Transia: Journey into destiny [OOC]

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Re: Transia: Journey into destiny [recruiting]

Postby Reaper » Wed Apr 28, 2010 3:40 pm

I definitely have some interest in your fantasy campaign. I love this type of setting. Going to rack my brain and see what I can come up with.

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Plan B:
I'm fine with trade offs for a mount. But for the character itself I'd have to see a build before I decide.
Haven't really thought about armored casting yet (think it should impede use of magic). What do you guys think?

MIT


I have always hated the attempt at balancing magic users in other systems by making armor hamper casting. Personally I think that anyone who casted would make it work for them whether it meant reworking the movements needed or developing more mobile plates, etc....
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Re: Transia: Journey into destiny [recruiting]

Postby Plan B » Wed Apr 28, 2010 3:55 pm

Thorkal

Power Level: 6 (90pp)

Abilities: STR: 18 (+4), DEX: 16 (+3), CON: 18 (+4), INT: 10, WIS: 14 (+2), CHA: 14 (+2)

Skills: Acrobatics 5 (+8), Bluff 4 (+6), Diplomancy 4 (+6) Intimidate 10 (+12), Knowledge (tactics) 8, Medicine 2 (+4), Notice 5 (+7), Ride 7 (+10), Search 2 , Sense Motive 5 (+7)

Feats: All out attack, Attractive, Challenge (feint as a move action), Diehard, Dodge Focus, Equipment 3, Evasion, Follow up Attack, Improved Crit (swords), Improved Initiative, Power Attack, Quick draw, Second Chance (toughness vs slashing strikes), Sidekick 7,Startle ,Takedown Attack

Equipment: Masterwork Longsword +3 damage 18-20 6eq, Chainmail +3 Toughness 3 eq, Lance, saddle ect

Combat: Attack +5 / Damage +4 (Unarmed)/ +7 (sword) 17-20 (Longsword) ; Defense +5 (+2 flat-footed); Initiative +8

Powers:

Saves: Toughness +4/+7 (in armour) , Fortitude +6, Reflex +5, Will +5

Abilities 30 + Skills 13 (52 ranks) + Feats 22 + Powers 0 + Combat 18 + Saves 7 – Drawbacks 0 = Total 90


Tyax the Wyvren

PL 6 (35), Sidekick Rank 7
ST 18/26 (+8) DEX 12 (+1) CON 16/20 (+5) INT 2 (-4) WIS 8 (-1) CHA 4 (-3)

Skills:
Intimidate 6 (+5)
Notice 4 (+3)
Survival 6 (+5)

Feats:
Attack focus melee 5, Dodge focus 3, Improved Overrun, Improved Grab,

Powers:
Super-Senses 2 (Acute Scent, Low-light Vision) 2pp
Protection 3: 3pp
Flight 3 (Powerloss if wings are bound)5pp
Growth 4 (permant innate) 13pp

Saves:
Toughness +8, Fortitude +5, Reflex +1, Will +3

Combat:
Attack: +4 (melee) (+5, -1 Size ), Damage +8 , Defense +4 (+5 -1 Size), Initiative +1

Drawbacks:
No Hands [-4]
Mute [-4]

Abilities: 0 / Skills: 4(16 ranks) / Feats: 10 / Powers: 27 / Saves: 3 / Combat: 4 / Drawbacks: -8 (35)

Background later. Feedback and critism welcomed.
Last edited by Plan B on Wed Apr 28, 2010 4:07 pm, edited 1 time in total.
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Re: Transia: Journey into destiny [recruiting]

Postby flynnarrel » Wed Apr 28, 2010 4:01 pm

Triffilin
Dryad/Wood Wose/Tree Spirit
PL6 100
ST 8 DX 12 CN 22 IN 8 WS 16 CH 10 [16pp]
Ref: 1(dex)+2 Fort 6(con)+2 Will 3(wis)+3 [7pp]
Toughness (Max 8 ) +5 con +3protection

Combat:
Att (Max 6): BAB 4 [8pp], Melee +6, Disintegration +6
Def (Max 4): 2 BDB[4pp]+2 Dodge feats, 1 flatfooted
Dmg (Max 6):
Init: +1
Grapple: +7

Skills [9pp]: Medicine +4 (+7 ), Knowledge – Life Sciences +4(+3), Survival +2(+5), Notice +10(+13), Sense Motive +7(+10), Concentration +3(+6 ), craft – structural +6(+5)

Feats [7p]: Power Attack, Luck, Dodge 2, Grappling Finesse, Attack focus – melee 2.

