Gloriant: Age of Adventure (OOC Thread)

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Thorpocalypse
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by Thorpocalypse »

Loneclaw wrote: Sun Aug 12, 2018 10:14 pm I've been itching for a fantasy game for a good while now. :D

I've only skimmed through the setting so far and my character concept is a bit unorthodox, so I'm going to have to ask for your go-ahead before I start making the build.

So here's the basic idea: after being saved from a demon-worshiping cult, a village girl finds herself somehow bound to a weakened demoness. Any damage taken by one is suffered by both, and neither of them can do anything that the other doesn't want her to. As such, they are forced to work together if they are to have any hope of finding a way to sever their bond.
I'm always in for the unorthodox if works. I guess I'd have to see your reasons for adventuring on top of them just getting separated. Let 'er rip.
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by L-Space »

Thorpocalypse wrote: Sun Aug 12, 2018 8:47 pm
Plan b wrote: Sun Aug 12, 2018 8:27 pm Image
Bear

Real Name:Bear

Background:
Coming soon.
I can't bear the wait until the background is posted. It's a sure ursine of my excitement for this concept. :)
Can't help but think of this :D:
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Thorpocalypse
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by Thorpocalypse »

GLORIANT DOMAINS:

The exact size of the continent of Gloriant is unknown, but the explored portion is approximately 6 million square miles in size. However, many Lorekeepers and scholars feel that the landmass is probably at least 3 times that size. The weather varies from region to region, with the northern regions of the land trending colder and the southern and western coastal regions being warmer.

There are 12 known domains of Gloriant:

Athanos: Is an island domain in the Galdratic Sea of the southeast coast of Gilthorian.
Gilthorian: The most well-known and largest domain, located on the southwest center of the continent. This is the domain where the majority of my adventures will occur.
Jatar: The land of dragons and warlords that which borders Wolfenstrahd to the north/northwest.
Konstantinopolis: The vast city-nation that borders Wolfestrahd to the northeast.
Kurikami: Located in the far east of the explored portion of the continent.
Rajadesh: Which borders Sekhumnkhet the northwest.
Sekhumnkhet: Land in the desert, located in the far southwest.
Teztaca: Which borders Gilthorian to the south/southeast.
Vandalay: The constantly shifting island of floating land and wild mana in the Noviant Sea.
Vellenza: Land of subterfuge and intrigue that borders Wolfenstein to the northeast.
Wolfenstrahd: The dark land that borders Gilthorian to the north.
Zaganda: The land to to the far south of Gloriant.
This game prep has really made me realize that I need to do more work on my setting! :)

One thing I wanted to clarify as I noted something on Macyn's submission and someone mentioned it, too, when I say "Domain" it means it's a country/continent of Gloriant. Hopefully I can get with Doctor Malsyn and get a decent map done up so you can see what I envision. You'll be in the domain of Gilthorian but feel free to have your characters come from any of the others, which are all based on planes from the Magic the Gathering multiverse, obviously, except for Zaganda which is an homage to Wakanda, of course.

Kormiant is the capital city of Gilthorian where the King reigns from. If you were looking at Gloriant as the continental US, it would be located about where New Orleans is, just replace the Gulf of Mexico with a sea known as the Galdratic Sea and move it all a little further north. The King's Guard and X-Knights have carved an area of about 150 mile radius from Kormiant where there is nothing but minimal local crime as there are regular patrols and occasional visits from the King himself which have deterred any large scale criminal activity and keep out any larger or more dangerous creatures.

Where the adventure will begin is on the northeast edge of the King's Patrol where things are more dicey. As I noted before, all my adventures start in the thorp of Thorpe in the month of Smarch. If you're looking for local towns where your character could be from, some of the townships in the area are Darrax, Amberdale, Kolek, Perfection, Do, Nott, Millford and Iredell. I'll try to add more city names to my setting info for all the domains as I have time.
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by Supernaturalist »

Thorp, I have an idea for a PL 6 half-orc mercenary/sellsword/bodyguard. Conceptually, he's pure "muscle" for the party. I see him in partial-plate mail with an ugly (but efficient) greatsword for a weapon. I wanted to run a few questions by you before I post a character:

I looked over the alignments and fell into a dilemma. I see him as a Lawful Evil. He's loyal, honorable, respects authority, and keeps his word when he gives it, but at the end of the day he's very much about his own renown, career advancement, and wealth. Compassion and mercy are NOT his strong suits, but he does not revel in the suffering of others...he's not a chaotic evil. Would this work conceptually or should I try something else?

Also, as the bastard son of a Orc-chieftain/barbarian and one of his human whores, what part of your world would it make sense for him to hail from?

