xdahnx
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Can't believe I'm doing this. But I'm itching to run the PBP Second Darkness. My table group is slow on the uptake, and I'm not sure when I'll have the chance to run it for them.
Very excited, as I'm sure you all must be. In fact, it's a requirement for joining this game.
I'm looking for active players, thinking of capping somewhere between 5 and 7, but I can be easily persuaded otherwise.
Also, and most importantly, I'm looking for players who would like to run a character that is not really on the up and up. In fact, it's a requirement for joining this game. No Lawful Good, Neutral Good, or Chaotic Good characters are welcome here. Anything else goes.
Riddleport is a den of sin, don't kid yourselves. There are plenty of bad men and naughty women to go around. Life in the town is tough; you need to be strong, quick, or smart enough to survive the streets. You've got a little power, a little respect, and a few enemies.
So break it down for me;
Who are you then? A drifter? A famous prostitute? A contract cut-throat or desperate cut-purse? A Cypher-Mage working her way to the top?
Why are you respected (or feared)? Do you have a terrible temper after a few drinks in the tavern? Do you have a list of contacts that make you the preferred go-to guy? Do you shoot burning fire out of your hands at anyone that pisses you off? Are you a lucky gambler?
Who hates you? Surely enough you've spent enough time in town to garner the distrust of at least one person or group. Why? What did you do?
I currently only DM one other PBP. It's called Strange Loops. Feel free to check it out for yourselves to get an idea of my play style.
There's plenty to do and see in Riddleport, so let's make it come alive. Get dirty.
--
In regards to mechanics and flavour, I'd like to run the Pathfinder BETA rules. If you want to play anything from another book or source, run it by me. (I have a secret love for the 'factotum' class from Dungeonscape. Monstrous races are acceptable. No drow, however.
Ok? Start talking!
xdahnx
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Trust, I would love a fastpaced game too.
However, I'm quite patient. And I'm not insane, either. I know that people have lives that will ALWAYS take precedence over board activities.
I think a minimum of once a day is required, really, but more would be welcome. In combat or skill related situations, after 24 hours, I am going to start rolling for you.
I don't think it's tyrannical, and I certainly understand the very real [i]pain[i/] of waiting for someone to post an action for three days.
xdahnx
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Great Rob
No offense to d30, but I hope this game is nothing like that. I'm looking for a grey area kind of game. No fun when it's the 'us against them' binary. I think this AP will certainly lend itself well to that kind of game. There's plenty of reasons that neutral and evil characters will want to stop the nonsense with the Drow.
Beta is in fact the name of the game; sorry if I wasn't clear. I meant 'we will be playing beta, but if you want to use rules (feats, spells, classes, etc) from other sources, we could chat about it'.
| Otto R. Ringus |
OK, Im hooked! I am in some other pbps, including beta Pathfinder, and I too like the fast-paced games. I am thinking some kind of dark necromancer/warlock type. Yes, this looks to be very exciting. Are we core only, or how do you want to break it down? Me, I'm fine making a vanilla NE wizard with a Necromancy spec. but if the splats are opened up, well....
| DM dahn |
Nothing new in the feats department. Traits are as per usual for the Second Darkness campaign (one standard, one campaign). Take the 'average starting gold' for your class, sort out your equipment out of that.
Skills is a good question. I add this into my games:
*Skillful - All characters get 2 extra skill points per level. These points may be spent on Craft, Knowledge, Profession or Perform skills only.
Abilities are to be purchased using 'High Fantasy' as per the Beta rules (so 20 points, PFRPG style).
Anyone wanting to play a race not covered in the PFRPG, run it by me. I may add or remove something. Especially considering classes with LA, and such.
Additionally, I use Action Points in my games. A quick breakdown can be found in this, my DM profile.
Jal Dorak
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I'm sold. I've just gotten into PbPs, but I am a VERY frequent poster.
I should warn you, I'm running Second Darkness as a DM, so I know what is going on, but I can play something straight and not spoil the plot. Also, my game is 3.5 so I won't know absolutely everything you change for PRPG.
If you're interested, I'm thinking orc druid, with a mean streak and no morals. Should have a character profile up soon.
Set
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Also very interested. I'd have to go over the Beta rules again to see what tickles my fancy, but a Cleric (naughty, perhaps one of Urgathoa) or Druid (from Cheliax, who has a fascination with fiendish 'ecology' and taming the natural world) are both ideas that appeal to me.
