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Old Jan 9th, 2011, 02:52 AM
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Legacy of Fire


Eloais sits alone in his wagon, a hundred and one candles ablaze in illumination as the astronomer stares absently in the empty cup folded in his hands on his lap. The tea still feels warm in his chest and there is a slight tingling sensation up his spine, which he notes with some small amount of satisfaction in the back of his mind. But he’s too preoccupied to appreciate any of it. Something stirs in the time frame of the universe, something going against the natural order of the cosmos, something extremely big. Eloais still stares into his empty cup, tilting it a bit. But what? What is this I am sensing? What is it that I have stumbled upon? Sitting there among his candles and its streaming smoke he feels overwhelmed by implications that he is only glimpsing.

Footsteps can be heard outside of the wagon on its steps and still Eloais does not stir. Not until the flap withdraws, and Almah, the merchant princess, slips into the wagon does he actually look up. Her bright eyes smile to him and Eloais can not help but to smile back. She has always managed to make him smile. As she closes the flap the astronomer can see her personal guards, their armor the trademark colors of the Pactmasters, take position before the steps to keep watch. The wagon fills with the essence of her exotic perfume and oils as she takes a seat on a pillow opposite of Eloais, a low table in between them. Eloais sets down the tea cup and greets her. The merchant looks to the cup for a moment. “Were you reading the tea leaves? What do they say?”

“No. I was just drinking tea.” She raises her eyebrows and falls silent. Moments pass. A few of the candles flicker, casting shadows among the many constellation maps and images of deities pinned to the wall and ceiling. A hyena howls in the distance, long and far.

“I’m sorry if I interrupted something, Eloais. I was just wondering if you could tell me something new of my future. What you have shown so far has not settled well with me and if you could help me, in any possible way, I would be obliged. As would be the Pactmasters." He takes note at Almah mentioning her self before her masters. Eloais could give a damn about the merchant lords but he does not say as much. He does not perform his readings because of them and their ambitions. He does it all for her. As he sits here he already well knows that she is very aware of this fact, that perhaps she is aware of his feelings and makes full use out of it for her own ambitions. But somehow he does not care. She is a remarkable woman in every way and he does not care.

He reaches over for the hallow cards, his thumb gliding over the patterned back of the top card. This worrisome feeling that has festered over the weeks began when he started doing readings of the future for Almah. Something of her fate is undeniably linked to this disturbance and it had acted as a stepping stone for someone of his talent to tap into. It was like happening upon a doorway into the secret counsel of the gods. Is he as obsessed with this notion and it’s implications as he is in love with her? He does not know. Each time he lays out the cards the reading gets worse and worse and it's like a downward spiral but he can't stop looking to see what will happen. As he lays out the cards Almah grows stern and watches each card like a hawk.

He lays out each card slowly, the hyena howls again but this time closer, and he finally stops on the last card, which is the central card to this reading. The man and woman stare at the auspicious symbol, the Cyclone card, portending death by fire and schemes by powerful evil. Almah wets her lips. "Does that have something to do with Kelmarane?"

"Yes, but the village is only a small part of something much larger," Eloais searches within, trying to find the words for this prophecy "something called the Legacy of Fire."

Her breath becomes heavier as she presses further, trying to root out the problem. "What does that mean? What is this legacy?"

The astronomer turns the Cyclone card over, face down.

He does not yet know.



Game System Pathfinder

Theme Arabic-style high adventure

Flavor Heroism, tragedy, romance, power-play


_______ . . _______

Info

Overview: In the exotic nation of Katapesh, a land of fortune and wonders, heroes are those with the courage to command their destinies. Such wisdom leads a daring band to the abandoned village of Kelmarane with the hopes of reestablishing the once prosperous community. But buzzards still feast upon the secluded settlement’s corpse: a savage tribe of gnolls and their bestial allies hold the town in the name of a merciless master known only as the Carrion King. Can the PCs retake the village from its feral conquerors, or is Kelmarane but the first bastion of civilization to fall before the hordes of the mysterious warlord?

Starting Level: 1
Hit Points: Max
XP Speed: Medium
Abilities: Rolling 4d6 (keep highest three), 6 times. Repeat this. Keep the better set, distribute as you wish (I'm trying to give some love to the MAD characters). I will personally let you know if any of the stats need to be rerolled after player selection. Please make dice rolls for your characters Here.
Selection: This will be based on the quality of the application and party mesh. I will only be accepting 4 characters.
Posting Rate: Post as frequently as your fellow players. They're counting on you!