Finally, I have a question about buying weapon skills. He's quite experienced with a wide variety of melee weapons. He respects missile weapons, but does not use them personally. I want to buy enough skill points that he can use one handed weapons up to his PL cap. Unfortunately, his Great Sword plus his strength puts him at an 8 damage effect with +4 available for melee attack skill. Is there a way to buy melee skill such that he hits the PL caps for one-handed weapons as well. Would I have to buy one-handed and two-handed weapons as separate skills even if they are swords? In M&M you didn't have to do that, but things may be different in your fantasy setting.

That's all the questions I can think of at the moment.
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by EpicEclipse »

Supernaturalist wrote: Mon Aug 13, 2018 1:05 am Thorp, I have an idea for a PL 6 half-orc mercenary/sellsword/bodyguard. Conceptually, he's pure "muscle" for the party. I see him in partial-plate mail with an ugly (but efficient) greatsword for a weapon. I wanted to run a few questions by you before I post a character:

I looked over the alignments and fell into a dilemma. I see him as a Lawful Evil. He's loyal, honorable, respects authority, and keeps his word when he gives it, but at the end of the day he's very much about his own renown, career advancement, and wealth. Compassion and mercy are NOT his strong suits, but he does not revel in the suffering of others...he's not a chaotic evil. Would this work conceptually or should I try something else?

Also, as the bastard son of a Orc-chieftain/barbarian and one of his human whores, what part of your world would it make sense for him to hail from?

Finally, I have a question about buying weapon skills. He's quite experienced with a wide variety of melee weapons. He respects missile weapons, but does not use them personally. I want to buy enough skill points that he can use one handed weapons up to his PL cap. Unfortunately, his Great Sword plus his strength puts him at an 8 damage effect with +4 available for melee attack skill. Is there a way to buy melee skill such that he hits the PL caps for one-handed weapons as well. Would I have to buy one-handed and two-handed weapons as separate skills even if they are swords? In M&M you didn't have to do that, but things may be different in your fantasy setting.

That's all the questions I can think of at the moment.
There are a few ways you could go this... I think in keeping with the spirit of the game, rather than using the Accurate or Inaccurate extra/flaw, I would probably raising the base attack bonus to where it caps out for the less accurate 2-handed weapons, then only use skill points for the 1-handed weapon types, or the Close Combat advantage limited to 1-handed weapons.

So...

Fighting and Close Combat advantage in some combination up to rank 4 total

Then either Close Combat (Limited to 1-handed weapons) or Close Combat skill for specific weapon types (axes, knives, clubs, etc) to make up the difference for the 1-handed weapons. Noting though... Close Combat, Limited to one-handed weapons has the same cost as Close Combat (1-handed weapons) as a skill....soo, seems reasonable for that to work
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by L-Space »

Image
Image Source: https://www.artstation.com/handgang
Tae-Phoon: Pandaren Warrior Monk
PL5 80pp
Real Name: Tae-Phoon
Archetype: Happy-go lucky warrior.
Age: 20
Height: 6'5"
Weight: 370
Race: Pandafolk
Alignment: Chaotic Good
Occupation: Traveler
Base of Operations: Mobile

Abilities: 34 pp
STR 4 STA 4 AGI 2 DEX 0 FGT 5 INT 0 AWE 2 PRE 2

Skills: 11pp
Acrobatics 4 (+6)
Athletics 3 (+7)
Close Combat: Unarmed 1 (+6)
Expertise: Streetwise 4 (+4)
Insight 4 (+6)
Perception 4 (+6)
Persuasion 2 (+4)

Feats: 11pp
Benefit: Drunk Fighter (no combat penalties while inebriated), Cunning Fighter, Equipment 2, Improved Feint, Improved Initiative, Improved Smash, Interpose, Languages (1) (Common, Dwarven, Base: Panderian), Last Stand, Takedown

Powers: 17pp
Panderian Physique: STR +1, STA +1, Feature 2 (Increased Mass, Insulating Fur), Protection 1; 7 pts
Panderian Senses: Senses 2 (Low-light Vision, Scent [Acute]); 2 pts
Chi Power: 6 pt Array, Quirk: Chi Limits (11 Chi power uses per day, DC15 Will check to use more); 7pp
Battering Ram: Weaken Toughness 5 [Objects only, (Extra: Linked [Strength Damage, Pf: Useable with weapon]) 6pp
AE: Knockback: Move Object 5 (Extra: Linked [Strength Damage, Pf: Useable with weapon]), Flaw: Ranged [Close], Limited to Flinging Targets Away); 1 pt
AE: Groundstrike: Cone Area Affliction 5 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Cone Area [60ft cone], Flaws: Limited to two degrees, Instant Recovery, Limited [Character and targets must be on the ground]) LINKED: Cone Area Damage 4 (Limited [Character and targets must be on the ground]) 1pp
Hands as Weapons: Feature 1 1pp