Then again, a Warlock, twisted and deformed by the unnatural forces that fill him with tainted power, could be very fun, if Otto doesn't choose to go that route.
Robert G. McCreary
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Anyone wanting to play a race not covered in the PFRPG, run it by me. I may add or remove something. Especially considering classes with LA, and such.
If you drop the tiefling down to ECL+0 (their stat bonuses are now equal to the core classes, and a niggling little thing like darkness isn't worth a +1 LA, IMO), I call dibs!
Was thinking of going wizard/Cyphermage too, but seems like everyone else has the same idea. Back to the drawing board...
| DM dahn |
Tiefling is easy! It's all yours, if you want it. Likewise, an Aasimar is up for grabs.
There are a number of Tieflings already in town, some with a deal of power. One of the town's Overlords is one, Shorafa Pamodae. She's also a High Priestess of Calistria.
This would be a good time to talk about religion. In Riddleport, there are a few temples. The two most prominent are The Publican House, which is a brewery/alehouse/temple of Cayden Cailean. The second is Caliistria's temple which doubles as The House of the Silken Veil, center of the 'hospitality' industry.
Besmara has a temple at the Fish bowl, but people tithe there more out of fear than worship.
Gozreh certainly has a presence, and would-be druids would feel her power in the waters whether they want to or not.
--
As for people who are familiar with the AP: Good. I like it. You know NPCs, places, processes, landmarks, etc. Even though your characters experience will be brand new, you bring something to the table that will hopefully enrich the total experience. Metagaming aside, of course.
As for Druids, it would be a great time to finally have an 'aquatic' animal companion, if you chose one.
TerraNova
RPG Superstar 2009 Top 32
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I'd like to join too.
I'm currently thinking about some disgraced, down-on-his luck rogue who kept chasing exactly the wrong skirts for all his life. The kind you'd feel sorry for, if he didn't prove to be such a piece of human trash whenever you thought he finally got his act together. Yeah, a bit of a more classical antihero.
If that is not quite what you had in mind, i'll gladly even out the group with anything still lacking.
| scranford |
I also have a secret love for the factotum class. Can't think of anything more fun than a half 0rc, Factotum running around sticking his nose anywhere it doesn't belong, and Lawful Evil would be a delightful change of pace. I'll work on the character once you let me know if I'm in or not.
If you need someone, or something found with no questions asked then Gilroy is the individual to contact. He knows everyone in Riddleport, and everyone knows of him, and whether they want to kill him, hire him, or avoid him, they all respect his abilities.
NOTE: A half-giant, or half-ogre would be fun as well, but really don't want to deal with LVL adjustments.Since we seem to be short on humans, unless we can work out something on the half-giant, or half-ogre, I might just go with human. The extra feat always helps.
| DM dahn |
Yes, Monks get free Weapon Finesse. All characters do. It's my little pet peeve about the system. Hamatulatsu is fine with me. I could see you working for Shorafa, even on contracts, as an assassin. It's a possibility.
Not sure if you were going for LN or LE. It would be funny if the Tiefling was the source of reason and logic in the party.
--
Depending on the trait, of course, I would treat the effects differently. A trait that gives you a bonus to an old skill would apply to the new skill. 'Child of the Streets' gives a bonus to Gather Information, so treat it as a bonus to Diplomacy.
--
HP: Standard. (Max at Level 1, +1 for favoured class.) Use Invisible Castle for all rolls after that.
--
Skill points; Don't forget that when you take a level in your favoured class, you also get +1 skill point! That's a little obscure piece of info that I found the other day!
--
Scranford, you're in. Just don't cause this game to cave! I know it's all your fault in those other games.
Kidding...
A monstrous factotum could work, but the LA may be too high for a PBP, (you may end up spending a lot of time with little skill).
A human or half-elf would certainly work as a dilletante go-to guy.
--
A general note, as well. Don't feel pressured into creating the most vile characters you can imagine. Riddleport is full of charismatic and unscrupulous ne'er-do-wells, sure, but they're not necessarily monsters.
While I'm not allowing 'Good' characters from the start, I'm more than willing (and excited) for characters to become good over the course of the game. It's possible, but again, no pressure.
Let's gamble!
