Harsk

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Organized Play Member. 217 posts (6,939 including aliases). 1 review. No lists. No wishlists. 1 Organized Play character. 20 aliases.


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IDK if this is current, but I found a beefier description of skills here: https://www.deltagreen.redhg.com/skills.html

It describes 20% in foreign language as being able to have a rough, simple conversation.


Currently working on a Scully-type, medical/science background. He tries to frame everything from a scientific perspective, holding onto skepticism as a defense mechanism. Like the inspirational character, he would have been recruited early in his medical career by the RCMP. Would have solid investigative and science skills, and still capable of handling a firearm.


Anyone else have any broad ideas before I commit to the doctor/forensic agent?

I'd assume we need a solid fighter specialist type and that some sort of "face" is critical. Hacker? IDK, its the 90s, so worth considering, but on the other hand, its the 90s so less things are connected, too.


I am thinking about doing the "Scully" with a deep biology/medical background. The sort who is always looking for the scientific answer and is able to conduct a skillful post-mortun dispassionately.


It looks like everything I've got is pretty much original release/first edition, so I dont know how much has been updated. I'm interested but might not be able to join, no money in budget to pick up most current stuff, bleh.

Still, downloading the free quick start lol.


I'm interested, but not sure if I have access to the exact ruleset you'll be using, need to check my storage when I get home.

For background, I'm an old-school Dark Conspiracy player and I was the guy telling everyone about this cool show on Fox no one around me was aware of called The X-Files, so 90s supernatural horror is second nature to me


Keepin' it classic fantasy? Yeah, interested.


If you find yourself short on submissions I'll make the commitment. Given the characters proposed so far, the knight would be more useful. I'll throw something together just in case


Post-rate is a little daunting to me just because I'm working two jobs, but my other games are a significantly slower pace so if just one is mostly daily I might just make it work, largely because I love the Dalelands and the nice clear line of good/evil when it comes to the Zhents lol.


Slight confusion: you're recruiting PbP that has an interaction with a live game, is that correct? Assuming yes, what sort of post-rate are you shooting for?

If it fits what I'm looking for, expect something akin to a Cormyr knight-errant or potentially a Harper agent from me lol. If not, good luck and have a great game!


As others have said, try something small and one-shot to begin with.

I would also recommend The Dragon's Demand when you are comfortable with it. It's a great stepping-stone to a full-length AP. I wouldn't skip the low level stuff, though. Some of the things in the tower can really shape the group.

OTOH, if you want a little shorter than DD, and you aren't a fan of lower levels, take a look at Tears at Bitter Manor. It's 5th-8th and I enjoyed running it for a live table in the past. Similar in level range and duration would be Plunder & Peril.


Dotting in. I love wooden ships and canvas sails. Looks like not a lot of arcane stuff so far, so might try looking at a weather-based arcane.


Sorry for dropping you with that sneak in your first real, dangerous combat, lol.

I've got a lot on my plate too, but since I'm starting to adjust to new job/schedule, I know both projects really well, one is a passion project for me, and you all didn't even get to the first real beat of the plot here, I think this might be a good opportunity lol.

Here is a link to a viewable non-OCR scan of the rules.

It isn't very robust, which could be seen by some as a bad thing and by others as a good thing. Note that I would write up some patches to combat to make things work in a PbP format better (mostly changing the declarative combat to a more familiar top-down list). I'd also give humans a little extra love since I feel they got shorted compared to other species.


So I am willing to take over running this game (hopefully just until Minotaur returns, but whatever) if enough of you are still interested in continuing.

I know the module extremely well. I played through it once and ran it twice before. I really like it and have resources on hand to take over smooth.

However, there is a price, lol.

I've got a project I want to do but it is an old school game with old school rules and that makes it tough to recruit. That's why I'm offering this deal. I'll take over if most of you agree to play in mine. It is a sci-fi game from old TSR and I've wanted to give it an honest shot for three decades...

If you might be up for it, just post here. I'll monitor for a bit and see if anything comes out of it. Yes, I can provide a read only copy of the rules.


Sorry for barging into gameplay, but I see this stalled out before it really began. So I've got a proposal in Discussion Thread for the players if you're interested in having another GM take over...


Krachxton wrote:
GM of the Academy wrote:
Krachxton: The first years aren't sorted into specialties. The typical program is three years of basics, then students choose to leave with a basic understanding of magic or to study a specialty for a further 3 years.

Aw darn. I was hoping to get into Gryffindor. ;)

You can't propose a magic school without expecting some reference to Harry Potter.

I was considering Ravenclaw for my submission's last name, lol.


My first thought is the nosey/sneaky investigator. The class snoop who lets her curiosity get the better of her too often. I don't have much more than the broad strokes just yet, hopefully ha e the full submission in tomorrow or the day after. Very probably halfling or Gnome, but TBD.