Powers:
Protection 2, [2pp]
{Fibrous growth grow upward, barklike, over Triffilin’s body}
Tremorsense, acute tremorsense, extended tremorsense, limit - solid surfaces only [3pp]
Immunity: Suffocation, [2pp]
immunity(half effect or limited): starvation only (not thirst), (biological) poisons, (biological) diseases, Slow Aging, [2pp]
Comprehend – Plants, Sustained pr 2 [speak and understand] [2pp]
Permeate, limited: Wood and Plants, PR1 [1pp]

Plant Control
Snare: Area Burst (general), selective Attack, reversible, Obscures vision, pr6 [26pp +5AP]
{if the area doesn’t have plants she scatters seeds that sprout and writhe, entrapping those within.}
AP: Create objects, pr6, (shaped wood/vines/plants), Continuous, Feats: innate, stationary, precise 2, Subtle, Selective, Progression [10-ft cube],
{Triffilin scatters seeds from her seemingly never ending supply, at her command they sprout and grow enormously into the shape(s) she desires. At her options, viney walls can impede some and not others. This ability gives +8 to craft checks.}
AP: Obsure Visual, olfactory, increased range, pr4 + Distraction, DC 15, increased range pr 4 {Pollen cloud arises in a 50 ft radius, centered up to 100 feet away}
AP: Healing, Total, Standard Action, Persistent, stabilize pr 6
AP: Disintegration, Accurate, incurable pr 6,
{Vines, Moss, mushrooms, etc. grow over a person or object, while not hampering in any way, they find cracks in skin and armor and the penetrating clinger’s growth widens/ causes cracks and breaches.}
AP: Strike, Area- shapeable (targeted), improved critical pr6 +Linked Nauseate, Area – shapeable (targeted), Progression - Area (add two more squares so areas match) pr 4
{She sprouts a huge vine with thorny, dripping-with-allergin, protrusions and strike out in tentacle fashion from her in 6 continuous 5x5 squares. DC 21 toughness + DC 14 Fortitude}

Heart of the Forest, Device (Hard to lose), Unreliable (5 uses, then must recharge it’s life energies for 1 hour) pr 4 [12pp]
Plant mimicry, Flaws: Move Action, Sustained, Drawback: Weakness - Not around sufficient wood quantity pr 3
{This sapling has incorporated itself into Triffilin’s body on her chest. Through it, she can access abilities of all types of plants, changing her body as needed [15points, up to pr 3 of any ability that can have a plant descriptor]. By doing so, she opens herself to the distracting need to be around wood[Uncommon, Minor(-1 checks) if 20 minutes without sufficient wood.]}

Drawbacks: Weakness, must bed in soil at least once every day, Major, Affects Con -1
Weakness, requires bathing in sunlight at least once every day, Major, Affects Con -1
{these simulate a plant creature’s ‘eating’ requirements, just like a human would lose Con if he didn’t get food}
Vulnerability fire DC +50%, Common, Moderate -3
illiterate-1

Complications: Sense of duty (plants, nature),
Protect the Heart of the Forest (which means: must remain around or near large constructs of wood, and Try to find Ground suitable to Heart of the Forest),
Foriegn and Exotic {there should be aspects of the biological world she doesn't recognize and her unique nature may cause other problems for her, Note: not naive}

The Song of Triffilin.

Young though she was, a Guardian she be.
Accomplished and strong in Wood-wise ways.
Assigned by the elders to guard nights and days,
A small glade which faced the sea.

This glade flourished under Triffilin’s care,
Patrolling its boundaries, encouraging growing,
Taking notes of wood harvested and of new seeds sowing
Under the loving Sun’s glare.

Soon a budding spirit of Forest could be felt.
The pinnacle achievement for any Bark-Kin.
By the Glade’s Heart Tree she did harken,
And by the sacred sapling she knelt.

She felt it immediately and her heart knew fear.
This was not suitable ground for this Forest to take hold.
She consulted the Elders and Triffilin was told,
She had to leave all that she held dear.

“Suitable ground must at once be sought,
Far abroad but we know not where.
Just find it with haste and take it there,
Or have undone all you have wrought.”

“To complicate things your charge will die
Should it not be around a quantity of wood
Though to make a conveyance perhaps we could
But not before Its sap runs dry.”

The guardian did ponder and an answer was found -
Years before, men came seeking trees - stout and true
For to make ships, sailing oceans of blue
From Dawnport, bound for distant ground.

Contact was made and a bargain was struck.
Passage for work, for to further the quest
To find land for the Forest that suits it best.
May the Great Sun bring her luck.


Triffilin is on a sacred quest to plant the Heart of the Forest in ground suitable to it. Triffilin was able to secure passage on a vessel travelling great distances. Triffilin serves as crew member but at every landfall takes the sapling out to see if this area suits it. It has yet rejected all locations but Triffilin remains vigilant. She will protect the sapling with everything she has. She pays a… token respect to its captain.

Triffilin appears as a solid tree of vaguely female shape. Her hair is leaves and lichen and her viny limbs are often coiled around her. There is oftentimes new growth at alarming rates for any normal tree, and the hue of her leaves change with her mood. She is slow and ponderous.