Player's Guide: Paizo has an excellent Player's Guide but unfortunately it costs $7.99 to download. I don't want people purchasing this and then not get into the game, wasting their money. But if you want to get a better idea of the setting then you can't do any better. I would much rather you use the content below for and now and get the PDF only if you are picked for the game.

* Setting Information
* Character Traits, Gods, Desert Equipment, Etc.

_______ . . _______

Application

Application deadline will be January 18th. You need not make a character for your application, but are free to.

Please include in your application the following:
Name:
Race: All core races.
Class: All core classes.
Traits: Please see Player's Guide above. Choose 2 of them.
Brief Background: Please see Player's Guide above.
Personality and Role: How would you act in your group and what would be your role among them?
Other Relevant information:

_______ . . _______

Questions & Answers

Any questions answered to members in this thread will be duplicated here.

Edits to the above information will be found in green

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Last edited by DarkTower; Jan 9th, 2011 at 03:38 AM.
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Old Jan 9th, 2011, 04:23 AM
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Dilara Dancing Flame

~ half-even rogue, 23 summers, a hint more chaotic than good, but rather few of both, elven reflexes, desert child(?), threatening defender(?) ... A graceful Sharisad ~

Dilara's LooksBoth her deposition and her delicate features tell from the elven blood running through her veins. A shock of hair with a faint aubergine tone, as the one of Dilara, is rarely seen in the waste lands. The wavy strands fall freely on her shoulders creating a frame for beautiful face: big, emerald eyes, a pointy nose and warming smile.

Being force to flee from the oasis, she few more than fleeting moments to say goodbye and gather her belongings. Dressed in her bright and loose set of traveling clothes she blends well into any group of desert dwellers, provided she has covered her hair. Everything she calls her own suits in a shoulder bag, made of camel leather and the small belt pouches. A keen observer easily recognizes a number of flame tongue-shaped dagger, well suited for throwing, places in pleats and folds of her clothes as well as a pair of curved blades on her lower back.


~ ~ ~ ~ ~ ~ ~ ~

Dilara's MindHer childhood as a member of nomadic tribe had as much impact on her personality as the blood of Jisamene and Emetiel running through her veins. She learned and accepted that everybody had to his or her role in tribe to make it work. By accepting her role, a rather pleasing one admittedly, she had the freedom to live quirks and to stay a bit naive and playful, and even more to enjoy the good things in life.

Passion, curiosity or quick temper are the impetus for most of her actions, easily pushing aside rising doubts, rational considerations and stunning fear. Quick temper s. below at 'Dilara's Past'led her hand to the sheathed dagger and the blade into the boy's face. Though she doesn't regret her defense, she sorely misses Jisamene and her tribe.


~ ~ ~ ~ ~ ~ ~ ~

Dilara's Past
grains of sand, myriads of them, drum against the tarpaulin of the yurt. The sandstorm had picked up within minutes, but Emetiel and his wood elf fellows were safe, hosts of a nomadic desert tribe. Though high sun merely had passed, everyone noticed the darkness outside - the sun was covered by the tons of whirling sand. When Emetiel had led his fellows into the darkness, the natives had warned them about the uncaring and xenophobic desert tribes. But now in times of need they experienced the absolute opposite. Upon the rising storm - they had sensed it's coming long before any of the wood elves realized the change of behavior of their steeds - the human tribe had approached them and offered them a stay for the duration of the storm. Instead of being devoured by the merciless desert, the adventurers were in the midst of a glittering party, with exotic dances, there was Sharisad - a beautiful wench, unlike the others desert dwellers her hair had a red hue of sweet and heavy date wine...
... unlike the romantic tales that girls young girls love to hear, in this night the noble elf desperately fell for the human beauty. Jisamene and Emetiel shared a fleeting night of passion, but in the morning - when the storm had ceased - her tribe had already left with Jisamene bearing a tiny, growing spark of life in herself.

While growing up in Jisamene's tribe with roughly four dozen relatives fully offset the missing father for Dilara. Her fellow peers never hesitated to accept her in their midst, despite or especially for the her distinct features and the graceful disposition. That and Dilara's seemingly delayed maturing commonly evoked sympathy and protectiveness for her person - she would hardly have experienced that growing up with elven peers.

