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  #16  
Old 06-26-2019, 10:43 AM
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Quote:
Originally Posted by Ytterbium View Post
What posting rate are you hoping for?

I've been wanting to play a soulknife for a while now, and given the option, would probably take the gifted blade archetype. Thoughts?
Really, it's 1 per week as a minimum, though ideally it would be faster than that. As for the soulknife, I'm not against that. Keen to see what you do with it.
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Old 06-26-2019, 01:45 PM
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Quote:
Originally Posted by Lentil Sponge View Post
@ Runetide - I'll add you as complete. The only thing you need to change is that if you want to keep both traits, you'll have to add a drawback as well. Alternatively, you'll have to drop one of the traits.
I totally forgot to add the drawback! D: I put it in. His drawback is Bitter (receives 1 less HP of healing from ally class features, spells, and spell-like abilities)
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  #18  
Old 06-26-2019, 06:48 PM
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I still need to work out equipment and double check my spells but other than that Brü is done.
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  #19  
Old 06-26-2019, 06:58 PM
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How fantasy jungle are we talking here? I see Pirates of the Caribbean so magic, curses, voodoo and Lal are good. What about King Kong with things like dinos, giant apes, etc.
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  #20  
Old 06-26-2019, 07:07 PM
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It's not something that I immediately had in mind, but also it's playerbrew, so King Kong and stuff definitely has a chance of making an appearance. If nothing else, Skull Island is implied to be Carribean or at least near South America, so it's not like it doesn't fit.
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  #21  
Old 06-26-2019, 07:28 PM
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Okay. Just wondering if dino animal companions would be accepted or not. I am going to roll through the classes and see what pops out at me.
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  #22  
Old 06-26-2019, 11:59 PM
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Lentil, is there still time for some more apps! This looks really intriguing, and I have an idea for a character who I think would be fun to play, interact with, and add to the world. Essentially I'm thinking of going for a slightly buffoonish scholarly type who just gets excited about learning things, and is seeing this as an opportunity to try and add to the knowledge of so many new things.
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  #23  
Old 06-27-2019, 03:37 AM
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Yeah, there's time. Still haven't had the game thread confirmed yet and I'll be deciding on the deadline once that's done anyway.
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  #24  
Old 06-27-2019, 06:04 AM
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Hello everyone! Please meet your lovely and charming guide through these treacherous islands.

Application
right-aligned image
Name: Phoebe

Alignment: Chaotic Good

Class: Pacifist Nature Sorcerer

Race: Pixie

Traits:
  • Trusted Native - Gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with other natives on the Paku Isles who are of a neutral or friendly disposition towards Phoebe and her tribe.
  • Twisting Words - When saying something that is technically true but still deceptive, gain a +2 trait bonus on Bluff checks. Bluff is a class skill.

Drawback:
  • Unlearned - (exempting history) You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check’s DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Reason for Hire: Local Guide - Wishing to end the chaos and violence caused by the Olonos Empire, pirates, deforesters, and the growing and increasingly hostile Po'ka e'Noh Federation, Phoebe went out on a limb to aid explorers from the Tanqueax Republic. Desperate for any solution that could restore the island to its former tranquility and flawless beauty, Phoebe pledges to aid Lady Pierra de Callier in her quest for knowledge. In exchange, she hopes Lady Callier and her people will join Phoebe's cause, before the islands are irrevocably changed forever.

Description: A small, elf-like being with otherworldly beauty and grace. Gossamer, teal wings reminiscent of a butterfly sprout from her back, clearly marking her as one of the Fey. Her hair is long, straight and silver, draping down past her thighs, and her almond-shaped eyes are tea green and just a little large, making her look more adorable.

Her skin is fair, flawless, and quite exposed. Walking and flitting about barefoot, only scant tendrils of vines, leaves, and petals adorn her body. It's an artistic and tasteful appearance to just about any native on the Paku Isles, though other civilized folk may frown on her lack of clothing and give her a pass, if only due to the hot and humid jungle weather, or perhaps viewing her as primitive wilderness creature.

