a53439 No.18842 [Last50 Posts]
d20 Hero Builder about being a Hunter of Monsters.
Themes:
+Gothic Horror
+Gray/Grey Morality
+Nature of Life
+Ethics of Murder
+Civil Religion
+Mysticism
+Necromancy/death
The land is overwhelmed. In the wake of conflict, kingdoms lick their wounds and turn to their collective fears towards the things fester on the edges of society, and the rot that threatens it from below. Two Great Holds of Dwarves tower over the land, their caravans fewer and better armed–first the war cut them off from their brethren in the east, and now the Steppe Orcs do. Remote settlements and historical redoubts of civilization are under siege by foes rarely evident on the surface. The Belifaunt Imperium chafes under the threat of the Tundral Horde finally pushing past the stalwart Vakyngr. Something awful rises in the Swamp Kingdoms, and though it has been home to many abominations over the years, this one reeks more of civil conflict. Djenseria, secure in its victory over the Imperium, remains determinedly ignorant of what their libertine policies towards forbidden knowledge have wrought. Telistara to the south has closed the Sandsweep Pass, amid rumours the heartland of their domain has descended into a decadent rule by Magocracy–although their bustling tropical ports are more busy thoroughfares than ever.
Everywhere the threat posed by monsters grows. Unable to spare their deadliest warriors and unwilling to continue paying for sufficient standing forces, the rulers of the land seem to abandon the people to their own fates as threats mount. Hunters are needed now more than ever.
Acting on rumor of a Necromancer Cult on Poulontoria, you book passage across the channel and arrive on the island. Awaking from your slumber you hear on every lip the same story–the Craftsman's Ward is overrun with a queer plague, the Inquisition killed to all but a man, and the final survivor has summoned the fleet. Ships scramble in the harbour too late; seven Dromons lined with ballistae hold steady outside the port. There is to be no escape.
But who are you, and what will you do in the wake of the Plague over Poulontoria?
>><<
Name:
Race: (w/ brief desc if not generic)
Type of Hunter: (fluff)
Strength: 1
[+to hurt, threshold for damage to stun you]
Swiftness: 1
[+to hit, difficulty of others to hit you]
Intellect: 1
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
((add 5 points across the above))
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
>><<
>I highly recommend those seeking to become Magick Users read the below document's Sections 3 & 4
Rules+Explanations:
https://docs.google.com/document/d/1AbiGrLvhhRYbZYOaq24upeewDjqZV-_YREvluZqI8ws/edit?usp=sharing
____________________________
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a53439 No.18843
(from the rules)
You get 3d20 Towne Actions a turn. Each turn is about half a week.
>MOVEMENT
actions are always executed LAST, so don't make a turn stating you head out to someplace beyond the city/settlement you're currently in and then use other actions to do things at that location. You've yet to arrive.
I will post map+details and give stats this weekend, then we can commence with le PoP.
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a53439 No.18844
>>18842
Name: Brennt Feuer
Race: Human…?
Type of Hunter: Fire Magic and Flame Alchemist… focused on fire.
Strength: 1
[+to hurt, threshold for damage to stun you]
Swiftness: 2
[+to hit, difficulty of others to hit you]
Intellect: 5
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
Brennt's first memory is that of smoke and flame. Born a son of a blacksmith and a charcoal burner, he lived with flame all his life, and never feared it - even when it raged out of control and took the life of his mother, father, and nearly the entire village. He was found staring at the embers of his family's home, giggling to himself like he had the grandest time. Spooked, the village gave him for adoption, and ended up in an orphanage in a large town. Very quickly it was noticed that young Brennt's fascination with fire had only grown, and soon his own powers as a living Ostium was found. One attempt was made to kidnap him; with Brennt laughing with glee as he set fire to his would-be captors.
Sent to an academy to learn his powers, he also found a fascination with non-magical ways of making things burn. Young Feuer often 'accidentally' smoked and set things on fire elsewhere, but never in the Alchemy lab. Perhaps unwisely, he was taught all the secrets the master there knew, and repaid the master when he died later with the largest non-magical conflagoration the town had seen up to that point, including fireworks. A week later saw Brennt on the road, following the tracks of monsters - he had learned he could set them on fire, and nobody cared! They'd even pay him to do it!! WHAT FUN!!! AAAHAHAHAHHAHAHHAHAHAHAHAHA!
What brought him to Poulontoria? Well, he heard that there was necromancer cult! And dead bodies make the MOST INTERESTING FIRES HAHAHAHAHA! The trip over was EXHAUSTING. Couldn't set a single fire except in the kitchen.
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a53439 No.18847
Name: Flysannir "Fletch" Tesulle
Race: Elf
Type of Hunter: Fletch is possibly a hunter in the most traditional sense. Unlike most of his kin, he shows no particular aptitude, nor interest, in casting spells or dealing with otherworldly entities. Except that is, the otherworldly entities he kills. Magic is unreliable, variable, as likely to fizzle or turn against its user as to help them, especially dark magic.
So he has refined his skill in that other great elven art: archery. That isn't to say Fletch is incompetent elsewhere, quite the opposite: a good ranger must be as skilled with the sword, axe and dagger as with his own hands. But it is with the bow that his talent truly shines. Fletch understands patience and calculation, he has walked the wild paths of the world for days, sometimes weeks, to down a particularly troublesome monster, sometimes leading it into advantageous terrain or simply waiting for the right moment to get a drop on it and down it with a single, well-timed shot. Yes, Fletch is a hunter. And these days, there's a lot of things need hunting.
Strength: 2
Swiftness: 4
Intellect: 1
Charisma: 2
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
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a53439 No.18849
>>18847
>Strength: 2
>Swiftness: 4
>Intellect: 1
>Charisma: 1
Fixed
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a53439 No.18851
Name: Marianne Redding
Race: Human
Type of Hunter: Black Bile Daemonologist
Fluff: Marianne looks superficially plain on the outside, and lacks any essential beauty. She has long black hair and passes for being relatively unassuming when compared to other girls. Her skin is somewhat pale from her curse, though.
Marianne's "curse" is worth mentioning as it seems to hold the key to many of her actions. Marianne was the victim of a ritual early in her life that has made her subject to a small demon that resides in her mind. This demon – which she has named Mib – generally offers her advice but is generally an ill influence on her. It ruins any relationships she has and generally makes her life terrible. This causes no end in heartache and she seeks to expunge Mib from her mind. Marianne for her part is a good person, but Mib seems to constantly get her into trouble. Really, she just wants to get married and have a ton of children with the first good guy she can find. Mib makes this totally impossible and works to sabotage her wherever it can.
On the bright side, Mib is exceedingly powerful for such a demon, though it lacks the capacity to impact Marianne directly. It generally influences her by feeding her negative emotions and feelings at specific times so as to change her actions. Mib is only partially malicious, however, and generally does things for capricious reasons. As one might suspect, Mib is a demon of mediocre power given his comparatively limited influence on Marianne. Marianne is fairly certain it is a black bile demon, but she's not really certain sometimes…
On her own Marianne is a relatively cheerful and goodhearted person. She gives money to the poor, smiles a good deal, and is a favorite of the opposite sex despite her average looks. Mib makes behavior in this fashion consistently problematic, though.
–
Strength: 1
[+to hurt, threshold for damage to stun you]
Swiftness: 1
[+to hit, difficulty of others to hit you]
Intellect: 3
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 3
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
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a53439 No.18853
>>18844
Brennt Feuer
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 1 (Living Ostiums rarely go unnoticed)
Wealth: 10
Cadre: 0
Upkeep: -0
Weapon of Choice: [Flaming Hands](+25% Chance to BURN for an extra 2d2)
Vestment: [Singed Tunic] (+5 to FireStarting)
Knowledges: [Alchemical, Pyrotechnics: Poor] [Arcane, Flame: Basic] [Arcane, Spell Design: Poor (Self Taught)] [Smithing: Fair] [Lore, Kobolds: Poor] [Lore, Herpetology: Good]
Items of Note: [Vial of Oil(3/3)] [Flint & SteeL]
Childe of the Flame:
Living Ostiums don’t get to choose the hand they’re dealt, but they alone choose how to play their cards. You can research and design fire magick spells and rituals and use yourself to power them. +2 to rolls seeking to improve Arcane or Alchemical knowledge pertaining to fire.
Born to Burn:
Sometimes firelust or carelessness overtakes you. When you critically fail you light things on fire. May light things on fire on a roll of 2-3. Such incidents reduce your stability by 1-5%.
Stability: 95%
Corruptions:
Sadist of the Flame: You learned to love the fire, lighting people and things on fire. Sometimes a voice tells you to burn things. Other times, it’s people…
>>18847
Flysannir "Fletch" Tesulle
Charisma: 1 (per your post)
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Hunting Eagle](+2 to Tracking Rolls above ground)
Upkeep: -0
Weapon of Choice: [Tephid Elven Longbow](+2 Swf)(+1Dmg)
Vestment: [Ancient Furs](+5 to Stealth in wilderness)(+1 Swf)
Knowledges: [Lore, Elf: Good] [Lore, Orc: Basic] [Lore, River Wyvern: Poor] [Tracking: Good] [Fletching: Fair] [Herbology: Basic] [Lore, Undead: Poor] [Lore, Animals: Good]
Items of Note: [Tephid Princedom Talisman] [Tephid Tempered Sword](+1Str/+1Swf)
Patience of Ages:
You live a long time. Maybe forever, no one you’ve met has been able to prove otherwise. You’ve elected to spend your life making good on pursuits, and gain +2 to any roll for planning something or staking\waiting someone out.
Elder Blood:
Elves were the stewards of the woods in ancient times. It bodes ill for your reception now that the wild places of the world spawn eldritch horrors; -4 to interacting with Humans (DM will waive this penalty for an exceptional few egalitarian humans, and those who know better)//Also Dwarves are too bro-tier to go out for that ignorant shit).
Corruptions:
>>18851
Marianne Redding
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Lab Assistant](+2 to Alchemy Rolls, Can be sent to gather reAgents)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Rod of Shadows (Ostium)](Lesser Shadowbolt, +3 to-hit)
Vestment: [Alchemist’s Robes: +5 to Alchemy rolls]
Knowledges: [Daemonology, Black Bile: Great] [Daemonology, General: Fair] [Alchemy, Black Bile: Good] [Herbology: Poor] [Lore, Daemons: Fair] [Black Magick: Fair] [Daemonology, Possession: Basic] [Daemon Names, Black Bile: Poor] [Etiquette, Poor]
Items of Note: [Black Bile](x3) [Flask of Acid](3/4) [Tome: “Observations of Possessed Person” Vol. II (1/5th Read)] [Tapers] [Athame](+1Swf, +3 to rolls for harvesting Humors)
Rituals:
[Shift Intent (R: Black Bile x1, Tapers, Hair of Target)]: Turn an individual's motivations in a certain direction; will wear off in a week to a month depending on casting’s potency; petty, jealous, and sad motivations hold for longer as well.
[Cloak of Shadows (R: Black Bile x2, Kobold Nail Clippings)]: Make shadows bend towards an individual to protect them from sight for 1 hour. +5 to Stealth of target at night, +3 to Stealth during day in shadowy places.
Sage Advice:
Even if it’s just “well EVERYONE knows THAT!” Mib can be incredibly useful in his interjection. There is a 75% chance he’ll give you a +5 on any given Daemonology/Alchemy roll, but also a 5% chance his misadvice will impede you and grant a -2 instead.
Purge the Heretic!
