Fable of Reality-OOC


Play-by-Post Discussion

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>

Welcome to the Fable of Reality! Here you'll be exploring a brave new world within a world, layers of layers of other worlds thrown together. This should prove to be interesting. Character guidelines:

Lvl. 5 with base xp.
Base starting gold+500gp to represent sign-on bonus for being willing to explore the anomaly.

All classes allowed including play-test characters and Psionics.

Feel free to work together to build a cohesive party. Backstories can include each other or not, but the Lord would have chosen people who seem to be able to work together.

Now, the following are new traits designed to be tested in this setting. So you can select 'em ;)

New traits are available for play! The following traits unlock new options for character creation and development and are suited for characters entering the Fable of Reality and are subject to DM approval. Traits with the * marker take up 2 trait slots and can be purchased with the Extra Traits feat.
Bag of Chance (General)
You lose all of your starting gold and instead roll a d6 and gain the result listed on the table below. This replaces all starting gold, and can be less than what a character of your level should have.
1. Base Gold -3,000
2. Base Gold-2,000
3. Base Gold
4. Base Gold +1,000
5. Base Gold +2,000
6. Base Gold +3,000
If you roll a 6, you may choose to roll your dice a second time. If you do and manage to roll a 6 the second time, you gain a total of 6,000gp extra. If you roll a 1 on the second dice, you treat your final result as 3 and start with base gold.

Reality Sensitive (General)
You are especially sensitive to thin spots in reality, and have learned to not only spot them, but to gain a general understanding of them as well. You gain a +2 bonus on perception checks to spot thin spaces and gain the benefit of a “detect” spell to determine what is on the other side. The result is generally how the opposite plane is aligned, and whether or not the environment is deadly. The answer will be short, such as “no danger”, “some danger”, “instant death”.

Reality Walker (General)
You’ve gone through various holes in reality all your life, probably never noticing or understanding what they were. These brief, non-significant jaunts through space-time have left you slightly touched by their power. You gain +2 on all saves to resist effects generated by these anomalies, and may increase the DC of any spells, spell-like or supernatural abilities you possess by 1 when in the presence of these fluxuations.

Godhand (General)*
The power of the multi-verse was imbued into you as an infant, as a result you’ve always felt an odd strength in your own hands. You deal an extra 2 points of damage with every attack you land, in addition when fighting in a plane that is not your native, increase this damage to 4. While on a different plane, you do not need to eat or drink and require only 4 hours of sleep each night. Spellcasters must rest according to their class description.

Mutant Strain (General)*
Your very genetics have been altered by some cosmic event, adapting your form in ways no scholars have ever predicted. As a result, you gain the use of any 0 level spell as a spell-like ability usable at will. This trait is with GM discretion, and the save DC (if any) is equal to CL+Cha+10. The caster level is always equal to ½ character level.

&#8195;
Adrenaline Rush (General)
Adrenaline flows through your veins faster than it does in most creatures, as a result you can temporarily decrease your Con score by 2 points to gain a +2 bonus on attack and damage rolls for a number of rounds equal to your modified con modifier. This ability functions once per day, and any effect that restores your con score ends the duration of this effect.

Engineer (General)
To believe in the power of science is to be a believer in the physical world and not rely on the powers of magic. You gain +1 trait bonus to a craft skill of your choice, and gain Knowledge (Engineering) as a class skill.

Not so bad… (General)
Once per day, when rolling on the fumble chart to determine the effects of a fumble, you may increase or decrease your roll by up to 2.

Make it worse…(Combat)
Once per day, when an opponent rolls on the fumble chart to determine the effects of a fumble, you may increase or decrease their roll by up to 2.

Ruin the style (Combat)
Once per day, when an opponent would regain lost Grit points, you may use this trait to deny them any grit points they’d regain this round.

Son of a b&@%% (Social)
When making an intimidate check, you always re-roll dice result of 1’s.

Gifted Tongue (Social)
When making diplomacy or bluff checks, you always re-roll dice result of 1’s.

Star Performance (Social)
Once per day when making an interaction check that worsens a targets attitude towards you, you may instead have their attitude remain the same without any penalty.

Outside the Box (General)
Whenever you come up with an especially clever idea or plan (up to the GM and possibly the rest of your party) you gain a +4 bonus to any associated checks that do not require attack rolls. For attack rolls, see the Cinematic Flair trait.