Equipment:
Adventurer's Kit 5ep
Rope 1ep
Heavy War Club (STR-based damage 3, Dangerous, Restricted STR +3, Inaccurate) 4ep


Defenses: 7pp

Dodge 3 (+5)
Parry (+5)
Toughness +5
Fort 2 (+6)
Will 2 (+4)

Abilities: 34 pp + Skills: 11pp + Feats: 11pp + Powers: 17pp + Defenses: 7pp = Total: 80pp

COMPLICATIONS:
Reputation: Panda Folk are known for their hearty appetites, love of drink and being deceptively effective combatants.
Love (Drinking, Gambling, and Fighting): Usually in that order, but sometimes he mixes it up.
"The Night": A burnt down casino, an angry Crime boss, a happy wife of a crime boss, a massive bar tab, and a bounty on his head are all reasons Tae left Kurikami. Too bad he has no recollection that night.
Ex-monk: Though gifted, the life of a monk was not for Tae-Phoon and he left his monastery for the real world.

Why are you adventuring?: He always had a bit of wanderlust in him and decided it was time to travel. The angry criminal organization hunting him as nothing to do with it!
Why might you have to be away?: Though not technically part of a monastery anymore, he may dip away to pay his repsects to other monasteries that are near by. That or he has to deal with a bounty hunter/assassin that is getting to close.
Why might you have to leave?: His original monastery calls him for help. Or he decides to return home to deal with his past.

Background:

Tae-Phoon showed great martial promise as a cub, enough so that he was placed in a particularly strict monastery at a young age, cut off from the real world for most of his young life. Though the only pandafolk in this monastery, he trained hard and became a formidable fighter, but he always wondered about life outside the monastery. Before graduating to become a true monk, Tae was chosen to accompany his master on a trip to gather supplies from a nearby city. Tae was excited, but was told he was to stay by his master and not interact with anyone.

The city was amazing! Bright lights, roaring crowds, and the wonderful smells of food were almost too much, but Tae soaked it all in. He was so distracted that he was soon separated from his master and left to wander the streets alone. Tae couldn't resist and before he knew it he was reveling in food, liquor, and games, outpacing many of the more experienced drinkers/partygoers. When Tae awoke the next morning it was to the stern, frowning face of his master, who informed him that the trip was a test and Tae had failed miserably. He now had two choices: 1) go back to the monastery and spend years repenting, or 2) accepting banishment and possibly never returning to the monastery. Tae chose option 2, there was too much to experience in the outside world and he didn't want to spend it cooped up.

Tae-Phoon spent the next few years living life to the fullest! He drank often, ate much, and gambled to his heart's content! He still spent time practicing martial arts and honing his chi, and if his new lifestyle interfered with his teachings he never noticed it. If anything he became skilled enough that he was able to fight just as well drunk and he could sober, to the surprise of a lot of his challengers. It was all fun and games until "The Night." It started off like a normal evening drinking and gambling at a casino owned by a less than reputable owner (I.e. Mob Boss), but then next thing he knows he's waking up in a decrepit building with people scrambling away when they saw him. Everyone avoided him like the plague, nearly screaming at the sight of him. He finally cornered a pedestrian, who told him happened two days earlier. Apparently he had blacked out and in that time and had destroyed the casino, beat up some mob enforcers, drank a tavern's worth of liquor, and pissed off a mob boss while also making the boss' wife very happy. All of these things together amounted to one thing: he was wanted by one of the biggest crime organizations in Kurikami and there was a sizeable bounty on his head. Tae-Phoon suddenly realized that he always wanted to travel the world and after many months of travels (and couple of fun stories) Tae found himself in Gilthorian without a penny to his name and looking for work.

Edit: Moved some skills around, got rid of the armor, and added a feat.
Last edited by L-Space on Wed Aug 22, 2018 9:13 pm, edited 5 times in total.
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MacynSnow
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by MacynSnow »

L-Space wrote: Mon Aug 13, 2018 1:42 am Image TBD
Tae-Phoon: Pandaren Warrior Monk
PL5 80pp

Abilities: 32 pp
STR 4 STA 3 AGI 2 DEX 0 FGT 5 INT 0 AWE 2 PRE 2

Skills: 13pp
Acrobatics 4 (+6)
Athletics 4 (+8)
Expertise: Streetwise 5 (+5)
Insight 3 (+5)
Intimidation 3 (+5)
Perception 5 (+7)
Persuasion 2 (+4)

