Tarot is a samsaran reincarnated orcale with the haunted curse and ancestor mystery. Her past lives inform her present, with the soul of an ancient general struggling to deal with his own tragic defeat a thousand years ago.
More in depth background:
Tarot’s earliest memory in life was recalling her greatest military defeat. Rather, it was not her defeat, but it was more clear than is typical for a Samsaran, and traumatizing for a child to recall feelings of guilt that hundreds died under her watch. When she corrected her teachers as a youth about the explorations of the great Samsaran known only as the Wanderer, the community began to suspect Tarot had a natural connection to the divine. When she saved her father’s life with a field surgery technique few doctors could perform under optimal conditions, the connection was confirmed.
Tarot spent years following her father’s accident training in the ways of one of her people’s most ancient oracular traditions. At first, the training was healing to her neurotic psyche. It gave her a way of understanding her past and reconciling the feelings within her. “Listen to yourselves,” her mentor would instruct, “their successes and failures inform the present day.”
She was a quick study, and as a result she grew bored with the pace of instruction. Her mentor begged her to complete her training, but the three most dominate past lives in her soul drove her to correct their mistakes. “You taught me to listen to my selves,” she told her mentor, “And so I must.”
She began her sojourn traveling to the places the ancient explorer in her had visited. Along the way she worked as a healer in various caverns and small towns. This arrangement settled her past lives’ frustrations for the most part, but she kept trying to repress the violence within her. An ancient general still tugged at her psyche. Eventually the general’s influence was too much for her to bear. She traveled to the River Kingdoms where she trained with mercenaries protecting trade routes in the art of combat.
I can change details there as needed. She is a buff and heal type caster (weak casting stat) with combat skills. She might dip into something for extra fight, but probably not. She will probably take combat expertise related feats, but I'm still playing with some things. Exact build rules will help solidity things.
If there isn't any room here, you might want to join my currently very slow (but soon to start picking up, I hope) Dark Sun game. The next scene coming up in it has a pretty easy place to stick a new character in, but you would probably start as a bit of an adversary, from their point of view at least.
When I have a moment I'll post a link, just been crazy IRL for me lately.
@Lord Foul: IIRC, the full Dray info was on the player aid cards from the boxed set.
The 1d4 is actually going to require clarification. I can't find the rule in the original Dark Sun Campaign Setting (DSCS), it is on page 23 of The Age of Heroes book in the revised DSCS. So I don't know if it is actually "in-play" since I know Dragoncat had mentioned the original in regards to races available.
Mentioning those two kits makes me realize...when will the game be set? It doesn't really matter overly much beyond knowing what sort of gossip and rumors are flying through the slave population. Khar would be totally ignorant of current events, but any of my tree alts would have been able to hear about Tyr, for example.
"Every day. Every single day, they say even when I was a a baby, he would tell me, 'You exist only to fight, Khar. To fight for me, your owner and master. You will spill blood and make me a very wealthy man. Or you will be fed to my inix.' I yearned for his approval. I knew nothing else. That my master needed me...it was a wonderful thought, I had purpose. Then he told me I was sold to another master. I felt a pain in my heart and I wanted him to hurt as I hurt. So I hit him with a rock in the head. I don't know why the Templars didn't execute me. They sent me here."
I see Khar as very conflicted, confused, and suffering from a sort of Stockholm Syndrome.
Fighter post-racial str bump: 1d4 ⇒ 2
It only matters for wrapping up the mul gladiator really, but weapon profs from Combat and Tactics? Yay or nay?
Alt A is probably a half-elf bard who got in trouble searching for her missing brother. Streetwise and self-taught.
Alt B might be a dwarf earth priest type, while C might be a human trader with mad face-skills.
Oh, there is no way I'm not at least rolling something up...First instinct is a mul gladiator. Probably killed his or her owner or a trainer to end up on the caravan.