Cinematic Flair (Combat)
Whenever you describe an attack in a meaningful, cinematic, or stylish way through roleplaying and not the use of feats; you gain a circumstance bonus on the attack. The bonus depends on just how much the description added to the game and is determined by the GM and possibly the rest of the party. The minimum bonus is +1, while the maximum bonus is +4. The more this trait is used, the less often you gain the benefit of it. (Basically, this means that if you’re awesome all the time, then you don’t impress the others as much, thus reducing the awesomeness of this trait. If you’re trying too hard, it gets just as boring as just saying “I attack it with my sword!”.)
&#8195;
Drawbacks:
Drawbacks are taken at character creation and have an impact on the game in a generally negative way for your character. The benefit of taking these drawbacks is that you gain access to a free feat. The GM may reject any drawback, and may also deem it necessary to read further into the drawback than what is listed here. Any time a drawback is not roleplayed into the game, the feat may be withdrawn. If the drawback is overcome, well that’s different. If through the course of the game, your character overcomes his fear of spiders, he may retain the feat with DM approval. You must meet all requirements for any feat you pick.

Addict
You are addicted to something that is harmful to you in some way. Addictions get in the way of accomplishing goals, and can be difficult to get past. When dealing with difficult issues or exposed to the target of your addiction, you must make a will save determined by the DM to resist the addiction. The will save is designed on a percentage of failure rather than a flat out DC to keep this trait effective throughout the game. You and the DM must work together to determine what constitutes a viable addiction. Grants: Any feat that improves saves or skill checks.

Hatred
You hate something so much, that just the presence of it makes you angry. Your hatred can be towards a certain race, profession, type of personality, creature, as long as it is something that is common. A hatred towards any Gnomes who happen to have purple skin, red eyes, and green hair for example is not a viable hatred. You must work with the DM to determine the source of your hatred, and the result makes you generally hostile towards that source. Grants: Any combat or meta-magic feat.

Delusions
You believe something that simply isn’t true, or at least not true enough. Your delusions may place you at the top of the food chain when you’re really closer to the bottom. You may also be so convinced the world is flat it can put you at hefty disadvantages both on the field and when you’re being ridiculed by people who know better. A delusion will often times help you make the wrong decision, and must be specified between you and the DM. Grants: Any non-combat related feat

Fear
Fear strikes even the greatest of warriors in some way or another. A fear must be more than “fear of dying” or something that is completely uncommon. Viable fears are: Heights, Spiders, Drows, Women, Water, etc. and must be approved by the DM. When in the presence of your fear, you are shaken and if exposed drastically to your fear (say afraid of heights and are clinging for dear life off of the grand canyon) you may be subject to additional penalties. Grants: Any combat or meta-magic feat.

Scarred
Sometimes scarring is emotional, most times it isn’t. You bear a physical scar that is generally very noticeable. The result usually makes most people nervous around you, or can overall hurt you chances with the ladies. A scar may help your chances with intimidation though, and may also make you recognizable to passerbyers. Grants: Any feat that improves skills other than diplomacy, or any feat that improves the chances of your character surviving. (Ex: Endurance, Die Hard, Toughness)

&#8195;
Betrayed
When a group of adventurers joins up, they hold each other’s life’s in their hands. If the group’s healer decides not to heal, it could mean life and death. You’ve been the victim of such a case, and as a result have difficulties bonding with others of your party. This means you can almost never gain the benefit of a team-work feat, and that you’re generally paranoid of others. Grants: Any feat that raises perception, sense motive, or will saves; as well as feats that grant additional attacks of opportunity or improve reflex saves.

Haunted
The memories of the past make it difficult for you to forget all the things you have seen in your life. This causes you to sometimes be distracted as you stay deep within your thoughts, or see the faces of those you’ve known in others. While this can affect initiative and perception, it also makes you tougher on the enemies you face, perhaps blaming them for what has been done to you. Grants: Any feat in the Power Attack, Two-Weapon Fighting, or Spring Attack trees.

Heretic
Divine worshippers have a tendency to judge, and you have been judged before. Branded a heretic or against a certain religion, those who possess divine power tend to go harshly on you. In addition to your alignment, those who detect alignment on you also can determine whether or not you follow their deity. While most will leave you alone, some take great offense to this. Grants: Any feat that improves resistance to spells (mainly save improvements), any feat that grants bonuses to Knowledge religion or Spell-craft, and any combat feat that is geared against spell-casters.