By my count, we have 7 Players, so far. Flesh out some ideas here, but I'll be making a Discussion thread soon.
Set
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Two character concepts, spoilered to allow a saving throw vs. Wall of Text.
Mordecai, Human Bard
Human Bard 1, LE
Str 10, Dex 13, Con 12, Int 12, Wis 10, Cha 17
[0 + 3 + 2 + 2 +0 + 13 = 20, add to Dex at 4th, then Cha at 8th]
HP: 10 (+1 hp as Human FC bonus), AC: 16 (+4 armor, +1 buckler, +1 Dex), Spd 30 ft., Init +1, Saves: Fort +X, Ref +1, Will +0, BAB +0, Grapple: +0, Atk: +1 rapier (1d6 P), +1 thrown dagger or sling (1d4 P or B)
Racial: +1 hp or +1 skill point per level while single classed Bard, bonus feat, +1 skill point per level
Class Abilities: Select one Knowledge skill and get 1 rank per level automatically, +1/2 level (minimum 1) to all Knowledge skill checks and can make them untrained, Bardic Music 1/day
Feats: Weapon Finesse (free), Animal Affinity (B, +2 Handle Animal/Ride), Deceitful (+2 Bluff/Disguise)
Languages: Common (Taldane), Osirioni
Skills (6+Int): Acrobatics 0 (Dex, +1), Appraise 1 (Int, +5), Bluff 1 (Cha, +9), Climb 0 (Str, +0), Craft (alchemy) 1 (Int, +5), Diplomacy 1 (Cha, +7), Disguise 1 (Cha, +9), Escape Artist 0 (Dex, +1), Knowledge (local) 1 (Int, +4, free Bardic Lore skill), Linguistics 0 (Int, +1), Perception 0 (Wis, +1), Perform (song) 1 (Cha, +7), Profession 0 (Wis, +0), Sense Motive 0 (Wis, +0), Sleight of Hand 0 (Dex, +1), Spellcraft 0 (Int, +1), Stealth 0 (Dex, +1), Use Magic Device 1 (Cha, +7)
Handle Animal 1 (Cha, +6)
Spell Known:
Cantrips – Daze, Detect Magic, Light, Message
1st level – Charm Person, Cure Light Wounds
Equipment (180 gp)
2 Daggers (1d4 P, 19-20/x2 Crit, 10 ft. thrown, 4 gp, 2 lbs), Sling w/ 10 bullets (1d4 B, x2 Crit, 50 ft. range, 1 sp, 5 lbs), Rapier (1d6 P, 18-20/x2 Crit, Finesse, 20 gp, 2 lbs), Chain Shirt (+4 armor, +4 Max Dex, -2 Armor Check, 100 gp, 25 lbs), Buckler (+1 shield, -1 Armor Check, 15 gp, 5 lbs), Backpack (2 gp, 2 lbs),
Encumbrance (Light 33 lbs, Med 34-66 lbs, 67-100 lbs)
Mordecai was raised, or, more accurately, bred, in Geb, to be a ‘Chalice’ or ‘sacred vessel’ to a vampire sorceress. Chosen for his physical beauty and grace, as well as his haunting singing voice, he was altered, mutilated even, to produce pure quavering notes that the undead aristocrats found exquisite, particularly in chorus, and most regular humans find to send shivers down their spines and fill them with a fight or flight reaction that causes them to react with great aggression, or great fear. His ruddy Garundi complexion grew pale in the lightless manses of his masters, who fed on him casually, leaving him pale and wasted, until they tired of him, their taste for his music, and his blood, having faded along with his youthful vitality and his physical health. Discarded, and skilled only in amusing the decadents at court with flattery, song and writhing provocatively under their obsidian-bladed silken whips, Mordecai traveled as far from the land of his birth as possible, as his kinsman in Osirion recognized all-too-well what his pallor and the many scars at wrist, elbow and throat signified, and shunned him and his haunted voice and too-old eyes.
In his travels, he has found work as a paid mourner, bringing tears and discomfort to even the most jaded funeral-goer, and has learned to modulate the wordless paeans of his youth into songs that inspire a jittery efficiency in traveling companions. Finding the company of his so-called peers unsatisfying, he has grown attached to the beasts of the wild, particularly those who are outcast, such as himself, such as rats. It is no coincidence that bats, rats and wolves prowled the halls of his childhood, serving his dark mistress, and even then, he felt more connected to these bestial extensions of her will than his fellow slaves.
