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Post by ScorchR on Aug 18, 2017 20:59:51 GMT -5
Here's where all the stuff will go.
Main Form
|| Name || Gender || Age || Species || Alignment || || Class || Planned Archetype || Appearance, Personality, History || Username ||
Secondary Form
|| Name || Class/Archetype || Level (This will be the RP level) || AC || || Equipment || Spell List Spell Name - Level
Ability Scores Strength: Number / Modifier Dexterity: Number / Modifier Constitution: Number / Modifier Intelligence: Number / Modifier Wisdom: Number / Modifier Charisma: Number / Modifier
Skills Skill Name (Description if needed)
NPC Form
|| Name || Gender || Age || Species || Alignment || || Class/Archetype || Level (This will be the RP level) || AC || || Equipment || Spell List Spell Name - Level || Username || Rules
- Follow Forums Rules: That one is pretty obvious. - No Perfect Characters: You all know what perfect characters are. If you don't, then there is something wrong with that and you should go figure it out, because you might be guilty. - No Godmodding or Powerplaying: Sure, your characters are going to be strong, but they are not invincible. They will get hurt, they will miss a shot or a strike. - Be Unique: This game is all about being unique and different from everyone else. Make your character their own person. - Literacy: This is a literate roleplay. I expect proper grammar and at least three sentences per post. I'm not asking for paragraphs, but please put a little more description into your posts. - Stats: They aren't going to be what decides what happens every single time, they're just guidelines. A number value to give everyone an idea of what that person can do. A low strength doesn't always mean super weak. Sometimes there are strange bursts of emotional strength that can win the day. And a low intelligence doesn't mean completely dumb. Sometimes everyone has a good idea. Keep that in mind. - Rolling: We won't be rolling dice for this, even if this is based off D&D. Not everyone has the dice to do it, and can't always roll where they are. So instead, we just need to keep in mind that people aren't perfect. Sometimes, you might roll a 1 and fail miserably. Or you might roll a 20 and be amazing. But that won't always happen. Just a warning. - Enemies/Monsters: Everyone can rp the enemy, or a monster. Just keep in mind the stats of that monster. If you don't know, ask. Someone will be able to give you the stats and skills of that enemy. Whether they hit hard, or take a lot of hits. Again, the stats aren't final. They are a guideline. Keep this in mind for the enemies as much as the player characters or other NPCs. Spellcasting Rules
- Spell levels will remain the same, with Cantrips being 0 and then moving up from there. - Uses of spells will depend on the level of the spell. Uses are returned after a day/long rest, short rest for Warlocks. It will be up to the player to keep track of a spells uses. - Cantrips are infinite - Level 1 spells will have 5 uses each - Level 2 and 3 spells will have 4 uses each - Level 4 and 5 spells will have 3 uses each - Level 6 and 7 spells will have 2 uses each - Level 8 and 9 spells will have 1 use each - Number of spells known will depend on the class of the spellcaster. (Half levels are rounded down) Spells known can be changed every long rest. Only 1 can be changed per rest. - Bards: Cantrips will be 4, and spells will be 4 at level 1 and increase by 1 each level - Clerics: Cantrips will be 5, and spells will be Wisdom modifier + Cleric level - Druids: Cantrips will be 4, and spells will be Wisdom modifier + Druid level - Paladins: Spells will be Charisma modifier + half Paladin level - Rangers: Spells will be 2 at level 2 and increase by 1 on every odd level - Sorcerers: Cantrips will be 6, and spells will be 2 at level 1 and increase by 1 each level - Warlocks: Cantrips will be 4, and spells will be Charisma modifier + half Warlock level - Wizards: Cantrips will be 5, and spells will be 6, increase by 1 every level, then starting at level 16 will increase by 2 until 20. - The level of spells you can learn will depend on you level. Paladins, Rangers, and Warlocks can only learn up to Level 5 spells. So they will have slightly different rules. - Paladins and Rangers start learning spells at level 2, and Warlocks start at 1. They then learn level 2 spells at 5, level 3 spells at 9, level 4 spells at 13, and level 5 spells at 17. - All other classes learn the next level of spells every two levels, except on 19. (3, 5, 7, etc.)