Much of what you do is forbidden, and Mib’s presence makes you a target. “Exorcisms” generally leave the victim in a catatonic state, and that is surely the prescribed course of action should the Belifaunt Inquisition discover your condition. Djenseria may be more forgiving of such a condition, but hardly more trusting.
Corruptions:
Mib: Daemons usually have short, volatile stays; you’ve had a protracted example of a longer, more corrosive possession, however.
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a53439 No.18864
>>18842
Name: Patrick Ogulos
Race: Human
Type of Hunter: When he was young Patrick lived in a village where the predations of monsters coming from the forest was nigh constant. As a child he saw it wear on his family and friends, and occasionally someone he knew would just disappear. His life continued like this, unable to stray too far, go alone or linger in the shaded places, until one day a Hunter came to his village. Hunters had come by on occasion before but they enver stayed, most continued by, and the few that stayed to help died shortly after. This man, this hunter was different, his armor was fine and spear gleaming, his eyes projected an aura of being able to see and calmness.
The hunter heard the talk of the villagers and went into the fell forests. When the hunter did not return before the first night, they thought him dead like the others, but Patrick held hope, for this Hunter was different, he knew it. A week later the Hunter returned, tired, but head held high, dragging behind him the head of a great monster, which was birthing the aberrations that had beset the town. The town celebrated their savior and life continued.
Patrick never forgot the Hunter who had brightened his home, and started training with spears in order emulate his hero. he trained hard night and day in order to be good enough, despite his family and friends telling him that it was unnecessary. They were wrong. On his sixteenth a bandit army attacked his home, lead by Yellow Bile demon possession. They slaughtered everyone they saw, Patrick and those few villagers not taken by surprise fought back, but it was too late they were too few and too scared. They were losing and dying. Knowing that if the demon fell the villagers might have a chance, hey charged out spear first running the monster through and pinning it to the ground. It clawed his face costing him an eye and savaged his torso bringing him to death's door. Patrick passed out in pain and in despair, because the demon was still alive.
When he awoke later he found out his actions had carried the day, the few villagers left had finished off the pinned demon and scattered the bandits, but at a cost. Patrick's family was dead, and the village was now untenable with so few survivors. The people slowly over the course of a few days scattered, Patrick staying the longest because of his wounds. Eventually he too left, to hunt the monsters that would drag humanity into the Abyss, to follow in the foot steps of the hero who had saved the village, and to kill monsters like the one who had killed it.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma:0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
((add 5 points across the above))
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
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a53439 No.18867
Name: Lisa
Race: Stitched. An artificial creation made of many monsters stitched together with thread and magic. Every creature is different and can change and mutate as time goes on due to the conflicting magicks in the unnaturally joined flesh.
Type of Hunter: Monsters are the bane of all free-thinking people. However most monsters heavily outmatch even the strongest soldier, that is why the Society For Preservation begin experiments into creating a creature loyal to them, to hunt and to kill at their behest. Unfortunately for them, most of their Stitched proved to be just as violent as those that roamed the lands. Lisa was the sole exception and it was all she could do to preserve the few members of the Society that managed to hide away when the other Stitched ran rampant through the labs.
Those in the Society have gone into hiding, as the creatures subsequent escape and slaughter was placed solely on their heads. Lisa, on the other hand , having proven herself to be firmly on the side of humanity is their sole contact with the outside world, and in return they help her maintain her body when she needs repairs… or upgrades.
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a53439 No.18871
Name: Amelia Lockheart
Race: Half-Elf
Type of Hunter: Vermin Hunter
Amelia has always been fast, both with her hands and her body. Living as a street urchin in her childhood, she put these abilities to her survival. Catching rats and birds to eat, swiping a street merchant's food and valuables, picking an entire sidewalk of people's pockets, and always she was able to run away from anything from guards, slavers, and other envious children. Had her life choices taken a different path, she might have become a bandit or a pirate, but fate would deem otherwise.
One day for the first time in her life, she robbed a man and found that though she easily outran him, she couldn't outpace him. This one was different from everyone else in that he seemed to know exactly where she was going, what shortcuts she would take, what deception she would use. Amelia would go left, and he sidestep right and cut her off. And whoever he was he would not give up. Almost an entire day of running through sewers, back alleys, and the rooftops for the very first time she found herself growing tired, and finally she mistepped and found her arm had been grabbed by a strong hand.
She thought her life or in the very least her freedom ended there and then, but such was it that man revealed himself to be an Inquisition Witch Hunter. Having been impressed by her abilities, he told her he was going to make her into a hunter herself, rather than remain a criminal, whether she liked it or not.
And, though at first she hated it, she did end up loving it. Her natural talents and skills were trained even further, and while she did not have much affinity towards magic like her mentor, she was very good at finding, tracking, and hunting both monsters and men. So it came to be that she would become a Beast Hunter, and the occasional criminal as well.
Her main choice of weapon are firearms. Training her skill both on the field and with much practice, she sets her sights on being an expert marksman. She practices a style of pistolier akin to some other Hunters and Pirates where a person carries on her body bandoliers and holsters of many ready loaded pistols which are drawn, cocked and then fired before being discarded for a new pistol, thus saving the costly time of having to reload so often. She also a highly accurate shot with a long rifle.
Although she carries a rapier, this is mostly a last resort and is used defensively. Its long, swift blade is not good against armor or causing damage, but as Amelia favors speed over strength she uses it to jab at the vulnerable joints, eye slits, or simply to deflect and buy time to run elsewhere.
Strength: 1
[+to hurt, threshold for damage to stun you]
Swiftness: 5
[+to hit, difficulty of others to hit you]
Intellect: 1
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 1
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
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a53439 No.18873
>>18842
Name:Vathriel
Race:Witcher, pretty self explanatory see here for more information http://witcher.wikia.com/wiki/Witcher
Type of Hunter: Vathriel was picked at an early age to become a witcher and he had more than surpassed his mentors expectations. Surviving the trial of the grasses was impressive enough,but surviving the modifications they made to the trial was a feat of true admiration. Training for most of his life at the cat school his armor he used was extremely lightweight and made it easy to maneuver in as well it was surprisingly durable too. After he had finished his brutal training he received his amulet and set out into the world with only a small amount of coin and his trusty steel silver sword combo ready to rid the world of evil…for the right price of course.
Strength: 2
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 1
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 2
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
((add 5 points across the above))
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
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a53439 No.18875
>>18842
>>18842
Name: Evangeline Belmont
Race: Human
Type of Hunter: Vampire Hunter
Strength: 4
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 1
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
((add 5 points across the above))
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
Coming from a long line of Vampire and Witch Hunters, Evangeline has taken up the family business. She has arrived in this city because of the rumors of the Necromancer Cult, intending on wiping them out. With her family's ancestral weapon which has been blessed throughout the generations to be very effective against the forces of darkness.
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a53439 No.18881
>>18842
Name: Omorak of the Longfang
Race: Elf
Type of Hunter: Omorak is an odd one in civilized society, as he is not from it. He is from a tribe from deep within the monster ridden forest, and his people have learned how to fight them. The Longfang tribe that the power of those they kill resides in their body, for those that leave bodies anyway, and those bodies can be used to make powerful weapons. All Longfang learn to hunt and to make weapons from the bodies of monsters, and it is customary to eat a part of the body of your prey to gain a part of it's powers.
Whether this is true or not Omerak does not know. He was marked a tattoo of the first kill of he and his year mates to mark him as a man of his tribe. Even so he has no Kalkura, a weapon made from the body of a monster, and this chafed him to no end. He was banished from his tribe after a confrontation with one of the elders with the village. Now he is here, an outsider looking for work.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
((add 5 points across the above))
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
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a53439 No.18936
Name: Godmund Eaginson
Race: Human
Type of Hunter: Following in the tradition of the epic heroes, whose tales are told by bards and skalds in forest clearings, Godmund Eaginson is a monster slayer. When he first heard the stories of the elders, he was filled with awe, but also with doubt. Surely such terrible creatures could not exist. Even if they did, they must have walked the earth long before his father, Eagin Hwaetmundson was born, for Godmund never saw anything resembling the monsters of legend. Great sea-serpents, as high as five oaks, monstrous dragons, who delight in the pillage of towns, and massive beasts, all covered in fur and tusks and teeth, were never seen. Perhaps he glimpsed them, or perhaps it was the effects of mead and a young man's imagination. When he was 16, Godmund followed his father into war against a neighboring Northern tribe. On the voyage, (for the tribe were islanders, hiding far from land and striking peacful villages at night) Godmund saw a bulge rise in the water. He shouted to his father, who was captaining the vessel, that there was a rogue wave, but when he looked again, part of a head had come out of the water, mostly veiled by the waves crashing over it, but the smell of the monster was unmistakable. His father rushed to action, grabbing the nearest spear and flinging it at the serpent, but to no avail. And so, Eagin Hwaetmondson drew his sword and jumped into the sea. The boy never saw his father again, nor was the boat accosted again on its voyage. Once the group reached the island raiders' village, they waited until night before attacking. They burned the islanders' homes, they killed the men, took the women as they pleased, and salted the fields, after taking what they could. Thus, the mainlanders extracted their pound of flesh. Hardened in the crucible of war, Godmund, now head of his house, (which included his mother, older sister, and younger brother) began to provide for his family. He worked long days on the farm, sometimes until he fell asleep at the plow, but his dreams were always troubled by his memories of that late autumn night, when his father was taken from him. Thus, when his brother came of age, he swore an oath, upon the blood of his father and his father before him, that he would slay every serpent in the world, on land, in the sea, or in the sky. The other beasts, he had no knowledge of, for his lands were far removed from the plagued Poulontoria. And so, after swearing his dire oath, Godmund Eaginson climbed aboard a vessel, bound for a land quite unknown to him.
Strength: 2
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 1
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
((add 5 points across the above))
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
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a53439 No.18937
>>18864
Patrick Ogulos
[[DM Fills Out]] Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Hero’s Lance] (+2 dmg, +1Str)
Vestment: [Hopeful’s Tunic] (+1dmg while Vitality =< 5)
Knowledges: [Daemonology, Yellow Bile: Poor] [Farming: Basic] [Cobbling: Basic]
Items of Note: [Hero’s Momento] [Shortspear] (+1Swf)
Heroic Resolve:
When shit hits the fan, you stick your courage to the screwing place and fuck that monster right good. When monsters are at less than 50% Vitality you’ve got at 30% chance to land a Critical Strike, x2’ing your damage.
Blind Determination:
You refuse to break from combat when your inaction or/And flight will endanger those unable to defend themselves. Generally speaking, it won’t be possible for you to do more than “tactically withdraw.”
Corruptions:
>>18867
Lisa
Vitality: 17 (20) [+1/turn if below the (cap)]
>(please allocate your 5 additional stat points)
Fame: 3 (you’re one-of-a-kind)
Wealth: 1
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Flaying Hands] (+2dmg, +2Swf)
Vestment: [Hide of the Damned](Horrifies human foes for a 15% chance during any given combat round they are too repulsed to attack; some will be immune to this, or rarely have a higher resistance)[UNREMOVABLE]
Knowledges: [Surgery: Basic] [“Grafting”: Great]
Items of Note: [Creator’s Note (indecipherable)] [Surgical Equipment]
Kill, Die, Kill Again:
You have a Phlegm Pulsator that re-activates your nervous system every 6 hours. Unless someone pulps a vital organ or harvests too much of your humors for you to viably reanimate, you’ll keep coming back.
Freak by Nature:
You must conceal yourself in society to avoid provoking a lynch mob. Some scholars aware of your nature and the Society’s intentions in creating you will deal with you, but at a -5 to interAction.
Stability: 75%
Corruptions:
Scalehide: You take -1dmg from non-magickal attacks.