Image

and when she's angry...

Image


Edit: removed half effect immunity to hot/cold environments, added limit of tremorsense to solid surfaces only, removed weak point drawback on protection, added 1 point into her plant controlling array
Last edited by flynnarrel on Mon May 03, 2010 9:33 am, edited 1 time in total.

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Re: Transia: Journey into destiny [recruiting]

Postby Horsenhero » Wed Apr 28, 2010 4:03 pm

MIT, I'll come up with a (hopefully) suitable swashbuckling concept for you to look at. If I violate any concepts you have, don't be afraid to whip out the Banhammer.

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Re: Transia: Journey into destiny [recruiting]

Postby flynnarrel » Wed Apr 28, 2010 4:09 pm

oops, just realized should have cleared the +2/-2 tou/def tradeoff with you first, let me know if you don't like it. Meant to represent a tree-like nature.

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Re: Transia: Journey into destiny [recruiting]

Postby Pierced Geek » Wed Apr 28, 2010 10:05 pm

Here's a rough draft of the character I'm interested in playing

Syemon Silvertongue : PL 6

Str 12 Dex 18 Con 14 Int 16 Wis 10 Chr 16

Toughness +6 /+5*/+3** Fortitude +6 (4) Reflex +9 (6) Will +4 (4)
*unarmoured **flat-footed

Attack +1 /+4 melee
Damage +4 rapier, +1 whip, +1 unarmed
Defense 16 (12 flat-footed) (8 pp)
Initiative +4

Skills
Bluff +9 (6), Disable Device +7 (4), Gather Information +9 (6), Knowledge [Art] +7 (4), Knowledge [Current Events] +5 (2), Language x2, Notice +4 (4), Perform [Acting] +5 (2), Ride +5 (2), Sense Motive +6 (6), Slight of Hand +9 (6), Stealth +7 (4)

Feats
Ambidexterity, Assessment, Attack Focus [Melee] x3, Attractive x2, Beginner's Luck, Defensive Roll x3, Distract [Bluff], Dodge Focus x2, Equipment x3, Evasion x2, Improved Throw, Improved Trip, Jack-of-All-Trades, Luck x3, Quick Draw, Redirect, Sneak Attack, Set-Up, Taunt, Well-Informed

Equipment
Armoured Coat: Protection x1 (1 ep)
Masterwork Lockpicks (1 ep)
Msterwork Rapier (6 ep)
Whip (5 ep)

Powers
Magic x5 [Emotion Control] (Flaw: Ureliable) (7 pp)
- AP: Illusion x3 [Visual, Auditory] (Flaw: Ureliable)
- AP: Mind Reading x10 (Flaw: Ureliable)

Power Points: Abilities 26 + Saves 14 + Combat 10 + Skills 12 + Feats 31 + Powers 7 = 100 Total
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Re: Transia: Journey into destiny [recruiting]

Postby Manintights » Thu Apr 29, 2010 1:49 am

Wow guys, some really nice submissions so far. You can find my comments below.

Syemon Silvertongue : PL 6

Str 12 Dex 18 Con 14 Int 16 Wis 10 Chr 16

Toughness +6 /+5*/+3** Fortitude +6 (4) Reflex +9 (6) Will +4 (4)
*unarmoured **flat-footed

Attack +1 /+4 melee
Damage +4 rapier, +1 whip, +1 unarmed
Defense 16 (12 flat-footed) (8 pp)
Initiative +4

Skills
Bluff +9 (6), Disable Device +7 (4), Gather Information +9 (6), Knowledge [Art] +7 (4), Knowledge [Current Events] +5 (2), Language x2, Notice +4 (4), Perform [Acting] +5 (2), Ride +5 (2), Sense Motive +6 (6), Slight of Hand +9 (6), Stealth +7 (4)

Feats
Ambidexterity, Assessment, Attack Focus [Melee] x3, Attractive x2, Beginner's Luck, Defensive Roll x3, Distract [Bluff], Dodge Focus x2, Equipment x3, Evasion x2, Improved Throw, Improved Trip, Jack-of-All-Trades, Luck x3, Quick Draw, Redirect, Sneak Attack, Set-Up, Taunt, Well-Informed

Equipment
Armoured Coat: Protection x1 (1 ep)
Masterwork Lockpicks (1 ep)
Msterwork Rapier (6 ep)
Whip (5 ep)

Powers
Magic x5 [Emotion Control] (Flaw: Ureliable) (7 pp)
- AP: Illusion x3 [Visual, Auditory] (Flaw: Ureliable)
- AP: Mind Reading x10 (Flaw: Ureliable)

Power Points: Abilities 26 + Saves 14 + Combat 10 + Skills 12 + Feats 31 + Powers 7 = 100 Total


Pierced geek, I really like your concept and the submission so far. One thing I'd like to know though is how you imagine your magical ability to function. Maybe you could give some examples of the effects you try to achieve.

