information, though the biohacker has certainly been an interesting character concept. And any colony needs a good doctor.

Would there be a dedicated recruitment thread, or will you be showing the information about the game and the requirements/rules here?

Sczarni

Definitely interested in Starfinder - there's been precious few of those on the forums, and I do like the system.

I have a couple of concepts, would probably wait for the main lore pitch for the game before I decide on any of them.

Sczarni

@GM - That sounds great, thanks!

I think I'll skip on the being an actual barrister (though not necessarily the Profession itself), since the backstory becomes a little too convoluted.

The last elections being 20 years ago is a little bit of an issue, though I'm assuming that if a senator was given a summary trial by mob in the meanwhile, there'd be someone else taking their place for their district? (namely, my character)

The half-orc answer is pretty much what I expected, and I'll still roll with it!

Sczarni

I watched as the Galt Gazette was being introduced and written a couple years back, though as much as I was interested, I couldn't think of a concept, so I decided not to try and apply. That being said, I don't have that issue at the moment, and I'm absolutely interested in overthrowing the government... From the inside.

Grumbaki's dwarven diplomancer (and a character I absolutely adore already!) gave me a particular idea, since I do like challenging myself, both in terms of roleplaying and in terms of mechanics. So, for a game focused around stealth, diplomacy and deception, I feel like applying with an individual who has penalties to both Dex and Cha.

I'll tackle the mechanics at a later date, since they're considerably less important. First, I have a couple of questions for our GM.

Question the first, how does one become part of the Senate, and what are the duties of a senator? I imagine they are democratically elected to represent a neighbourhood or a part of Isern, and they mostly meet and discuss laws and the sort - but I wanted to make sure.

Question the second, does one study in a university or by being a legal aide to become a barrister? I imagine that learning is one thing, but receiving the bar is a different thing entirely.

Question the third, what is the Galtan opinion on half-orcs in general? I imagine the usual distrust and fantasy racism, but is there anything else? Just trying to get the idea around in my head for when I go and write the backstory.

I think those are the main questions, but I reserve my right to ask more!

Sczarni

Miles Dugo wrote:
The Lion Cleric wrote:
To everyone: Which is your favourite part of Starfinder? And to those who haven't played it yet, which is the thing you're looking forward to the most?
I have enjoyed the ship to ship combat--even tried designing my own ships for fun... Link if you are interested...

Ooh! I love that website, I think I came across it the last time I played Starfinder, which was... too long ago. But I've experienced and heard only good things about the Starfinder space combat (especially after the DC errata).

I don't know if we'll end up designing our own ship, but I might spend some time on that website now.

Sczarni

I was re-reading the books again today, and damn, the art is absolutely gorgeous (and occasionally terrifying).

At any rate, I think I have the Stat Block finished.

Stat Block (Davir Karst):

Borai Space Pirate Solarian 1
TN Medium undead (Doesn't gain normal immunities)
Init +0; Perception -1
--------------------
Defense
--------------------
KAC 15, EAC 12
hp 13
sp 8
rp 3
Fort +3, Ref +0, Will +1; (+1 vs see below*)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Solar Weapon +4 (1d6+7)
Ranged Tactical Semi-Auto Pistol +1 (1d6)
--------------------
Statistics
--------------------
Str 16, Dex 11, Con 12, Int 10, Wis 8, Cha 16
Base Atk +1
Feats Heavy Armour Proficiency

---Skills:---
Bluff +7 (1 ranks, 3 class, 3 Cha)
Diplomacy +7 (1 ranks, 3 class, 3 Cha)
Intimidate +7 (1 ranks, 3 class, 3 Cha)
Piloting +4 (1 ranks, 3 class, 0 Dex)
Culture +4 (1 ranks, 3 class, 0 Int)

---Languages:---
Common, Diasporan Dialect(or Dwarven, if that's the most common language), 1 more, probably Pirate's Cant?
--------------------
Special Abilities

--Racial--
Deathly - Count as both humanoids and undead (whichever is worse). Immune to negative energy damage; +1 racial bonus vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.

Living Shell - Count as a living creature for the purposes of what can affect him (such as magic healing). If destroyed, a borai can be brought back to his normal undead state by spells (such as raise dead) that restore life to his body as if he were alive.

Skilled
Resist Energy Drain

--Class--
Skill Adept Piloting, Culture
Solar Weapon 1d6
Stellar Mode
Stellar Revelations:
- Black Hole
-Supernova

--------------------
Character Theme: Space Pirate
+1 Dex
-Theme Knowledge: Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks.
--------------------
Gear
Tauon Crystal, Least + Soulfire Infusion (Level 1) - 355 cr.
Golemforged Plating I - 250 cr.
Tier 1 Computer. - 50cr.
Tactical Semi-Auto Pistol /w 30 rounds - 300cr.

45cr. to Spare.

Let me know if anything's wrong with it.

To everyone: Which is your favourite part of Starfinder? And to those who haven't played it yet, which is the thing you're looking forward to the most?

I have to say, even if I love the concept of space battles and laser fights, I think sci-fi does amazing mystery. A forgotten tomb or a dungeon is one thing, but a lost sun (or, a dead one!) or something completely alien and uncomprehensible drifting in space really gets me.

Sczarni

Oooooh, boy, it's up! Starfinder! Uplifted Bears! Awesome species! Fighting the power! Giggly with excitement!

Well, since the GM is asking about the concepts, and we need to run "unorthodox" things by them first, here it is!

Background on Davir Karst:

*Ahem. Captain Davir Karst.*

1. Five things about concept and background.
- A Diasporan-born human, Davir's life began roughly three and a half decades ago, as a member aboard the mining ship, Dranngvit's Mercy, learning toil and hard labour.