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Post by ScorchR on Aug 18, 2017 21:00:01 GMT -5
Characters
Daya Ashaad
Details || Daya Ashaad || Female || 20 || Dragonborn || Lawful Good || || Paladin || Oath of Devotion || A silver-scaled dragonborn with long, thick horns. She is dressed in heavy plated armor, with the left pauldron adorning a carving of the divine dragon Bahamut. Wrapping around her shoulders is a thick fur collar. She has broad facial features for a female, and golden yellow eyes. She stands tall and proudly at around six and a half feet. Being a fairly young adult, Daya has a thirst for adventure. She will willingly traverse far and wide for her cause: serving Bahamut. While she is loyal in nature, she can come off as painfully blunt. (A lot of things go over her head, poor girl.) Hailing from a more magically-inclined family, Daya was originally discouraged when she couldn't find it in her to do more than spit cold air. Noticing her plight, her father offered her training with a sword and shield instead. The chemistry she had with it was instant, and thus she began her training as a paladin. This training has sent her everywhere. || pike trickfoot || Stats
|| Daya Ashaad || Paladin/Oath of Devotion || 1 || AC: 18 || || Longsword and shield, a mace for emergencies, chainmail, a holy symbol (Bahamut) ||
Ability Scores Strength: 14 / +2 Dexterity: 13 / +1 Constitution: 16 / +3 Intelligence: 10 / +0 Wisdom: 11 / +0 Charisma: 8 / -1
Skills: Lay on Hands - 5 x (Level) Divine Sense Cone of Cold (Breath Weapon) Speaks Common and Draconic
Maryden Taletreader
Details || Maryden Taletreader || Female || 30 || Half-Elf || Chaotic Good || || Bard || College of Lore || Maryden is a sweet and generous half-elven girl. She is young and talented, with a passion for music. Along with a flair for the dramatic, she loves putting on shows for bar patrons, and has an enrapturing charismatic air about her. She can be, however, defensive of her abilities if questioned. She stands at around 5'2", and has a lithe build. She has fine olive skin and dark brown eyes. Her hair is a wavy light brown, often kept in a loose ponytail around her shoulder. Most of the time, she dresses in common leathers, but for some acts she will wear a costume. Maryden had been working at the Golden Doe Tavern since she was able to move out of the house. Before that, she lived alone with her father in a small cottage on the outskirts of her home town. Her father was also a bard, but with... "experience" in the lyre instead of a lute. Until she turned 20, she was under the impression that her father was the best bard in town. But at the turn of her adulthood, she went to perform a duet with him. It was then that she found out why her father never came home with much money. Or why he never played at home. The man was awful. When she figured this out, their relationship became more and more estranged. He hadn't just been lying to her about his lyre skills... Not long after she left the house with all of her belongings, and fortunately managed to find a place to perform on her own. The Golden Doe Tavern always enjoys her performances. || pike trickfoot ||
Stats || Maryden Taletreader || Bard/College of Lore || 1 || AC: 13 || || Sickle, an entertainer's pack (filled with a backpack, bedroll, candles, rations, etc.), a disguising kit, 2 costumes, a waterskin, her lute, leather armor, and a dagger || Spell List Minor Illusion - Cantrip Mage Hand - Cantrip Hideous Laughter - 1 Charm Person - 1 Healing Word - 1 Mage Armor - 1
Ability Scores Strength: 10 / +0 Dexterity: 15 / +2 Constitution: 6 / -2 Intelligence: 15 / +2 Wisdom: 13 / +1 Charisma: 18 / +4
Skills: Darkvision Fey Ancestry (hard to be charmed, can't be put to sleep) Speaks Common, Elven, Dwarven Bardic Inspiration
Aurora of the Night Sky
Details || Aurora of the Night Sky (Aurora) || Male || 18 || Tabaxi || Neutral Good || || Rogue || Scout || Aurora is really quite small, especially by Tabaxi standards, standing only at five foot and with an exceptionally slim build that speaks of agility far more than it does of strength. His fur is mostly a light brown shade with darker stripes and markings, oddly far more reminiscent of a tabby cat than of the wild species of feline that most of his race take after. His eyes are also a pale green, with pupils that dilate in an entirely unsurprising feline manner depending on the levels of light. As far as attire goes he usually wears the typical leather armor of a rogue while travelling, though instead of boots he’s got thick leather wraps that cover all of his feet except for the toes of his paws. Rather hard to fit said paws into standard boots. His gloves are also fingerless, should the need for his claws arise. Aurora is almost unfailingly happy and cheerful, it’s rare to see him in anything other than an upbeat mood, which extends to a naturally altruistic and unselfish