Triffilin
Dryad/Wood Wose/Tree Spirit
PL6 100
ST 8 DX 12 CN 22 IN 8 WS 16 CH 10 [16pp]
Ref: 1(dex)+2 Fort 6(con)+2 Will 3(wis)+3 [7pp]
Toughness (Max 8 ) +5 con +3protection

Combat:
Att (Max 6): BAB 4 [8pp], Melee +6, Disintegration +6
Def (Max 4): 2 BDB[4pp]+2 Dodge feats, 1 flatfooted
Dmg (Max 6):
Init: +1
Grapple: +7

Skills [9pp]: Medicine +4 (+7 ), Knowledge – Life Sciences +4(+3), Survival +2(+5), Notice +10(+13), Sense Motive +7(+10), Concentration +3(+6 ), craft – structural +6(+5)

Feats [7pp]: Power Attack, Luck, Dodge 2, Grappling Finesse, Attack focus – melee 2.

Powers:
Protection 2, Drawback: Weak Point {critical hit bypasses protection} [1pp]
{Fibrous growth grow upward, barklike, over Triffilin’s body}
Tremorsense, acute tremorsense, extended tremorsense, [4pp]
Immunity: Suffocation, [2pp]
immunity(half effect or limited): starvation only (not thirst), (biological) poisons, (biological) diseases, Slow Aging, heat (half effect), cold (half effect) [3pp]
Comprehend – Plants, Sustained pr 2 [speak and understand] [2pp]
Permeate, limited: Wood and Plants, PR1 [1pp]

Plant Control
Snare: Area Burst (general), selective Attack, reversible, pr6 [25pp +5AP]
{if the area doesn’t have plants she scatters seeds that sprout and writhe, entrapping those within.}
AP: Create objects, pr6, (shaped wood/vines/plants), Continuous, innate, stationary, precise, Subtle, Selective, Progression [10-ft cube],
{Triffilin scatters seeds from her seemingly never ending supply, at her command they sprout and grow enormously into the shape(s) she desires. At her options, viney walls can impede some and not others.}
AP: Obsure Visual, olfactory, pr4 + Distraction, DC 15, pr 4 {Pollen cloud arises in a 50 ft radius}
AP: Healing, Total, Standard Action, Persistent, pr 6
AP: Disintegration, Accurate, pr 6,
{Vines, Moss, mushrooms, etc. grow over a person or object, while not hampering in any way, they find cracks in skin and armor and the penetrating clinger’s growth widens/ causes cracks and breaches.}
AP: Strike, Area- shapeable (targeted), pr6 +Linked Nauseate, Area – shapeable (targeted), Progression - Area (add two more squares so areas match) pr 4
{She sprouts a huge vine with thorny, dripping-with-allergin, protrusions and strike out in tentacle fashion from her in 6 continuous 5x5 squares. DC 21 toughness + DC 14 Fortitude}

Heart of the Forest, Device (Hard to lose), Unreliable (5 uses, then must recharge it’s life energies for 1 hour) pr 4 [12pp]
Plant mimicry, Flaws: Move Action, Sustained, Drawback: Weakness - Not around sufficient wood quantity pr 3
{This sapling has incorporated itself into Triffilin’s body on her chest. Through it, she can access abilities of all types of plants, changing her body as needed [15points, up to pr 3 of any ability that can have a plant descriptor]. By doing so, she opens herself to the distracting need to be around wood[Uncommon, Minor(-1 checks) if 20 minutes without sufficient wood.]}

Drawbacks: Weakness, must bed in soil at least once every day, Major, Affects Con -1
Weakness, requires bathing in sunlight at least once every day, Major, Affects Con -1
{these simulate a plant creature’s ‘eating’ requirements, just like a human would lose Con if he didn’t get food}
Vulnerability fire DC +50%, Common, Moderate -3
illiterate-1

Complications: Sense of duty (plants, nature), Protect the Heart of the Forest (which means: must remain around or near large constructs of wood, and Try to find Ground suitable to Heart of the Forest)

The Song of Triffilin.

Young though she was, a Guardian she be.
Accomplished and strong in Wood-wise ways.
Assigned by the elders to guard nights and days,
A small glade which faced the sea.

This glade flourished under Triffilin’s care,
Patrolling its boundaries, encouraging growing,
Taking notes of wood harvested and of new seeds sowing
Under the loving Sun’s glare.

Soon a budding spirit of Forest could be felt.
The pinnacle achievement for any Bark-Kin.
By the Glade’s Heart Tree she did harken,
And by the sacred sapling she knelt.

