Storyteller-Shadows-Multi-Game-Recruitment III


Recruitment

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Dark Archive

*sees there was a starwars game* by the gods I always miss the ones I want the most!


Dropping by to show my honest interest on Council of Songs, and to ask about certain 3PP archetype that caught my attention: The Moso

Not only do I need clearance to use it, but I need clarification regarding their Weapons' Proficiency. Thing is the archetype states A moso is proficient with all simple melee weapons, plus all one-handed swords and while byt itself that means Bastard Swords, Falcatas and Katanas are a-okay, they are usually Exotic Weapons and as such I'd rather be sure before continuing to work on my concept.

Dark Archive

Also, I am interested in the Bard game, however I don't know what to play, honestly I want to play any game with you as DM, cause your just awsome, but right now I'm feeling more like a Vigilante than I am a Bard...

Thinking of playing a Dragon Yapper-Kobold


'Ello! Dis is gonna be da alias for m' kobold Yapper!

After all, everythin' kobold says ends with an exclamation!


EmissaryOfTheNorth wrote:

Dropping by to show my honest interest on Council of Songs, and to ask about certain 3PP archetype that caught my attention: The Moso

Not only do I need clearance to use it, but I need clarification regarding their Weapons' Proficiency. Thing is the archetype states A moso is proficient with all simple melee weapons, plus all one-handed swords and while byt itself that means Bastard Swords, Falcatas and Katanas are a-okay, they are usually Exotic Weapons and as such I'd rather be sure before continuing to work on my concept.

I'll allow you to specialize in one without the Exotic Weapon Proficiency as a compromise.


Tomorrow I'll list the completed submissions as well as interest noted so far.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Let me get my submission in then. I'm just tweaking stuff around at this point.

I present Sia Markham Dervish Dancer Bard.

Crunch:

Sia Markham
Female human (Chelaxian) bard (dervish dancer) 1 (Pathfinder RPG Ultimate Combat 32)
CN Medium humanoid (human)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +1 (1d8+1) or
scimitar +1 (1d6+1/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks battle dance: inspire courage
Bard (Dervish Dancer) Spells Known (CL 1st; concentration +4)
1st (2/day)—charm person (DC 14), grease
0 (at will)—detect magic, light, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 14
Feats Arcane Strike, Weapon Finesse
Traits child of infamy, reactionary
Skills Diplomacy +7, Disguise +7, Knowledge (local) +5, Knowledge (nobility) +5, Perception +4, Perform (act) +8, Perform (dance) +7, Sense Motive +4, Spellcraft +5, Use Magic Device +7
Languages Azlanti, Common
SQ battle dance, fleet
Other Gear mwk lamellar (leather) armor[UC], arrows (60), morningstar, scimitar, shortbow, belt pouch, fine wine (per bottle), flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], mirror, 83 gp, 26 sp, 10 cp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Battle Dance (move action, 7 rounds/day) Battle dances can create bardic performance effects only on self.
Battle Dance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Fleet (Su) Gain an enhancement bonus to speed when battle dancing.

Background:
Sia is a young Chelaxian woman who belongs to the infamous Markham family. At least it's infamous in Westcrown circles. She has dark red hair, and emerald green eyes. Not exactly the normal Chelaxian colorning. Her skin is pale, and she has an abundance of womanly curves. She dresses to show off her figure in the best light, and for ease of movement.

Her mother a famous actress known for her literary salons had romantic relationships with one too many nobles. Her jealous husband and a high ranking duke had a duel at dawn over her honor. Unfortunately both the duke and her mother's husband were killed. In truth the widowed duchess wasn't too sad about her husband's untimely death. However, she couldn't let such a slight stand. The duchess made it her life's work to discredit Sia's branch of the Markham family.

Sia grew up not knowing which of the two duelists was actually her father. Her mother Siala says it was her husband Ioanas, but Sia doesn't look much like either her mother or the paintings she’s seen of Siala’s husband.

A popular actress and dancer she's given access to the best drawing rooms in Westcrown. Her infamous family name doesn't hurt the invitations. Sia takes great pleasure in spending time in the drawing rooms of the elite of Westcrown, and thumbing her nose at them in subtle and cutting ways. They find her entertaining, and just as flamboyant as her other Markham relatives. Her brand of flamboyance has an edge of bitterness to it.