Phoebe speaks her native language, Sylvan, and Pakoon fluently with about the tone one would expect for her size. She sounds similar to a toddler, though far more eloquent. She has recently begun to pick up Common, speaking with a sweet melodic accent and butchering some words. Some phrases and idioms cause great misunderstanding.

Personality: Light and bubbly, Phoebe is carefree and accountability-free. She is curious and whimsical to a fault, yet repulsed by unpleasantness and violence. She is kind, optimistic, and friendly. Only after years of living in fear, seeing friends and family die, and even having her own life threatened several times has she seen the writing on the wall (as if she can read!) and sought outside help. But still she is almost always helpful, trusting, and unassuming of any new person she meets.

As a Fey she has a great aversion to lying, though misleading wording and omission are generally acceptable. Phoebe has absolutely no want for material possessions of any kind, always living in the moment and preferring to be in her natural state. Part of the spiritual code taught to her was to never take more than absolutely necessary for survival and to leave the places you rest in and pass through as pristine and untouched as before you arrived. Though seemingly contradictory to these rules, Fey with such beliefs as herself commonly adorn their bodies with leaves, vines, petals, and other natural plant matter that has fallen from vegetation.

Also typical of many Fey, Phoebe's emotions often get the best of her. When feeling sorrow or remorse, she may break down crying even if the problem should be easy to fix (thankfully this rarely happens due to her optimism). When insulted, her temper can flare up, and she'll wind up returning insults and resorting to arguments by emotions, if she can manage to make a coherent argument at all. And when happy, many people can find her cute and charming, but to some her happy-go-lucky personality can be a bit grating.

When it comes to navigating and surviving in the jungles of her home, she is quite the expert. But regarding anything else, she is rather naive and clueless.

History: The Paku Islands were a fairly peaceful place for thousands upon thousands of years. That isn't to say there was never conflict, as of course there were disagreements here and there. But there was a certain balance: a delicate balance which ensured that when there was one minor disturbance, things eventually went back to how they were. Tribes usually kept their conflicts one on one. Rarely was one people totally wiped out and mercilessly slaughtered. War was a foreign concept. This all changed when the Kingdom of Olonos began its colonization 50 years ago.

The Fey had a special place on these islands. Many of the humanoids revered them as holy spirits, or even gods. With but scant traces of workable metal and absolutely no iron to speak of, the peoples of the Paku Islands were grossly technologically stunted. The Fey naturally discouraged the humanoid tribes from ever working with such materials, deeming them forbidden, perpetually keeping all in the stone age. Druidry was the most common form of magic. Though Fey were immortal, they were still killable, but this was exceedingly difficult without the use of cold iron. And so, until the Kingdom of Olonos arrived, their rule went unchallenged, and The Balance was harmoniously maintained.

After outsiders arrived, things quickly went awry. Those from the other world possessed terrifying technology and scientific expertise. They thought differently, they acted differently, and they began logging, building, poaching, rapidly changing the local environment. Curious natives interacted with enterprising explorers, and found that they wanted what the others had. The natives wanted new, better tools, shiny trinkets and baubles, medicines, knowledge, weapons, an edge over their competition. The colony wanted resources: more and more resources.

What is worse is that they also possessed not just iron, but cold iron. The Fey that tried to intervene were dispatched by competent guards and mercenaries. The native humanoid population, seeing those they once revered as gods so easily cut down and fleeing, implicitly realized that those who killed them must be greater. And so many pledged their allegiance to the Olonos Empire in droves. In turn the outsiders, having learned this, then began deliberately going out of their way to hunt down Fey and slay them before the natives, hoping to garner more allegiance from more peoples. But this cruel act backfired, as almost all considered it unprovoked murder, and still other tribes were gravely offended at the thought of killing their spiritual guides.

The counter movement to this formed the Po'ka e'Noh Federation. But the motives of this faction are not entirely pure. In truth, its leader not only wants to drive out all outsiders, but claim dominion over all the islands and its peoples, even the Fey, with their newfound weapons and technology. Clearly a megalomaniacal tyrant, drunk on power and yearning for more.