nature. Doesn’t mean he’s above lighthearted complaining when things don’t go his way though. He’s usually quick to reach out to people, which sometimes bites him in the rear when he tries to interact with the more surly types. Generally he’s quick to forgive, part of his easygoing nature, and it takes a fair bit to rile him up. If he does reach a breaking point though, it’s more likely he’d disappear for a while or get mopey than risk a direct confrontation. As a final note he does have a bit of a mischievous streak, no doubt due to his feline heritage, and enjoys playing harmless pranks or teasing of friends. He’s able to laugh off either directed his way too. Aurora was born to his tribe’s chieftain and shaman, enjoying a relatively easy childhood of plenty despite being quite the runt. It was a good thing his natural friendliness rubbed off on most others his age, preventing any sort of bullying about his size and ensuing sensitivity about it. Additionally, the skills he built up from a youth of hunting and exploring also served him quite well and prevented him from being a hindrance. A few years ago he decided that he wanted to trailblaze his own path, leading him out into the world and a path of bounty hunting. (Though with a near non-negotiable preference of taking his-admittedly easy-marks alive.) || Happy ||
Stats || Aurora || Rogue/Scout || 1 || AC 16 || || Shortsword (2), Explorer’s Pack, Dagger (2), Leather Armor, Thieves Tools ||
Ability Scores Strength: 7 / -2 Dexterity: 20 /+5 Constitution: 12 / + 1 Intelligence: 14 / +2 Wisdom: Number 15 / +2 Charisma: 11 / 0
Skills Darkvision Feline Agility Cat’s Claws Sneak Attack Speaks Common, Tabaxi, Thieves’ Cant
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Post by ScorchR on Aug 18, 2017 21:00:11 GMT -5
And more characters
Rekhi Khnum-Teos
Details || Rekhi Khnum-Teos || Male || 22 || Khenra || Chaotic Good || || Wizard || School of Evocation || Rekhi stands at at an even six foot with a broad, well-muscled build and a stature and aura that almost seems regal. He carries himself quite well, basically. His fur is black in color and tends to shine in direct sunlight, obviously well taken care of. On his left pectoral is a golden ankh. His eyes are a deep brown color, almost as black as his fur, and done around his eyes are golden Eye of Horus designs. Between the fur and personal preference Rekhi isn’t one to wear much clothing, preferring instead to simply don an off-white shendyt that goes to his knees and his held up by a golden belt, a pair of sandals, and some simple wraps around his torso and arms. Rekhi is an inherently good individual who possesses an innate desire to help others, but places incredible value on personal freedom and utterly detests any kind of structured hierarchy. Especially other magi. He can come across as arrogant, condescending, and uncompromising, though with a bit of logic it’s usually not overly difficult to convince him. At least as long as his logic isn’t more sound. When he’s not in an argumentative situation he comes across as an incredibly bright and helpful individual, if a bit dense at times. He’s the type to stay cool under pressure with no emotion showing out of him but a grim smirk, though after tense situations he’ll absolutely need to rest his nerves. The jackal doesn’t know much about the world from his isolation and isn’t the most aware when it comes to his situation or surroundings, and as such is rather naive and easily led astray. He’s remarkably intelligent otherwise, but someone usually needs to watch his back before he trusts a bandit who’ll want to stab him in it. Rekhi was sold by his obviously less than stellar parents at a young age to a wizard, forced to become the man’s apprentice for reasons he still hasn’t been able to discern. While he was treated decently, no physical abuse or anything and he was well fed and exercised, he had absolutely no freedom. His voice never mattered, his schedule was dictated down to the minute, and even what he wore was controlled by the elder human mage, boiling down to layers upon layers of intricate robes. As such he learned much about the magical arts and was able to apply
his keen intelligence to the craft, but any knowledge of the world outside his tower was completely forsaken. One day he was not awoken before first daylight, which had not happened in all of the decade and a half he’d been the wizard’s apprentice and upon a brief bit of exploration, found the old man had passed in his sleep. To Rekhi, that meant only one thing. Freedom. He took a few things, ditched as much of the awful wizard clothing as he could while remaining decent, and set out on the world. || Happy ||
Stats || Rekhi || Wizard/School of Evocation || 1 || || AC 12 || || Quarterstaff, Arcane Focus, Spellbook, Explorer’s pack || Spell List Light - Cantrip Mage Hand - Cantrip Frostbite - Cantrip Fire Bolt - Cantrip Shocking Grasp - Cantrip Shield - Level 1 Magic Missile - Level 1 Ice Knife - Level 1 Mage Armor - Level 1 Witch Bolt - Level 1 Thunderwave - Level 1