Her affinity for and training in dance has given her an insight in using dance as a form of fighting.


Introducing Vara, a vishkanya magician bard. She is primarily a debuffer (and counterspeller later on). I always thought the magician archetype was useless, but in this game where all the PCs are casters it might actually come in handy.

Vara:
VARA
female vishkanya bard 1 (magician)
neutral medium humanoid (vishkanya)

Init +3; Senses; Perception +5

DEFENSE
AC
16, touch 12, flat-footed 14 (+2 dex, +3 armor, +1 shield)
HP 10 (1d8 +2 Con)
Fort +2, Ref +5, Will +1
Special Defenses +1 saves vs poison

OFFENSE
Speed
30 feet
Melee kukri -2 (1d4-2, 18-20/x2, S)
Ranged light crossbow +2 (1d8, 19-20/x2, 80’ range, P) or shuriken +2 (1d2-2, 10’ range, P)
Special Attacks toxic 2/day, bardic performance 10/day, poison use, +1 attack during surprise round, +1 to Aid Another skill checks

STATISTICS
Str
7 (-2), Dex 14 (+2), Con 14 (+2), Int 14 (+2), Wis 8 (-1), Cha 20 (+5)
BAB +0, CMB -2, CMD 10

Feats
Improved Counterspell:
Bonus feat When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Sleep Venom: As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.

Traits
Westcrown Firebrand:
There’s something very wrong with the world. Spouses were not meant to huddle at their windows hoping and fearing day after day that their loved ones returned from work safely. Parents were not meant to hush their children when questioned about what happened to their neighbors. Citizens were not meant to avert their eyes and hurry by as guardsmen beat old friends in the street. The people of Westcrown have suffered long enough! It’s time for a change. But how? You’ve heard rumors of bands of free-thinking individuals meeting after the citywide curfew. Perhaps they might share your ideals? You are quick to react to opportunity, both physically and mentally, and know that it is with sudden and swift action that many conflicts are best resolved. You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.
Mentored: Craft (Alchemy) Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another‘s skill check with any skill.

Skills 6/level + 2/level Int + 2 background = 10
Craft (alchemy) +7, Diplomacy +9, Disguise +9 (+13 to appear human), Escape Artist +2, Knowledge (arcana) +7, Linguistics +6, Perception +5, Perform (act) +9, Spellcraft +7, Stealth +6, Use Magic Device +10
AC Penalty -2

Languages
Common, Vishkanya, Draconic, Vudrani, Infernal

Racial Abilities
Poison Resistance:
A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
Subtle Appearance: You have normal (human-like) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Favored Class (Bard): Add +1 to the bard’s total number of bardic performance rounds per day. (x1)

SQ
Weapon and Armor Proficiency:
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Cantrips: Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Magical Talent: A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Distraction: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Dweomercraft: A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. This ability replaces inspire courage.
Improved Counterspell: A magician gains Improved Counterspell as a bonus feat. This ability replaces countersong.

SPELLS Caster Level: 1 Concentration: +6
1 (3/day) – lesser confusion, obscure poison
0 (at will) – detect magic, flare, light, mending

GEAR
Combat Gear
kukri, studded leather, buckler, light crossbow, 20 bolts, 20 shuriken, 3x alchemist’s fire, 3x acid

Other Gear
entertainer’s outfit, spell component pouch, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 58 gp

FLUFF
Description
Vara has the appearance of an exotic human woman. She nearly glows on stage with inner spirit and passion, but up close her eyes reveal her to be somewhat less positive and beneficient as first appearances may seem.

History
Vara was born and raised in rural Vudra among a community of Vishkanyas. From a lower social class and due to her exotic human-looking beauty, she was sold into marriage at a very young age and was taken to Jalmeray where she spent an unhappy adolescence. She always had a natural aptitude for magic- particularly so in magical duels- but her true inclination was towards studying poisons. Perhaps that began as an attempt to understand herself and her position in society. She found a secret cult of Norgorber where a cleric was willing to train her in the venomous ways of Blackfingers. Her studies concluded with her husband mysteriously dying, leaving her free to travel the Inner Sea. Eventually she wound up in Westcrown, working as an actor during the day and occasional assassin by night.

Age 19

Deity Norgorber

@Storyteller Shadow, couple questions- am I ok taking Vudrani as a bonus starting language? It's not on the normal list for vishkanya.