She felt it immediately and her heart knew fear.
This was not suitable ground for this Forest to take hold.
She consulted the Elders and Triffilin was told,
She had to leave all the she held dear.

“Suitable ground must at once be sought,
Far abroad but we know not where.
Just find it with haste and take it there,
Or have undone all you have wrought.”

“To complicate things your charge will die
Should it not be around a quantity of wood
Though to make a conveyance perhaps we could
But not before Its sap runs dry.”

The guardian did ponder and an answer was found -
Years before, men came seeking trees - stout and true
For to make ships, sailing oceans of blue
From Dawnport, bound for distant ground.

Contact was made and a bargain was struck.
Passage for work, for to further the quest
To find land for the Forest that suits it best.
May the Great Sun bring her luck.

Triffilin is on a sacred quest to plant the Heart of the Forest in ground suitable to it. Triffilin was able to secure passage on a vessel travelling great distances. Triffilin serves as crew member but at every landfall takes the sapling out to see if this area suits it. It has yet rejected all locations but Triffilin remains vigilant. She will protect the sapling with everything she has. She pays a… token respect to its captain.

Triffilin appears as a solid tree of vaguely female shape. Her hair is leaves and lichen and her viny limbs are often coiled around her. There is oftentimes new growth at alarming rates for any normal tree, and the hue of her leaves change with her mood. She is slow and ponderous.


Wow Flynn, this is a really neat character. Nice and compelling backstory, lots of popssibilities for me as a GM.
When I look at your build I have a couple of minor questions/suggestions.
First off: the trade offs are fine, fits the concept nicely.
I'm allways a bit iffy on communication powers, however I do think the comprehend fits your concept. Maybe we could tweak and/or limit this a bit.
Tremorsense, how do you envision this would work in the game. I'd love to hear your opinion.
Last thing I find strange is the half immunities to cold and heat. Most plants don't really like weather extremes. If you can give me a good enough reason I'll allow it though.

For other people: This is what I'm looking forward as far as concept and motivations go, keep up the good work flynn. Maybe we could work on a racial template and a location/home for the dryads together. Just drop me a line.


Thorkal

Power Level: 6 (90pp)

Abilities: STR: 18 (+4), DEX: 16 (+3), CON: 18 (+4), INT: 10, WIS: 14 (+2), CHA: 14 (+2)

Skills: Acrobatics 5 (+8), Bluff 4 (+6), Diplomancy 4 (+6) Intimidate 10 (+12), Knowledge (tactics) 8, Medicine 2 (+4), Notice 5 (+7), Ride 7 (+10), Search 2 , Sense Motive 5 (+7)

Feats: All out attack, Attractive, Challenge (feint as a move action), Diehard, Dodge Focus, Equipment 3, Evasion, Follow up Attack, Improved Crit (swords), Improved Initiative, Power Attack, Quick draw, Second Chance (toughness vs slashing strikes), Sidekick 7,Startle ,Takedown Attack

Equipment: Masterwork Longsword +3 damage 18-20 6eq, Chainmail +3 Toughness 3 eq, Lance, saddle ect

Combat: Attack +5 / Damage +4 (Unarmed)/ +7 (sword) 17-20 (Longsword) ; Defense +5 (+2 flat-footed); Initiative +8

Powers:

Saves: Toughness +4/+7 (in armour) , Fortitude +6, Reflex +5, Will +5

Abilities 30 + Skills 13 (52 ranks) + Feats 22 + Powers 0 + Combat 18 + Saves 7 – Drawbacks 0 = Total 90


Tyax the Wyvren

PL 6 (35), Sidekick Rank 7
ST 18/26 (+8) DEX 12 (+1) CON 16/20 (+5) INT 2 (-4) WIS 8 (-1) CHA 4 (-3)

Skills:
Intimidate 6 (+5)
Notice 4 (+3)
Survival 6 (+5)

Feats:
Attack focus melee 5, Dodge focus 3, Improved Overrun, Improved Grab,

Powers:
Super-Senses 2 (Acute Scent, Low-light Vision) 2pp
Protection 3: 3pp
Flight 3 (Powerloss if wings are bound)5pp
Growth 4 (permant innate) 13pp

Saves:
Toughness +8, Fortitude +5, Reflex +1, Will +3

Combat:
Attack: +4 (melee) (+5, -1 Size ), Damage +8 , Defense +4 (+5 -1 Size), Initiative +1

Drawbacks:
No Hands [-4]
Mute [-4]

Abilities: 0 / Skills: 4(16 ranks) / Feats: 10 / Powers: 27 / Saves: 3 / Combat: 4 / Drawbacks: -8 (35)

Background later. Feedback and critism welcomed.