Debted
You owe a large amount of gold to someone much more powerful than you. They’ve been relatively “nice” so far, but have grown impatient. This is no longer a matter of gold, but if you should be able to pay them off your debt (2x your starting gold from interest) you can overcome this drawback. Otherwise, it doesn’t matter what plane you’re on, you’ll be followed by someone nasty. This can also affect social interactions with certain individuals. Grants: Any feat.

If you have any other drawbacks you’d like to suggest, talk to your DM, he may allow for expanded options.

Now if you have any questions, feel free to ask. Just be aware I won't pay much attention until about monday when I'm not so stressed. :D


Wow! Lots to think on...

Are we still rolling stats? 4d6 drop lowest?


Yes.

And I'm looking for plenty of feedback. Also you can roll 2 sets, I want you guys to be fairly good :p

Also: I use critical fumble charts that I made ,for everything from spells to fighting to even skills, while they aren't auto fails, they certainly aren't successes on skill checks :D

Scarab Sages

Male Bar-Gnome Guitarist 9/ Retail Clerk 4/ Bar-Back 4/Bar Tender 3

Guess I'll go first with Stats
(C'Mon, Dice Gawds!!!)

Set One

4d6 ⇒ (2, 6, 6, 3) = 17
4d6 ⇒ (2, 6, 1, 3) = 12
4d6 ⇒ (1, 6, 6, 6) = 19
4d6 ⇒ (2, 4, 6, 4) = 16
4d6 ⇒ (5, 3, 1, 6) = 15
4d6 ⇒ (4, 1, 1, 1) = 7

Set Two

4d6 ⇒ (1, 6, 5, 5) = 17
4d6 ⇒ (5, 1, 6, 3) = 15
4d6 ⇒ (3, 5, 3, 2) = 13
4d6 ⇒ (6, 3, 2, 3) = 14
4d6 ⇒ (3, 6, 6, 1) = 16
4d6 ⇒ (6, 2, 2, 1) = 11

Scarab Sages

Male Bar-Gnome Guitarist 9/ Retail Clerk 4/ Bar-Back 4/Bar Tender 3

So, either Set One
15,11,18,14,14,6 (Hahaha... a 6,Awesome!)

Or Set Two
16,14,11,12,15,10

Hmm...

I rolled HP, but it ate my post, oddly...

Honest to a fault, I think the rolls were 10,2,1,1...


Re-roll health :)


Here we go!

4d6 ⇒ (1, 6, 1, 6) = 14
4d6 ⇒ (3, 6, 1, 6) = 16
4d6 ⇒ (4, 6, 3, 5) = 18
4d6 ⇒ (6, 1, 3, 2) = 12
4d6 ⇒ (2, 2, 5, 2) = 11
4d6 ⇒ (4, 6, 4, 4) = 18

and set two

4d6 ⇒ (2, 4, 4, 1) = 11
4d6 ⇒ (1, 3, 6, 2) = 12
4d6 ⇒ (1, 1, 2, 3) = 7
4d6 ⇒ (3, 4, 2, 5) = 14
4d6 ⇒ (2, 5, 3, 1) = 11
4d6 ⇒ (3, 4, 2, 1) = 10

Scarab Sages

Male Bar-Gnome Guitarist 9/ Retail Clerk 4/ Bar-Back 4/Bar Tender 3
Vistarius wrote:
Re-roll health :)

Thanks, Not sure if you wanted me to roll them all over, or just the 1's and the 2...

1d10 ⇒ 4

1d10 ⇒ 5

1d10 ⇒ 5

If I am rolling the '10' over as well...

1d10 ⇒ 3

BTW, I went with the set that contained the 6. Not sure if I want a Wis or Cha 6 to represent how Crazy he is...

I took Delusions and Haunted (Iron Will to offset Delusions, Power Attack to offset Haunted)


Set one it is.

13, 15, 15, 11, 9, 14

I'll chalk the wisdom thing up to poor life decisions, a halfling rogue's specialty, lol. Overall, I think those are pretty sweet for a rolled character. I was stoked about the 18's then saw how they were rolled and was like "crap." Still not nearly as surly as our boy, Uriel and his 6 CHA, haha. Sorry, bud.

I'll roll health and add/subtract racial modifiers in a little bit.
Thank goodness I wasn't the cleric, haha.


Are we allowed to arrange scores as we please or run what we rolled in order?


Bilbo Bang-Bang wrote:
Are we allowed to arrange scores as we please or run what we rolled in order?

I'm pretty sure we can order them. Or else we could never have picked class and concept.