Feats: 10pp
Benefit: Drunk Fighter (no combat penalties while inebriated), Cunning Fighter, Equipment 2, Improved Initiative, Improved Smash, Interpose, Languages (1) (Common, Dwarven, Base: Panderian), Last Stand, Takedown

Powers: 17pp
Panderian Physique: STR +1, STA +1, Feature 2 (Increased Mass, Insulating Fur), Protection 1; 7 pts
Panderian Senses: Senses 2 (Low-light Vision, Scent [Acute]); 2 pts
Chi Power: 6 pt Array, Quirk: Chi Limits (11 Chi power uses per day, DC15 Will check to use more); 7pp
Battering Ram: Weaken Toughness 5 [Objects only, (Extra: Linked [Strength Damage, Pf: Useable with weapon]) 6pp
AE: Knockback: Move Object 5 (Extra: Linked [Strength Damage, Pf: Useable with weapon]), Flaw: Ranged [Close], Limited to Flinging Targets Away); 1 pt
AE: Groundstrike: Cone Area Affliction 5 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Cone Area [60ft cone], Flaws: Limited to two degrees, Instant Recovery, Limited [Character and targets must be on the ground]) LINKED: Cone Area Damage 4 (Limited [Character and targets must be on the ground]) 1pp
Hands as Weapons: Feature 1 1pp

Equipment:
Adventurer's Kit 5ep
Heavy War Club (STR-based damage 3, Dangerous, Restricted STR +3, Inaccurate) 4ep
Lacquered Leather Armor (Protection 1) 1ep

Defenses: 8pp
Dodge 3 (+5)
Parry (+5)
Toughness +5
Fort 2 (+5)
Will 3 (+5)

Abilities: 32 pp + Skills: 13pp + Feats: 10pp + Powers: 17pp + Defenses: 8pp = Total: 80pp

COMPLICATIONS:
Reputation: Panda Folk are known for their hearty appetites, love of drink and being deceptively effective combatants.
Love (Drinking, Gambling, and Fighting): Usually in that order, but sometimes he mixes it up.
Bounty: A burnt down casino, an angry Crime boss, a happy wife of a crime boss, a massive bar tab, and a bounty on his head are all reasons Tae left Kurikami. Too bad he has no recollection that night.
Ex-monk: Though gifted the life of a monk was not for Tae-Phoon and he left his monastery for the real world.

Background coming soon.
Wouldn't he be able to speak Bear for free,as they're "technically" the same species? We could get him to translate for the BarBEARian.... :)
Last edited by MacynSnow on Mon Aug 13, 2018 2:46 am, edited 1 time in total.
Thorpocalypse
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by Thorpocalypse »

EpicEclipse wrote: Mon Aug 13, 2018 1:18 am
Supernaturalist wrote: Mon Aug 13, 2018 1:05 am Thorp, I have an idea for a PL 6 half-orc mercenary/sellsword/bodyguard. Conceptually, he's pure "muscle" for the party. I see him in partial-plate mail with an ugly (but efficient) greatsword for a weapon. I wanted to run a few questions by you before I post a character:

I looked over the alignments and fell into a dilemma. I see him as a Lawful Evil. He's loyal, honorable, respects authority, and keeps his word when he gives it, but at the end of the day he's very much about his own renown, career advancement, and wealth. Compassion and mercy are NOT his strong suits, but he does not revel in the suffering of others...he's not a chaotic evil. Would this work conceptually or should I try something else?

Also, as the bastard son of a Orc-chieftain/barbarian and one of his human whores, what part of your world would it make sense for him to hail from?

Finally, I have a question about buying weapon skills. He's quite experienced with a wide variety of melee weapons. He respects missile weapons, but does not use them personally. I want to buy enough skill points that he can use one handed weapons up to his PL cap. Unfortunately, his Great Sword plus his strength puts him at an 8 damage effect with +4 available for melee attack skill. Is there a way to buy melee skill such that he hits the PL caps for one-handed weapons as well. Would I have to buy one-handed and two-handed weapons as separate skills even if they are swords? In M&M you didn't have to do that, but things may be different in your fantasy setting.

That's all the questions I can think of at the moment.
There are a few ways you could go this... I think in keeping with the spirit of the game, rather than using the Accurate or Inaccurate extra/flaw, I would probably raising the base attack bonus to where it caps out for the less accurate 2-handed weapons, then only use skill points for the 1-handed weapon types, or the Close Combat advantage limited to 1-handed weapons.

So...