Really nice concept as well. I'm still not sold on the wyvern. Large flying mounts might take away some of the fun of actually being on a ship from time to time. Also, a wyvern sounds a bit evil to me. maybe you'd like to change it to something more conventional.
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Re: Transia: Journey into destiny [recruiting]

Postby Plan B » Thu Apr 29, 2010 4:28 am

Noted on wyvern, it shall be changed to something less "evil".

However "the fun of been on a ship" reads no horse for knighty to me.(Its happened without fail everytime i've had a none flying mount.) So i'm going try and stick with a flyer as long as possible.
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Re: Transia: Journey into destiny [recruiting]

Postby Nareik123 » Thu Apr 29, 2010 4:44 am

My concept:

Basically, I'm looking at a mercenary style character with a lot of experience. Nothing so amazing, but a guy who places his faith in mostly his skill at his enchanted greatsword Mundane and his crossbow. A warrior first and a diplomat second, this merc is different from most people because he refuses to believe that magic is supreme over his blade, and puts off that his skill with a greatsword is so good that the enhanced effects are actually just his training. While he can tolerate divine style magic, because religion is bearable, he hates flashy, explosive spells.

Mundane itself is a greatsword with an enchantment so that the blade is actually supremely lightweight, weighing as much as a dagger. This gives him a lot of maneuverability in combat and allows him to employ acrobatics and skill rather than brute strength.

The reason why my character hates mages will be explained in detail when I create a history. However, the idea was that the character is a very down to earth guy, who tries to not believe what is in front of him. It will be interesting to see what he'll respond like if, say, a Dryad or a Centaur approach him, probably with some kind of disgust or just plain ignorance.
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Re: Transia: Journey into destiny [recruiting]

Postby Manintights » Thu Apr 29, 2010 4:52 am

PLanB,

I get that you want to stick to a flying mount. I'll see what you come up with befre I pass any judgment.

@Nareik123.

I like the idea behind your character. Let's see what you can do to flesh him out a bit.

MIT
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Re: Transia: Journey into destiny [recruiting]

Postby Nareik123 » Thu Apr 29, 2010 5:19 am

History of Karakus Kull, Mercenary, Ex-Templar and Warrior...

Of course, with the existence of magic, their would exist people who would try and abuse it. So with the threat of potential crazy magic users in the world, the people of an outlying city, known as Uliphikos, decided that to not do anything was suicide. The people of Uliphikos had already suffered from rogue mages and false priests in the past, and could do little to fight it. However, hope was restored when a champion of theirs, a man only known as Templar, returned from a wandering journey abroad with a crystal that was said to be able to resist magics that could harm the body of a warrior. And so the people of Uliphikos decided that with this crystal, they could finally do something. The greatest smithies in the city carefully broke part of the crystal and stored it in necklaces, too hand out to the newly formed order of warriors who would combat the threat of mages and priests. These men and woman where named as the Templar, the Bane of Mages.

The order of the Templar became an official sect a few years later, as roaming squadrons of men and woman who proved they had the mental strength and martial prowess to take on a lot and defeat evil magic doers at every turn would scour the world and destroy those who tried to abuse their magical powers. Of course, this was a dangerous task as roaming monsters and others could waylaid them. But the Templar's back in Uliphikos could not out done in the terms of honour, barring being risen to Royalty. However, this all changed when the ruling elite of Uliphikos tried to bring in a new order to work with the Templar order. The Inquisition order was birthed and the first inquisitors began to roam with Templar back up, the inquisition focusing on the finding of the prey while the Templars focused on dispatching it. However, while the order was initially a success, a huge undoing was going to be found by an apprentice of the Templar's, who would suffer from it dearly.

Enter Karakus Kull, at his 6th birthday Karakus was deemed to be more fit for duties as a Templar rather than being schooled so was taken and took to the Templars Headquarters in Uliphikos, a gray, unpleasant tower sealed to all but initiates. There Karakus was taught how to fight and how to spot, deal and then defeat magic users. He was also schooled in basic skills such as diplomacy, the Templar's training the new generation in being more capable alone. However, the Inquisition at this stage was in charge of the Templar's and so whatever happened, the Inquisition could over rule. So with this, Karakus was taken till he was 18 and then let out with a first squad of Templar's to find and destroy a witch who had taken root in a nearby village. This was Karakus' initiation test and with him went a few veterans of the order, knights who served for a few years to help mentor the new initiate. He ventured with them, gained their trust and they gained his as the bond of brothers and sisters grew with each passing day, combat and camping bringing those together. In the end, the witch was found and killed, but not before promising Karakus that whatever her believed in would be shaken by the end of his 25th year.