Magickal Anomaly: You have a Stability rating, it goes down by x% per hit where x is any damage dealt by magickal attack.
Thrashing Tail: You’ve got the [Thrashing Tail] (+2 Str/+2 Swf) weapon on you at all times unless it gets cut off; if severed it regrows after 6 hours.
Modularity Alpha: Your nature allows you to add and replace monster parts via Grafting. This is your Alpha slot, which is the right half of your body. Presently a regular arm.
Modularity Beta: Your nature allows you to add and replace monster parts via Grafting. This is your Beta slot, which is the left half of your body. Presently a regular arm.
>>18871
Amelia Lockheart
>You are an Inquisition Subordinate
>>Thou Shalt Make No Coven with Daemons
>>Thou Shalt Take No Action Against the Belifaunt Imperium
>>Thou Shalt Obey the Inquisition’s Chain of Command
>>>>>High Inquisitors > Paladin > Hunters > Military Auxiliaries > Lay People
>>Thou Shalt Not Traffick in the Humors
>>Thou Shalt Hand Over Any Possessed Persons for Exorcism
>>Thou Shalt Take No Contract Outside Inquisition-Approved Channels
Amelia Lockheart
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
Upkeep: -0 Wealth/turn
Weapon of Choice: [Brace of Pistols] (+3 dmg, -1Swf)
Vestment: [Long Coat] (+3 to resist Stuns)
Knowledges: [Cancel Magick: Poor] [Gunsmithing: Basic] [Alchemy, Cancel: Basic]
Items of Note: [Rapier] (+2Swf, 25% Chance to parry blades) [Papers of Identification] [Inquisitorial Writ of Free Enterprise] [Burst Flasks of Holy Water]x2 (75% to banish Daemons in non-corporeal states on impact; burns possessed for 3d2)<Specify if you’d like to toss one as an opening in combat before entering the combat>
Quick Draw:
Attacks with firearms gain you +10 for the purposes of determining attack order.
Half Blood:
Elven parents rarely raise offspring of impure breeding. Human parents who stay with them face massive discrimination. Yours is a breed apart from society, cursed for their looks and dexterity. -2 towards interaction with humans, but +2 towards interactions with Elves, who generally pity you.
Corruptions:
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a53439 No.18938
>>18873
Vathriel
>you are a Witcher with the School of the Ox
>>Other Witchers may have a more favourable reAction to you
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Silver Claymore](+4 dmg against Monsters and Daemons, -2dmg against anything else)
Vestment: [Witcher’s Garb] (-1 incoming damage, +1 to tracking monsters)
Knowledges: [Alchemy, Pyrotechnics: Basic] [Alchemy, Mutagens: Basic] [Lore, Necrophage: Basic] [Lore, Daemons: Basic] [Lore, Swamp Wyverns: Basic] [Lore, Animals: Basic] [Herbology: Good] [Alchemy, Poison: Poor] [Lore, Kobols: Basic]
Items of Note: [Steel Claymore](+2Str) [Burst Flask of Flames](75% to burn foe for 2d2; may situationally ignite terrain)<Specify if you’d like to toss one as an opening in combat before entering the combat>
It’s Your Profession:
You gain +2 to track\investigate\plan to take down monsters.
Filthy Mutant:
-2 to interacting with humans. The Inquisition doesn’t like you, either, and hope to replace you with their Daemon Hunters and Paladins. Mutants are viewed with suspicion by most rural folks, although you’re more accepted in the west and may find humans to whom this hamper does not apply there.
Corruptions:
Mutagenic Enhancement: You can consume special potions made from the organs of certain monsters to achieve stat gain. Each type only works once.
>>18875
Evangeline Belmont
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Whip of Alchemy] (+3 Swf)
Vestment: [Vampire Hunter’s Coat] (+1 Str, -50% to be bitten by bite attacks)
Knowledges: [Etiquette: Good] [Lore, Vampires: Superb] [Herbology: Poor] [Lore, Daemons: Poor]
Items of Note: [Stake] (50% to Stake vampires, rendering them immobile)
Venerable Bloodline:
You command the respect of even some creatures of the night. +2 to interactions with any who knows who’s-who.
Ancient Foes:
Killing the Belmont bloodline and, what’s more, making them suffer all the way down is a life goal and aspiration of many entities–many entities that live for aeons.
Corruptions:
>>18881
Omorak of the Longfang
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
Upkeep: -0 Wealth/turn
Weapon of Choice: [Long Spear] (+2 Swf, +1 Str)
Vestment: [Hunter’s Vest] (+2 to track monsters, -1dmg from monster attacks)
Knowledges: [Bonecrafting: Good] [Spear Making: Fair] [Herbology: Good] [Lore, Reptiles: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Poor] [Lore, Animals: Superb]
Items of Note: [Lucky Sharktooth Talisman] [Tanning Equipment]]
Kingdom Animalia:
Your life has prepared you for the wild and those that reside within it. +1 to all rolls while in the wilderness.
Outsider:
Even other Elves view your ways as bizarre and primitive. -3 to interaction rolls with civilized folks, regardless of race, but no penalty to those more attuned with the land.
Corruptions:
???: You’ve been prepared to assume the powers of that which you kill and eat.
>>18936
Godmund Eaginson
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Thane] (Attacks for +2 dmg)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Ancestral Blade] (+2Str, +1Swf)
Vestment: [Nordic Ringmail] (-1 incoming dmg)
Knowledges: [Lore, Dragons: Good] [Lore, Sea Serpents: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Fair]
Items of Note:
The Scaly Ones, Dammit:
+2 to all rolls relating to hunting\killing\tracking serpentine foes.
One-Track Guy:
-1 to all non-combat rolls pertaining to hunting\tracking\etc other kinds of monsters.
Corruptions:
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a53439 No.18942
>>18937
stat spread () brackets indicate increase from equipment.
Strength: 2 (4)
[+to hurt, threshold for damage to stun you]
Swiftness: 4 (8)
[+to hit, difficulty of others to hit you]
Intellect: 1
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 1
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
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a53439 No.18945
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a53439 No.18949
Name: Crane
Race: Human.
Type of Hunter: Wear mask. Use sword. Former assassin. Now mercenary. Kill monsters. Few words.
Strength: 3
Swiftness: 4
Intellect: 1
Charisma: 0
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a53439 No.18950
>>18949
Crane
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Assassin's Blade](+2 Swf, 10% chance to deal double damage on-hit)
Vestment: [Assassin's Masque](75% chance to conceal identity)
Knowledges: [Surgery: Fair] [Alchemy, Poison: Good] [Herbology: Poor]
Items of Note: [Surgery Tools] [Throwing Daggers]x7 (+1Swf)
Jack of all Blades:
+2 dmg with any bladed weapon.
Few Words:
-3 to all social interactions.
Corruptions:
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a53439 No.18951
>>18853
Name: Flysannir "Fletch" Tesulle
Race: Elf
Type of Hunter: Fletch is possibly a hunter in the most traditional sense. Unlike most of his kin, he shows no particular aptitude, nor interest, in casting spells or dealing with otherworldly entities. Except that is, the otherworldly entities he kills. Magic is unreliable, variable, as likely to fizzle or Turn Against its user as to help them, especially dark magic.
So he has refined his skill in that other great elven art: archery. That isn't to say Fletch is incompetent elsewhere, quite the opposite: a good ranger must be as skilled with the sword, axe and dagger as with his own hands. But it is with the bow that his talent truly shines. Fletch understands patience and calculation, he has walked the wild paths of the world for days, sometimes weeks, to down a particularly troublesome monster, sometimes leading it into advantageous terrain or simply waiting for the right moment to get a drop on it and down it with a single, well-timed shot. Yes, Fletch is a hunter. And these days, there's a lot of things need hunting.
Strength: 2
Swiftness: 4 (5)
Intellect: 1
Charisma: 1
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Hunting Eagle](+2 to Tracking Rolls above ground)
Upkeep: -0
Weapon of Choice: [Tephid Elven Longbow](+2 Swf)(+1Dmg)
Vestment: [Ancient Furs](+5 to Stealth in wilderness)(+1 Swf)
Knowledges: [Lore, Elf: Good] [Lore, Orc: Basic] [Lore, River Wyvern: Poor] [Tracking: Good] [Fletching: Fair] [Herbology: Basic] [Lore, Undead: Poor] [Lore, Animals: Good]
Items of Note: [Tephid Princedom Talisman] [Tephid Tempered Sword](+1Str/+1Swf)
Patience of Ages:
You live a long time. Maybe forever, no one you’ve met has been able to prove otherwise. You’ve elected to spend your life making good on pursuits, and gain +2 to any roll for planning something or staking\waiting someone out.
Elder Blood:
Elves were the stewards of the woods in ancient times. It bodes ill for your reception now that the wild places of the world spawn eldritch horrors; -4 to interacting with Humans (DM will waive this penalty for an exceptional few egalitarian humans, and those who know better)//Also Dwarves are too bro-tier to go out for that ignorant shit).
Corruptions:
Purest
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a53439 No.19010
Locations (sub locations of the place you're in don't require a movement action to reach, but it may not be the safest place to travel).
>The City
>>Harbour District (YOU ARE HERE)
>>Plague Ward
>>Palace District
>Caravan
>Eastern Woods
>Ruins
STATE of AFFAIRS
>POPULATION:
~11,500
>INFECTED:
~?00
>DEATH TOLL:
~50
>MORALE:
“Rioting is a rumour and a cough away. Everyone's getting ready for the worst.”
>>Everyone knows everyone else because you all took the same boat over.
The southern edge of the Imperium, Poulontoria, is a shadow of its former glory. The city which it was named has long since burnt, and the ruins prove too inhospitable for even the hearty and superstitious people of this isle to repopulate. Logging and fishing are the primary trades, but logging has felled most of the woods left on the island. If it weren’t for brisk trade in fish and the wealth it provided, the land would hardly know the cold company of an Imperial tax collector.
You arrive by ship in the city. Long faces and desperate people greet you. Something foul is in the air, and it isn’t just fear; smoke hangs over the city’s streets and billows out into the harbour. The queer wood burned for fuel here takes on uncommon characteristics as vapour. Anywhere you turn rumors of Necromancy are confirmed. They’re in the ruins. Just south-west, past the caravan town. Yes, they’ve seen the dead walk with their own eyes they have, or it was a cousin’s half-brother, they confess, once pressed. The gate’s to the south, between the Palace District and Craftsman’s Ward.
Tired, you find lodging at the Boarfen Tap & Inn. Some other people from the ship are here, you notice–no, EVERYONE else from the ship is here, at least initially it seems. You turn in for the night and get some rest, and an hour past midnight you hear word of the plague and subsequent blockade–as well as a bloodbath at the Inquisition office.
Nobody knows what’s causing the sickness, but as it seems to cause the dead to rise to blame is easily lain at the feet of the Necromancers in the ruins.
You hear the authorities in the Palace District are looking for Hunters who prove well-able to acquit themselves. There’s no shortage of work for the likes of you.
>What do you do?
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a53439 No.19012
| Rolled 5, 13, 9 = 27 (3d20) |
[Crane]
—–
[Stats]
Name:[Crane]
Race:[Human]
Type of Hunter: Wear mask. Use sword. Former assassin. Now mercenary. Kill monsters. Few words.
Stats:
-Strength:[3]
-Swiftness:[4]
-Intellect:[1]
-Charisma:[0]
—–
Vitality:[17(20)]
—–
[Fame]
Fame:[0]
Wealth:[10]
Cadre:[0]
[Unit Names]
-
-
-
Upkeep:[-0](Wealth/Turn)
—–
[Equipment]
Weapon of Choice:[Assassin's Blade](+2 Swiftness)(10% Chance to deal double damage on hit.)