It may be coincidence, or the nature of his upbringing, that many of his Bardic spells seem to be shadows of the charming gaze of his vampiric masters, with his ability to conjure light and his ability to cure his wounds being matters of conquering his own fear of the dark (because he knows all too well what sort of things dwell in it) and flooding his body with positive energy (a shuddering sensation to which he has grown addicted, and any day that ends with no need for him to have expended his energies in other areas will end with him sending another blissful jolt of positive energy flooding through his body, which, in his mind, serves to drive away the cold and darkness that had pervaded him all his life).
His life's ambition is to change his station in life, to be the one who has devoted followers bending their knee and offering their throats to his pleasure. He wonders how difficult it could truly be to become one of these so-called 'crime bosses,' and whether or not he can find like-minded allies who would help him to overthrow one of these brutish simpletons, so that he can finally taste again the decadent pleasures and sweet pains of his youth, only from the other side of the lash...
Piet, Daelkyr Halfblood Warlock
Daelkyr Half-Blood male Warlock 1, LE
Str 10 (+0), Dex 15 (+2), Con 14 (+2), Int 13 (+1), Wis 10 (+0), Cha 14 (+2)
[0 + 5 + 7 + 3 + 0 + 5 = 20, +1 Dex at 4th level]
HP: 15 (8 without Breed Leech), AC: 16 (+4 armor, +2 Dex), Spd 20 ft., Init +2, Saves: Fort +3, Ref +2, Will +2, BAB +0 Grapple +0, Atk: +2 Dagger (1d4 P, Crit 19-20/x2, thrown 10 ft.) or +2 Eldritch Blast (1d6, Crit 20/x2), +1 to Atk/Dam within 30 ft. range
Racial Abilities: Aberration type, Darkvision 60 ft., Personal Symbiont – Breedleech (+5 bonus hp 1 / day, +1 Fort saves, +2 additional hit points for Symbiont Mastery, Ego - 5), Symbiont Dependency, bonus Symbiont Mastery feat
Class Abilities: 1d6 Eldritch Blast
Least Invocations (1): Summon Swarm
Feats: Weapon Finesse (free), Symbiont Mastery (B), Point-Blank Shot
Languages: Common, Osirioni
Skills (2+Int/level): Bluff 1 (+6), Concentration 0 (+2), Craft (taxidermy) 0 (-), Disguise 1 (+6), Intimidate 0 (+2), Jump 0 (-1), Knowledge (arcana) 0 (-), Knowledge (the planes) 0 (-), Knowledge (religion) 0 (-), Profession (cook) 0 (-), Sense Motive 0 (+0), Spellcraft 0 (-), Use Magic Device 1 (+6)
Equipment: Chain Shirt (+4 armor, +4 MDB, -2 ACP, 100 gp, 25 lbs), Quarterstaff (-, 4 lbs), Belt Pouch holding 2 sp and 7 cp (1 gp, ½ lb), Traveler’s Outfit (1 gp, 5 lbs), Backpack (2 gp, 2 lbs), Waterskin (1 gp, 4 lbs), Bedroll (1 sp, 5 lb), Flint & Steel (1 gp, -), Case, map or scroll (1 gp, ½ lb), 3 pieces chalk (3 cp, -), Soap (5 sp, 1 lb), Peasant’s Outfit (1 sp, 2 lbs), 2 Daggers (4 gp, 2 lbs), 2nd (hidden in backpack) Belt Pouch (1 gp, ½ lb) holding 37 gp.