Ok, my rolls:

Set 1:
4d6 ⇒ (6, 1, 5, 5) = 17
4d6 ⇒ (4, 1, 1, 1) = 7
4d6 ⇒ (3, 4, 5, 6) = 18
4d6 ⇒ (2, 5, 4, 1) = 12
4d6 ⇒ (5, 4, 6, 5) = 20
4d6 ⇒ (1, 2, 5, 3) = 11

Set 2:
4d6 ⇒ (6, 4, 5, 2) = 17
4d6 ⇒ (3, 4, 4, 2) = 13
4d6 ⇒ (1, 5, 3, 4) = 13
4d6 ⇒ (3, 2, 5, 1) = 11
4d6 ⇒ (1, 5, 5, 3) = 14
4d6 ⇒ (6, 5, 1, 6) = 18

EDIT:
Set 1 is 16, 6, 15, 11, 16, 10

Set 2 is 15, 11, 12, 10, 13, 17

Set 2 it is.


Here is my Gylwinth if you want to check backgrounds for things in common. It's far from finished. I'll work on it over the weekend.

Vistarius, when you say starting gold, do you mean as per the Wealth by level? So starting gold for a level 5? If so, I would suggest a max on what can be spent on a single item.


Rolling hp: 4d6 ⇒ (3, 5, 6, 1) = 15

Shadow Lodge

Wow, I like those traits! I think I'm going to get the Extra Trait feat now so I can get Huanted and Bag of Chance. Bag of Chance Roll:

Set 1:
4d6 ⇒ (1, 2, 5, 6) = 14
4d6 ⇒ (3, 2, 2, 4) = 11
4d6 ⇒ (1, 1, 2, 6) = 10
4d6 ⇒ (3, 5, 1, 1) = 10
4d6 ⇒ (1, 4, 6, 5) = 16
4d6 ⇒ (5, 1, 6, 6) = 18

EDIT: Set 1 is 13, 9, 9, 9, 15, 17

Set 2:
4d6 ⇒ (1, 3, 1, 4) = 9
4d6 ⇒ (1, 2, 4, 3) = 10
4d6 ⇒ (6, 5, 2, 6) = 19
4d6 ⇒ (2, 5, 1, 4) = 12
4d6 ⇒ (5, 3, 2, 1) = 11
4d6 ⇒ (3, 1, 1, 6) = 11

EDIT: Set 2 is 8, 9, 17, 11, 10, 10

I'm gonna go with set 2.

HP: 4d8 ⇒ (4, 8, 1, 7) = 20

Oh, one more thing, is Razule going to be Small instead of Medium because of his age, and if so, are the ability scores changed by that?


The "Fear of Closed Space" Drawback would fit my concept nicely. Let me know what you think. I would take a metamagic feat.


Dragonborn: If you wish to play him as small, you'll have to select that as a trait.

It'd basically be:
Child: You are small sized due to your age, and when you get older you will move up to medium.

Sorry, no trait for large size ;)

Starting gold=wealth by level, and yes you shouldn't have an item over 40% of your wealth but I'm not really going to impose that limit. The reason is, gold is a measure of a character's power just as levels are. A character with alot of gold is going to be more powerful, but that's kind of what I'm going for. If you drop all your gold into one suit of armor, that's a risk you're taking. You're putting your eggs in one basket and if that armor gets taken, sundered, whatever you're kind of S.O.L. Ontop of that, if you put all your stuff into one item, you're underequipped when it comes to other things. The awesome armor means you have no good weapons, scrolls, wands, etc. If this campaign setting had a difficulty it'd be considered: Heroic, so I'd plan your characters accordingly.

In the future if you wish to re-roll HP (other than board post failure) you can opt to have me re-roll it for you, in which case you take my roll better or worse. It's a bit of a gamble, but I'm ok with it.

If you take bag of chance, I probably won't let you also take Rich Parents unless of course you roll really badly, but that's two trait choices just to not screw yourself over.

Fear of enclosed places will work very well, and the metamagic trade off will work well as well. Just remember: your phobia WILL come up :)


You mean we won't always be outside!?!

Thanks for the answers! Looking forward to this!


male Human Cavalier of the Sword 5

If you are letting me keep the 10, and the re-rolls for the 1,1,2 were 5,4,5 +10@ 1st,gives me 34/50 possible. Not horrible, average, I do believe. I'll have you re-roll a 4 and a 5, if you like, I like chance.

Otherwise, I'm OK as is.


male Human Cavalier of the Sword 5
Vistarius wrote:


Starting gold=wealth by level...