- Learning the mining craft (and the occasional value of cooking books and "prettifying" the truth about cargo weights, it was inevitable that he'd join a life of crime alongside an famed Akitonian smuggler and pirate.

- Rose through the ranks quickly, due to his ability to lie through blockades and customs alike.

- His crowning moment was when after their transport was being boarded by a customs team on the border of the Diaspora, he led a few men and captured the customs vessel, naming himself Captain for a turbulent 18 hours. His, hm, dethroning moment was when the boarded vessel was chased and shot down by a wing of Stewards interceptors, and he ordered to abandon ship. His escape pod malfunctioning without thrusters, he was left stranded in the void.

- He remembers the pod drifting as life support ran out, spinning in space, with the sun and the emptyness of the void circling in sight, endlessly, for weeks, as he felt his body slowly dying, but his soul almost as if sustained by the power of the first of all cycles.

2. Two goals.

- Davir would quite love to be the captain of his own crew, to feel the Drift and the void under his wings once again. Captains are more revered in the Diaspora than anyone else, and while he hasn't been back there in a long time, he still feels a strong connection to his origins.

- He wishes to understand the power that now guides him and keeps him alive. While he feels little different (if a little stiffer), his thoughts often drift to the horror of dying alone in space, and the suns, almost speaking to him, telling him that he's never truly alone in this wonderful universe. While he's now technically a Borai, he's never met another.

Third one, since the first one's a little obvious.
- The Captain of Dranngvit's Mercy, Hrena Steeltoe was arrested prior to his departure from the ship, for 'speaking out against the Collective' and sentient rights. While many years have passed, he would like to find out where she's kept, and if possible, free the woman that taught him practically everything he knows about (legal) spacefaring.

3. Three memories.

- He remembers the first time his ship, carrying at least twice the cargo on the manifest, was hailed by the customs ship. The captain's confident, thickly accented voice announcing that the customs officers are free to check, and casually mentioning that the plumbing on the ship broke one day into the mining mission, so they better wear their hazmat suits, since the ship's filled with thirty miners who hadn't had a shower in two months.

- The exhilaration he felt the first time he was in combat, raising a rusty old hand-cannon towards the Collective agent and telling him to surrender with steel in his voice surprising even to him.

- The neverending cycle of scorching heat, and blistering cold, repeating in succession, as his damaged lifepod was drifting through the void. Light. Dark. Fire. Ice. The insanity of being trapped alone with nothing but his voice, and the unintegligible meaning of the universe itself.

4. Duravor Kreel.

- The first time Davir met Duravor was on shore leave on one of the asteroids in the Diaspora, at a holiday gathering where Duravor was holding a speech as an honoured guest. He recalls the dwarf's pleasant, straightforward tone, as well as the unmutable truths he presented about the life of a miner, the difficulties and the joys. He remembers nodding almost as if by magic, and roaring in agreement against the injustices that they face daily.

5. Absalom Station.

If the GM permits:

Arrival on Absalom Station wrote:


*thud*

The loader shrugged, glancing over the salvage ship's manifest. The usual scavenge, but one thing struck his attention as he scrolled up his datapad.
- 1 (one) lifepod, malfunctioning, no lifesigns detected.

Shrugging, the loader shuffled down the list once again, before hearing the *thud* once again, from what seemed to be an empty cargo bay. Gangs, stowaways, or even space goblins would occasionally hide inside the cargo bay, looking to pilfer things as they're unloaded. Moving past a burnt-out coilgun, barely ceramic scrap at this point, he glanced over the tilted lifepod, eyebrow raised cautiously.

*thud-thud!*, the noise came again, as he rushed towards the capsule, the lid dropping down with a loud clang as he stood in front of it. A dessicated looking man, dressed in a thick longcoat took a uneasy step outside, before spreading his arms theatrically. A large scrapped-together handcannon held on the not-so-dead man's belt, which he picked up and pointed towards the dockworker. "You there, my good man!", the corpse asked, the raspy voice coming out from palid lips twisted in a deathly grin. "B-b-but... you're dead? Sir?", the dockworker replied, his face's hue quickly approaching the pod's recent occupant's.

"Ah. I'm afraid that rumours of my death have been extremely exaggerated, if you pardon me quoting that famous Golarian author.", the corpse replied, the rolling accent of a Diasporan thick on his lips. "Now, where am I?", it continued, as it glanced over the dockworker's uniform. "Absalom Station, it would seem.", sheathing its pistol with panache, it added, taking another uneasy step. "I would greatly pr'fer it if my arrival was kept off the books." Combing its hand, covered in black veins, over his thick, braided hair, the corpse continued into the station. "And a lovely life to you, sir! I find myself late for a meeting!", Davir Karst added as he disappeared into the bowels of the docking bays.

Addendum:

The day before his ship was destroyed, Davir received the message from Duravor. While he dismissed it at the time, he believes the stars themselves have guided him here, and to the dwarf.

6. Connection to the Voidwalkers.

A couple of times the off-the-books cargo transported by Karst's previous captain was members of the Voidwalkers. Karst's vastly sympathetic to their cause, and opposed to their enemies, though up until recently he'd mostly been driven by money. Now, who's to say.

Mechanically, I'm thinking a heavily charismatic Borai Space Pirate Solarian. The sheer fact that Starfinder allows for Zombie Space Pirates swinging cutlasses made of black holes is enough for me to want that concept hard. As for cutthroatiness and desire to work with others, well, spending time alone in space as a consequence of your actions does a lot to change a man.

I also have a couple of other concepts, some of which a lot more vanilla than this one, but that was the one that spoke to me the moment the interest thread popped up!