Fighting and Close Combat advantage in some combination up to rank 4 total

Then either Close Combat (Limited to 1-handed weapons) or Close Combat skill for specific weapon types (axes, knives, clubs, etc) to make up the difference for the 1-handed weapons. Noting though... Close Combat, Limited to one-handed weapons has the same cost as Close Combat (1-handed weapons) as a skill....soo, seems reasonable for that to work
EE pretty much covered my recommendations. I'm really not distinguishing between one-handed and two-handed from a skill or advantage standpoint, I just left it at long and short blades. You could probably buy you close combat up to +6 with swords or something and then make your big weapon Inaccurate as option as.

As far as alignment goes, I'm pretty loose on that. I use it more of a guide than holding people strictly to "you're not playing your character as lawful evil, 10 demerits". It's more up to the selections and their fit than my overall desire.

Based on your description I would see him as a wanderer from Jatar, possibly from the Dromoka Houses. A short clip from my coming update to the Clans of Jatar.
The Dromoka Houses are resilient warriors that fight in tight-knit groups. Their homes are on the harsh, rugged desert plains. The center of the clan is the fortress city Arashin. Shu Yun regarded them as the promoters of stability and peace, who protected the trade routes between the clans.

The Dromoka Houses model themselves after familial units to survive their harsh environment. Family as a concept is of extreme relevance to the Dromoka, believing it to be the institution that allows them to thrive in the harsh desert environment. As such, a great cultural emphasis is placed on familial bonds and duty; referring to another clan member as "sister" or "brother" is a mark of high esteem, while ritual disowning is a grave matter, both parties throwing their blood into fire.

Adoption is possible and common within the Dromoka Houses, not only within the Houses, but also from other clans. After decimating their enemies, the they take in the orphans and adopt them as their own, these orphans being known as Krumar. Many orcs have entered the Dromoka this way.
My only thing to consider is that I seem to be getting a lot of strikers so far and I can only take so many but if I get a ton of submissions, I might consider a second game.
Me fail English? That's unpossible. - Ralph Wiggum
MacynSnow
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by MacynSnow »

I wouldn't consider Berend a Striker.Maybe a skirmisher....
EpicEclipse
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by EpicEclipse »

MacynSnow wrote: Mon Aug 13, 2018 2:49 am I wouldn't consider Berend a Striker.Maybe a skirmisher....
Yeah, he comes off more as a utility character. Besides the sneak attack, his damage output is actually kinda lowish. I'd have no concerns if I settle with my rogue since she's built more to be an actual striker over the more traditional rogue skill monkey. (though she'd be able to assist with aid actions having enough skill in those areas to be worthwhile as a backup)
Thorpocalypse
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by Thorpocalypse »

EpicEclipse wrote: Mon Aug 13, 2018 2:58 am
MacynSnow wrote: Mon Aug 13, 2018 2:49 am I wouldn't consider Berend a Striker.Maybe a skirmisher....
Yeah, he comes off more as a utility character. Besides the sneak attack, his damage output is actually kinda lowish. I'd have no concerns if I settle with my rogue since she's built more to be an actual striker over the more traditional rogue skill monkey. (though she'd be able to assist with aid actions having enough skill in those areas to be worthwhile as a backup)
That's true. And outside of the Barbearian, there's no tanks yet, really. I do like everything submitted and the pitches so far so keep 'em coming, folks! 8-)
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Ankara

Post by Jabroniville »

Image

Not everyone would scribble a character on the back of receipt paper when they're supposed to be working, but *I* would, just to prove to you how much I want to be in this game :).

ANKARA
PL 6 (60)
STRENGTH
6 STAMINA 6 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 3 (+6)
Expertise (Survival) 2 (+2)
Intimidation 7 (+6, +7 Size)
Stealth 0 (+3, +2 Size)

Advantages:
Benefit (Ambidexterity), Equipment (Big-Ass Sword), Languages (Common, Giant, Base: Shokan), Takedown 1

Powers:
"Half-Shokan Physiology"
Senses 4 (Infravision, Low-light Vision, Acute & Extended Scent) [4]
Extra Limbs 2 (2 extra arms, Extra: Innate) [3]
Leaping 1 (15 ft) [1]

"Half-Goliath Physiology"
"Goliath Size" Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent) [5]

"Goliath Hide" Immunity 1 (Environmental Cold) [1]
"Stonework Knowledge" Feature 1 (You can tell if a stone surface is natural or worked with tools [or even shaped by earth powers] simply by touching or looking at it) [1]

"Mountain Movement"
Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to climb checks) [1]
Movement 2 (Environmental Adaptation- Mountainous Terrain) [2]
Movement 1 (Sure-Footed 1 [Reduce penalty by 1 rank) (Flaws: Limited to mountainous terrain) [1]

Equipment:
"Big-Ass Sword" Strength-Damage +2 (Feats: Reach, Restricted to Large-Ish Creatures) (4)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Big-Ass Sword +3 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +3 (DC 13), Parry +6 (DC 16), Toughness +6, Fortitude +6, Will +5