If you take bag of chance, I probably won't let you also take Rich Parents unless of course you roll really badly, but that's two trait choices just to not screw yourself over.

Correct me if you play it differently, but Rich Parents replaces your starting cash at 1st, it doesn't just give a 900GP bonus.

Just as we don't get 5th WBL + Starting 1st Lvl,you wouldn't get the Rich Parents bonus at higher Lvls anyways.

Shadow Lodge

Do we want our characters to know each other, or at least about each other?


I would like to know some of you prior. I'll look at the backgrounds and make suggestions. Perhaps a few of us could do the same?


Male Human Ravenloft-hybrid infected werewolf Ftr 10

Abilities: 4d6 ⇒ (2, 4, 2, 2) = 104d6 ⇒ (3, 4, 1, 4) = 124d6 ⇒ (6, 3, 1, 5) = 154d6 ⇒ (4, 1, 5, 2) = 124d6 ⇒ (3, 1, 1, 4) = 94d6 ⇒ (5, 3, 5, 2) = 15
4d6 ⇒ (2, 4, 4, 6) = 164d6 ⇒ (3, 6, 3, 2) = 144d6 ⇒ (1, 3, 1, 2) = 74d6 ⇒ (1, 2, 2, 5) = 104d6 ⇒ (3, 4, 1, 6) = 144d6 ⇒ (4, 4, 6, 1) = 15
First set: 8, 11, 14, 11, 8, 13
Second set: 14, 12, 6, 9, 13, 14
wow. I guess this'll be interesting.

hp1: 1d10 + 1d6 + 1d6 + 1d6 ⇒ (3) + (2) + (6) + (6) = 17
hp2: 1d10 + 1d6 + 1d6 + 1d6 ⇒ (3) + (5) + (4) + (1) = 13
edit: accidentily set hp up as 1d100s


Hey Vist, what do you think about letting one of the people you wanted to run a NPC run my eidolon? I want the clockwork to be more autonomous and think that having someone else run him it could add an atypical take on summoner and summoned.

HP 4d8 ⇒ (4, 6, 4, 7) = 21

29 before con bonus and such isn't too bad.


I will look at your backgrounds today. I'll see if we can link up in some way. I was thinking about taking the Debted drawback. I think it fits a rogue pretty well and would open us up to a pretty good story hook, too. What do you guys think? Do we want a loan shark looking to collect fooling with us?


Does the loan shark live in an open space? If so, then I'm fine with it. If not, no problem, but you're on your own!


Nope, he actually travels in a lenght of pipe. Said he'd like to talk to you.LOL.


Male Human Ravenloft-hybrid infected werewolf Ftr 10

Vistarius:
Given my rolls, I'm just going to go with straight psion(telepath). My question is favored class bonus. Is it like the sorcerer in the APG: bonus power known at least one level lower than max level known? I assume that since there are no zero level powers that one could take the other discipline talents.

To all:
I wouldn't mind knowing others at the start. My main motivation is fighting extraplanar creatures and cults. Anyone else have a something that would work with that?


Graynore wrote:

Vistarius:

To all:
I wouldn't mind knowing others at the start. My main motivation is fighting extraplanar creatures and cults. Anyone else have a something that would work with that?

Gylwinth saw that the darkness between the stars and whispers to it... He is curious as to what lies "between" the known and the obvious. I'm sure they would have had an interesting discussion on extraplanar worlds. He speaks Celestial, Infernal and Abyssal.


My rogue/summoner is looking for cash and adventure. His main motivation is getting paid in order to fund more research. He and his mentor have run a good many "jobs" for themselves and others, so it would not be out of the realm of possibilty to know him in some way.

Plus, if you guys have any skills you would like me to take, let me know. I plan on being a engineer type of character with my eidolon being a clockwork of some sort. I will be focusing on building/disabling devices/traps and the usual rogue skills. I will be working on the character today and will post updated information later.


Hey Vist, I have been reading over some of the other's backgrounds and was wondering if you'd mind me dropping the summoner portion and picking up a level of inquisitor or two, maybe with the Artifice domain or something relevant to the background like Travel or Luck. The reason for this is after looking at how this game is likely to play out, I might end up with a useless eidolon this far in. A 1 HD eidolon may not be more than a one round sponge that results in more than character dying. My backstory will change very little, but at the same time I can come up with more reasons to tie myself to the other's backstories as well. If you do not like this it'll be fine, but I think I'll be more viable and can generate a reason for joining this quest which is deeper than venture capital,lol. Let me know what you think. I was paticularly drawn by the text on the class "...researching emerging threats."