With members of Phoebe's tribe dropping like flies, reproductive instincts kicked in, attempting to restore the balance once more. She was born into this horrible series of events amid chaos and strife, but also hope. Phoebe's tribe has always been a peaceful one. Pixies on the Paku Isles were never really fighters until recently, when evolutionary stress twisted their temperaments and affected the nature of their magical powers. Still, Phoebe and her close friends and relatives have been unaffected by this quirk. Many have died, and while fighting back directly is nearly unthinkable, she has sought outside help. She fears soon they won't be able to run or hide for much longer.

Unique Goal: If it isn't clear by now, Phoebe wishes to return the Paku Islands back to how they were. Maybe not with every last outsider driven off or eradicated. And maybe not by keeping all of its inhabitants in the stone age. But she just wishes the islands were peaceful, flourishing, and mostly unmarred by civilization.

Three Trivia Tidbits:
  • Despite her seemingly impressive survival skill rating, Phoebe has no idea how to make fire and is inept at building shelters.
  • Phoebe actually has a collection of pretty rocks. The problem is, they are scattered all over the islands individually, and she often has to search for them, frequently losing some and adding more to her 'collection'.
  • Phoebe has a pet canary. It hatched when she was nearby, and ever since it has always thought she was its mother.

Last edited by DrowNinjaPrincess; 07-03-2019 at 02:01 AM.
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  #25  
Old 06-27-2019, 09:01 AM
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Color me interested. I will have an application up in the next two days.

Name: Drakkus

Alignment: Lawful Neutral

Class: Swashbuckler

Race: Kitsune

Traits: Expert Explorer, Well Provisioned Adventurer (Bravo Package)

Reason for Hire:
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Description:
 

 

 



Personality: Very Jovial, smiles a lot, has fun and likes to laugh in the face of danger and death.

History: Growing up in a part of a city as a certain crawler of hen houses, it tends to feed you a sense of second class citizenry. Drakkus was born a few blocks from the estates of the elite. WIP

Unique Goal: This is something that your character wants to achieve seperate from their mission with Lady de Callier, and the reason they're an adventurer. It can be as elaborate or simple and cliche as possible. It can be searching for your parent's murderer, or looking for a cure to some disease, or anything else. An item connected to your goal is very handy, like a hairpin you found on your dead wife's body or a tome of an ancient wizard who must be laid to rest. Avoid just "my character is looking to make their fortune." If your character wants money or power, have a specific thing your character wants the money or power for, like the ransom for your family or you're looking to buy back your rightful place as leader of a city state. WIP

Three Trivia Tidbits (optional): This is completely optional, but to get you thinking about your character, I'd ideally want a list of three (or more) quirky, weird bits of trivia about your character. Just odd details to make them more fleshed out. "My bard is secretly afraid of snakes" or "My barbarian's first memory is of a lullaby sung by their dad" are good examples. WIP

Last edited by RacesWild; 06-30-2019 at 03:05 PM.
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  #26  
Old 06-27-2019, 10:30 AM
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ApplicationName: Volen Razyrus
Allignment: Neutral Good
Class: Druid
Race: Tiefling (Qlippoth-spawn)
Traits: motherless
Reason for hire: Prisoner: Volen came to the Tanqueax republic sailing a ship that went missing from their fleet some years ago and did so with a band of uneducated, unlettered and obviously primitive crew. As such the republic quickly deduced he must have some skills as a captain. On top of that he was supremely expendable.

Description: From a distance Volen could pass for a human, though this illusion quickly fades once someone approaches him. His skin is dark, as if by constant sunlight exposure, and unmarked safe for large scars on his back. It covers a muscled build, built on years of hard work and punishment. The man's face betrays his tiefling heritage: The eyes are blue-green, like the sea, with slit pupils like the treasure he's gathered. The deep-set globes sit beneath dense brows, black as night. Gill-like grooves adorn Volen's broad nose as replacement for the regular nostrils. The tiefling's mouth is little more mundane, when opened it reveals a collection of shark-like teeth for all to see. Volen's hair is a salt-and-pepper colour, braided and decorated with colourful baubles. The tiefling keeps his beard in a similar fashion. The man feels best in light clothes, preferably in various flashy colours to display his wealth and point to his skill. In more dangerous situations this trend continues, though usually the light coloured fabrics are swapped for ornamented leather displaying animal pelts and claws.