Ability Scores Strength: 13 / +1 Dexterity: 15 / +2 Constitution: 16 / +3 Intelligence: 18 / +4 Wisdom: 4 / -3 Charisma: 10 / +0
Skills Khenra Twins (Can’t be frightened) Arcane Recovery
Nika Amastacia
Details || Nike Amastacia || Female || 20 || Wood Elf (Cursed) || Chaotic Neutral || || Blood Hunter || Order of the Ghostslayer || Nike is a taller girl, standing at around 5’11. Her skin is olive colored, and looks soft to the touch. Her build is a bit sturdier, with plenty of muscle covering her body. She doesn’t look like a bodybuilder though, more athletic. She somehow manages to hide most of her strength in her slimmer and leaner body. She takes a lot of pride in how she keeps herself strong without looking like all she does is lift weights. Her hair is black and straight, falling just past her shoulders. She keeps her bangs tied to the side with golden cloth. The cloth wraps almost all the way to the ends of her hair, leaving it looking almost like two lion tails framing her face. There are blue feathers tied to the ends of her bangs. The bands have blue feathers hanging off them. Her eyes are the strange part, with her having Heterochromia. Her right eye is sapphire blue, while the left is pure gold. The only things they share are the fact that they glow in the dark and their slit pupils. Nike was cursed to be an irate god’s new Sphinx. She has lion ears on top of her head and a tail with a black tuft on the end of it. She also has a large pair of wings on her back with snow white feathers. She’s also got retractable claws on her fingers, and two overly sharp canines in the top of her mouth. They peek out, making her look even more threatening. She also has many tattoos on her body. The first are whisker marks tattooed on her cheeks, three each. She then has the right Eye of Horus on her right shoulder, and the left Eye of Horus on her left shoulder. She also has paws on the backs of her hands and tops of her feet. She then has a large ankh on her back, with her wings being in the circle on the top. Finally, starting at her hips, streams of sand swirl down her legs to end on her ankles. All of her tattoos except for the sand are colored black. The sand is colored the same gold as her left eye. She has some scars on her body as well. There’s one on the upper left part of her lip, a large one on her back mostly covered by the tattoo, then several claw marks on both of her forearms. She wears a cream colored, wrap top that goes around her neck, crosses over her chest like an x, and ties around her back under her wings. She then wears a cream skirt with a strap on the back for her tail. It’s loose enough to allow for free movement, but it doesn’t show anything she doesn’t want. The hem starts at her mid thigh on the left side, then goes down to a little past her knee on the right side. She wears skin tight, dark brown short shorts under it, just in case someone looks up while she’s flying. She doesn’t wear shoes. Instead, she walks around barefoot. The bottom of her feet are tough from being barefooted on hot sand for most of her life. People ask if she has paw pads all the time, and she never gives them a straight answer. Nike also wears quite a bit of golden jewelry. She wears a winged sun disk necklace with a golden chain. She also wears small, ankh earrings. She then has bands on her biceps just below the tattoos. On her wrists and ankles are circlets that aren’t big enough to fall off, but enough to be loose. She has three golden bands on her tail near the base, and a blue feather tied around the tuft. She then has several gold chains wrapped around her waist with one draping down her left leg past the hem of her skirt. Nike tore apart studded leather armor and had it sewn into her top and skirt. She wears the shoulder pads like normal, and then has some covering her knees and shins a bit. She still benefits from the armor, but not in the traditional way. Also, strapped to her hip, she has her quiver on the right, holster for the crossbow on the back, and scabbard on the left. Nike is, to put it rather bluntly, not exactly the nicest girl. Combine a sharp tongue with a bit of an ego problem, and you’ve got an individual who has little nice to say about anyone - no matter who they are or what they’re doing. While a tough person to approach, Nike does share some similarity to a rose, though one with quite a few extra thorns thrown in there. To her friends, a select group that she chooses, she’s unfailingly loyal. They can also expect her to be fairly nice, and they’ve certainly got some pretty hefty backup if anyone tries to mess with them. What all can expect though, whether she cares for them or not, is quite a heavy amount of teasing and flirting. It’s solely for her own benefit