Primary Char (mul gladiator):
4d4 + 4 ⇒ (4, 2, 4, 4) + 4 = 18
4d4 + 4 ⇒ (1, 3, 3, 4) + 4 = 15
4d4 + 4 ⇒ (4, 1, 4, 2) + 4 = 15
4d4 + 4 ⇒ (4, 2, 2, 4) + 4 = 16
4d4 + 4 ⇒ (1, 3, 4, 1) + 4 = 13
4d4 + 4 ⇒ (1, 4, 3, 4) + 4 = 16
Discipline: 1d100 ⇒ 19 Psychokinesis
Talent: 1d100 ⇒ 74 Molecular Agitation
Tree Alt 1 (1/2 elf bard maybe):
4d4 + 4 ⇒ (3, 3, 2, 1) + 4 = 13
4d4 + 4 ⇒ (4, 2, 2, 4) + 4 = 16
4d4 + 4 ⇒ (3, 1, 2, 4) + 4 = 14
4d4 + 4 ⇒ (2, 3, 3, 4) + 4 = 16
4d4 + 4 ⇒ (4, 3, 2, 1) + 4 = 14
4d4 + 4 ⇒ (3, 3, 3, 2) + 4 = 15
Discipline: 1d100 ⇒ 13 Clairsentience
Talent: 1d100 ⇒ 54 Know Direction
Tree Alt 2 (not sure yet!):
4d4 + 4 ⇒ (1, 2, 1, 2) + 4 = 10
4d4 + 4 ⇒ (3, 1, 1, 2) + 4 = 11
4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16
4d4 + 4 ⇒ (1, 3, 4, 4) + 4 = 16
4d4 + 4 ⇒ (3, 2, 4, 2) + 4 = 15
4d4 + 4 ⇒ (2, 1, 4, 3) + 4 = 14
Discipline: 1d100 ⇒ 79 Telepathy
Talent: 1d100 ⇒ 83 Suppress Fear
Tree Alt 3 (not sure yet!):
4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16
4d4 + 4 ⇒ (2, 4, 2, 2) + 4 = 14
4d4 + 4 ⇒ (4, 2, 3, 1) + 4 = 14
4d4 + 4 ⇒ (1, 2, 2, 3) + 4 = 12
4d4 + 4 ⇒ (1, 3, 4, 4) + 4 = 16
4d4 + 4 ⇒ (3, 3, 1, 3) + 4 = 14
Discipline: 1d100 ⇒ 56 Psychometabolism
Talent: 1d100 ⇒ 85 Spider Touch
Similar to the race question above, is the trader class open? Looking to put together a submission with some stuff in DS I haven't ever gotten to do but always wanted to try out...
You need access to an animate object spell, lol. Who needs animal companions or summoned beasties when you have a puppet as a charmie?
Not sure what "other culture" Tully spent time with prior to the start, but he could easily be traveling with someone from another
Concept: "Because it's there!" Tully is always eager to face new challenges with positivity and a desire to learn from his mistakes and goes out of his way to find a new challenge.
Tully doesn't want to be an adventurers, he feels called to it like a priest is called to their vocation. He wants to solve problems and overcome challenges.
In combat Tully works to harry the group's foes for m behind or waiting in ambush, outside of combat he is negotiating and carousing.
Tully is a Human Rogue with the thief racket. But he isn't a thief, more like an investigator in application of his skills. He has the out of Towner background.
I'm still working on the full crunch. Can someone post a link to a good sample profile for 2e?
I'm not for sure on the name, just needed something in my head.
From Tully's diary:
Hmm...even on the player side of the screen that might be a little too quick for me. I check-in on the boards at least once a day, but RL can be distracting, so sometimes I do more reading than posting.
That being said I might still be putting in an application. Have a general concept for a human or half-elf rogue with the out of towner background. He or she genuinely likes to tackle challenges and enjoys helping others, making them easily attracted to the town's policy on adventurers as general troubleshooters.
I'm super interested. It might mean rereading Shogun and rewatching some Kurasawa, but very interested. Which is to say, I would be more looking for the high adventure classic romance angle.
One critical question is what you're expecting in terms of post frequency?
Also, will the caravan rules come into play? It doesn't affect me much either way, just another question I thought of seconds before hitting submit, lol.
As someone else said, have to at least roll...I am almost tempted to try this on the hard difficulty setting if I get paladin-y stats, lol.
4D6 Drop Low: 4d6 ⇒ (4, 3, 3, 2) = 12
Oof. Ouch. 10, 14, 15, 11, 13, 15 is not very paladin worthy. Still going to kick around some ideas.
FWIW, I had already checked the existing characters and come to the conclusion a face would be most helpful. Had been debating submitting an operative, but the character just feels more envoy. Leadership by pumping up others and being a rock.
So lashunta envoy, but male and spacefarer. He's about halfway there, will have him up in a day or so.
I feel like you'll lose continuity anyway due to the player just plain having a different style, thought process, writing voice, etc...