- Since poison generally sucks, I was hoping you would cut me a little slack. :D Would it be ok to say that she has been using her racial venom ability to coat her ammunition beforehand? So if I start with 20 bolts and 20 shuriken, could I say that 10 of each are coated in her normal venom and the other 10 of each are coated in her sleep venom? That's 20 days worth of buildup beforehand since she can produce venom 2/day.

- How about other alchemical items being precrafted at 1/3 cost?

- If I took the Poisonous Slayer trait instead of Mentored, would you allow that trait bonus to stack with Westcrown Firebrand? It's a pretty narrow set of circumstances.


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The submissions for the Bard game so far in alphabetic order:

adsapiens (The Chess) - Lettu "Wings" Kan - Tiefling Bard (Arcane Duelist)
Andrea1 - Beorn the Divine - Half-Orc Bard
CariMac - Sia Markham - Human Bard (Dervish Dancer)
DarkestHeart - Keamba Mafiki - Suli Skald (Dread Thane)
Nazard - Niesen Kurch - Human Skald (War Drummer)
Rob Lusteck - Rig Veda - Ifrit Bard (Flame Dancer)
TheSuperDodo - Dom Rosemana - Halfling Bard (Solacer)
Tundran - Vara - Vishkanya Bard (Magician)
william Nightmoon - Yari Von Fizzle - Kobold Bard (Dragon Yapper)

Please let me know if I forgot anyone and I'll update accordingly. ;)


I desided to change to Dragon herald, because the Yapper actually makes one of my preformances (Suggestion) useless because I have no facinate.

And Herald grants better bonuses, also I need to yap with you about my designated sanctuary, which will be a ramshackle shrine to Apsu.


Remember, Recruitment closes on the 23rd so less than a week to get those submissions in!


Tundran wrote:

@Storyteller Shadow, couple questions- am I ok taking Vudrani as a bonus starting language? It's not on the normal list for vishkanya.

- Since poison generally sucks, I was hoping you would cut me a little slack. :D Would it be ok to say that she has been using her racial venom ability to coat her ammunition beforehand? So if I start with 20 bolts and 20 shuriken, could I say that 10 of each are coated in her normal venom and the other 10 of each are coated in her sleep venom? That's 20 days worth of buildup beforehand since she can produce venom 2/day.

- How about other alchemical items being precrafted at 1/3 cost?

- If I took the Poisonous Slayer trait instead of Mentored, would you allow that trait bonus to stack with Westcrown Firebrand? It's a pretty narrow set of circumstances.

1. Yes go ahead and take Vudrani as a bonus starting language.

2. No I will not allow you to coat weapons beforehand BUT I just did create a Feat that allows that in my Vampire game. If you are interested I will polish that Feat up and you can select it to do just that!
3. I'll allow alchemical pre-crafting.
4. Yes I'll allow those to stack.


@Shadow: will I be able to take the Evangelist prestige class? I would like Yari to be utterly and completely dovoted to Apsu, even as a bard. The prestige class is Here and it basically lets me keep my bard class while also progressing as an Evangelist- keeping the Evangelist skills and HD, but progressing as a bard with the abilities. It doesn't add much, but let's me build Yari as a true Herald to her god.


Yes to the Evangelist PRC.


Yay! Yari Von Fizzle the Sixth shall be the great Herald for Absu, the waybringer! Let all who face her be pelted with words of peace and kindness, before being utterly conviced that this Kobold (who wont stop gibbering on about how awsome her god is) is somehow unhealthly obsessed with her god.


@TheChess
Don't forget Blackspire Thundergloom, Gnome Dirge Bard.


The submissions for the Bard game so far:

adsapiens (The Chess) - Lettu "Wings" Kan - Tiefling Bard (Arcane Duelist)
Aldizog - Blackspire Thundergloom - Gnome (Dirge) Bard.
Andrea1 - Beorn the Divine - Half-Orc Bard
CariMac - Sia Markham - Human Bard (Dervish Dancer)
DarkestHeart - Keamba Mafiki - Suli Skald (Dread Thane)
Nazard - Niesen Kurch - Human Skald (War Drummer)
Rob Lusteck - Rig Veda - Ifrit Bard (Flame Dancer)
TheSuperDodo - Dom Rosemana - Halfling Bard (Solacer)
Tundran - Vara - Vishkanya Bard (Magician)
william Nightmoon - Yari Von Fizzle - Kobold Bard (Dragon Yapper)


RECRUITMENT NOW OPEN FOR FORGED IN STEEL - SECOND EDITION VAMPIRE THE MASQUERADE

The PCs would start as Neonates from Gary Indiana/Chicago Illinois set in the year 1992.