Complications:
Motivation (Respect)- Considered a half-breed and lower-caliber female, Ankara seeks out fame, glory and renown. And though she will never admit it, her father's respect and admiration.
Hatred (Certain Phrases)- Anything resembling the term "Special Snowflake" (such as "Purple Mushroom"- a rarity in her Clan's lands), regarding her one-of-a-kind nature, tends to send Ankara into a rage.
Secret (Likes 'Em Puny)- Despite Shokan and Goliaths both being races that admire strength and power, Ankara finds tiny, shrimpy men with delicate features to be the most beautiful. She would never allow this secret to come out.
Power Loss (Spells)- Ankara needs to be able to speak and gesture to cast her spells.

Total: Abilities: 18 / Skills: 14--7 / Advantages: 4 / Powers: 19 / Defenses: 12 (60)

-Ankara is the product of the machinations of her father, the leader of their Clan of Shokan warriors. Desiring the mightiest, strongest son he could imagine, Chief Argo sired an offspring via a Goliath female. Unfortunately, not only was the child a female (female Shokan are much more lightly-built than their male counterparts), but her mother died in the process of giving birth. Annoyed and ashamed (all of his other children were mighty sons), Argo kept Ankara on, but failed to show much appreciation or consideration for her. She grew up a mere 8'8", with limbs only barely wider than tree trunks- not the monster Shokan/Goliath hybrid Argo was hoping for.

-Ankara was a part of the Clan, and had assigned duties, but was never put into important decision-making roles. She excelled at warfare and close combat, but it didn't matter- Argo rarely spoke to her directly other than to give orders, and mostly celebrated the victories of her brothers. Ankara was no pitiful victim, however- it gave her a chip on her shoulder, and a desire to prove herself. She decided to "Show Them ALL!", working even harder, and fighting anyone who said anything about her. Other Shokan who derided her slate-grey skin or half-breed nature were often fought directly (the way typical of their clan)- any time she lost, she was admonished by her family members. This drove her even further. She even made a deal with the Shokan Gods for more power- alas, the sword she received was an unwelcome gift- her people respected unarmed, martial power.

-In the end, Ankara felt she had to earn her keep elsewhere. She asked for, and received, permission from her father to leave and seek experience and victories elsewhere. Ankara shed no tears upon leaving, but noted how easily her father came to accept her leaving.

Why are you adventuring?: Ankara has never been made to feel like she belonged to her people, and is going off on her own to prove that she is deserving.

Why might you have to be away?: Either wanderlust or the will of her clan, who will occasionally call her back for some kind of duty.

Why might you have to leave?: A harsher version of the above- Ankara might seek her fame or glory elsewhere, or be made to stay home by her clan.

(PS my original character came out to 97 points. Holy God do I suck at narrowing these things down :))
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Ghost of Krypton
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by Ghost of Krypton »

Tal'endir, Favored Son of Corellon Larethian
Image
Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 3, Intellect 0, Awareness 2, Presence 0

Advantages
Equipment 4, Languages 1 [Sylvan Elf, Common] , Leadership, Luck [Leadership], Move-by Action, Ritualist

Skills
Acrobatics 2 (+5), Athletics 5 (+5), Close Combat: Long Blade 2 (+5), Expertise: Divine Magic 3 (+3), Expertise: Elven Lore 5 (+5), Insight 1 (+3), Perception 2 (+4), Persuasion 5 (+5), Ranged Combat: Longbow 4 (+7), Treatment 3 (+3)

Powers
Elven Sight: Senses 4 (Darkvision, Extended: [Normal Vision] 1: x10, Low-light Vision)
Elven Physiology: Immunity 12 (Aging, Common Descriptor: Sleep & Charm Effects, Sleep; Limited: Sleep & Charm: Half Effect [10 ranks only])
True Naming: Damage 6 (DC 21; Alternate Resistance: Will, Increased Range: ranged; Sense-dependent: [Auditory], Uncontrolled [5 Uses])
. . Divine Word of Healing: Perception Area Healing 4 (Alternate; Perception Area: DC 14 - [Auditory], Selective; Limited: Others Only)
. . Glorious Song of Command: Progressive Affliction 6 (Alternate; 1st degree: Vulnerable, 2nd degree: Compelled, Resisted by: Will, DC 16; Increased Range: ranged, Progressive; Limited Degree, Sense-dependent: [Auditory])
. . Prayer of Restoration: Healing 4 (Alternate; Restorative)
. . Song of Inexhaustible Courage: Perception Area Immunity 5 (Alternate; Fatigue Effects; Affects Others, Perception Area: DC 15 - [Auditory], Precise, Sustained; Concentration)