though, as the likelihood of it leading to something real is about the same as Nike giving up her love for combat and kicking tail to pursue a pacifistic approach to life, coupled with a vow of poverty. In short, she’s a flirt with an ego and a caustic tongue, but one who’s pretty good to her friends - however few she chooses to have. Nike didn’t have a great childhood. Her father was an adventurer, and a successful one at that. He’d made enough money to make his family quite comfortable. But like every adventurer, he needed just one more adventure. That last one to leave it all on a high note. Sadly, this adventure ruined the life of his future daughter. He killed a Gynosphinx in its lair, thinking it was guarding some special treasure. Instead, it was a worthless piece of junk. A piece of junk that belonged to a god. Said god was not happy about this adventurer had done. There had been no reason to kill the Sphinx, so he told the adventurer he would have his Sphinx. Little did the man know, his wife went into labor at that moment and gave birth to a monster. That monster, was Nike. She grew up pampered, but not in a good way. Money couldn’t fix all the hatred and disgust she received from the elves that lived in her home town. Her father didn’t make things any better, becoming a drunk and blaming Nike for everything bad that happened to him. So with the money she had, she began to research a darker path. A path of vengeance and power. When she was old enough, she struck out to perfect this path. Said path was that of a Blood Hunter. She was going to make the god that did this to her pay. She became an adventurer, like her much hated father, knowing that eventually she would come across this god. And when she did, she would show him what he had created. || ScorchR ||
Stats || Nike || Blood Hunter/Order of the Ghostslayer || Level 1 || AC 16 || || Scimitar, Hand Crossbow, Hip Quiver, Studded Leather Armor, Explorer’s Pack (Bedroll, mess kit, water skin, tinderbox, torches, 50 ft. of rope) ||
Ability Scores Strength: 12 / +1 Dexterity: 19 / +4 Constitution: 14 / +2 Intelligence: 11 / 0 Wisdom: 17 / +3 Charisma: 4 / -3
Skills Darkvision Fey Ancestry (Resistant to charming, cannot be magically put to sleep) Trance Mask of the Wild (Easier to hide in natural phenomena) Hunter’s Bane Crimson Rite: Rite of the Storm Gynosphinx Curse Speaks Common, Elvish, Sphinx, and Celestial
Cyprus Lepida
Details || Cyprus Lepida || Male || 25 || Male || True Neutral || || Fighter || Gunslinger || Cyprus is a tall and skinny guy. He stands at around 6', with a pretty compact build. He has muscles, and he's pretty strong, but it doesn't really show on him. He keeps his hair styled as longer on the top of his head and shaved down on the sides of his head. The hair on the top of his head is about an inch long and spiked up, while on the side it is barely long enough to be felt. The color of his hair is gray. His eyes are a sharp yellow, like a hawk. The thing is, only one of his eyes is really like that. The left one to be exact. His right eye is a pure white orb. He also has a large, jagged scar over the eyeball. It goes from his forehead to his cheek. He wears an eye patch over it to hide it. The eye patch is a darker navy color. The actual patch has a silver outline and a silver symbol on it. The symbol is a hollow crescent moon with a solid circle in the center of the moon. There are also solid crescent moons on either side of the circle pointing out towards the tips of the hollow crescent. It also looks a lot like a C. His outfit is rather simple. He wears a hooded, white shirt with long sleeves he usually keeps rolled up to his elbows. Whenever he wants to be alone, he pulls the hood up. Over that, he wears normal leather armor. Except for the fact it’s dyed blue. He didn’t ask for it to be colored that way, it was a gift. He wears slightly loose pants colored the same navy as his armor, with patches of armor sewn into them. He also has a black belt with several pouches on it. On his feet are heavy, black boots. Cyprus isn't someone a person goes to for emotions. In fact, if you want a complete lack of them, he's your man. He's almost completely emotionless. He doesn't smile, he doesn't frown. he doesn't really do anything. He barely even reacts to events around him. There are rare moments where he'll show the slightest hint of a smile, or the tiniest furrowing of the brow, but otherwise he's just a blank slate to people. He's a very relaxed person sometimes, depending on the company he’s keeping at the time. Luckily he's very smart, so he still has his words. A lot of them. He tends to express how he feels through what he says. He definitely knows how to be sarcastic. He even prefers to talk instead of fight, but he'll fight if he can't talk. If you want a nice, or at least intelligent, conversation, he's the guy. Cyprus has been haunted by monsters for most of