So Karakus continued his duties as a Templar, becoming a full blown member and gaining access to a greatsword and a full suit of armour. The equipment was surprisingly light, but Karakus, never having held a weapon before aside from a small sword, was not expecting the weight difference. And so Karakus lived on, until the daybefore his 28th birthday, he came across a sight that would shake his core of faith to the very bone. He was investigating what seemed to be a simple case when he noticed a passage in a ruin of an old tower, near where the original champion Templar found the crystal which he wore to protect from magics. He strolled in, expecting for something to happen, and it did, but not what Karakus exptected. He had been sent here by an Inquisitor, a high ranking one at that, and realised it was a trap! The door slammed shut and a monster attacked him. Karakus fought long and hard, but the monster was obviously more skilled than him, the scary thing was that the creature was trained in similar techniques to Karakas. Karakas lost the fight, only to find out that he was fighting a living legend, a creature which had saved Uliphikos. Karakas was duelling a one on one fight with Templar himself! Templar stopped when he realized who he was fighting, and Karakus noticed that Templar had a gaping chest wound in him, which was glowing. Templar explained that he was supposed to be killed on the way back from his trip, but was kept alive by foul magicks. And that the crystal was shattered was a bad move, as the crystal would surge in power and explode, wrecking Karakus' home. Karakus was horrified, but Templar was not finished. Templar handed over his own greatsword to Karakus, bading for Karakus to finish him off now, his own magick protection giving Karakus the ability to survive the magick fuelled explosion Templar would produce, as Templar was fuelled only on magick power. Karakus obeyed, and sent his heroic icon to rest for the last time, before walking out. But he was too late, his town was ruined. Karakus was destroyed inside, his friends had gone and the only templar left were marauding, scattared, unknowing of the Orders destruction. Karakus vowed he would find these men, inform them of what had happened, and make sure that the inquisitor who told him off this would be brought to light. Equipped with Templar's longsword, Karakus' own suit of armour, a crossbow and his faith, having discarded his pendant as a sign of disgust, Karakus ventures to find his friends. His first port of call though, was work, he needed the coin. So he accepted a job at a shipping town.
Demacia! (Garen, The Might of Demacia)
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Nareik123s Heroes

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Re: Transia: Journey into destiny [recruiting]

Postby Manintights » Thu Apr 29, 2010 6:47 am

Hey Nareik,

the backstory is definately something we can work with, lots of material to (ab)use.

The crystal and warding necklaces sound really cool. We should come up with a decent name for it and a possible origin. I like the idea of a substance that hampers/negates magical things.

I like the idea of the templars as well. What I don't get however is why the Inquisition came into being. Wouldn't it make more sense to make them a special branch of the main organisation. We should also come up with a different name for the templars, maybe linking the name to the crystal that gave rise to the organisation.

If you have any ideas about the traitorous people inside the organisation feel free to add your thoughts. I don't mind fleshing them out for you if you're short on time. This organisation sounds really interesting to me and gives me a nice BBEG to work with.

Some general tips:
Looking at the map, where do you envision your character hails from. In what way is he different (culturewise) from the other regions? Also, I'll suggest some tweaks through PM to the backstory as it stands now.
I have some difficulties with your naming. I'd like you to keep it simpler.

MIT
"As my father taught, 'Training will raise your shield to the blow, but courage fills the gaps the shield leaves open.'"

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Re: Transia: Journey into destiny [recruiting]

Postby Nilrem » Thu Apr 29, 2010 7:34 am

Sunzo Talfagar
Pl 6 (100/100pp)

Abilities (22pp)
Str 14
Dex 16
Con 14
Int 10
Wis 14
Cha 14

Saves (10pp)
Fort +6
Ref +6
Will +5
Toughness (+5)/(+3 flat-footed)

Skills (9pp)
Bluff Rank 8 (+10)
Climb Rank 4 (+8)
Knowledge (Oceans) Rank 4 (+6)
Notice Rank 4 (+6)
Sense Motive Rank 8 (+10)
Survival Rank 4 (+6)
Swim Rank 4 (+6)

Feats (21pp)
All-Out Attack
Attack Focus (Melee)
Defensive Attack
Defensive Roll 2x
Dodge Focus
Equipment Rank 8x
Improved Block
Improved Disarm
Improved Feint
Improved Initiative
Power Attack
Take Down Attack
Taunt

Combat (22pp)
Attack +5 (unarmed +6)(pirates edge +6)
Defense 17 (flat-footed 12)
Damage (unarmed DC 17 Critical 20)(Pirates Edge DC 21 Critical 18-20)
Initiative +7

Powers (16pp)
The Pirates Edge

Device Rank 5 (Easy to Lose)
LP Strike Rank 4 Extras:Penetrating PF:Mighty, Improved Critical 2x (11pp)
LP Stun Rank 6 (12pp)
Teleport Rank 1 (2pp)

Super-Senses Rank 1 (Direction Sense)

Equipment (40ep)
Pirates Vest (Protection Rank 1)

Vehicles (39 ep)

"Honest Piracy"
Str 60 (5ep)
Speed 4 (4ep)
Defense 6 (3ep)
Toughness 13 (8ep)
Size Gargantaun

Hidden Compartments (1ep)
Blast Rank 6 (Penetrating) (18ep)

Sunzo Talfagar

Who is that man whose hair blows in the wind. Whose the man striking down orcs at sea, kidnapping princesses, and inspiring fear at the seas. It is Sunzo Talfagar, a corsair of the sea. He causes terror with his amazing swordsmanship and his infamous blade the Pirate's Edge. Furthermore, his ship "Honest Piracy" has never been caught for illegal transportation of goods. Rumors have it there are hidden compartments yet no one has had time to check it out.