Lapyd wrote:
We could also rotate on the books of an AP. Each GM hosts a book and carries its own PC as an NPC while hosting (then goes back to playing when someone else is hosting). I would be open to this as well.

That, BTW, could be a lot of fun. I'd be very interested in taking that project on.


Since I said it out loud, I will probably just put out a thread about it lol. Still down to run and/or play a OS or two.


Hmm...I was debating offering a trade for folks myself of a sorts.

There is an ancient game system I've always wanted to run properly (as an adult having a better grasp of what I'm doing). I'd be down for getting a general table together to swap one-shots in general, if you and/or others might be okay with different systems?

As to the main topic, I'd happily run a one shot for you.

I also prefer Roll20. I'm a bit shorter on average substantive posts, usually shoot for 3/week of something beyond just answering a question or having snappy dialogue. Total agreement with points 3 + 4. I tend too avoid TPKs unless richly deserved,not sure what odds I could give you though, lol.


I'm still monitoring this thread and can rework what I started or start from scratch whenever.


There are SRD sites. I've been using this one:

http://spellbooksoftware.com/d20mrsd/srdhome.html


I assumed things just fell through here, no other info past that from me.


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Congrats to the folks who got in, it's it's great classic high fantasy adventure, so enjoy it!

Yes, please wait-list me!

Alternatively...

Because of my character's backstory/interest in one of Hunclay's books, Tal would be a fun guest star in a specific scene (no spoilers, but I'm sure GM knows what I'm referring to) if you think that might be interesting.


Cordia Masero wrote:
Best of luck to all (including the GM on making his selection)! :)

Seriously, it's rarely an easy task.


Lizbit Freewind wrote:
RHMG Animator wrote:
Go a lot of elves and wizards as of late......

A cabal of elven wizards, hired to slay a dragon...

It could work.

Low HPs and no healing magic? What could go wrong :D


It was my first thought back in the interest thread, not my fault I just ran with it =P


Okies, I'll clean this up for a real alias if I make the cut, but here is the essential details:

Talaziel:
NG Elf Abjurer 1

Str 10
Dex 14
Con 11
Int 19
Wis 12
Cha 10

F: 0 R: +2 W: +3

HP 6
BAB +0

Skills
Know (arcane) 1 rank, 4 Int, +3 = 8
Know (planes) 1 rank, 4 Int, +3 = 8
Spellcraft 1 rank, 4 Int, +3 = 8
Perception 1 rank, 1 Wis, +3, +1 trait = 6
Sense Motive 1 rank, 1 Wis, 3, +1 trait = 6
Stealth (not class) 1 rank, 2 Dex = 3

BG Skills
Knowledge (history) 1 rank, 4 Int, +3 = 8
Linguistics 1 rank, 4 Int, +3 = 8

Feats: Scribe Scroll (wizard), point blank shot
Traits: Outcast's Intuition, Seeker

Racial abilities: as standard but Arcane Focus replaces weapon familiarity. 

Class Abilities: arcane school: abjurstuon (Resistance), scribe scroll bonus Feat, arcane bond (item TBD), cantrips, Opposition Schools: Enchantment, Necromancy

Spellbook:  
0 - All standard except from enchantment and necromancy schools.
1 - shield, stunning barrier, snowball, magic missile, Mage armor, burning hands, summon mon I

Brief Background:
Talaziel was born to staunchly conservative warriors in Kyonin. Even from an early age he was considered the black sheep in a family that prized itself of physical grace and athletic mastery. His time was spent reading, rather than practicing his fencing skills.

Eager to get their son out of the house, but still trying to respect who he was, Talaziel was sent to Erages Academy. His first year there did not go smoothly. He was nearly expelled for sneaking into an archeological dig with his friends. It was only the intercession of a prominent professor of abjuration magic that kept him in school. 

In order to complete his studies and earn his place in academia, Talaziel needs to complete his thesis, and in order to do that, he wants to track down a specific text which was stolen from Kyonin decades before. For the last year he has tracked the tome from the thieves who first stole it to the fence the sold it, then to the courier who carried it, to a reclusive wizard in a small human town called Belhaim who is said to possess it.


Not a problem, don't think I'm going with a familiar anyway. Or an archetype for the character either, lol. Is it okay for submission purposes not to buy gear unless selected? It can be a PitA =P


Just curious, archetypes for familiars? Yes or no? Not sure I'm taking one for my proposed character anyway (either sn archetype or a familiar), just feeling things out.


Oops, almost missed the official recruitment Thread. Have something posted tomorrow or Sat for consideration!