Camarilla Clans ONLY EDIT: I will allow Caitiff. Independent or Sabbat Disciplines, if they are chosen, better have a hell of an explanation though!

Starting Generation 13th
Attributes - 7/5/3
Abilities - 13/9/5
Backgrounds - 6
Virtues - 7
Disciplines - 4
Freebies - 21
Merits & Flaws - 7 & 7 max

Non - clan Disciplines can be purchased with Freebie points and an explanation as to how and why you obtained that ability.

You will need to spend Background or Freebie points for Generation no Elder Generation or Backgrounds and max Generation 8th.

I will pick your Sires once selections are made and then those selected can draft short background narratives.

This will be a relatively short campaign (6-16 months) and I will try to post on a daily basis to keep the story moving.

Recruitment will stay open until April 30th.


Definitely interested in VtM.

Where do you see the play split between social intrigue and physical challenges? 60/40? 70/30? 50/50?

As it stands, I will very likely build a Gangrel. Any restriction on Freebie points for Willpower? I know you had one in the Dark Ages game.


Talomyr wrote:

Definitely interested in VtM.

Where do you see the play split between social intrigue and physical challenges? 60/40? 70/30? 50/50?

As it stands, I will very likely build a Gangrel. Any restriction on Freebie points for Willpower? I know you had one in the Dark Ages game.

There will be more combat here than in the Dark Ages game. Probably 65/35 (Social/Physical) split and towards the end of the story likely an even higher percentage of violence. Of course, if the PCs trend towards violence that will increase the violence.

No restrictions on Freebies for Willpower here. Use the Freebie Points costs from the second Edition book.


Storyteller Shadow wrote:
Talomyr wrote:

Definitely interested in VtM.

Where do you see the play split between social intrigue and physical challenges? 60/40? 70/30? 50/50?

As it stands, I will very likely build a Gangrel. Any restriction on Freebie points for Willpower? I know you had one in the Dark Ages game.

There will be more combat here than in the Dark Ages game. Probably 65/35 (Social/Physical) split and towards the end of the story likely an even higher percentage of violence. Of course, if the PCs trend towards violence that will increase the violence.

No restrictions on Freebies for Willpower here. Use the Freebie Points costs from the second Edition book.

Got it. Thanks. I have a Gangrel up for you to look at by Wednesday evening at the latest (Possibly tonight if I get time.)


Talomyr:
You make that submission 9th Gen I'll make Lucien your Sire. Unless you want to be 8th having Diablerized someone... :-)


I dot you, sir!

Is V20 or VRevised close enough to 2e that I can blunder through making a character with it?


Samnell wrote:

I dot you, sir!

Is V20 or VRevised close enough to 2e that I can blunder through making a character with it?

Yes, anything that needs to change I can assist with after the fact.

If I am not mistaken you had a PC in a defunct New York by Night game, not sure what the rules system there was but you could use that submission as a baseline if you like.


Storyteller Shadow wrote:
Samnell wrote:

I dot you, sir!

Is V20 or VRevised close enough to 2e that I can blunder through making a character with it?

Yes, anything that needs to change I can assist with after the fact.

If I am not mistaken you had a PC in a defunct New York by Night game, not sure what the rules system there was but you could use that submission as a baseline if you like.

It was V20. Fun guy: paranoid Tremere medical examiner that wasn't so hot at Thaumaturgy. Unsure I want to dust him off and try again, but he's one of the nebulous concepts fighting it out right now.

Initial thought was a non-traditional Gangrel nerdy type who ended up on an ill-fated camping trip when a vamp that had been in the ground for a couple centuries woke up and chowed down on his buddies. Maybe the PC is a snack saved for later, but sire finds a town and realizes he's not in the early modern period anymore and he's got a useful informant right there. Possibly embraced instead of ghouled or dominated because the PC showed some spirit during the fight. But Val's going Gangrel and I don't want to presume on sires.