his life. He lived in a place that was constantly on the alert for monsters, but the town had a well armed garrison to protect it. Until one day, the local noble grew tired of the relaxed nature of the residents, and pulled most of the garrison out. Suddenly without protection, monsters were successful in invading the town. Most the place was overrun in minutes, but some houses were able to build some makeshift defenses in hopes of lasting until help arrived. Help did arrive, but far too late. Cyprus was one of three surviving children in the village. One of his father’s old friends was among the party that entered the town to dispose of the monsters, and was the one that found him among his dead parents. This man was an elf named Theos Spathi. He took Cyprus in and raised him, turned him into a fine young man. Theos was a pioneer in new weapons, creating things called guns. He dedicated himself to teaching Cyprus how to fight with them, and eventually make them. But again, monsters struck. In the town where Theos lived, another monster struck. As one of the defenders, Theos went out to stop it. Cyprus, even after being told to stay put, couldn’t fight the need to help and followed. What he saw almost broke him. Many of the defenders lay defeated, with those remaining in retreat. Among the fallen was Theos. Cyprus wanted to mourn the fall of his second father, but there was no time. Instead, using the anger from his loss, he picked up Theos’s pair of pistols and began to fight. He led a renewed charge as he bravely - or stupidly - ran through the thinning ranks of warriors to face this monster head on. After a brutal fight, the monster laid slain by Cyprus. A lucky shot had gone through the eye and into its brain. However, both pistols were left beyond repair, and Cyprus had lost one of his eyes. Then of course there was the myriad of other wounds all over his body. However, that didn’t stop the town from praising him as a hero. Even the other warriors held him above as a symbol of bravery and strength. After recovering, and attending the funeral of his second father, he was showered with gifts. Including the armor he wears today. Sadly, he hasn’t figured out how to fix the guns he used, and instead carries them wherever he goes. He protected the town for years after with only a bow, which he used with impeccable aim, even with only one eye. After a while, he left to hunt monsters outside of this town, which had quite the guard after everything he’d done. It was time to protect everyone else from the monsters that had taken everything from him. So no one else had to live a life of loss like he had. || ScorchR ||
Stats || Cyprus || Fighter/Gunslinger || Level 1 || AC 15 || || Longbow, Quiver, Rapier, Leather Armor, Tinker’s Kit, Broken Pistol, Explorer’s Pack (Bedroll, mess kit, water skin, tinderbox, torches, 50 ft. of rope) ||
Ability Scores Strength: 13 / +1 Dexterity: 18 / +4 Constitution: 11 / 0 Intelligence: 15 / +2 Wisdom: 16 / +3 Charisma: 6 / -2
Skills Fighting Style: Archery Second Wind Speaks Common and Elvish
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Post by ScorchR on Aug 18, 2017 21:01:05 GMT -5
Opening
Bounties are usually meant for only one person to take on at a time. This one was a special case. An orc had been seen around the town, scoping things out. Before anyone could confront him though, he would vanish. A day later, the place would be attacked. This orc needed to be stopped at all costs. So instead of offering a bounty to be picked up by a single person, it was free game for anyone who wanted to try. Three pairs saw this as a good opportunity to prove themselves. That's where we find ourselves now, with the three pairs separately tracking the one prey. Little did they know, it was going to take more than a pair to conquer this bounty...
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Post by ScorchR on Aug 18, 2017 21:01:19 GMT -5
Another save
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Post by ScorchR on Aug 18, 2017 21:01:49 GMT -5
One more for posterity
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Post by Happy on Aug 18, 2017 21:09:45 GMT -5
Hiya! Ready to start planning.
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Post by ScorchR on Aug 18, 2017 21:12:12 GMT -5
Sweetness. Just waiting for the other person to get here. First thing we'll be figuring out: How many characters we're doing. At least main characters/team/teams.
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Post by Happy on Aug 18, 2017 21:16:59 GMT -5
Alright, sounds great to me! I'm good with anything. What should we be doing for forms?
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Post by ScorchR on Aug 18, 2017 21:20:02 GMT -5
I'll think one up. Give me a bit.
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Post by ☼ pike trickfoot ☼ on Aug 18, 2017 21:24:46 GMT -5
Hello hello I'm here !