Personality: Scarred by the rough treatment in his past Volen is one to quickly help less able people in need. In particular Volen will allmost allways rise to the defense of children and women. His visage, and discrimination against his race however often make this difficult. The man is quite often chastised for being a tiefling, and these moments really do get to him. The results of being insulted as "just another tiefling" however vary from becoming sullen to getting rather angry with whoever insulted him. Referencing the man's race is then usually a bad idea. In most cases though, a gentle hand and soothing word will suffice to calm down the man. Failing this, heartfelt apologies often manage to calm him, though Volen will likely steer clear of the offender.

Aside from this, Volen is quite a gentle giant. He's happy to stay quietly in a corner and sip his ale. Any cheap brand will do, he's not too particular and happy with just about anything. Most likely he'll pair it with a good diner, with plenty of meat, since he never quite knows how tomorrow is going to turn out and it might require a good diner the night before (preferably also a good breakfast). Not to say the man is paranoid, but he has a definition of honor that requires him to allways be at his best, and not rely on weak excuses. Being useful is his main method of proving his good nature. He often tries to carry himself in the best possible way, to keep up an impecable reputation, but often falls short on one front. Years at sea have taught him many swear words and little inhibition about using them.

Volen might get a bit caught up in his personal endavor to prove himself not evil, and often assumes most able-bodied men (and to a lesser extent women) follow a similar doctrine. Lazyness is not tollerated around the man, and anyone lollygagging when there's work to be done is likely to be yelled at. This is a remnant from his time at the seas, where everyone not carrying their own weight was whipped. Aside from diligence, truth is also a virtue the man takes for granted. He's not quick to distrust someone, and mostly judges people based on their attitude towards work and general helpfulness. Based on this judgement Volen is quite likely to act generously towards people, and will often treat them to drinks and dinner. Since he views being polite secondary to speaking the truth Volen will, without fluff, tell people what's bothering him about them.

History: A tiefling's birth isn't a moment to be celebrated, nor is it one to be ignored. Volen's was no different. His father was a pirate, by name of Halvyck Yotnär, his mother was some tavern wench who should've known not to flirt so much. Born at sea on the ship "the Hellbeard" the whelp killed it's mother to come into this world, not that she'd want to live down a life of abuse and hard work. Still, Halvyck saw the boy, and took him for his own. The pirate knew that a tiefling as horrendous-looking as Volen would be a useful means of intimidation. As a small child Volen had a big heart, and no stomach for violence however. Halvyck's heavy hands soon changed that.

As Volen grew up he knew his father was not a kind man, and his youth was marked by bruises and lashings. He had a hard youth, but he learned a lot. By age fourteen he could do every job on the ship. At fifteen he learned to cheat most of the dicing games the crew liked to play. By age seventeen he could drink with the best of them. When he reached twentyone years old Volen managed to negotiate whirlpools in the dead of night. This year he also out-sailed a kraken and hid on a sandbank. Here they were stranded for a fortnight. Ill-supplied, it didn't take long for tensions to break out. To remedy their being belayed the captain decided to make a sacrifice. Halvyck gave to the sea his own flesh and blood. Volen.

In the style of a burial Volen was tied to a longboat filled with dried straw. With the tide it began to float and as it drifted away from the sandbank arrows, headed by burning pitch, sailed his way to set fire to the straw, boat and eventually to him. The tide was still rising, and with the kraken distracted Halvyck wasted no time in launching his own ship. The Kraken predicted this, and gave chase to the Hellbeard, forgetting Volen's burial at sea in the process. And thus he got away. The tiefling used the longboat to row to the nearest island, but stormy seas and dark nights interrupted his escape. The former pirate worked hard, to steer the longboat through these treacherous waters, but eventually collapsed on his boat, exhausted.

The beach on which he woke was black and stone-like. It told him the island was vulcanic in origin, and he reasoned that it was fertile enough so likely civilised. Thanking his lucky stars Volen rose to his feet and started to walk about the island. Days he travelled before realising that there'd be no towns for him to run to. But Volen survived this far, which was quite a feat, and vowed to continue to live. He set out into the lush jungle and tried to see what plants he could eat. Days were spent sick before he managed some menu. He made spears to fish and hunt with and ate meat and fish. Volen learned how to appreciate the forest's bounty.