Vestment:[Assassin's Masque](75% chance to conceal identity.)
Knowledges:
-Surgery [Fair]
-Alchemy, Poison [Good]
-Herbology [Poor]
Items of Note:
-[Surgery Tools]
-[Throwing Daggers][x7](+1 Swiftness)
—–
Bonusses/Eccentricities:
-[Jack of All Blades](+2 damage with any bladed weapon.)
-[Few Words](-3 to all social interactions.)
—–
Corruptions
-[None]
—–
[Actions]
1. Find work.
2. Kill criminals.
3. Find Caravan.
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a53439 No.19014
| Rolled 16, 5 = 21 (2d20) |
>>19012
>action 2 provokes a fight
Cutpurse
1 Str 2 Swf 1 Int
>You come upon a felon robbing an innocent woman in the Harbour District!
>>You have the upper hand!
Roll 3d20 to resolve the fight.
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a53439 No.19015
| Rolled 8, 3, 2 = 13 (3d20) |
>>19014
Kill foe.
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a53439 No.19016
>>19015
Your foe cuts you with his dagger to quickly for 2 damage.
>Vitality:[17(20)]→Vitality:[15(20)]
This isn't enough to stun you.
You strike him with your [Assassin's Blade]!
>2+2+3 damage
The foe crumples to the ground, slain.
>He had no possessions of note
The woman is grateful and entreats you to come visit her some time. She works at [Local Harbour District Strip Club].
This combat encounter is over.
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a53439 No.19017
| Rolled 14, 14, 2 = 30 (3d20) |
Name: Marianne Redding
Race: Human
Type of Hunter: Black Bile Daemonologist
Fluff: Marianne looks superficially plain on the outside, and lacks any essential beauty. She has long black hair and passes for being relatively unassuming when compared to other girls. Her skin is somewhat pale from her curse, though.
Marianne's "curse" is worth mentioning as it seems to hold the key to many of her actions. Marianne was the victim of a ritual early in her life that has made her subject to a small demon that resides in her mind. This demon – which she has named Mib – generally offers her advice but is generally an ill influence on her. It ruins any relationships she has and generally makes her life terrible. This causes no end in heartache and she seeks to expunge Mib from her mind. Marianne for her part is a good person, but Mib seems to constantly get her into trouble. Really, she just wants to get married and have a ton of children with the first good guy she can find. Mib makes this totally impossible and works to sabotage her wherever it can.
On the bright side, Mib is exceedingly powerful for such a demon, though it lacks the capacity to impact Marianne directly. It generally influences her by feeding her negative emotions and feelings at specific times so as to change her actions. Mib is only partially malicious, however, and generally does things for capricious reasons. As one might suspect, Mib is a demon of mediocre power given his comparatively limited influence on Marianne. Marianne is fairly certain it is a black bile demon, but she's not really certain sometimes…
On her own Marianne is a relatively cheerful and goodhearted person. She gives money to the poor, smiles a good deal, and is a favorite of the opposite sex despite her average looks. Mib makes behavior in this fashion consistently problematic, though.
–
Strength: 1
[+to hurt, threshold for damage to stun you]
Swiftness: 1
[+to hit, difficulty of others to hit you]
Intellect: 3
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 3
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
-
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Lab Assistant](+2 to Alchemy Rolls, Can be sent to gather reAgents)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Rod of Shadows (Ostium)](Lesser Shadowbolt, +3 to-hit)
Vestment: [Alchemist’s Robes: +5 to Alchemy rolls]
Knowledges: [Daemonology, Black Bile: Great] [Daemonology, General: Fair] [Alchemy, Black Bile: Good] [Herbology: Poor] [Lore, Daemons: Fair] [Black Magick: Fair] [Daemonology, Possession: Basic] [Daemon Names, Black Bile: Poor] [Etiquette, Poor]
Items of Note: [Black Bile](x3) [Flask of Acid](3/4) [Tome: “Observations of Possessed Person” Vol. II (1/5th Read)] [Tapers] [Athame](+1Swf, +3 to rolls for harvesting Humors)
Rituals:
[Shift Intent (R: Black Bile x1, Tapers, Hair of Target)]: Turn an individual's motivations in a certain direction; will wear off in a week to a month depending on casting’s potency; petty, jealous, and sad motivations hold for longer as well.
[Cloak of Shadows (R: Black Bile x2, Kobold Nail Clippings)]: Make shadows bend towards an individual to protect them from sight for 1 hour. +5 to Stealth of target at night, +3 to Stealth during day in shadowy places.
Sage Advice:
Even if it’s just “well EVERYONE knows THAT!” Mib can be incredibly useful in his interjection. There is a 75% chance he’ll give you a +5 on any given Daemonology/Alchemy roll, but also a 5% chance his misadvice will impede you and grant a -2 instead.
Purge the Heretic!
Much of what you do is forbidden, and Mib’s presence makes you a target. “Exorcisms” generally leave the victim in a catatonic state, and that is surely the prescribed course of action should the Belifaunt Inquisition discover your condition. Djenseria may be more forgiving of such a condition, but hardly more trusting.
Corruptions:
Mib: Daemons usually have short, volatile stays; you’ve had a protracted example of a longer, more corrosive possession, however.
–
Actions [Work, Talk to Necros, City Guard]
–
1. "Okay, Mib, we're going to try to figure out where some work is! Right?" "……Dull. Profoundly dull. Work is slavery. Being a mortal must be so stupid. Why do you even bother. This is stupid. You're stupid, Marianne." [Find Work]
2. Marianne then heads over to the necromancers to ask them what is causing the curse. She's hoping her personality and…magickal…approach…will make them amenable. [Talk to the necromancers]
3. Marianne also volunteers to help with the city guard. No doubt they have all sorts of problems and aren't picky about who they can get at this point. Maybe we can get some information. [Volunteer with the city guard]
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a53439 No.19018
| Rolled 8, 3, 20 = 31 (3d20) |
1. The very first thing I must do is to find my scholar contact in the Palace, it is they I will receive my assignments from. The Society has told me they will at least talk to me, which is more then I can say for most humans I walk amongst.
2. There will always be those who prey upon the innocent in trying times, seeking to sake their lust for profit and other thirsts and hungers. Among their numbers are the monsters cloaked in human skin that spread this plague. I shall seek them out and question them until I find my true prey.
3. I cannot stay in the city for long, even to sleep. Every hour I do attracts looks of fear and revulsion. I must seek lodging outside these walls. Talk to those others who attend to this inn and inquire about a place where the outcasts might find succor.
http://pastebin.com/EGYu6zme
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a53439 No.19021
| Rolled 5, 12, 11 = 28 (3d20) |
>>19010
Name: Patrick Ogulos
Race: Human
Type of Hunter: When he was young Patrick lived in a village where the predations of monsters coming from the forest was nigh constant. As a child he saw it wear on his family and friends, and occasionally someone he knew would just disappear. His life continued like this, unable to stray too far, go alone or linger in the shaded places, until one day a Hunter came to his village. Hunters had come by on occasion before but they enver stayed, most continued by, and the few that stayed to help died shortly after. This man, this hunter was different, his armor was fine and spear gleaming, his eyes projected an aura of being able to see and calmness.
The hunter heard the talk of the villagers and went into the fell forests. When the hunter did not return before the first night, they thought him dead like the others, but Patrick held hope, for this Hunter was different, he knew it. A week later the Hunter returned, tired, but head held high, dragging behind him the head of a great monster, which was birthing the aberrations that had beset the town. The town celebrated their savior and life continued.
Patrick never forgot the Hunter who had brightened his home, and started training with spears in order emulate his hero. he trained hard night and day in order to be good enough, despite his family and friends telling him that it was unnecessary. They were wrong. On his sixteenth a bandit army attacked his home, lead by Yellow Bile demon possession. They slaughtered everyone they saw, Patrick and those few villagers not taken by surprise fought back, but it was too late they were too few and too scared. They were losing and dying. Knowing that if the demon fell the villagers might have a chance, hey charged out spear first running the monster through and pinning it to the ground. It clawed his face costing him an eye and savaged his torso bringing him to death's door. Patrick passed out in pain and in despair, because the demon was still alive.
When he awoke later he found out his actions had carried the day, the few villagers left had finished off the pinned demon and scattered the bandits, but at a cost. Patrick's family was dead, and the village was now untenable with so few survivors. The people slowly over the course of a few days scattered, Patrick staying the longest because of his wounds. Eventually he too left, to hunt the monsters that would drag humanity into the Abyss, to follow in the foot steps of the hero who had saved the village, and to kill monsters like the one who had killed it.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma:0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Hero’s Lance] (+2 dmg, +1Str)
Vestment: [Hopeful’s Tunic] (+1dmg while Vitality =< 5)
Knowledges: [Daemonology, Yellow Bile: Poor] [Farming: Basic] [Cobbling: Basic]
Items of Note: [Hero’s Momento] [Shortspear] (+1Swf)
Heroic Resolve:
When shit hits the fan, you stick your courage to the screwing place and fuck that monster right good. When monsters are at less than 50% Vitality you’ve got at 30% chance to land a Critical Strike, x2’ing your damage.
Blind Determination:
You refuse to break from combat when your inaction or/And flight will endanger those unable to defend themselves. Generally speaking, it won’t be possible for you to do more than “tactically withdraw.”
Corruptions:
1. Research those necromancers need to know what I'm dealing with
2 Find some work on the job board, then look up the job to make sure I won't get over my head.
3. Go do the job
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a53439 No.19024
| Rolled 11, 16, 8 = 35 (3d20) |
>>18938
Name: Omorak of the Longfang
Race: Elf
Type of Hunter: Omorak is an odd one in civilized society, as he is not from it. He is from a tribe from deep within the monster ridden forest, and his people have learned how to fight them. The Longfang tribe that the power of those they kill resides in their body, for those that leave bodies anyway, and those bodies can be used to make powerful weapons. All Longfang learn to hunt and to make weapons from the bodies of monsters, and it is customary to eat a part of the body of your prey to gain a part of it's powers.
Whether this is true or not Omerak does not know. He was marked a tattoo of the first kill of he and his year mates to mark him as a man of his tribe. Even so he has no Kalkura, a weapon made from the body of a monster, and this chafed him to no end. He was banished from his tribe after a confrontation with one of the elders with the village. Now he is here, an outsider looking for work.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
Upkeep: -0 Wealth/turn
Weapon of Choice: [Long Spear] (+2 Swf, +1 Str)
Vestment: [Hunter’s Vest] (+2 to track monsters, -1dmg from monster attacks)
Knowledges: [Bonecrafting: Good] [Spear Making: Fair] [Herbology: Good] [Lore, Reptiles: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Poor] [Lore, Animals: Superb]
Items of Note: [Lucky Sharktooth Talisman] [Tanning Equipment]]
Kingdom Animalia:
Your life has prepared you for the wild and those that reside within it. +1 to all rolls while in the wilderness.
Outsider:
Even other Elves view your ways as bizarre and primitive. -3 to interaction rolls with civilized folks, regardless of race, but no penalty to those more attuned with the land.
Corruptions:
???: You’ve been prepared to assume the powers of that which you kill and eat.
1. Find someone to buy Herbs from in case I need to heal from a nasty wound. -3
2. Talk to people to see if there are rumors of nearby monsters.
3. Go out into the woods and look for tracks of monsters.
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a53439 No.19027
| Rolled 13, 6, 2 = 21 (3d20) |
>>19010
Thanks for having me, man.