Str 10 (33 lbs, Lt Load, 34-66 Med, 67-100 Hvy)
Carried – 51.5 lbs
Cash Spent: 110 gp, 7 sp, 3 cp
Cash Remaining: 39 gp, 2 sp, 7 cp
Favored Class: Rogue
Books used: PHB, DMG, MM (Ability Focus, Empower Spell-like Ability), CArc (Warlock class), Magic of Eberron (Daelkyr Half-blood race)
Piet is 6 ft. 4 inches tall (although he rarely seems that tall, as he is always hunched over), but weighs only 140 lbs., making him appear skeletally thin. His skin is an unhealthy grayish in color, as if he should be darker-skinned, but has spent too long avoiding the touch of sunlight, and hair is black and hangs in dreadlocks, decorated with colorful trinkets of bone, chitin, feathers and strips of scaled leather, taken from the small animals that find their way into his stewpot. Everything about him is protuberant, with a bulging forehead, ‘aristocratic’ nose, pointed chin, prominent adam’s apple and sharp cheekbones, as if every part of his face was trying to leap away from the other, an effect exaggerated by his sunken cheeks. He also has a noticeable ‘hunch’ on his left shoulder, and tends to walk with a limp, leaning heavily on his staff, with his magical haversack hanging off of his right shoulder. His fingers are long and delicate, with nails apparently enameled black (actually, this is their true color), and his knuckles are knobby and swollen, as if he was arthritic, but this doesn’t seem to have any effect on his manual dexterity. Despite this, he is within the human ranges for an unattractive sort of fellow, save for his eyes and teeth, which betray his alien blood.
His eyes are solid black and featureless, but sometimes, when someone gets close, something seems to be moving around within them, as if they were black pools of water, and some beast was swimming just out of sight beneath the surface… His teeth are solid black, like his nails (and, indeed, all of his bones), and pointed (if not sharp), as if he had a mouth-full of eye-teeth, and to conceal this, he talks in a whisper quite often, lips barely parted.
Piet’s first tactic in any combat situation is to get himself out of there, using Spiderwalk (or Fell Flight, at higher levels), and then rain Eldritch Blasts down on the fray from a reasonably ‘safe’ vantage point.
Outside of combat, he tends to talk to himself a lot (an observant viewer might note that he seems to be talking to his ‘hunch,’ which is actually his Breedleech Symbiont, born moments after he was, and his constant companion, whom he thinks of as his ‘brother’), muttering all sorts of inanities, sometimes describing what he is seeing, as if recording it for posterity. For all his indifferently cleaned clothing, he is obsessive about good food, and has become a skilled cook. Upon sighting any small, possibly edible, animal in a wilderness setting, he will take a pot-shot at it with his Eldritch Blast, in the hopes of snagging something for dinner.
Piet came walking out of the Mana Wastes, and to the folk of Nex, long accustomed to those warped by exposure to the Flesh Forges, his deformities aroused little notice. As he has traveled north, for whatever unfathomable reason, he has taken to going cloaked and hooded, rather than face the stares of adults and the cries of children. Something about the arch calls to him, as if it is connected to him, and he has dreamt of it for many months, during his long journey to this pathetic town, where even a wretch such as himself is not so hideous as the things he sees in the eyes of those he passes on the street.
Piet’s Warlock abilities are informed by his Daelkyr Halfblood heritage. His Eldritch Blasts appear as gouts of dark purple fluid, and his body shudders as he seems to vomit these energies deep from within himself. When his Eldritch Blast strikes another, the ‘liquid’ doesn’t splash, it simply seeps into the target creature, like water into a sponge, leaving behind a bruise that shines phosphorescent violet for the remainder of the round, with a visible sigil of some sort that twists and writhes, making it indecipherable. The affected area goes numb almost immediately, and the impact feels like the blow from a hammer.
When Piet uses his Summon Swarm invocation, he summons creatures that function statistically as bats, rats or spiders, but their appearance is alien and disturbing. His ‘bats’ appear as floating starfish, with tentacles like those of tiny displacer beasts, who spin lazily through the air like noisome snowflakes, slashing with their tooth-edged tentacles as they swarm around their targets. When he calls for ‘spiders,’ he gets tiny scuttling crab like creatures, who leap like locusts, stabbing with a single envenomed spine atop the center of their shells, throwing themselves like tiny darts at their prey. Instead of rats, Piet calls up creatures that look like hairless cats of kitten size, but with scales and patterns decorating their skin similar to that of a colorful venomous snake, including a flaring cobra-like hood around their throat, and a longer than normal tail.