Equipment
Adventurer's Kit 5ep
Chain Mail [Protection: Protection 3, +3 Toughness] 3ep
Elven Warbow, Heirloom [Warbow: Damage 3, DC 18, Advantages: Improved Critical; Extended Range [150/300/600], Increased Range: ranged, 1 AE] 9ep
  • Longsword [Damage 3, STR-based, Advantages: Improved Critical, AE]
  • Shield, Small [Enhanced Trait: Dodge: +1, Parry: +1, Linked: Longsword]

Healer's Kit 1ep
Holy Symbol 1ep
Ritualist's Kit 1ep

Offense
Initiative +3
Damage: Strength-based Damage 3, +5 (DC 18)
Glorious Song of Command: Progressive Affliction 6, +3 (DC Will 16)
Grab, +3 (DC Spec 10)
Searing Light of Creation: Damage 4, +5 (DC 19)
Throw, +3 (DC 15)
True Naming: Damage 6, +3 (DC Will 21)
Unarmed, +3 (DC 15)
Warbow: Damage 3, +7 (DC 18)

Languages
High Elven [Native]

Defense
Dodge 4[5 w/Shield], Parry 4[5 w/Shield], Fortitude 4, Toughness 2[5 w/Chainmail], Will 6

Power Points
Abilities 26 + Powers 21 + Advantages 9 + Skills 16 (32 ranks) + Defenses 8 = 80
Complications:
Oath of the Qel'Tessir [Honor]: The Qel'Tessir were created by Anvaelar; as the first and eldest of the races they were the name givers, tasked by Anvaelar to name everything under creation. However, as Name-givers it too was their responsibility to protect that which they named and in so doing all it's spark to run it's course, whether to Azkarael or Anilaya. Given their longevity the Qel'Tessir were also the lore keepers sworn to preserve and protect knowledge in all it's form, to record the great events and divergences of history, to remember words and oaths sworn, to honor them, and to preserve the spirit of their intent. In their decision to begin the Great Exodus, the Qel'Tessir have forgotten, or abandoned, these responsibilities, however the spirit of High King Valeridas has awoken Tal'endir's ancestral memory, and he will shoulder the burden of the Qel'Tessir even if others chose to abandon their duties.
Bonds of the Qel'Tessir [Power Loss]: With the coming of the Great Exodus, any Qel'Tessir who remains in the world of Gloriant could very well lose their connection to Anvaelar, and as such the longevity, grace, and blessing which seperates the Qel'Tessir from the younger races. Should Tal'endir make such a decision he would lose access to the Immunities which protect him from the slow advancement of time, as well as the grace and resolve the Qel'Tessir have been blessed with.
The Words of Anvaelar [Power Loss]: Given Tal'endir's recent revelations and acceptance of the Qel'Tessir's true nature, he is able to speak True Names to great effect. However, for those Names to have power or meaning, he must be able to Speak, otherwise he will not have access to the Power of Naming.
Arrogant & Aloof [Reputation]: The Qel'Tessir are the first children of Anvaelar, the eldest among the races of Gloriant, and the longest lived; coupled with their isolationist tendencies causes the younger races to view them as aloof and arrogant. While this is certainly not untrue in many situations, it is due to the fact that the emotions of the Qel'Tessir run strong and deep. Their own emotional ties, coupled with a longevity measured in millennia means that they must show restraint and reserve in all interactions, both with their own people and the younger races.
Heir to the House Kelryn [Responsibility]: House Kelryn is a major political power within the halls of Isilme Duin, the last great Stronghold of the Avae'Qessir. Tal'endir's father, Tanari'ri is a propent and vocal supporter of the Great Exodus which would see the Qel'Tessir abandon Gloriant forever and return to the Isles which harbored them during the Time of Torment. Given Tal'endir's recent discovery of the Qel'Tessir's true nature and responsibility to their creator, Anvaelar, this is something which he finds abhorrent, abandoning their oath, the very reason for their creation, that of Naming & Preserving all under Creation. However, he is Qel'Tessir, and born to House Kelryn, and his father's command is something that he would be hard pressed to ignore, should such a decree be issued.

Background: Tal'endir, a Tel`Qessir, was born in Isilme Duin the last stronghold of the High Elves as they are known in the common parlance of Gloriant. Heir to the House of Kerym, there was much expected from both parents and peers. While his mother, [name], was both caring and nurturing, ensuring that her son learned sagas and ballads of his people and that his fingers were as accustomed to the strings of a harp as that of the fabled warbow of the elven people. His father however, Tanari`ri, high commander of the Tel`Quessir legions, ensured his son was well versed in bow and blade, well versed in the tactics and strategies of the legions. His father, entrusted with the final exodus of his people from the world of Gloriant, fostered his son with the Arvan`Quessir who made their homes in the ancient woods of Ary`Vhelar, the primeval forest which surrounded the borders of Isilme Duin.