Interested. However, I am very familiar with the module. I'm also pretty good at separating player knowledge from character knowledge and very curious to see another DM's take on it. If that's an issue I get it, if not I would like to look at following your concept of classic style fantasy with a wizard. Likely elf, human, or half-elf in a pointy hat and spell book kind of way.


Just hanging out, hehe.


Is that where I got the name from? I was exhausted last night, lol. I must have subconsciously absorbed it. Change it or leave it? Cousins or "I'm Mechwarrior Powers, this is Mechwarrior Powers. No relation."


I didn't know it was a feat to get it, lol. Then again, I never did it a second time and my mom played the game as well (before becoming hopelessly addicted to Ultima V, cool mom) and never got it.


Just warchin' and waitin' lol. Still procrastinating about Gear, will for sure get that done before next week (work sucks, need to win the lotto).


Hope for a Panther or Wasp, expect the trashcan, lol.

I recall getting an Urbanmech in CHI and immediately wanting to get rid of it. "Oh, I wonder what that autocannon is all about! Wait, how many MPs? Yikes!"


Oh, on the topic of the old games? "Crescent Hawk's Inception" on the Commodore 64 was literally my introduction to the BT universe. I still respect (the real) Katrina Steiner and have sore feelings for the Combine because of it, lol. Frustrating copy protection until you memorized 'mech components!


What I'm currently working with:

High Concept:
virtuoso pilot with something to prove "Chip on his Shoulder"

Trouble:
can't resist a good challenge "Triple-dog Dare"

First Phase:
nearly bounced from UNDECIDED SCHOOL for a dangerous maneuver attempting to impress classmate "Make the Mech Dance"

Skills:
+4 Athletics
+3 Piloting
+3 Sensors
+2 Gunnery
+2 Contacts
+2 Fight
+1 Computer Systems
+1 Notice
+1 Stealth
+1 Will

Like I said before, I'm not super familiar with the system, so taking it slow, so feedback is more than welcome. Still trying to determine a name and figure out where I hail from. I typically default Federated Suns, but might try something different.

Oh, how is 'mech assignment going to be handled? When I tend toward the pilot Ace types I typically prefer lights or mediums, usually with JJs. If I need to change anything around for that, please let me know. I probably just need to go over the custom rules in Docs when I get off work.


Heyas Tareth, Atlas thought I might be interested in this so I'm going to pitch a rough idea. I don't know the system at all and the Docs file isn't open access so all I know for sure right now is the most basic starting concept stuff:

High Concept:
virtuoso pilot with something to prove "Chip on his Shoulder"

Trouble:
can't resist a good challenge "Triple-dog Dare"

First Phase:
nearly bounced from UNDECIDED SCHOOL for a dangerous maneuver attempting to impress classmate "Make the Mech Dance"

The basic idea is someone who wants to be the best pilot of all time. It isn't about combat, shooting, or anything but the complete mastery of a mech's movement. And making sure everyone knows/sees that mastery in action. He would have the same sort of reaction to being called chicken as Marty McFly, compulsively doing something foolish just to prove his skill.


I've just been super slammed with work so I haven't done gear still...that said, any idea on when recruitment will be closing and selections announced?


Storm Dragon wrote:
Anybody know what page the Telepath and Battle Mind are on? I can only find Psionic Agent.

I don't know the exact page, but they're both listed in the FX chapter of the CRB.


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BoggBear wrote:

This sounds pretty interesting, I'm throwing my hat into the ring.

I was thinking about creating a character that is quite skeptical to the idea of the supernatural, and really only a member of the department to try and help debunk the myths and such.
Of course, he'll also be going towards having telepathy, so he himself is proof that he is wrong, without knowing it.

Be prepared for folks to give you the nickname "Scully" lol.


Oh, how about a basic sidearm provided by D7?

Starting wealth w/+2 occupation, Profession ranks: 2d4 + 2 + 1 ⇒ (2, 2) + 2 + 1 = 7

I will do another post for purchases, but here is Rae:

Rae Crunch:

Human Novitiate Dedicated 1

Init +2; Senses Listen +6, Sense Motive +8

------------------------------

DEFENSE

------------------------------

AC 13, touch 13, flat-footed 11 (+2 dex, +1 def)

hp 7/7 (1d6+1)

Fort +2, Ref +2, Will +4

------------------------------

OFFENSE

------------------------------

Speed 30 ft.

Melee

Ranged

------------------------------

STATISTICS

------------------------------

Str 10, Dex 14,Con 12, Int 14,Wis 16, Cha 13

BAB +0; Defense Bonus +1

Talents

Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.