Name: Godmund Eaginson
Race: Human
Type of Hunter: [Too long to post here, refer to first post in thread.
Strength: 2
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 1
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
((add 5 points across the above))
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Thane] (Attacks for +2 dmg)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Ancestral Blade] (+2Str, +1Swf)
Vestment: [Nordic Ringmail] (-1 incoming dmg)
Knowledges: [Lore, Dragons: Good] [Lore, Sea Serpents: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Fair]
Items of Note:
The Scaly Ones, Dammit:
+2 to all rolls relating to hunting\killing\tracking serpentine foes.
One-Track Guy:
-1 to all non-combat rolls pertaining to hunting\tracking\etc other kinds of monsters.
Corruptions:
1. It's time to find work. The palace district lies directly South, meaning that I need to cross the harbour district to get there. Trouble could find me on my way, for the thieves and ne'er do wells seem to frequent the poorer districts. I'll make my way to the local constabulary and inquire about work. Surely I can begin to hunt down some monsters then!
2. If I am to thrive in this land, I will need allies; shield brothers who will stand by my side in the deepest of battles. I need not many, even one will do, but I must be able to trust them, and in a foreign land, this will not come easily. First, acquaintances, then (perhaps) allies.
3. The beasts I hunt will know the land better than I, but to even stand a chance against them, I must acquaint myself with the place. I will start with the city, memorizing streets and possible hiding places for monsters. If they are as rampant here as they are made out to be, there will surely be some living in this very city, and I must be able to navigate the place without thinking.
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a53439 No.19028
| Rolled 8, 17 = 25 (2d20) |
>>19024
>action 3 provokes a fight
Feral Elf
4 Str 7 Swf 3 Int
>The Feral Elf looses her arrow before you have a chance to respond!
Roll 2d20 to resolve this fight.
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a53439 No.19030
| Rolled 82, 7, 4 = 93 (3d100) |
>>19010
Vathriel
Strength: 4
Swiftness: 3
Intellect: 1
Charisma: 2
>you are a Witcher with the School of the Ox
>>Other Witchers may have a more favourable reaction to you
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Silver Claymore](+4 dmg against Monsters and Daemons, -2dmg against anything else)
Vestment: [Witcher’s Garb] (-1 incoming damage, +1 to tracking monsters)
Knowledges: [Alchemy, Pyrotechnics: Basic] [Alchemy, Mutagens: Basic] [Lore, Necrophage: Basic] [Lore, Daemons: Basic] [Lore, Swamp Wyverns: Basic] [Lore, Animals: Basic] [Herbology: Good] [Alchemy, Poison: Poor] [Lore, Kobols: Basic]
Items of Note: [Steel Claymore](+2Str) [Burst Flask of Flames](75% to burn foe for 2d2; may situationally ignite terrain)<Specify if you’d like to toss one as an opening in combat before entering the combat>
It’s Your Profession:
You gain +2 to track\investigate\plan to take down monsters.
Filthy Mutant:
-2 to interacting with humans. The Inquisition doesn’t like you, either, and hope to replace you with their Daemon Hunters and Paladins. Mutants are viewed with suspicion by most rural folks, although you’re more accepted in the west and may find humans to whom this hamper does not apply there.
Corruptions:
Mutagenic Enhancement: You can consume special potions made from the organs of certain monsters to achieve stat gain. Each type only works once.
Actions
"I'm a witcher for fuck's sakes, the dead rising? it's not the dead it's probably necrophages." Get an audience with the king or whoever the fucks in charge here and tell them
we are friends with the famous geralt of rivia that ought to give us some pull.
Find work by asking around in taverns and checking the notice boards mention we are a witcher make sure we are paid for it.
lastly see if we can get a letter out to our dear frend Geralt asking for advice.
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a53439 No.19031
| Rolled 10, 16, 11 = 37 (3d20) |
>>19030
d20s, not d100s
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a53439 No.19032
| Rolled 5, 11 = 16 (2d20) |
>>19028
S: 4, Sw: 5, I: 2
Fight Dice, try to not kill her if it can be avoided.
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a53439 No.19035
>>19032
Your foe pricks you with an arrow.
>12 damage
>Vitality: 17 (20) → Vitality: 5 (20)
You are stunned by the shot.
Thankfully, your assailant quits the field and melds back into the woods.
This combat is over.
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a53439 No.19036
| Rolled 4, 20, 13 = 37 (3d20) |
>>19031
my bad
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a53439 No.19043
| Rolled 20, 19, 5 = 44 (3d20) |
>>18938
Name: Evangeline Belmont
Race: Human
Type of Hunter: Vampire Hunter
Strength: 4(5)
Swiftness: 3(6)
Intellect: 1
Charisma: 0
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Whip of Alchemy] (+3 Swf)
Vestment: [Vampire Hunter’s Coat] (+1 Str, -50% to be bitten by bite attacks)
Knowledges: [Etiquette: Good] [Lore, Vampires: Superb] [Herbology: Poor] [Lore, Daemons: Poor]
Items of Note: [Stake] (50% to Stake vampires, rendering them immobile)
Venerable Bloodline:
You command the respect of even some creatures of the night. +2 to interactions with any who knows who’s-who.
Ancient Foes:
Killing the Belmont bloodline and, what’s more, making them suffer all the way down is a life goal and aspiration of many entities–many entities that live for aeons.
Corruptions:
1. Seek information from the authorities in the Palace District on the rumors of the necromancer cult here.
2. Prepare for travel to the plague ward
3. Track and Hunt the undead
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a53439 No.19051
| Rolled 11, 14, 14 = 39 (3d20) |
>>19010
Brennt Feuer
Race: Human…?
Type of Hunter: Fire Magic and Flame Alchemist… focused on fire.
Strength: 1
Swiftness: 2
Intellect: 5
Charisma: 0
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 1 (Living Ostiums rarely go unnoticed)
Wealth: 10
Cadre: 0
Upkeep: -0
Weapon of Choice: [Flaming Hands](+25% Chance to BURN for an extra 2d2)
Vestment: [Singed Tunic] (+5 to FireStarting)
Knowledges: [Alchemical, Pyrotechnics: Poor] [Arcane, Flame: Basic] [Arcane, Spell Design: Poor (Self Taught)] [Smithing: Fair] [Lore, Kobolds: Poor] [Lore, Herpetology: Good]
Items of Note: [Vial of Oil(3/3)] [Flint & SteeL]
Childe of the Flame:
Living Ostiums don’t get to choose the hand they’re dealt, but they alone choose how to play their cards. You can research and design fire magick spells and rituals and use yourself to power them. +2 to rolls seeking to improve Arcane or Alchemical knowledge pertaining to fire.
Born to Burn:
Sometimes firelust or carelessness overtakes you. When you critically fail you light things on fire. May light things on fire on a roll of 2-3. Such incidents reduce your stability by 1-5%.
Stability: 95%
Corruptions:
Sadist of the Flame: You learned to love the fire, lighting people and things on fire. Sometimes a voice tells you to burn things. Other times, it’s people…
1) Heeeheee, the undead walk, they'll make such pretty flames, SUCH PRETTY FLAMES AHAHAHHAAAAAAAA. And we can get paid to do it! PAID! TO BURN THINGS! AAAAHHAAAAAA! [Go to Palace District and report to Authorities.]
2) Stupid boat wouldn't let me have my alchemical goods! I should have set it on fire! Stupid Captain. Maybe just him, he made me leave my supplies behind. Going to have to buy more items! [Go to Craftsman Ward to buy supplies TO BURN THINGS AAHAHHAA]
3) Sniff Sniff, the SMELL OF BURNING WOOD! AAAHHAHAHHAA! Its smells…. different! Better? Strange?! I MUST KNOW MORE ABOUT THIS BURNING WOOD SMELL! [Craftsman Ward: Investigate Queer Wood]
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a53439 No.19091
| Rolled 13, 8, 11 = 32 (3d20) |
>>19010
Name: Flysannir "Fletch" Tesulle
Race: Elf
Type of Hunter: Fletch is possibly a hunter in the most traditional sense. Unlike most of his kin, he shows no particular aptitude, nor interest, in casting spells or dealing with otherworldly entities. Except that is, the otherworldly entities he kills. Magic is unreliable, variable, as likely to fizzle or Turn Against its user as to help them, especially dark magic.
So he has refined his skill in that other great elven art: archery. That isn't to say Fletch is incompetent elsewhere, quite the opposite: a good ranger must be as skilled with the sword, axe and dagger as with his own hands. But it is with the bow that his talent truly shines. Fletch understands patience and calculation, he has walked the wild paths of the world for days, sometimes weeks, to down a particularly troublesome monster, sometimes leading it into advantageous terrain or simply waiting for the right moment to get a drop on it and down it with a single, well-timed shot. Yes, Fletch is a hunter. And these days, there's a lot of things need hunting.
Strength: 2
Swiftness: 4 (5)
Intellect: 1
Charisma: 1
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Hunting Eagle](+2 to Tracking Rolls above ground)
Upkeep: -0
Weapon of Choice: [Tephid Elven Longbow](+2 Swf)(+1Dmg)
Vestment: [Ancient Furs](+5 to Stealth in wilderness)(+1 Swf)
Knowledges: [Lore, Elf: Good] [Lore, Orc: Basic] [Lore, River Wyvern: Poor] [Tracking: Good] [Fletching: Fair] [Herbology: Basic] [Lore, Undead: Poor] [Lore, Animals: Good]
Items of Note: [Tephid Princedom Talisman] [Tephid Tempered Sword](+1Str/+1Swf)
Patience of Ages:
You live a long time. Maybe forever, no one you’ve met has been able to prove otherwise. You’ve elected to spend your life making good on pursuits, and gain +2 to any roll for planning something or staking\waiting someone out.
Elder Blood:
Elves were the stewards of the woods in ancient times. It bodes ill for your reception now that the wild places of the world spawn eldritch horrors; -4 to interacting with Humans (DM will waive this penalty for an exceptional few egalitarian humans, and those who know better)//Also Dwarves are too bro-tier to go out for that ignorant shit).
Corruptions:
Purest
1 - Get myself checked in, find a nice place to stay. It's a dreary town, and almost certainly a death sentence besides, but I'll make the best of it while I'm here.
2/3 - The other sellswords seem eager to kill some ghouls, and I won't impede on their little fun. They can kill zombies, I'm more interested in the immediate threats, and the more familiar ones. Go find out why they call the Queer Wood the Queer Wood. Assuming it isn't just where they hang the pederasts.
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a53439 No.19110
Name: Amelia Lockheart
Race: Half-Elf
Type of Hunter: Vermin Hunter
Amelia has always been fast, both with her hands and her body. Living as a street urchin in her childhood, she put these abilities to her survival. Catching rats and birds to eat, swiping a street merchant's food and valuables, picking an entire sidewalk of people's pockets, and always she was able to run away from anything from guards, slavers, and other envious children. Had her life choices taken a different path, she might have become a bandit or a pirate, but fate would deem otherwise.
One day for the first time in her life, she robbed a man and found that though she easily outran him, she couldn't outpace him. This one was different from everyone else in that he seemed to know exactly where she was going, what shortcuts she would take, what deception she would use. Amelia would go left, and he sidestep right and cut her off. And whoever he was he would not give up. Almost an entire day of running through sewers, back alleys, and the rooftops for the very first time she found herself growing tired, and finally she mistepped and found her arm had been grabbed by a strong hand.
She thought her life or in the very least her freedom ended there and then, but such was it that man revealed himself to be an Inquisition Witch Hunter. Having been impressed by her abilities, he told her he was going to make her into a hunter herself, rather than remain a criminal, whether she liked it or not.