Or, riffing off a sample PC in one of the clanbooks I was paging through an hour ago: a historian who managed to find the wrong primary sources, in sufficient quantity and detail that they proved him worth keeping around rather than just killing. "He knows things about us! ...but also found out stuff I didn't know!"


Storyteller Shadow wrote:

1. Yes go ahead and take Vudrani as a bonus starting language.

2. No I will not allow you to coat weapons beforehand BUT I just did create a Feat that allows that in my Vampire game. If you are interested I will polish that Feat up and you can select it to do just that!
3. I'll allow alchemical pre-crafting.
4. Yes I'll allow those to stack.

That all sounds good, thanks. I would be interested in seeing your custom feat for sure!

Liberty's Edge

Dotting for possible entry into the VtM game (although I have no idea if I can still find my 2nd Ed books...). First thought is a Presence-focused Brujah lawyer, specializing in union organizing. A bit against the type, but hopefully that is intriguing and not annoying.


Shisumo wrote:
Dotting for possible entry into the VtM game (although I have no idea if I can still find my 2nd Ed books...). First thought is a Presence-focused Brujah lawyer, specializing in union organizing. A bit against the type, but hopefully that is intriguing and not annoying.

If you can't find the books an assist can be given, character creation is easy enough.

I do indeed like the concept!

Sovereign Court

Hmm. I could maybe work something up for a short-term Masquerade game.

Though I feel like I'm kinda pigeonholed.


Jesse Heinig wrote:

Hmm. I could maybe work something up for a short-term Masquerade game.

Though I feel like I'm kinda pigeonholed.

Heh yes a clan with stifling options! ;-)


Jesse Heinig wrote:

Hmm. I could maybe work something up for a short-term Masquerade game.

Though I feel like I'm kinda pigeonholed.

Yeah, you might be required to play the clan you wrote the friggin' book for. :)


Jesse Heinig wrote:

Hmm. I could maybe work something up for a short-term Masquerade game.

Though I feel like I'm kinda pigeonholed.

I honestly did not get the Tremere at all until I read your book. It made them cool for me. :)


I admittedly know less about VtM as I didn't do anything with older World of Darkness stuff, but I'll take a crack at this once I can get my hands on the books.

Liberty's Edge

Storyteller Shadow wrote:
Shisumo wrote:
Dotting for possible entry into the VtM game (although I have no idea if I can still find my 2nd Ed books...). First thought is a Presence-focused Brujah lawyer, specializing in union organizing. A bit against the type, but hopefully that is intriguing and not annoying.

If you can't find the books an assist can be given, character creation is easy enough.

I do indeed like the concept!

I have my V20 books, so I will start there and see how it goes. This should be fun!


Talomyr checking in with my Gangrel submission, Dalton Michaels.

Mechanically he is complete and mortal background is complete. I still need to work with Storyteller Shadow around his vampiric history.


JDPhipps wrote:
I admittedly know less about VtM as I didn't do anything with older World of Darkness stuff, but I'll take a crack at this once I can get my hands on the books.

If you cannot locate them as I stated to others, I can assist a bit in character creation.


Dalton Michaels wrote:

Talomyr checking in with my Gangrel submission, Dalton Michaels.

Mechanically he is complete and mortal background is complete. I still need to work with Storyteller Shadow around his vampiric history.

Looks good, so much easier to review these submissions than Pathfinder submissions...

Liberty's Edge

Question for you, Shadow: if the game is set in 1992, how long might we have been childer and/or neonates before the game actually begins? Are we recently Embraced, have we been getting taught for years, or will it vary?


Shisumo wrote:
Question for you, Shadow: if the game is set in 1992, how long might we have been childer and/or neonates before the game actually begins? Are we recently Embraced, have we been getting taught for years, or will it vary?

As Neonates anywhere between one and ten years as a Vampire would be fine. More than that is possible under the rules but I would prefer the cap at 10 so Embraced no earlier than 1982.


Storyteller Shadow wrote:
set in the year 1992

Omg, the 'IRC' and 'no cell phone' era! With Pearl Jam playing on my WalkMan! :D I feel like 15 again :P


Jereru wrote:
Storyteller Shadow wrote:
set in the year 1992
Omg, the 'IRC' and 'no cell phone' era! With Pearl Jam playing on my WalkMan! :D I feel like 15 again :P

Yes indeed, 1992 (or was it '93?) was the first year I started playing Vampire :-)

Liberty's Edge

headshake Believe it or not, I just dropped $30 on DTRPG for the PDFs of 2nd Ed and the 2E Player's Guide. Apparently I've missed this game more than I knew...