Of course Sunzo isn't always such a problem for innocent people. Occasionally he will lend himself out to kingdoms, for a price of course. He doesn't keep alliances for it limits "adventure". He is a free spirit and hates the concept of being kept down. Needless to say this recent call has perked his appetite for a new journey. Watch-out seas Sunzo is coming.


A Sunzo one shot
Ducking and dodging down the castle halls. Sunzo
evades the swift steel of angry knights. "Come now gentlemen
how do you expect to earn your honest pay if you cannot catch
this lonely pirate." (This could be a problem I am running out
of corners.)

A knight coated in dog embelms and a scarred face, seemed to have
no problem keeping up. "Sunzo, in the name of the king stop or
enjoy the executioner's rope." The knight just reached to grab
nothing but air, as Sunzo somersaulted away.

(Uh oh if he gets a hand on me . . . shit)

The knight had acquired a strong grip on Sunzo with blade
ready to strike. Despite being detained by one arm that
did not stop the pirate from striking back with the Pirate's Edge.
Strikes and parries were exchanged, yet the pirate was at
the disadvantage. He was being forced towards the edge of a railing.

"One last time Sunzo, surrender!!!"

"Hmmmmmm, race you to the bottom."

Sunzo suddenly teleported out of the knights grip and pushed
him over the ege.

"Oh well I lost that race, send my regards to the ocean. Uh
oh time to run out of here."
Last edited by Nilrem on Tue May 04, 2010 7:06 am, edited 2 times in total.

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Re: Transia: Journey into destiny [recruiting]

Postby Manintights » Thu Apr 29, 2010 7:57 am

Like I stated before, I loooooove pirates. This case is no exception.
A couple of things I'd like to highlight though.

Combat (22pp)
Attack +5 (unarmed +6)(pirates edge +6)
Defense 18 (flat-footed 12)
Damage (unarmed DC 17 Critical 20)(Pirates Edge DC 21 Critical 18-20)
Initiative +7


I see you applied a +2 trade-off favoring defense over toughness. I don't think the character needs the trade-off honestly. He doesn't strike me as being really nimble (only the stats talking at the moment).

Powers (16pp)
The Pirates Edge
Device Rank 5 (Easy to Lose)
LP Strike Rank 4 Extras:Penetrating PF:Mighty, Improved Critical 2x (11pp)
LP Stun Rank 6 (12pp)
Teleport Rank 1 (2pp)


I don't really get the teleport. Maybe you'll elaborate in the backstory a litte bit. Don't really see the need at the moment.

"Honest Piracy"
Str 60 (5ep)
Speed 4 (4ep)
Defense 6 (3ep)
Toughness 13 (8ep)
Size Gargantaun

Hidden Compartments (1ep)
Blast Rank 6 (Penetrating) (18ep)


I'm not sure if Gargantuan is the size you should go. I believe it would take a pretty large crew to man the Honest piracy (love the name by the way). Also, I don't know what kind of balst you're looking at, but gunpowder has not yet been invented so no cannons!

I see a lot of potential in this character and am looking forward to a nice backstory for him.

MIT
"As my father taught, 'Training will raise your shield to the blow, but courage fills the gaps the shield leaves open.'"

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Re: Transia: Journey into destiny [recruiting]

Postby Nilrem » Thu Apr 29, 2010 8:08 am

I see you applied a +2 trade-off favoring defense over toughness. I don't think the character needs the trade-off honestly. He doesn't strike me as being really nimble (only the stats talking at the moment).


I kind've imagined him ducking and dodging around other cutlasses and arrows. Of course I have no problem making the adjustments.


I'm not sure if Gargantuan is the size you should go. I believe it would take a pretty large crew to man the Honest piracy (love the name by the way). Also, I don't know what kind of balst you're looking at, but gunpowder has not yet been invented so no cannons!


I picked the size because thats what the coast guard ship Cutters were sized as. Figured I use it for reference.
The blast I was imagining as giant cross bolts. I am thinking ballistas.

The teleport is to put an emphasis on how tricky pirates can be sometimes. Such as one time in a bar a man was able to sneak up behind him and grapple him. Only to his foul surprise he vanished out of his arms and then impaled him from behind.

I was thinking him more of many one shot stories then one particular linear long story line.


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