It was under those boughs that El`Tael, a Warden of Ary`Vhelar named Talendir his aspirant. El`Tael, old even for a Avae`Qessir taught his aspirant much, lamenting that the Exodus that House of Kerym proposed would bring about the downfall of the Tel`Quessir. Curious about the Warden's unusual stance Tal'endir questioned his belief, the Warden calmly explained that the Tel`Quessir, were tasked by Anvaelar to be the name-givers, and as such it was the responsibility of the names to protect that which, through the naming was given the spark of life, of Anilaya. He and Tal'endir spoke of the events of the First Great War, how an alliance of the Tel`Quessir, both Avae`Qessir and Arvan`Quessir, formed an Alliance with the younger races, Humans and Dwarves in the face of the advancing Orc hordes of Grudarc, bolstered by unnatural magics of the Illithid, aberrations from the Underdark. Talendir, blessed with an insightful mind, deduced that Warden El`Tael, was in fact High King Valeridas long since abdicated his throne, haunted forever by events of that horrific conflict.

Some few years after the revelation, Warden and Aspirant were called upon to protect the borders of Ary`Vhelar from the incursion of a Drow War Party. The two harried the War Party slowing their advance however, Valeridas realizing the two could not possibly defeat the war party demanded Tal'endir retreat to Isilme Duin to alert the Legions. Even as he did so the Drow sent a pair of War Dancers after the Aspirant, Tal'endir was forced to use the knowledge of bow and blade, of forest and stream to evade his pursuers and even as he did so he was still wounded, poisoned and near death as he came upon gates of Isilme Duin.

He collapsed in the arms of the Legionaires but not before delivering his dire warning. Tal'endir, while in the throws of a fever dream, believed he spoke with High King Valeridas, who implored his Aspirant to honor the pledge of the Tel'Qessir, and bring the word of Anvaelar to the younger races. It was not until he awoke, and learned that while the Legion had defeated the Drow War Party, the Warden El'Tael had been slain while delaying their encroachment into Ary`Vhelar. Each Warden carries a lock of his hair around his neck, that upon his death the hair would be returned to his family, the lock, planted and seeded with the sacred oak so that a tree is born and consecrated by a fallen Tel'Qessir. And this is why the Arvan'Qessir are fiercely protective of their borders, as each tree is the memory of a fallen Tel'Qessir. His identity concealed, El'Tael had no family whom his lock could be delivered, as such it was given into his aspirant's care.

Tal'endir questions whether the fever dream was a product of drow alchemy, or if he had been visited by the High King upon his death, however he pledged that he would leave the borders of the Ary`Vhelar and return to a world abandoned by the Tel'Qessir, to bring the word of Anvaelar, the words of creation, to the world of men and to plant the High King's token atop the hill, on which the oath between Tel'Qessir, Dwarf & Man was first sworn, as a sign that the Elves had not yet abandoned this world to the darkness.
Glossary:
  • Tel`Qessir: The Elven People, the Name Givers
    • Avae`Qessir: Learned People, High Elves
      Arvan`Quessir: Forest People, Sylvan Elves
    Isilme Duin: Last Stronghold of the High Elves
    Ary`Vhelar: Forest which surrounds Isilme Duin, each Tree named for the fallen Tel'Qessir it's seeds were planted with. Home to the Arvan'Qessir.
    House of Kerym: House of the Sword
    • Tanari`ri: Lord of House Kerym, Commander of the Legions, Father of Tal'endir
      Teuivae: Lady of House Kerym, Mother of Tal`andir
Last edited by Ghost of Krypton on Mon Aug 20, 2018 10:42 am, edited 5 times in total.
EpicEclipse
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Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by EpicEclipse »

Wait a minute.....that's not a paladin! That's not a paladin at all! :lol:

It is a neat build though. Neat take on a truenamer as a healer type though.
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Ghost of Krypton
Posts: 68
Joined: Wed May 02, 2018 11:58 am

Re: THORPOCAVERSE FANTASY GAME - RECRUITING THREAD (UNTIL 8/23-ish)

Post by Ghost of Krypton »

EpicEclipse wrote: Mon Aug 13, 2018 11:16 am Wait a minute.....that's not a paladin! That's not a paladin at all! :lol:
The comment about a group full of strikers really STRUCK home! Believe me after your PM and that nasty Crit Chain concept I was tempted!

You sir, are a sick, sick man. I like it!
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