Going to work on character background today and try to get the crunch done for tonight.


Shisumo wrote:

headshake Believe it or not, I just dropped $30 on DTRPG for the PDFs of 2nd Ed and the 2E Player's Guide. Apparently I've missed this game more than I knew...

Going to work on character background today and try to get the crunch done for tonight.

Ah yes forgot about the Players Guide. The options in there for Abilities are all valid choices at character creation. Except for Lore, if you plan on taking Lore, PM me so we can discuss.

I am considering running a few more modules as part of this "mini campaign" so maybe closer to two years or so. Lot of good stuff I never ran that I re-discovered when looking at this idea yesterday.


Player's Guide is a must for this one. It's the only place you'll find merits and flaws for 2nd ed. outside of the clanbooks. I assume we are restricted to 2nd ed clanbooks and not revised as well?

Did you make the mistake of looking at the Chicago Chronicles books again? Lot's of good stuff there. :)


This is the character I will be ressurrecting for Vtm lol pun intended although not catiff and not nosferatu otherwise pick the clan for me and I will deal with it.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Storyteller Shadow wrote:
Samnell wrote:

I dot you, sir!

Is V20 or VRevised close enough to 2e that I can blunder through making a character with it?

Yes, anything that needs to change I can assist with after the fact.

If I am not mistaken you had a PC in a defunct New York by Night game, not sure what the rules system there was but you could use that submission as a baseline if you like.

Hey I was in that game too! Were you in that one Shadow?

Also, I'm trying to remember which version is which; did 2nd edition have the Sabat and Independent clans in the book or did that start with Revised?


Storyteller Shadow wrote:
Jereru wrote:
Storyteller Shadow wrote:
set in the year 1992
Omg, the 'IRC' and 'no cell phone' era! With Pearl Jam playing on my WalkMan! :D I feel like 15 again :P
Yes indeed, 1992 (or was it '93?) was the first year I started playing Vampire :-)

I started with RPGs in '92 or '93.


Samnell wrote:
Storyteller Shadow wrote:
Jereru wrote:
Storyteller Shadow wrote:
set in the year 1992
Omg, the 'IRC' and 'no cell phone' era! With Pearl Jam playing on my WalkMan! :D I feel like 15 again :P
Yes indeed, 1992 (or was it '93?) was the first year I started playing Vampire :-)
I started with RPGs in '92 or '93.

I started with D&D Red Box in '88 or maybe '89. It was not until '92/'93 that I got involved in other games like Cthulhu, Vampire, Cyberpunk etc.


Jam412 wrote:
Storyteller Shadow wrote:
Samnell wrote:

I dot you, sir!

Is V20 or VRevised close enough to 2e that I can blunder through making a character with it?

Yes, anything that needs to change I can assist with after the fact.

If I am not mistaken you had a PC in a defunct New York by Night game, not sure what the rules system there was but you could use that submission as a baseline if you like.

Hey I was in that game too! Were you in that one Shadow?

Also, I'm trying to remember which version is which; did 2nd edition have the Sabat and Independent clans in the book or did that start with Revised?

No I missed the Recruitment on that one Jam. I was lurking though and disappointed when it went belly up.

Revised was the first Edition that included Sabbat and Independents. In 2ED Sabbat Clans were playable via the Players Guide to the Sabbat and the Independents were introduced in the 2ed Players Guide.


Talomyr wrote:

Player's Guide is a must for this one. It's the only place you'll find merits and flaws for 2nd ed. outside of the clanbooks. I assume we are restricted to 2nd ed clanbooks and not revised as well?

Did you make the mistake of looking at the Chicago Chronicles books again? Lot's of good stuff there. :)

I would allow Merits and Flaws from any version of the game IF those Merits and Flaws were not introduced in 2ED.

Sort of, there are a few sources I was looking at... I am like an addict. I think Guns N Roses said it best.

"I used ta do a little but a little wouldn't do
So the little got more and more".

I have an impossible time running short arcs :-(

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