The first wafts of memory, that Dilara can recall, are vivid and colorful moments of Jisamene dancing at various occasions. Inspired by these memories and encouraged by her innate talent for movement, Dilara soon begged her mother into teaching her the dances of her tribe to become a true the title of professional female dancers in her tribe. the dances learned include different type of oriental dances like veils, fan, saber,...Sharisad

After her first public performance at her grandfathers sixty-fourth birthday, she performed at various occasions, both private ones and for money or favors, whenever the tribe visited a city or oasis. This carefree life of dancing and traveling with the tribe ended abruptly some weeks ago. Despite her precautions, carefully scrutinizing an offer and never arriving for a job without a cousin or uncle, the son of a caravansary's administrator tried to get his way with her. He paid this attempt with a long gash on his cheek and she her temper with the life she had led. Since that fateful night Dilara is on the run granting herself only few hours of sleep at night and few few hours when the sun high. With a wide stretch desert behind her she starts to feel safe, allowing herself to rest.
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Last edited by tilbert; Jan 13th, 2011 at 12:36 PM.
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Old Jan 9th, 2011, 10:56 AM
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(DT, please ask me to remove this if you didn't want a link posted here. I'll gladly remove it.)

All published Material (rules) for the Pathfinder game are OGL. If you're interested in learning about it, you can check out the System Reference Document (a website that legally posts the rules to the game). It clearly marks the sourcebook of each particular class/feat/skill/spell/etc on the site. If you enjoy the game, though, I highly recommend getting the books. They have some fantastic art and are very sturdy. Not to mention you'd be supporting the people who make the system!

Again, DT, I'd love to join... but won't right now. I'll keep watch over this thread and probably the game forum!
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Last edited by Unko Talok; Jan 9th, 2011 at 10:57 AM.
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Old Jan 9th, 2011, 12:24 PM
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Name: Alphard

Race: Gnome

Class: Sorcerer (Elemental Bloodline, Fire)

Traits: Night Market Urchin, Missionary (Diplomacy)

Background: Alphard was an orphan whose mother was taken from him at a young age. His skills in magic and diplomacy served him well in the streets, but due to circumstances beyond his control he lost everything. He was injured badly during this time and was taken in by the clerics of the Goddess of Dawn. They healed him and converted him to their religion. Trying to regain his life and also find his mother, Alphard has decided to set out in search of adventure and wealth.

 


Personality: Alphard is a Chaotic Good character with strong Charisma based skills who prefers dialogue over combat. He doesn't fear violent confrontations but just doesn't like hurting folks. A quiet Gnome who has lost some of his more curious and inquisitive nature due to his experiences as a child. Still a positive man, he simply knows that the world can sometimes be a very cruel place.

 

Last edited by Ockerdoodle; Jan 13th, 2011 at 04:18 AM. Reason: Added character sheet
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Old Jan 9th, 2011, 02:11 PM
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Quote:
Originally Posted by M_Sinner View Post
(DT, please ask me to remove this if you didn't want a link posted here. I'll gladly remove it.)

All published Material (rules) for the Pathfinder game are OGL. If you're interested in learning about it, you can check out the System Reference Document (a website that legally posts the rules to the game). It clearly marks the sourcebook of each particular class/feat/skill/spell/etc on the site. If you enjoy the game, though, I highly recommend getting the books. They have some fantastic art and are very sturdy. Not to mention you'd be supporting the people who make the system!

Again, DT, I'd love to join... but won't right now. I'll keep watch over this thread and probably the game forum!
Thanks Sinner! I'll have a good look over that, it really helps with sharing with players without breaking any non-OGC. Keep up the school!
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Old Jan 9th, 2011, 02:22 PM
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What books are you allowing for this? You mention core races and classes do you mean only those found in the core rule book? There's so many possibilities in an Al-Qadim style setting its hard to decide where to start.
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Old Jan 9th, 2011, 02:26 PM
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I am very intersted in joining this group. I am currently reading the Rose of the Prophet series and this is the perfect game for some ideas I go from the book. I will post my character concept soon.
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Old Jan 9th, 2011, 02:37 PM
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Quote:
Originally Posted by ShadowcatX View Post
What books are you allowing for this? You mention core races and classes do you mean only those found in the core rule book? There's so many possibilities in an Al-Qadim style setting its hard to decide where to start.
PM me some ideas on non-core classes and I'll look into it.One book you might want to look into that might cross better is Sandstorm for 3E.

I'm using Al-Quadim flavor for some of the backdrop (one of my favorite campaign settings) but none of the stats since it's 2E.