And, though at first she hated it, she did end up loving it. Her natural talents and skills were trained even further, and while she did not have much affinity towards magic like her mentor, she was very good at finding, tracking, and hunting both monsters and men. So it came to be that she would become a Beast Hunter, and the occasional criminal as well.
Her main choice of weapon are firearms. Training her skill both on the field and with much practice, she sets her sights on being an expert marksman. She practices a style of pistolier akin to some other Hunters and Pirates where a person carries on her body bandoliers and holsters of many ready loaded pistols which are drawn, cocked and then fired before being discarded for a new pistol, thus saving the costly time of having to reload so often. She also a highly accurate shot with a long rifle.
Although she carries a rapier, this is mostly a last resort and is used defensively. Its long, swift blade is not good against armor or causing damage, but as Amelia favors speed over strength she uses it to jab at the vulnerable joints, eye slits, or simply to deflect and buy time to run elsewhere.
Strength: 1
Swiftness: 5 (6)
Intellect: 1
Charisma: 1
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
Upkeep: -0 Wealth/turn
Weapon of Choice: [Brace of Pistols] (+3 dmg, -1Swf)
Vestment: [Long Coat] (+3 to resist Stuns)
Knowledges: [Cancel Magick: Poor] [Gunsmithing: Basic] [Alchemy, Cancel: Basic]
Items of Note: [Rapier] (+2Swf, 25% Chance to parry blades) [Papers of Identification] [Inquisitorial Writ of Free Enterprise] [Burst Flasks of Holy Water]x2 (75% to banish Daemons in non-corporeal states on impact; burns possessed for 3d2)<Specify if you’d like to toss one as an opening in combat before entering the combat>
Quick Draw:
Attacks with firearms gain you +10 for the purposes of determining attack order.
Half Blood:
Elven parents rarely raise offspring of impure breeding. Human parents who stay with them face massive discrimination. Yours is a breed apart from society, cursed for their looks and dexterity. -2 towards interaction with humans, but +2 towards interactions with Elves, who generally pity you.
Corruptions:
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a53439 No.19123
| Rolled 24, 100, 72 = 196 (3d100) |
>>19110
>>19091
1. Go look for an Inn with Flysannir. Helps that we have similar goals in mind. And having another elf nearby never hurt.
2. And also assist in finding out more about the Queer Wood.
3. Wake up and go on a morning run. I don't stay fast by doing nothing.
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a53439 No.19125
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a53439 No.19126
>>19123
>>19123
we use d20s here. Nice nat 100 though
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a53439 No.19127
| Rolled 1, 19, 5 = 25 (3d20) |
>>19123
Goddamn wasted 100
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a53439 No.19183
>>18842
Name: Big Boss(Sashthrak Bloodfang)
Race: Ork
Type of Hunter: Seemingly born to be a leader, Bloodfang commanded attention wherever he was and didn't even need to convince the other kids to share their lunch and toys with him. Almost supernatural, the clan ran him out when they feared he would supplant them as leader at a young age of 12, his best mate and clan leaders son right behind him. They wandered the steppe for awhile, picking up skills here and there and making a name as a merc group before coming across a clan renown for their shaman. The clan had heard rumor from other shaman that he was an Ostium and after seeing for themselves, wanted to hire him indefinitely for his vast potential. He agreed to be used as a catalyst on the conditions he could fight in the clans feuds and be taught their magic to increase his own skill as well. After many long, hard years they finally left the clan and steppe for human lands, confident in his newfound power and looking for different experiences. One thing led to another and here they are, working to remove the spooky gitz for the humies and make a name for himself, as well as some loot and plunder.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 1
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 2
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
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a53439 No.19218
>>19127
>Complains about wasted 100
>Natural 1 and five follow
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a53439 No.19276
I'm surprised more people didn't roll 1s. These are d20s. We're rolling 3 at a time. That's almost a guaranteed 1 (or 20) every single turn for 2 people given the 11 people playing. More since combat also uses d20s.
Of course we'll probably make up for any missed 1s next turn!
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a53439 No.19283
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a53439 No.19313
STATE of AFFAIRS
>POPULATION:
~11,300
>INFECTED:
~?00
>DEATH TOLL:
~150-250
>MORALE:
“Rioting is a rumour and a cough away. Everyone's getting ready for the worst.”
>>19012
1. You fail to find employ.
2. Combat resolved >>19016
3. You arrive at the Caravan. Smells of dung. And tobacco. People dance. Corpses in shallow mud-graves.
>>19017
1. You find an opportunity to work as a scribe copying books in a nobleman’s library. It pays 2 Wealth and is available once per turn, though you must be in the city.
2. You travel to the Ruins (normally it would take its own action) and arrive to find some fellows in robes skulking about the skeletons and hanging moss of the ruin’s outskirts. After a brief introduction, you convince him to show you to his leader.
Deep underneath the ruins, past skeletal guards and a cage full of hellhounds, you are brought to what was once a grand underground feast hall. Table shattered, old silverware overtaken by mold, you find a tall and lithe old man with a riven face mulling over an old tome. Hood pulled back, you see shocks of white amidst crinkled black hair that reaches the nape of his neck.
“Why, our visitor,” he says, looking up at you with something approaching a smile. “A fellow Practitioner, I can tell, if of a different art. Come, come, please, be welcome,” he gesticulates to the shattered benches and toppled stone chairs. “What brings you to Phogrim the Necromancer?”
3. “Hah! Well would ya look at this, a LITTLE GIRL wants to come PLAY GUARD! Hah!” Disinterested in protests about your age or capability, they tell you to fuck off.
>>19018
1. The Society Contact procures you a scrap of paper about a job that needs doing.
“Getting Samples”
>>3 Wealth, Repeatable
>kill Plague Freaks, return with bodies
Bring back corpses of the freaks in the Plague Ward.
2. You find no criminals during your brief patrol.
3. You meet an old smuggler who tells you of an abandoned cove, long since lost to water traffic by way of a cave-in, there’s still some beds, a fire pit, doors, and a plethora of fish in the water. To anyone who doesn’t know of the entrance, it may as well be just another rocky hill along the bay to the east.
Gain Knowledge [Location, Smuggler's Hideaway: Poulontoria]
((this is considered a sublocation of the Eastern Woods))
>>19021
1._You ask around and game rumors. Some peasants try and hawk you garlic talismans. One man says they’ve set up a guard tower and have walking dead on patrol around the ruins.
2. You learn all the good work to be had is in the Palace, where you miraculously manage to pull off a discrete entry. You’re conducted in by a back doorway.
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a53439 No.19314
>>19027
>You’re also here
>>You gain entry to the palace where you’re directed to the noble in charge of addressing the plague, Roderick de Krete.
Low, white smoke floats across the thicket carpeting like a fog. It’s the pine, burning in the fireplace. Somehow it’s less foreboding than the palace’s high vaulted ceiling, white marble inlaid with gold like a stately sepulcher. Roberdick de Krete stands facing a musty table-wide map of the city he’s had drug out of storage. He wipes away dust to examine details of streets. He’s looking at the Craftsman’s Ward, or as it’s quickly become known, the Plague Ward.
“Make yourself at home,” Roderick gestures for you to join him without turning around. He’s got a mustard yellow cape hanging over his half-plate armor, one hand on the pommel of his broadsword. He looks ready for war, but the half-ravaged ram and bread on a plate over the harbour suggests he’s just broken from his meal.
“Lots of things need doing, and they wouldn’t have sent you to me if you weren’t game to do them. So here’s how it is.”
>>Joblist
“Getting Samples”
>>3 Wealth, Repeatable
>kill Plague Freaks, return with bodies
“There’s something strange about those infected, the one people say rise again. Find one, kill it, and drag the body back here.”
“Scorched Earth”
>>2 Wealth, Repeatable
>join a soiree to Burn out infected housing at the edge of the Plague Ward to contain the outbreak
“We’ve fought plagues before here in Poulontoria. I need you to take the few good men we can spare and ensure we keep the outbreak hemmed in.”
“Escort Carts”
>>2 Wealth, Repeatable
>help bring food into the city
“With every boat hemmed into the harbour on pain of death we’re apt to start starving soon without a steady supply of food. Help us bring some supplies in so we can begin stockpiling–there’s no telling how long this plague will last.”
“Scouting the Ruins”
>>2 Wealth, Repeatable
>discover News about the Ruins
“I can confirm the rumours are true; our scouts first spotted signs of inhabitants in the ruins a week ago. There’s a reason nobody lives there–it’s crawling with monsters, and likely haunted besides. Go there and find out who’s living there and what they’re up to
“Running Tests”
>>4 Wealth
>help Discover answers
“If you have the head for it we could use a researcher to look at the samples we’ve got. There must be some bloody cure to this plague, or at least ways to staunch the growth.”
“Suppress the Caravan Folk”
>>4 Wealth
>bully people into compliance with the City’s edicts regarding the dead
“Fucks have been nothing but trouble ever since they outstayed their welcome after carnival a fortnight ago. Make sure they’re burning their corpses and not up to something.”
3. (Picked the job least likely to require combat)
“C’mon then, no slacking!” The wagon master’s whip cracks over the head of the porters by inches. Goods are loaded into the cart the instant they are paid for, and worried villages ask what news from the city. All news is grim, the wagon master reports.
They do not look surprised.
You return to the city without incident and the stores of food grow.
>+2 Wealth
>>19024
1. You find a vendor in the harbour district; he’s got some things you could use to make a poultice and fix yourself up with for sale. [1 Wealth:1 Herb]
2. You hear rumor of a Bog Hopper, a corpse-eating menace that’s taken up refuge in the harbour.
3. You arrive in the Eastern Woods region, but find no tracks.
>Discovered sublocations
>>Eastern Village
>>Eastern Pier
>>Eastern Woods
You are set upon by a Feral Elf!
>>19027
1. The Constable, seeing you’re a fit and able warrior, sends you to the Palace District with a letter of introduction to go see Ser Roderick de Krete.
(See other update you’re linked in)
2. You sadly find no able-bodied warriors to call brother or friend.
3. Honestly it all just makes you very dizzy. No progress is made towards learning these mean streets.
>>19030
1. They don't let you see the guy in-charge, but they show you to the next best thing: Roderick de Krete. (see above, f3)
2. There's already a posting by the guard. People direct you to it when you ask after Witcher's Work.
3. The letter is sent to the post office, but it won't be leaving the island until the quarantine is lifted.
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a53439 No.19315
>>19043
1. You manage to find someone familiar with your family name, and they furnish you with a [Palace Pass] and a [Map of the Ruins][1/3], which you brush over and gain [Poulontorian Ruins: Basic]
2. You find x3 Burst Flasks of something advertised as “Holy Water”! It’s clearly been looted from the Inquisition HQ. You get the sense it’ll devastate the things you’ll find in the Plague District.
3. You spot a Plague Freak. It’s terrible, huge and hideous pustulous all over its body exaggerating its arms and stomach in size. Its eyes spin about wildly. A small amount of fabric yet clings to its legs and around its left arm but it is mostly naked muscle and pustule. You round upon it but spooked at the sound of a loose paver you kick it flees post-haste and amazing speed.
[Lore, Daemons: Poor] You get the sense the thing you’ve found is not the living dead, if not quite the possessed either. Curious.
>>19051
1. Someone confirms your name and they let you know there’s some things that need doing. They don’t let you in the palace.
“Getting Samples”
>>3 Wealth, Repeatable
>kill Plague Freaks, return with bodies
“There’s something strange about those infected, the one people say rise again. Find one, kill it, and drag the body back here.”