To avoid depleting resources and give himself something to do Volen travelled each day, following streams and rivers en lieu de roads and paths. Wading through shallow streams was significantly easier than working through the undergrowth. When the tiefling missed a throw he'd give chase on foot and hunt with his hands, he quite liked that method as, while it was less effective, he felt more involved in the process. Volen liked hunting, and over time became good at it, even leaving scraps for more hungry animals. During the nights, around the fire he'd think up stories, to one day leave behind for future explorers.

months continued like this, until the tiefling managed to make his way to the spring of the river he followed. And so he continued on gut feeling and pure whimsy. It worked quite well, mostly, and before long Volen made his way over to the other end of the island. He spent a night by the sea, and was rudely awoken that night.

A slave ship spotted the fire, and assuming a tradeable tribe, made landfall. Volen was subjugated quickly, and while some of the animals that had been following him struggled to keep Volen out of the slaver's hands it proved futile. At this point, however, Volen hadn't forgotten his father, or the lessons he's taught him. Bound by chains he talked to the other prisoners in a collections of pidgins that they might understand. He organised mutiny, and summoned bestial strength to shatter his chains and use them to bind the proper owners. Malnourished and mistreated though the slaves were, they were stealthy, and taking a ship with a sleeping crew isn't a difficult task.

In the captain's cabin the map was still marked with the current location, and Volen used that to steer the ship to the closest port. To ensure his crew's loyalty he promised them all the gold they could carry. And when they found their way to a seaside town this would prove to be their undoing. Quickly did his underlings grab the money and make a run for it, before even Volen's ships were fully inspected. The Tanqueax republic didn't take too kindly to a slaver's ship sailing into town, nor did they appreciate the lack of bribes. With a hold full of witnesses Volen was quickly arrested.


Unique goal: The experiences of his youth summon forth a sour taste at the mention of pirates, worsened by knowing the story of his own conception. Volen isn't a supporter of the liberty pirates worldwide claim for themselves and the Paku isles are a gathering ground for these types. Volen seeks to build a legend about himself, as a monster ready to spill the blood of every pirate foolish enough to set foot on land. He doesn't want to murder pirates per se, but he wants to be able to chase them off by reputation alone as a form of revenge.
Trivia tidbits: - Volen is colourblind, but uses the vibrant colours in his clothing and the world around him to compare shades of grey and give him some method of guessing colours.
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Last edited by Sirviantis; 07-07-2019 at 04:50 PM.
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  #27  
Old 06-27-2019, 11:13 AM
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I have a concept in mind for this, wanted to check how you feel about kitsune. Thinking of a psychic bloodline sorcerer (psychic casting means I can cast in fox form).
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  #28  
Old 06-27-2019, 12:04 PM
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Quote:
Originally Posted by Lentil Sponge View Post
Sorry to hear that, but yeah, I prefer the slightly more random element to it. I know it's not 'balanced' per say, but I wasn't that far away from saying that the stats would be 3d6. If I thought people would go for it, I would've. That's just me, though, and I know it's not for everyone.
is this rolling an option? Thinking of applying with a Druid ship's cook....would like a bit of random..
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  #29  
Old 06-27-2019, 12:18 PM
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@DrowNinjaPrincess - I have so many evil ideas for plots involving fey given your backstory Are you all done or still incomplete?

@Raceswild and Exhibit A - I'm fine with kitsune, not an issue.

Quote:
Originally Posted by Nomadic druid View Post
is this rolling an option? Thinking of applying with a Druid ship's cook....would like a bit of random..
Ummmmm... just on the unlikely event that you'd get better than 20 point buy, I'll say no, but if you want some randomness you could always roll 3d6, then drop and raise the stats as necessary to get to 20 point buy value. So if you rolled 13, 16, 11, 16, 4 and 10, then you could adjust them to 12, 16, 12, 16, 7 and 10, that sort of thing.
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  #30  
Old 06-27-2019, 02:08 PM
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Oh yeah, it's complete!

I'm glad you like it. (I think?)
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