Quote:
Originally Posted by keylan View Post
I am very intersted in joining this group. I am currently reading the Rose of the Prophet series and this is the perfect game for some ideas I go from the book. I will post my character concept soon.
I'm looking forward to seeing some of those ideas, keylan, thanks
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Old Jan 9th, 2011, 03:23 PM
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Name: Bahram
Race: Human (Katapeshi)
Class: Ranger
Traits: Gnoll Killer, Uwaga Highlander
Brief Background: "Solku. In the shadows of the Lambent Citadel and its tall, strong walls is where I was born and raised. Pesh Brandy? I'd love a flask. Mmmm, an excellent vintage. You have excellent taste and... oh right, yes, of course. It is well known that gnolls often raid the lands around Solku for food and slaves; often the same stock if you catch my drift. Fierce creatures. All sharp claws, slashing teeth and furious assault. Learned that fact quite quickly I did. Only took one look to know I didn't want to get anywhere near that. Better to kill the vermin from far away.
Family? I don't see why that's relevant to joining a caravan as a guard unless you see us all dying a horrible death and someone needs to notify next of kin. Both parents are priests in the Lambent Citadel and I have a brother who's a pesh dealer in Katapesh herself. We try not to talk about him.
Anyway, spent most of my life wandering the Barrier Wall Mountains and the Uwaga Highlands hunting gnolls. Not too terribly interesting really. Sneak about and pick off stragglers, rescue the occasionally slaves before they met a grisly fate in the maws of those jackals. I really hate those creatures. If its true they've taken over Kelmarane, then I'm your man to clear them out. No quarter asked and none given."

Personality and Role: Practical, observant, and a keen eye for cutting through the dung; he can not deny his parent's religious views in his upbringing. Bahram is an able scout and a deadly archer.
Other Relevant information:
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Old Jan 10th, 2011, 08:28 PM
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Name: Karsh
Race: Half-Orc
Class: Desert Druid (OK'ed by Dark Tower).
Traits: Desert Child, Spirits in the Stone
Brief Background: To follow very soon
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Old Jan 10th, 2011, 08:53 PM
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Name: Il'tehp
Race: Human
Class: Fighter (Feats focusing on the scimitar)
Traits: Freed Slave, Genie blood(Fire)

Brief Background: Il'tehp was born to a small nomadic desert tribe. His clan followed the migration patterns of some of the desert beasts with the shifting seasons. He was raised on tales of the ancient times before cities when all of the desert peoples were nomadic clans. His grandfather told him of the desert king's court that ruled over all of the clans and how his line was a direct descendent of the last desert king. The tales of history and adventure filled young Il'tehp's mind and for many years he was happy. He learned the ways of his tribe, gathering rare herbs and flowers of the desert to sell at the markets, hunting and survival in the harsh environment and dealing with the many dangers of the inhabitants of the desert.

One fateful day while out with a small group of his tribemen returning from selling their wares at a villiage market they were set upon by a band of gnoll and human bandits. The tribesmen were overwhelmed and young Il'teph was taken prisoner with a couple of the other young men of his tribe. They were taken far across the desert, to a region his tribe never went where a large city rose up out of the desert sands. During the journey, Il'tehp and his fellow tribesmen made a few escape attempts. One of his fellow tribesmen didn't survive the beatings, but the leader of the group decided that Il'tehp, who was a capable swordsman, would serve him well in the gladiator pits.

Il'tehp spent the next few years of his young adulthood fighting for his life. One day while sitting in the commons, where the fighters were fed their daily slop after the day's fighting, Il'tehp was visited by a strange woman and her guards. The woman appeared to be inspecting the slaves for purchase but when she looked over Il'tehp she had an odd reaction.

Il'tehp was born with a weirdly shaped birthmark over his left shoulder, like a swirling flame. His grandfather used to tell him that is was a mark of his connection to the kings of old. Il'tehp used to love those tales, but after years of fighting in the slave pits, Il'tehp didn't give it any thought.

The strange woman though bought Il'tehp his freedom while refusing to explain to him why. She took him to a church where he stayed for several months learning to function within the city and doing the occasional odd job for the priests of the church. He hasn't seen the strange woman since. Il'tehp eventually left the church to return to his tribe. However, his fellow tribsemen weren't to be found anywhere along their normal migrations. After a few years of searching, Il'tehp returned to the city of the sands looking for work as a hired sword.

Personality and Role: Despite the cruel twist of fate that lead Il'tehp from his happy family to a life built on viloence and death, he is a generous and noble spirit. The young man he was meant to be battles frequently with the reactionary survivalist he was forced to be for so many years. In his heart, he is a good and honorable man, and given the chance will deal with challenges as such. However, when pushed his instincts to fight often win out, sometimes leaving him with guilt. Il'tehp is ultimately looking for a new clan, and the group will serve that function for him. He will treat his friends as family and "the clan survives and dies as one", as his grandfather used to say. Il'tehp is capable of surviving on his own, but within a group he will look for someone else to lead.