******************************************************
Breed Leech symbiont – Tiny Aberration, HD: 1d8 (4 hp), Init +2, Spd 20 ft., AC: 15 (+2 Dex, +2 size, +1 natural), Bite +4 melee (1d3-2), Space/Reach: 2.5 ft./5 ft., SQ: Symbiont traits, bolster body, blindsight 60 ft., telepathy, Saves: Fort +0, Ref +4, Will +1, Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 10, Ego 5, Hide +12, Move Silently +4, Lightning Reflexes, Weapon Finesse (B), Bolster Body – Host gains 5 bonus hit points per day (which replace and do not stack with previous bonus hit points) and a +1 to Fortitude saves, Telepathy – the Symbiont can communicate telepathically with its host, if its host has a language, it understands, but does not speak, Undercommon.
Symbiont Traits: A symbiont acts on its hosts turn, regardless of it’s own initiative modifier. It is not flat-footed unless it’s host is flat-footed, and it is aware of any danger it’s host is aware of. If a Symbiont is visible, it can be attacked instead of the host. It gains it’s hosts Dex modifier to AC instead of its own, and gains any Deflection bonus to AC as well from the host, but retains it’s own size bonus and natural armor. Attacking a symbiont instead of a host provokes an AoO from the host. A symbiont never takes damage from attacks directed at the host, but, like a worn magic item, if the host rolls a “1” on any save vs. a damaging spell that can damage carried or worn magic items, the symbiont counts as an ‘item’ that can be damaged. A symbiont uses the hosts saving throw bonuses if they are better than its own. Any spell the host creature casts on itself automatically affects the symbiont as well, additionally, the host or symbiont can cast any spell with an area of effect of ‘You’ to affect the other partner, even if the partner is of a creature type not normally affected by such a spell.
xdahnx
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Cool Set. I like both of them.
I think Piet may be a little too Eberron-y, with the Daelkyr and the symbionts, but we can work it out if you really want to play him.
I like Mordecai, however, and I can see him, most of all, being one to join the side of good. or at least smash the evil, really, really hard. in his own way.
It's up to you! Party balance is not a concern. I will never penalize a group for not having a 'cleric' or a 'rogue'. Be creative and flexible is all I can do. Or try.
Ok!
Discussion is up! Discuss!
| Ozbadin |
Here is most of Ozbadin. I've got a business trip coming up tomorrow and Wednesday, so don't know if I'll be able to post in a timely manner, but just keep things rolling.
Also one request. Since cantrips are now at will for the other classes, might we increase the cantrip use for the Factotum from 1x per 8 hours to 1x per encounter. Still have to spend inspiration points to use it, but I think it balances things out a bit. Still only get one per day at 2nd level.
| Gierixa |
Update: Forgot my favored class skill bonus. I put the single point into Intimidate, which is a class skill thanks to her campaign trait.
This is a change from Diplomacy - I decided that she doesn't really know how to interact well with people. So she is looking for a job as a bouncer (and excuse to beat people up).
Set
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Cool Set. I like both of them.
I think Piet may be a little too Eberron-y, with the Daelkyr and the symbionts, but we can work it out if you really want to play him.
With Rob playing a Tiefling, the Daelkyr thing would just be more of the same. We don't need more than one blood-tainted sort. :)
I like Mordecai, however, and I can see him, most of all, being one to join the side of good. or at least smash the evil, really, really hard. in his own way.
I'm still tossing around the idea of a Chelaxian Druid or Cleric or some sort (I might take Mordecai and tweak him into a Cleric of Urgathoa), but I won't be able to do that until I get home. (Work frowns on my flipping through D&D books and creating characters. Such unreasonable people!)
I wrote up the Cleric version for Organized Play, but have yet to convert him to Beta rules. Same backstory, minus the singing, but turned to worship of Urgathoa out of a love of fine foods and the luxuries of the vampire courts, and a deeply ingrained belief that undead are the 'nobility' and that, if he's ever going to 'be someone,' he has to become undead.
Mark Moreland
Director of Brand Strategy
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As excited as I am to play, I think I'm going to have to pass on this one. I just had some things come up that will most likely limit my ability to really commit to the level I'd like and I'd hate to get in a few weeks and then have to drop after things get going. I'll check the campaign threads, though, and wish you all a thoroughly evil time.
PsionicFox
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Question - Are you all filled up?
I'm looking for an excuse to play this AP before I read it - and playing as a less-than-honest character appeals to me.
I'm curious though, what sort of classes/roles are we short on? I'm a fan of party balance - hence the question.
Bring on the evil!
...Or if that doesn't work - Bring on the non law-abiding player characters!
EDIT: I'm asking because you lost one, and that was player #7.