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The Crew
With the nature of the game, I'm not particularly enamored of any specific format. Give me a name linked to the sheet, class, race, and whatever else you care to write about your character to give us a reference. Resources: Skulls and Shackles Players' Guide Level: 1 HP: Max at 1st, the better of Rolled or 1/2+1 for subsequent levels Stats: 25 point buy, up to 18 and down to 7 before adjustments Race: Anything up to 15 RP.... AND I'm trusting you guys to play Drow commoners. If you really, really, really want to. But like, really really want to. Class: Any first party Paizo I can find on Nethys Age: Up to Venerable, if you'd like Traits: 2 (one campaign, one free) Background Skills: Yes Feats: Elephant in the Room Feat Tax Adjustments Firearms: Early -Not all adversaries are there to be defeated. I don't mean this in a deus ex way, in that challenges are designed for you to fail them. I mean that there are potential enemies and encounters that you're exposed to but that you cannot overcome at level 1, so be sensible when you go picking fights or exploring. I'm not going to spell out explicitly which characters will hand you your lunch, but I will try to imply it heavily. - Don't neglect social interactions. Not every interaction is solved by a check; sometimes you can get what you want just by being nice or clever. However, I'll call for Sense Motive checks when the book directly calls for opposed rolls. You may still want to make Sense Motive checks on your own from time to time. - I'm going to roll "passive" perception checks whenever the book tells me you guys get a chance to notice something. I'll make a note in the post of [Passive]. A green obviously indicates success and will be accompanied by what you notice. A red indicates a passive failure and gives you the opportunity to make a Perception check as a Standard action. You can still make Perception checks on your own if you like, but this should eliminate a lot of unnecessary rolls - Even with group initiative, action economy will be followed as closely as PbP allows when in combat, including AoO and Immediate actions. If you have at-will abilities that are not constant, requiring some sort of an action (even just a free action) to activate, I will not assume you are using them unless explicitly stated otherwise in previous posts. The examples that stick out to me are Shifter's Claws or the skinwalker and kitsune abilities to change form. If you don't have it explicitly noted in your posts that you have your Shifters Claws out before combat begins, or you're in a shifted form (the racial entry spells out what your natural form is), I'll consider you unarmed or armed with whatever weapon is listed on your character sheet as Equipped. - Except in special, specific circumstances, characters begin combat with the first weapon listed on their sheet as Equipped drawn and ready. This does not apply to weapons and abilities that require an action to activate, like Shifter's Claws or the kitsune bite attack,
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Last edited by Icereach; Nov 7th, 2021 at 07:19 PM. |
#2
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Badger: https://www.rpgcrossing.com/profiler/view.php?id=89753
Ships' Surgeon Badger probably once had a kind face, at least long ago before the sun and countless knife fights removed some of the charm. Still, despite the scars, he has a ready smile beneath an onyx eye that make him seem still friendly, at least when the face is split with a smile. His coloration is that of a sailor, deeply tanned and almost the color of fine cowhide. No one who saw him would consider him scrawny. Thick wrists offset long delicate fingers, and a muscled, sinewy body gave power to his movements. He was agile enough to work a ship's riggings, and strong enough to work along a wagon smith for a day in the blistering sun, but he could never be the better of either tradesman, in their own element. Whitish scars criss cross the backs of his hands, and across his cheek. A larger, older one crosses his left eye, which is covered with a patch of thin, black cloth. His hair is long, dark, with a white streak through the middle, giving him his nickname, Badger. He typically wears it pulled back, and tied in a thick braid, or pony tail. Much of his body is covered with tattoos, ship-inked by other sailors. Badger is not shy. He does not often go unnoticed in a room, either because he is free with opinions, or his opinions are not universally liked by those who hear them. Badger tends to be brash, blunt, and forthright; some might say, tactless at times. His heart is good, but his mouth sometimes runs faster than his head can stop it. Items, once owned: 35 gold MINUS: Bedroll Blanket Hammock 7 sp Backpack 2 gp
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"Go Chiefs." --- Raylorne Aside from RPG, I collect used postage Stamps, Some Coins (quarters), and 1/6th Scale military Figures. Let's talk! |
#3
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Last edited by Icereach; Jan 7th, 2022 at 10:15 PM. |
#4
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GM: Tyrant's Grasp ~~ Carrion Crown On break for now.
Have taken the Oath of Sangus. Last edited by Icereach; Jan 7th, 2022 at 10:14 PM. |
#5
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She/Her || DM Village Survival || DM Knights of Justice || DM War of the Spider Queen
Last edited by Ysolde; Nov 4th, 2021 at 11:16 PM. |
#6
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"Without Commitment, you'll never start;
But, without Consistency, you'll never finish!" Last edited by Reliq0770; Mar 15th, 2022 at 12:24 AM. |
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