Last edited by Rook; Jan 11th, 2011 at 01:05 AM.
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Old Jan 10th, 2011, 09:35 PM
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Name: Khalid
Class: Bard (Arcane Duelist Variant)
Race: Half-Orc
Traits: Duskwalker Agent, Finding Haleen

 


Personality: A free soul, Khalid roams where he will and does what he will. Luckily he has a good heart and prefers to settle disputes with his quick tongue rather than his equally quick axe, unless he has cause to believe the person in question has harmed someone he cares about, then all the forces of fate are not enough to protect his foe.

Role: Crowd Control, melee combatant,

Other: WiP

Last edited by ShadowcatX; Jan 13th, 2011 at 02:30 PM.
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Old Jan 11th, 2011, 07:17 PM
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Full application


Name: Karsh
Race: Half-Orc
Class: Desert Druid (OK'ed by Dark Tower).
Traits: Desert Child, Spirits in the Stone
Brief Background:

Every fold of his desert tunic was full of sand. The sandstorm yesterday had been intense, he had pulled his hood tightly around his head and hunkered down trying to gain some shelter from the flesh tearing wind. As the wind buffeted him his mind drifted back to earlier times
The time when he had been happy - when his parents were alive
The time he thought his world would end - when his parents had been murdered by the assassins sent by one or more jealous Pactmaster of Katapesh
The time he decided he'd had enough of unachievable revenge fantasies - when he had walked into the desert in just the clothes he stood up in
The time when, what he thought was Death, reached out and took his hand - and it turned out to be his salvation
The time when having learnt all he could about his gifts - he returned to complete some unfinished business
The time is now


Role: Guide, Healer, Conscience

Other: He intends to find the identity of the Pactmaster/s who ordered his parents killed and he will deal with them appropriately. He knows this will take time but he can wait!
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Last edited by Bismuth; Jan 11th, 2011 at 07:18 PM. Reason: More words / bad spelling!
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Old Jan 12th, 2011, 01:52 AM
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I'm very happy with the applications I have so far. I'm thinking of moving the deadline a little sooner. Friday would be good, I think.

Keylan and tilbert, if you can give me more on your characters before Friday then that would be fine. I'll be out of state from Saturday to Monday but in that time I can work on character development with the players with my iPhone. Tuesday to Friday I'm at home on vacation so I'm pretty much free to post at will to start off our campaign.

Again, I see some good stuff already and I'm glad you guys have found interest in this game in the land of Katapeshi!
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Old Jan 12th, 2011, 02:20 AM
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House Rules: This is a mix-match bag of house rules, most of which that I have taken from DMs wiser than myself.

1) I am a very easy going DM. Never hesitate to ask me questions or for help on anything. I'm open to constructive criticism so that I can make the game better and more enjoyable. Please extend this approach to all of your fellow players.

2) I don’t like the dice to control NPC’s and PC’s reactions. So although I agree that skills and feats that influence people have a place in the game, they will not have a major effect on the story of the game. The key here is the word "influence," instead of the word "control." As an example, if you go shopping, intimidate, bluff, diplomacy, etc., will influence others to help you to get a better price, or a nicer room at the Inn, or other small favors. But you will not be able to talk your way into the bad guy’s house if he already doesn’t like you, no matter how good your opposed roll is. This works in reverse, as well. I will not create an opponent with a huge intimidate skill who takes the party’s money on the basis of a die roll.

Related to the above explanation, you CAN use role-playing to advantage. I am “old-school” in that respect, and will provide “roll-play” bonuses for explanations within your posts. If you have a believable story, the bad guy might let you in to check on the rat problem. IF he has seen rats, and he doesn’t suspect you, and you have a hat with Orkin across the top. But trying to sell elevator passes to people in a one-story building will get you nowhere. From DM Osprey

3) Cure spells; Roll twice, take the one you want. This is to simulate the ever-watchful presence of your deity, helping you in little ways. Plus, it helps me keep the party alive. From “The Keep on the Borderlands” run by Kujo der Zahn.

4) Point Blank Range: point blank range extends to your weapon's first range increment (not just 30 ft), whether it be a bow's 100 ft or a dagger's 10 ft, and yes far shot helps. From DM Osprey

5) Firing into Melee: You have two options when firing into melee.
- The first is to take the standard -4 penalty. Unless stated, this will be the default action when dice are rolled.
- The second is to rid of the penalty but to instead have a 25% of hitting an unattended target. By default it is the nearest target between you and your original target. If there are more than one then it is determined randomly. This option must be announced before the dice are rolled.

Posting Style: Here are the common rules when posting.

1) Generally, post in-character when in the Game Thread.

2) Speech is in "bold and in quotation".

3) Thoughts are in italic.

4) OOC is in the OOC Thread.

5) Dice are rolled in the Dice Thread.
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Last edited by DarkTower; Jan 12th, 2011 at 02:27 AM.
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