My crunch is pretty much done.

I don't know anything about psions, so I hope our choices of spells don't overlap!


Male Human Ravenloft-hybrid infected werewolf Ftr 10
Gylwinth of the Crimson Moon wrote:

My crunch is pretty much done.

I don't know anything about psions, so I hope our choices of spells don't overlap!

Hum. Well I was going to go telepath so alot of overlap would be there; however, I just realized that we don't have a blaster, so I'll be changing to kineticist so there shouldn't be any overlap. Most powers deal with energy damage and telekinetic powers.


Ok, I stayed away from blast, and have a few utilities, charming, terrain control and SoS. Of course, I have to pick a few every day.

Here's an excerpt from my sheet:

Familiar’s spell list:

Trickery Patron
Cantrips: (all) Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Read Magic, Resistance, Stabilize, Touch of Fatigue.

1st Level: (3+5+2+patron) Charm Person (C-W), Cure Light Wounds, Command (C-W), Comprehend Languages, Detect Secret Doors, Enlarge Person, Grease (C-R), Identify (+2 spellcraft), Ill Omen (C-), Mage Armor, Mask Dweomer, Mount, Obscuring Mist, Ray of Enfeeblement (R-F), Summon Monster I, Unseen Servant, Patron Spell: Animate Rope (M-).

2nd Level: (2+2+patron) Alter Self, Augury, Cure Moderate Wounds, Detect Thoughts (60, W), False Life, Fog Cloud (M-), Glitterdust (M-W), Hold Person (M-W), Perceive Cues, See Invisibility, Web (M-R), Patron Spell: Mirror Image.

3rd Level: (2) Dispel Magic, Pain Strike (C-F), Ray of Exhaustion (C-F), Remove Curse, Stinking Cloud (M-F), Summon Monster III.

As the witch has cleric spells, the oracle should also be careful with overlaps. This list can be changed. Let me know if you prefer I stay away from certain spells. Input is always welcome.


Another thing, could people copy their background here, it's much easier to find them this way to build overlapping history.

I'll show you mine, now you can show me yours:

Background:

“The desert is not infinite,
but limited by the sky.
In the desert, the sky knows no bound.
It is clear and open.
In the desert, stars are alive
and tell us the story of the world.
In the desert, Desna dances
and creates the dream.”

Prophet Regeldor of Desna

“The stars highlight for us the darkness.
If we keep from looking at them,
We can hear beyond the dark.”

Gylwinth of the Crimson Moon

A long time ago, the elven mystic Regeldor left Kyonin with a group of follower to “walk the dream of Desna and find the stars.” Regeldor sought to found a new understanding of Desna’s secret by traveling where he could best study the stars. His journey brought him to the desert, where he saw the stars dance under the desert’s pristine sky. He solemnly declared the place holiest and settled the oasis nearby. Talaha Des was thus founded. A great observatory was built in the desert and the cult reached a degree of complexity found nowhere else.

Gylwinth, though he was named Dasael back then, was born in the desert, under a red moon; a bad omen for Desneans. Still he was loved by his parents, and supported by his community. For decades he studied the mysteries of the cult, showing great promise as a scholar, but lacking perhaps a little faith. He enjoyed astronomy classes, and would spend extra hours studying and admiring the stars.

It was under a red moon, appearing in the middle of an eclipse, that he saw it. He has been looking at the stars all his life, but, for the first time, suddenly saw the darkness around them. And the darkness whispered to him...

For hours he laid in deep meditation, until a soft sound in the sand caught his attention. A small viper was moving slowly and sinuously through the sands, towards him. He remained calm though his heart beat loudly. As the reptile drew closer, it paused, as if waiting, until Dasael extended his arm. And the darkness crawled onto him.

The sound of the darkness then became clearer. He laid on the sand and received the poison, and the vision. He survived the trial. He was now Gylwinth and he knew there was more to understand in the darkness.

And so he learned, partly from the darkness, to keep his secret, to dwell among the Desneans, studying the darkness between the stars. He developped a special sense of cunning, mastering deception, mastering the heart of men.

Years passed and Regeldor eventually passed away and, as other great leaders before him, left no heir. Talaha Des was without a leader and many conflicts weakened it. Gylwinth saw with sadness the Desneans’ dream shatter. He saw that the time had come to walk between the stars, into the darkness.
Rumors reached him through his travel of strange events, of paths between realities. Could this be his calling? That night, a dark red moon arose and answered him. He was becoming a man and enough cities had fallen. It was time to take action, to prevent dreams from shattering once again. That night, under a blood red moon, he set forth.