I'm familiar with the module but believe I'm pretty good at building a wall between player knowledge and character knowledge, so if that's not a problem with you, I might be posting a rough build sometime tonight or tomorrow night.
I'm assuming the characters are dealing with the mess at the university?
My first thought would involve a younger guy who dreams of sailing the stars who works for the customs/gate jerks. He is the "clean cop" trope, refusing to take part in the criminal activities rife in the organization and ready to find a way to blow the whistle on them.
Yeah, I feel like you guys could use a cleric, lol. Considering an elven mystic of Najm. Best image I have in mind right now. I am really tempted to multiclass with bard since I see her as a singer/caller/chanter sort and I love options, but I am not sure yet.
EDIT: going to stick with single classed cleric. My brain started forming the character so I'm going to let it keep flowing, lol.
Stat Roll: 5d6 ⇒ (3, 4, 6, 3, 6) = 22 6,6,4=16
I could do almost anything except paladin with those numbers. Looking at the kits from Arabian Adventures at the moment, and since I haven't delved deeply into the setting before I am checking to see if I can find other sourcebooks.
Is Lore (Chelish Opera) too narrow, or just narrow enough? Feels a little skimp, but Chelish Music or Chelish Arts seems a little too broad.
I guess if it covers history and present, famous patrons and performers, venues, techniques of acting, singing, and even production...it touches on a lot of knowledge areas that way.
You and Clarrisa would be the faces it sounds like. She will be heavy on the bluff, since it works with acting/opera, but also intimidation since both work with her classes. May be terrible at sense motive, since I am considering betrayed for a drawback (only need slight changes to her original backstory) coming from her minor noble family being accused of heresy by a rival who bribed the right Hellknight or Dottari. Maybe paranoid instead, not sure yet. Maybe both. Lol.
She is not a bardic knowledge type, FYI.
We were discussing on Google hangouts, seems like anti-hero might be the angle we are looking at. I know Clarissa has a bit of pulp heroine in her, and I can play her as either original flavor killy-Batman, or year two won't-kill-Batman. Something in between would be her default.
Any particular rules/guidelines you want to apply to traits?
What about character backgrounds and whether or not the characters know one another?
I was considering having Clarissa take a craft feat or two, but one issue with gestalt can be having more feat needs, but no additional feats, so what do you guys think? Bard with scribe scroll, or no?
A pilot theme and/or feat tree would be high priority in my mind. I don't think a new class would be required.
Partly it depends on the mecha you have in mind before someone can determine the nature of those feats. If flight or jump capability exists, tons and tons of new feats based on maneuvering are possible.
I've been thinking about doing a Battletech variant (my Clan phenotypes are built for Pathfinder, however, sadly!), so if we can do any cross-motivation, PM me, lol.
JetSetRadio - That's why I wanted to do Battletech specifically and not just something mecha. Though in my own D20 Future fantasy-space game from forever ago, the gnomes were the mecha users...it was all a cultural thing dealing with them overcompensating for their stature among the other major races.
Well, above question is because I'm intending to have 4 in Crafts for my walking skeleton Nosferatu sculptor. I have a background in mind that I will write up ASAP, but the rough draft of the numbers is done. The character does not yet realize he has the potential to be a decent spy, but I'm sure someone will see that potential and
I'm more dotting than anything else. I have two broad concepts involving a Nosferatu artist seeking a way to mold flesh (yeah, setting my own trap for my own character...) or a Gangrel based loosely on Bart, the Holistic Assassin.
I have a feeling the Nos would probably fit into a long term game best, but I'm going to mull over the overall idea.
Just because I have been quiet doesn't mean I am not watching, lol. A fresh list that removes those who have rescinded their application would help the watchers, even if the GM has their own list. I am eager to flesh things out and create an alias if selected, or move on if not, either way, good luck folks :D
Murat believes in the chain of command. And to him, that is the chain he beats you with until you understand who is in command (sorry, Joss Whedon, but that's too good a line not to steal). He would make an excellent first mate type, but is not smart or creative enough to be in command. The right person as captain, however, will earn complete loyalty from Murat.
"Alright you pustular seadogs! Stop scratchin' yer privates and get to work! No goldbrickin' on this pleasure cruise! You work, or I tie you to a post, man!" Murat shouts into the face of a human he chose at random to make an example of. "Are you daft? Don't talk back to me!" The human had said nothing, and continues to say nothing. Murat shoves his whip into the man's face, "That's enough lip from you, human, if you won't listen to me, maybe you will listen to Ol' Snapper!"