Feats

Attentive, Divine Heritage, Personal Firearms Proficiency, Simple Weapons Proficiency

Skills

Name +total [ranks]

Decipher Script +5 [3]

Gamble +5 [2]

Investigation +5 [3]

Knowledge (arcane lore) +5 [3]

Knowledge (streetwise) +5 [3]

Knowledge (theology and philosophy) +5 [3]

Listen +6 [3]

Profession (nurse) +4 [1]

Sense Motive +8 [4]

Treat Wounds +8 [3] 

5+Int x4 (28); 3+Int (7/level); 28 ranks total, MSR=4

ACP 0

Reputation +1

Spell-Like Abilities

CL 1, Save DC 13. 1/day each: cure minor wounds, detect magical aura, resistance

Rae's Abridged Backstory:

Ruth Anne Emerson was born in a rural community near the Maryland-West Virginia border. A small town with open spaces and woods to play in just behind the trailer park. Woods for the other kids to play in. Ruth wasn't that kind of kid. She spent most of her time from early childhood taking care of her drug-addicted mother. What little spare time she had reading everything she could get her hands on.

Her reading materials were frequently censored by her extremely strict and overly religious grandmother, who Ruth's mother frequently dumped her on for impromptu babysitting. This only drove her curiosity for esoteric and arcane topics, and as a result the public library quickly became her favorite refuge.

A high school field trip to the Baltimore Aquarium would forever change her life. As soon as she was off the bus, she noticed something out of the corner of her eye and wandered off. She would later tell her best friend that it was as if she felt a presence asking her to look at the city. She wandered for hours, somehow walking across the whole city twice without being noticed. This was despite the fact that the police were called within an hour of her disappearance being noted.

Her tour showed her beauty and horror alike, but it was seeing drug addicts like her mother, the working-poor, and the homeless that touched her very soul. One encounter with a little girl who scrapped her knee at an urban playground reaulted in an epiphany, a spiritual awakening wherein she understood the city itself to be a living thing, and that people that constituted it were like cells and organs that kept it alive. When she cleaned the dirt and blood from the girl's knees, it was like she wiped the abrasions themselves away, not a scratch remained. The girl told Ruth she was a ray of sunshine and kissed her cheek.

Once back home all she wanted was to return to the city. She wanted to hear its heartbeat and watch the citizens flow though it alive and healthy. Her mind was made up: she would become a doctor.

But Georgetown is expensive, and UMD is far from cheap. Her grandmother was willing to foot the tuition bill for community college, provided she work a sensible job fit for a woman. As a compromise, Ruth entered the Nursing program at Baltimore County Community College.

She couldn't deny her training was useful, and before she graduated, she began to secretly visit the worst neighborhoods in Baltimore providing free basic health clinics from the back of her last stepfather van, telling those who asked her name she was Rae.

Just as before in the playground, Rae found her hands guided by an invisible hand. When she treated treated wound or illness, the patient seemed to improve far quicker and better than was reasonable to expect. Rumors quickly began to circulate that the woman was somehow miraculous, and these rumors drew the attention of Department-7.

Abridged background because my notes have a lot more on her dysfunctional family. Strict overly traditional grandmother and addict mom allows for potential family complications, something I typically avoid but which felt right for this character. I'll do purchase when I get a shot, but other than a weapon, some medkits, and a vehicle she is pretty low maintenance.


A few questions as I'm building a submission:

Any advice on language selections/are you using the Int bonus for bonus languages rule or strict RAW where they never mention it? For submission stage do you want us to roll wealth related stuff and purchase gear or hold off unless selected? How long have the characters been working with Department-7?


Dotting in. Sticking with the street shaman concept even if not starting with non-humans. They are the sort of person that is primed to believe in weird things from the start and is consumed by curiousity towards anything atypical. Probably Dedicated, maybe Charismatic, but sketching up the crunch today.


We have an interesting potential mix here. Can't wait to see an official recruitment thread!


An odd suggestion? Well, unless you're John Waters of David Simon...

What about Baltimore, MD? Charm City, as they call it, is a pretty big city with a major port on the Chesapeake Bay. It is about a 30 mins car ride to rural areas, and a little under an hour to the DMV (DC metro region) along I95, which is itself a great location for a modern game for the same reasons. It is not very far from NYC and Philly.

Yeah, like I said, David Simon: watch a few episodes of "The Wire" and you'll get an idea how the rough parts are. But it's also got a lot of military contractors and civilian companies, so some classy and wealthy parts as well.

The nice thing about a Modern era game in the Information Age is that it is super easy to get tons of data on all sorts of cities.


I might have an idea for an academic with an interest in the occult eventually going actual arcane spellcaster.

Or a "street shaman" gnome type, likely more divine spellcasting.


Any particular theme or feel? Seems like a lot of folks are not looking toward the arcana end so I might start work-shopping some magically oriented ideas.

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