Here you go!

Background:
It was spring time in Magnimar and the Yrrum family had cause to celebrate: twins! A pair of healthy, loud boys. Razule and Durriken, brothers who were inseparable from birth in all but one way. Both of them took after their father physically, having the same hair and eye color. Buy Durriken took after their mother, inheriting her own split heritage. Being the human twin of a half-elf led Razule down a strange path. He was the “protective older brother” of his older brother, and he would lightly tease Durriken about that occasionally.

11 years after their birth, and only two years after Razule found out he had a knack for alchemy(and by extension, cooking), the world “broke” and a castle started floating in front of the moon. Late at night, Razule help Durriken up onto the roof so they could see it. They were amazed that something as big as a castle could fly, so amazed by it that they didn't see the storm writhing in the sky behind them. Lightning struck their house, setting it ablaze as malevolent storm winds tore through Magnimar. That night, Durriken disappeared...

But Razule firmly believes he isn't lost. He remembers something he saw, like light bouncing off of metal, coming from the castle. His parents didn't believe, saying wistful thinking wouldn't bring his “little” brother back. Razule left soon after that, when his parents started mourning, sneaking away to look for a way to get up to that castle.

He will find Durriken, he will use his alchemicandies to do so, and he will make whoever took his brother pay...


Male Human Psion(telepath) 2

Graynore here. Still have to finish equipment. Roll for staring wealth: 1d6 ⇒ 3

Background

Spoiler:
For the father, all.

Ramar had a happy childhood. He would play in the fields and imagine the day that he would become a noble knight like his father. That changed the day his step mother arrived.

Arusia was an uncommon woman. Eluring and seductive but possessing no quality that Ramar could believe his father would desire. At the summer lunar eclipse, Ramar found the terror that was his stepmother. He came upon her as she completed the ritual that took his father's life. The dark forces at work left an impression upon him that night. While he escaped with his life, he has been on the run ever since.

Ramar now travels from town to town, with his father's sword, learning more of the abilities that awoke that night. He plans to turn the powers upon them all: his stepmother, the other members of the cult, and ultimately the object that possesses his father's soul.


male Human Cavalier of the Sword 5

Quixotai du Saffronc, Knight of the Sword
Bbackground

Spoiler:

Over the years, many have claimed that Ignorance is Bliss. Of course,those who spout such simple ways of expressing the World rarely have to live with amnesia. Quixotai, unfortunately (Or perhaps not...),does. Some people,when confronted with something so all-encompassing as being unable to even recall your real name, or where you are from...Some people might see that as a clean slate, a license to do ill, with no regrets or need for remorse. The man who wears the moniker The Yellow Knight, however, takes a different road. Though he remembers virtually nothing prior to the last seven years, he does know, deep down, that he was, that he is a Good man.
So,with nothing else to guide him, he has made it his Quest to right wrongs, defeat the enemies of decent folk wherever, or whatever they may be. Astride his fearsome Axebeak (Epiphany), he lays about into Fiends, Dragons, the very Gods of Evil themselves!

At least, that is what he believes. For you see, the man known as The Yellow Knight is also quite, quite Mad. Whilst no form of Divinations, both Arcane and Divine, have been able to ascertain just what caused his Madness, or indeed, why no attempt at Healing it has been successful, (These endeavors undertaken by his Companions over the years...Quixotai himself is quite happy to continue in his Quest Against Evil), still, some day, something might break the condition...A familiar face, a place, perhaps, something as innocent as a Sign-Post, even.
He has come by one piece of information, however: He does have enemies.

It was nearly five years ago when he first spotted the Red Knight. Amongst a tribe of Orc who had raided a small village. Quixotai had heard the screams of the fleeing humans, and spurred Epiphany forward, only to find a pitched battle between the defending villagers, and a band of Orcs. And there, amongst the Orcs was a Knight clad in bright Red armor. While he did not know this Knight, the same could not be said for the reverse. Immediately, the Red knight, astride a massive Dire Wolf, Charged.
Quixotai wasted no time, and soon, battle was joined. The humans and Orcs about them stilled their blows as the two Knights fought, the clang of sword upon red shield, the whelm of massive hammer upon that painted Yellow. Both were wounded sorely, and neither wished to quit the field.
Fate, however, would have things another way. Epiphany tore a mighty bite from the Dire Wolf's shoulder, and the beast howled and tore off, carrying it's Nefarious rider with it. Strapped in, and unable to contain his mount, the Red Knight was forced to quit, the jeers of the villagers following him, even as the Orcs fled, following their dire master.