“Scorched Earth”
>>2 Wealth, Repeatable
>join a soiree to Burn out infected housing at the edge of the Plague Ward to contain the outbreak
“We’ve fought plagues before here in Poulontoria. I need you to take the few good men we can spare and ensure we keep the outbreak hemmed in.”
2. You find a deal.
>1 cask of rum [12/20]
>>cost: 3 Wealth
>3 bottles of incendiary liquid
>>cost: 1 Wealth per bottle
>1 flint & steel
>>cost: 1 Wealth
Include your purchasing decision in your next post; consider yourself to posses them so soon as you agree to the price.
3. They burn it because it’s what they can grow in the worst of soils and fast enough it doesn’t run out. The low hanging fog is strange. They say it sinks in water for a moment, then floats back to the surface after its absorbed some water. Gain the knowledge: [Poulontorian Pines: Fair]
>>19091
1. You manage to find lodging at a cheap rate above the [Harbour District Strip Club].
[-1 Wealth every three turns, if you take]
2+3. You learn there’s actually been a hilarious misunderstanding and the queer wood is actually what some outsiders refer to Poulontorian Pines as. They just call the last remaining forest “the Eastern Forest.” Gain the knowledge [Poulontorian Pines: Poor]
>>19123
1.You realize someone cut your purse on your way to the apartment!
-3 Wealth
>[You may bum it in Flysannir’s flat if Orodnon consents]
2. Gain the knowledge [Poulontorian Pines: Basic]. You learn it’s harvested from groves in the Eastern Wood. Its quick growth cycle and ability to grow in inhospitable soil have made it the final redoubt of the lumber trade on Poulontoria. You find out a bit more about the wood and the way it’s used. Furthermore, in line with the current line of inquiry about the woods, you learn of a sublocation. Gain the knowledge: [Poulontorian Pines: Fair]
>Eastern Woods:
>>Glen of Bears
You hear strange goings on have been seen there some nights.
3. You huff and you puff… and you don’t make much progress towards working on that bod.
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a53439 No.19316
>>19183
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 1 (Living Ostiums rarely escape notice)
Wealth: 10
Cadre: 1
[Orcish Lieutenant] (+2 to recruiting other orcs, -1 dmg redirects from you to him)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Skul Kleavah] (+2 Str, +1dmg)
Vestment: [Orcish Wargear] (+1Swf)
Knowledges: [Lore, Orcs: Good] [Lore, Elves: Basic] [Blood Magick: Poor] [Lore, Necrophase: Poor] [Lore, Animals: Good] [Alchemy, Poison: Poor]
Items of Note: [Warbanner of Uryu Clan]
Orcish Bloodrage:
Your connection with Blood Magick is inborn and innately volatile, but it manifests itself in an increased sway over all blood-bearing entities. +4 to rolls commanding\leading Blood Daemons, +3 to rolls commanding\leading\recruiting Orcs, +2 to rolls commanding\leading\recruiting most other blood-bearing sentients, +1 to rolls commanding\leading\recruiting animals.
Blood, BLOOD!:
Letting blood is therapeutic for you, but sometimes you take it a step further. 25% to enter a bloodrage and start killing at the sight of blood. 10% to drink the blood of slain foes.
Corruptions:
Ritual (Im)Purity:
The glow of Blood is about you. 25% change to deal +1 damage for a whole encounter. +25% chance to make blows that intentionally spill more blood all over the place, having rare functional effect in-combat.
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a53439 No.19317
| Rolled 9, 20, 5 = 34 (3d20) |
>>19314
Name: Omorak of the Longfang
Race: Elf
Type of Hunter: Omorak is an odd one in civilized society, as he is not from it. He is from a tribe from deep within the monster ridden forest, and his people have learned how to fight them. The Longfang tribe that the power of those they kill resides in their body, for those that leave bodies anyway, and those bodies can be used to make powerful weapons. All Longfang learn to hunt and to make weapons from the bodies of monsters, and it is customary to eat a part of the body of your prey to gain a part of it's powers.
Whether this is true or not Omerak does not know. He was marked a tattoo of the first kill of he and his year mates to mark him as a man of his tribe. Even so he has no Kalkura, a weapon made from the body of a monster, and this chafed him to no end. He was banished from his tribe after a confrontation with one of the elders with the village. Now he is here, an outsider looking for work.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
Vitality: 5 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 5
Cadre: 0
Upkeep: -0 Wealth/turn
Weapon of Choice: [Long Spear] (+2 Swf, +1 Str)
Vestment: [Hunter’s Vest] (+2 to track monsters, -1dmg from monster attacks)
Knowledges: [Bonecrafting: Good] [Spear Making: Fair] [Herbology: Good] [Lore, Reptiles: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Poor] [Lore, Animals: Superb]
Items of Note: [Lucky Sharktooth Talisman] [Tanning Equipment]] [5 herbs]
Kingdom Animalia:
Your life has prepared you for the wild and those that reside within it. +1 to all rolls while in the wilderness.
Outsider:
Even other Elves view your ways as bizarre and primitive. -3 to interaction rolls with civilized folks, regardless of race, but no penalty to those more attuned with the land.
Corruptions:
???: You’ve been prepared to assume the powers of that which you kill and eat.
Trading 5 wealth for 5 herbs.
1&2. By the spirits I am in pain. Make a poultice from the herbs and heal up. Fucking Bitch.
3. While I'm healing up talk to some of the local people to see if they have heard rumors of any monsters in the area. I know the forest better than the harbor and would like to not run off somewhere else before realizing it.
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a53439 No.19318
| Rolled 17, 6, 1 = 24 (3d20) |
1. It is time to hunt. And hunt I shall. Try and capture as many Plague Freaks as I can.
2. Continue to look for criminals to question about the plague. Pay attention to people smuggling things in, our out of the current Plague Wards. They will know the most even if they aren't directly involved.
3. Once I have completed my task I must go to the Eastern Woods and survey what is most likely going to be my home for my stay in this land.
http://pastebin.com/EGYu6zme
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a53439 No.19319
| Rolled 10, 18, 5 = 33 (3d20) |
>>19313
Name: Patrick Ogulos
Race: Human
Type of Hunter: When he was young Patrick lived in a village where the predations of monsters coming from the forest was nigh constant. As a child he saw it wear on his family and friends, and occasionally someone he knew would just disappear. His life continued like this, unable to stray too far, go alone or linger in the shaded places, until one day a Hunter came to his village. Hunters had come by on occasion before but they enver stayed, most continued by, and the few that stayed to help died shortly after. This man, this hunter was different, his armor was fine and spear gleaming, his eyes projected an aura of being able to see and calmness.
The hunter heard the talk of the villagers and went into the fell forests. When the hunter did not return before the first night, they thought him dead like the others, but Patrick held hope, for this Hunter was different, he knew it. A week later the Hunter returned, tired, but head held high, dragging behind him the head of a great monster, which was birthing the aberrations that had beset the town. The town celebrated their savior and life continued.
Patrick never forgot the Hunter who had brightened his home, and started training with spears in order emulate his hero. he trained hard night and day in order to be good enough, despite his family and friends telling him that it was unnecessary. They were wrong. On his sixteenth a bandit army attacked his home, lead by Yellow Bile demon possession. They slaughtered everyone they saw, Patrick and those few villagers not taken by surprise fought back, but it was too late they were too few and too scared. They were losing and dying. Knowing that if the demon fell the villagers might have a chance, hey charged out spear first running the monster through and pinning it to the ground. It clawed his face costing him an eye and savaged his torso bringing him to death's door. Patrick passed out in pain and in despair, because the demon was still alive.
When he awoke later he found out his actions had carried the day, the few villagers left had finished off the pinned demon and scattered the bandits, but at a cost. Patrick's family was dead, and the village was now untenable with so few survivors. The people slowly over the course of a few days scattered, Patrick staying the longest because of his wounds. Eventually he too left, to hunt the monsters that would drag humanity into the Abyss, to follow in the foot steps of the hero who had saved the village, and to kill monsters like the one who had killed it.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma:0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 12
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Hero’s Lance] (+2 dmg, +1Str)
Vestment: [Hopeful’s Tunic] (+1dmg while Vitality =< 5)
Knowledges: [Daemonology, Yellow Bile: Poor] [Farming: Basic] [Cobbling: Basic]
Items of Note: [Hero’s Momento] [Shortspear] (+1Swf)
Heroic Resolve:
When shit hits the fan, you stick your courage to the screwing place and fuck that monster right good. When monsters are at less than 50% Vitality you’ve got at 30% chance to land a Critical Strike, x2’ing your damage.
Blind Determination:
You refuse to break from combat when your inaction or/And flight will endanger those unable to defend themselves. Generally speaking, it won’t be possible for you to do more than “tactically withdraw.”
Corruptions:
1. Go shopping for Actual armor, preferably one that won't weaken my blows or slow my movements. This tunic is nice, but doesn't give much protection
2. Run a scouting mission to the Ruin.
3. Learn the layout of the city and the island.
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a53439 No.19320
| Rolled 9, 20, 5 = 34 (3d20) |
[Crane]
—–
[Stats]
Name:[Crane]
Race:[Human]
Type of Hunter: Wear mask. Use sword. Former assassin. Now mercenary. Kill monsters. Few words.
Stats:
-Strength:[3]
-Swiftness:[4]
-Intellect:[1]
-Charisma:[0]
—–
Vitality:[16(20)]
—–
[Fame]
Fame:[0]
Wealth:[10]
Cadre:[0]
[Unit Names]
-
-
-
Upkeep:[-0](Wealth/Turn)
—–
[Equipment]
Weapon of Choice:[Assassin's Blade](+2 Swiftness)(10% Chance to deal double damage on hit.)
Vestment:[Assassin's Masque](75% chance to conceal identity.)
Knowledges:
-Surgery [Fair]
-Alchemy, Poison [Good]
-Herbology [Poor]
Items of Note:
-[Surgery Tools]
-[Throwing Daggers][x7](+1 Swiftness)
—–
Bonusses/Eccentricities:
-[Jack of All Blades](+2 damage with any bladed weapon.)
-[Few Words](-3 to all social interactions.)
—–
Corruptions
-[None]
—–
[Actions]
1. Perform surgery.
2. Rob caravan.
3. Find whorehouse.
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a53439 No.19321
| Rolled 16, 6, 4 = 26 (3d20) |
>>19315
Brennt Feuer
Race: Human…?
Type of Hunter: Fire Magic and Flame Alchemist… focused on fire.
Strength: 1
Swiftness: 2
Intellect: 5
Charisma: 0
Vitality: 18 (20) [+1/turn if below the (cap)]
Fame: 1 (Living Ostiums rarely go unnoticed)
Wealth: 4
Cadre: 0
Upkeep: -0
Weapon of Choice: [Flaming Hands](+25% Chance to BURN for an extra 2d2)
Vestment: [Singed Tunic] (+5 to FireStarting)
Knowledges: [Alchemical, Pyrotechnics: Poor] [Arcane, Flame: Basic] [Arcane, Spell Design: Poor (Self Taught)] [Smithing: Fair] [Lore, Kobolds: Poor] [Lore, Herpetology: Good][Poulontorian Pines: Fair]
Items of Note: [Vial of Oil(3/3)] [Flint & Steel][Bottles of Incendiary Liquid(3/3)][Cask of Rum(12/20)]
Childe of the Flame:
Living Ostiums don’t get to choose the hand they’re dealt, but they alone choose how to play their cards. You can research and design fire magick spells and rituals and use yourself to power them. +2 to rolls seeking to improve Arcane or Alchemical knowledge pertaining to fire.