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Post by ScorchR on Aug 18, 2017 21:27:47 GMT -5
Heyo! Glad you're here! Now we can really get rolling on this thing. First order of business is figuring out how many main characters we want here.
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Post by Happy on Aug 18, 2017 21:29:14 GMT -5
Sounds good on the form! I'm good with whatever too, simple or detailed. And hi there! ^_^
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Post by ☼ pike trickfoot ☼ on Aug 18, 2017 21:29:28 GMT -5
2 each sounded reasonable :0
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Post by Happy on Aug 18, 2017 21:32:10 GMT -5
Yeah, two sounds like it's good to me. Six would be a manageable number I think.
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Post by ScorchR on Aug 18, 2017 21:36:00 GMT -5
Alrighty cool. So one team of 6 is how we're going to do this. If you guys have other characters (aka me) we'll be able to use them as NPC type characters. Show up for a short period of time, maybe die off while doing so. Be all dramatic.
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Post by ☼ pike trickfoot ☼ on Aug 18, 2017 21:38:26 GMT -5
Ye I getcha :0 I got one character in mind that's a paladin, and one a bard. I can think up a few NPCs though!
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Post by Happy on Aug 18, 2017 21:40:54 GMT -5
Yeah, sounds good to me! I've got a rogue, not quite sure on what else I want to do yet, but I'm happy to fill out the party as needed. NPCs showing up would be good, gives us a lot of flexibility in what we'd want to do.
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Post by ScorchR on Aug 18, 2017 21:45:27 GMT -5
I've got a Fighter turned Gunslinger planned, then either a Blood Hunter or Ranger. I'd like to run my Blood Hunter by you first, Pike. Happy already knows about her.
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Post by ☼ pike trickfoot ☼ on Aug 18, 2017 21:47:06 GMT -5
Go for it!
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Post by ScorchR on Aug 18, 2017 21:49:10 GMT -5
So it's a Wood Elf who's father made a god angry by killing a Sphinx for treasure. That god decided to curse the guy's only daughter to be his 'new sphinx'. Basically she's cursed to be part sphinx. With wings, lion ears and tail, claws, that kind of thing. I have a bunch of in-game things it would effect, and I cant put that list up if you want. There are positives and negatives to it.
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Post by Happy on Aug 18, 2017 21:49:27 GMT -5
Where should we start with the rp as well? Should our characters already know each other or should they meet up in rp?
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Post by ☼ pike trickfoot ☼ on Aug 18, 2017 21:56:05 GMT -5
Starting out with them knowing each other would be easier :0
Also that Blood hunter sounds really cool !!
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Post by ScorchR on Aug 18, 2017 21:59:34 GMT -5
Both would be interesting. If they know each other, then they don't have to worry about getting to know each other, and can just immediately get rolling. If they don't, getting to know how the others fight, how they act, could be interesting within itself while they struggle early on due to the unknowns.
Alright awesome! I'll use her then!
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Post by ☼ pike trickfoot ☼ on Aug 18, 2017 22:03:29 GMT -5
It would be cool if they travel in pairs, but they're all looking for the same bounty. Then they all meet and have to catch the bounty together?
That's if u wanna go the bounty hunter ish route tho
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Post by Happy on Aug 18, 2017 22:03:59 GMT -5
Yeah, I'm good with either for sure! I think both could be a lot of fun, or we could compromise and have them more or less having just met up but still not knowing each other? Like all of them being hired for the same job?
Edit: Oh, the bounty idea could be a lot of fun too!
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Post by ☼ pike trickfoot ☼ on Aug 18, 2017 22:06:42 GMT -5
Great minds think alike, happy
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Post by ScorchR on Aug 18, 2017 22:09:08 GMT -5
The bounty idea would work for a first mission type thing. We can totally work with that!
Another question. How do we want to do spells? Should we have the spell slots, spells be limited to a certain number for each spell, or just have the spells tire out the caster?
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Post by ☼ pike trickfoot ☼ on Aug 18, 2017 22:11:02 GMT -5
I think the second option works, just for the sake of keeping it simple
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Post by Happy on Aug 18, 2017 22:15:06 GMT -5
Haha, yeah! They do. I do like the idea of a bounty, plus it works out so well because we can have one pair with each other person basically.
And yeah, I think spells just being tiring would be preferable but I'm open to anything.
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