The encounter with the second Knight was a year later, whilst embarked upon a campaign to rid a forest of a Goblin Infestation. The Knight , clad in slate-grey armor, was waiting at a bridge ford, as if he expected Quixotai.
This time, the other Knight spoke,
“So, Brother, I see that you have found yourself another chicken to ride... pity that you had not stayed Dead. However, it will be a joy to slay you this time, as I was deprived of that joy by The Blue last time.” With that, he mounted upon an Elk tethered nearby, and raised his lance in Challenge.
This fight was short and swift, and it was Quixotai's lance that won the contest that day, taking the Grey Knight full in the chest, and clean off of his steed.
Then, both Knight and Elk just disappeared...a harsh laughter echoing throughout the woods, like some ghostly sussurus.

The third Knight has only been spotted, not fought in combat. Clad in armor a dark, midnight blue, he rode upon the winds, mounted upon a huge bat, soaring high and seemingly not concerned with his land-bound brethren. Quixotai spurred Epiphany on,across fields and through hills,never losing sight of the flying Knight. Finally, cresting a hill, he saw the quickly diminishing figure of the Blue Knight receding, impossibly, towards some sort of weird flying fortress... His resolve firm, the Yellow Knight clicked his spurs, and off his steed went, towards what could possibly be the answer to just who or what he really was.


Great!

A few ideas so far, nothing fancy:

Ramar: A few years back, Gylwinth was on the tracks of an evil cult and would have interviewed Ramar as he witnessed their activity. Gylwinth would have been unable to locate them afterwards and felt guilty as he broke the news to the boy. (As an elf, I age slowly.)

The Yellow Knight: Gylwinth has heard tales of your prowess and your madness!

Razule: I knew your half-elf mother as a distant cousin. I visited them a year before the disappearance and would recognize you as a sibling if we met.

Please suggest other links.


Gylwinth of the Crimson Moon wrote:
Razule: I knew your half-elf mother as a distant cousin. I visited them a year before the disappearance and would recognize you as a sibling if we met.

Sounds good. He is going to try and disguise himself as a halfling though, but since you could recognize him on sight, you'd get a +4 on Perception checks..

Good to be traveling with ya, cousin!


Male Human Psion(telepath) 2

Sounds good to me Gylwinth. We've hunting before and we will hunt them again.

Ramar is ready to go.


So things have been even more hectic than I wanted them to be, and thus I have to apologize. I'm not cancelling the game like I am pretty much all other involvement with these forums, but it may be a few more days before I can get started. I know there's alot of delays, so I apologize if you're all in a hurry to get started. I should be able to approve everything and get an IC post started soon. But so busy...lol

Shadow Lodge

That's okay. I think we all know that RL can get in the way sometimes(A lot).


As long as you keep us posted as to your intentions, no problem.


Just a heads up. I will be gone from Friday to Sunday, nowhere near a computer. I will also be off Tuesday and probably Wednesday.


Hey guys sorry I haven't posted anything, but I got diverted on my military flight and ended up airborne for nearly 24 hours and have been to Japan, Hawaii, and Kansas in that time. I'll be back to posting at a regular frequency. Are we still on for this game? I am going to go ahead with the rogue/inquisitor build since both Vistarius and I had concerns about the viability of a 1 HD Eidolon. What do you guys think? I am pretty sure I can fill my role much better with the proposed change.


I'll have a proposed background up today or tomorrow.


Rogue/Inquisitor sounds much better.

Regarding backgrounds, I was involved a lot with the cult of Desna, if it helps.


Dreaming Warforged wrote:

Rogue/Inquisitor sounds much better.

Regarding backgrounds, I was involved a lot with the cult of Desna, if it helps.

I like Desna for Halflings. It seems to be a pretty good fit for the small one's. I am thinking of taking the Jinx racial trait in place of the Halfling Luck trait. It will allow for some debuffing. As for domains I am thinking along the lines of one of the luck aspects of Desna or travel. Travel gives me 10' more movement so that would keep me in step with the rest of ya, but luck can be a buff/debuff domain.


I'm from Kansas, I sympathize with you.

I have another tradeshow this weekend, hence the chaos. Once that settles down I can get this going.

Rogue Inquisitor seems more viable.

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Fable of Reality-OOC All Messageboards

Want to post a reply? Sign in.