Born to Burn:
Sometimes firelust or carelessness overtakes you. When you critically fail you light things on fire. May light things on fire on a roll of 2-3. Such incidents reduce your stability by 1-5%.
Stability: 95%
Corruptions:
Sadist of the Flame: You learned to love the fire, lighting people and things on fire. Sometimes a voice tells you to burn things. Other times, it’s people…
—-
>Purchase Rum Flask(12/20) and Indenciary Bottles(3/3)
>-6 wealth
>“Scorched Earth”
>>>2 Wealth, Repeatable
>>join a soiree to Burn out infected housing at the edge of the Plague Ward to contain the outbreak
"BUuuuuuurrrrrn, you say?" Brennt nearly purrs, "I'll do it. Oh, I'll do it.Ahahahaa…. yes, burning…"
"Let me prepare, and I shall… burrrrrnnnn for you, yess…"
—-
Action 1: Research [Arcane, Flame]
Action 2: Research [Arcane, Spell Design]
Action 3: Job: "Scorched Earth" [+5 to firestarting]
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a53439 No.19322
| Rolled 3, 6, 10 = 19 (3d20) |
Name: Marianne Redding
Race: Human
Type of Hunter: Black Bile Daemonologist
–
Strength: 1
[+to hurt, threshold for damage to stun you]
Swiftness: 1
[+to hit, difficulty of others to hit you]
Intellect: 3
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 3
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
-
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Lab Assistant](+2 to Alchemy Rolls, Can be sent to gather reAgents)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Rod of Shadows (Ostium)](Lesser Shadowbolt, +3 to-hit)
Vestment: [Alchemist’s Robes: +5 to Alchemy rolls]
Knowledges: [Daemonology, Black Bile: Great] [Daemonology, General: Fair] [Alchemy, Black Bile: Good] [Herbology: Poor] [Lore, Daemons: Fair] [Black Magick: Fair] [Daemonology, Possession: Basic] [Daemon Names, Black Bile: Poor] [Etiquette, Poor]
Items of Note: [Black Bile](x3) [Flask of Acid](3/4) [Tome: “Observations of Possessed Person” Vol. II (1/5th Read)] [Tapers] [Athame](+1Swf, +3 to rolls for harvesting Humors)
Rituals:
[Shift Intent (R: Black Bile x1, Tapers, Hair of Target)]: Turn an individual's motivations in a certain direction; will wear off in a week to a month depending on casting’s potency; petty, jealous, and sad motivations hold for longer as well.
[Cloak of Shadows (R: Black Bile x2, Kobold Nail Clippings)]: Make shadows bend towards an individual to protect them from sight for 1 hour. +5 to Stealth of target at night, +3 to Stealth during day in shadowy places.
Sage Advice:
Even if it’s just “well EVERYONE knows THAT!” Mib can be incredibly useful in his interjection. There is a 75% chance he’ll give you a +5 on any given Daemonology/Alchemy roll, but also a 5% chance his misadvice will impede you and grant a -2 instead.
Purge the Heretic!
Much of what you do is forbidden, and Mib’s presence makes you a target. “Exorcisms” generally leave the victim in a catatonic state, and that is surely the prescribed course of action should the Belifaunt Inquisition discover your condition. Djenseria may be more forgiving of such a condition, but hardly more trusting.
Corruptions:
Mib: Daemons usually have short, volatile stays; you’ve had a protracted example of a longer, more corrosive possession, however.
–
Actions [Information: Phogrim; Clear Plague Undead, Ritual Research]
–
1. Marianne asks Phogrim if he has any spells or abilities that "a daemonologist might find useful. Or if you have any tips as to the location of the yellow daemonologists. As always, I'd like to thank you for your time." [Talk to Phogrim]
2. After that Marianne decides to help try to contain the plague uprising on her own. "Hold on Mib. I realize this isn't the most fun activity in the world…" "No kidding. This whole adventure is a terrible idea. You know, you should be happy I'm around, I keep you sensible girl." [Suppress plague freaks]
3. Marianne begins to look for the Yellow Bile daemonologists that are likely behind the plague. She finds a secluded area and draws a ritual to attempt to suss out where they are located, and asks Meb to help. She's sort of flying blind, but she needs to find them, so she tries to develop a new ritual to locate them. "Yellow bile? Really? This is such a waste of time. Why do you even bother with this..look you don't even know what you're doing.. no, left more…[sigh] no, like this…" [+5][Develop Ritual: ???Scry???]
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a53439 No.19323
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a53439 No.19327
Can confirm this is from me, there's a gDoc and everything.
>DM Note
If you're in a location that's not a sublocation and want to be in\do things within another localityou'll need to spend an action moving to this new locality. It'll take effect at the end of your turn.
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a53439 No.19344
| Rolled 9 (1d20) |
Yeah, I'll take the place. The half-breed can stay, too. She seems like a decent woman, although I don't usually work with the blackcoats in the Inquisition. Just so long as she helps pay for it, there's room for two elves in this flat.
1 - Go and see what sort of hunting jobs a man might acquire in these parts. After all, rumors abound, and people always want to feel a little safer from the monsters in the woods.
2/3 - And while I'm in town, may as well pick up some necessary equipment for the job. A couple nets, a skinning knife, a lure for sure, maybe a trap or two, all good to have on the job. Course we'll see what I need once I've a job to do.
>>19315
Name: Flysannir "Fletch" Tesulle
Race: Elf
Type of Hunter: Fletch is possibly a hunter in the most traditional sense. Unlike most of his kin, he shows no particular aptitude, nor interest, in casting spells or dealing with otherworldly entities. Except that is, the otherworldly entities he kills. Magic is unreliable, variable, as likely to fizzle or Turn Against its user as to help them, especially dark magic.
So he has refined his skill in that other great elven art: archery. That isn't to say Fletch is incompetent elsewhere, quite the opposite: a good ranger must be as skilled with the sword, axe and dagger as with his own hands. But it is with the bow that his talent truly shines. Fletch understands patience and calculation, he has walked the wild paths of the world for days, sometimes weeks, to down a particularly troublesome monster, sometimes leading it into advantageous terrain or simply waiting for the right moment to get a drop on it and down it with a single, well-timed shot. Yes, Fletch is a hunter. And these days, there's a lot of things need hunting.
Strength: 2
Swiftness: 4 (5)
Intellect: 1
Charisma: 1
Vitality: 18 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Hunting Eagle](+2 to Tracking Rolls above ground)
Upkeep: -0
Weapon of Choice: [Tephid Elven Longbow](+2 Swf)(+1Dmg)
Vestment: [Ancient Furs](+5 to Stealth in wilderness)(+1 Swf)
Knowledges: [Lore, Elf: Good] [Lore, Orc: Basic] [Lore, River Wyvern: Poor] [Tracking: Good] [Fletching: Fair] [Herbology: Basic] [Lore, Undead: Poor] [Poulontarian Pine: Poor] [Lore, Animals: Good]
Items of Note: [Tephid Princedom Talisman] [Tephid Tempered Sword](+1Str/+1Swf)
>Residence: Flat above [Harbour District Strip Club]
Patience of Ages:
You live a long time. Maybe forever, no one you’ve met has been able to prove otherwise. You’ve elected to spend your life making good on pursuits, and gain +2 to any roll for planning something or staking\waiting someone out.
Elder Blood:
Elves were the stewards of the woods in ancient times. It bodes ill for your reception now that the wild places of the world spawn eldritch horrors; -4 to interacting with Humans (DM will waive this penalty for an exceptional few egalitarian humans, and those who know better)//Also Dwarves are too bro-tier to go out for that ignorant shit).
Corruptions:
Purest
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a53439 No.19345
| Rolled 11, 3 = 14 (2d20) |
>>19344
Two more dice!
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a53439 No.19347
| Rolled 6, 19, 7 = 32 (3d20) |
Name: Amelia Lockheart
Race: Half-Elf
Type of Hunter: Vermin Hunter
Amelia has always been fast, both with her hands and her body. Living as a street urchin in her childhood, she put these abilities to her survival. Catching rats and birds to eat, swiping a street merchant's food and valuables, picking an entire sidewalk of people's pockets, and always she was able to run away from anything from guards, slavers, and other envious children. Had her life choices taken a different path, she might have become a bandit or a pirate, but fate would deem otherwise.
One day for the first time in her life, she robbed a man and found that though she easily outran him, she couldn't outpace him. This one was different from everyone else in that he seemed to know exactly where she was going, what shortcuts she would take, what deception she would use. Amelia would go left, and he sidestep right and cut her off. And whoever he was he would not give up. Almost an entire day of running through sewers, back alleys, and the rooftops for the very first time she found herself growing tired, and finally she mistepped and found her arm had been grabbed by a strong hand.
She thought her life or in the very least her freedom ended there and then, but such was it that man revealed himself to be an Inquisition Witch Hunter. Having been impressed by her abilities, he told her he was going to make her into a hunter herself, rather than remain a criminal, whether she liked it or not.
And, though at first she hated it, she did end up loving it. Her natural talents and skills were trained even further, and while she did not have much affinity towards magic like her mentor, she was very good at finding, tracking, and hunting both monsters and men. So it came to be that she would become a Beast Hunter, and the occasional criminal as well.
Her main choice of weapon are firearms. Training her skill both on the field and with much practice, she sets her sights on being an expert marksman. She practices a style of pistolier akin to some other Hunters and Pirates where a person carries on her body bandoliers and holsters of many ready loaded pistols which are drawn, cocked and then fired before being discarded for a new pistol, thus saving the costly time of having to reload so often. She also a highly accurate shot with a long rifle.
Although she carries a rapier, this is mostly a last resort and is used defensively. Its long, swift blade is not good against armor or causing damage, but as Amelia favors speed over strength she uses it to jab at the vulnerable joints, eye slits, or simply to deflect and buy time to run elsewhere.
Strength: 1
Swiftness: 5 (6)
Intellect: 1
Charisma: 1
Vitality: 18 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 7
Cadre: 0
Upkeep: -0 Wealth/turn
Weapon of Choice: [Brace of Pistols] (+3 dmg, -1Swf)
Vestment: [Long Coat] (+3 to resist Stuns)
Knowledges: [Cancel Magick: Poor] [Gunsmithing: Basic] [Alchemy, Cancel: Basic]
Items of Note: [Rapier] (+2Swf, 25% Chance to parry blades) [Papers of Identification] [Inquisitorial Writ of Free Enterprise] [Burst Flasks of Holy Water]x2 (75% to banish Daemons in non-corporeal states on impact; burns possessed for 3d2)<Specify if you’d like to toss one as an opening in combat before entering the combat>
Quick Draw:
Attacks with firearms gain you +10 for the purposes of determining attack order.
Half Blood:
Elven parents rarely raise offspring of impure breeding. Human parents who stay with them face massive discrimination. Yours is a breed apart from society, cursed for their looks and dexterity. -2 towards interaction with humans, but +2 towards interactions with Elves, who generally pity you.
Corruptions:
Information:
[Poulontorian Pines: Basic]
[Poulontorian Pines: Fair]
>Eastern Woods:
>>Glen of Bears
>>19344
"Much obliged. Seems I was right to think we stand to work together."
>>19344
1. Assist in finding hunting jobs, preferably in the Poulontorian Pines or the Glen of Bears. Likely the local lumber company would have jobs and would have even more information on the matter.
2. Go around and look for any people wanting to partake in monster clearing in the woods. The pay is the pelts of anything you kill, as well as revenge for any wrongdoings the monsters have done to you.
3. Use my inquisitorial skills and previous history as a thief to find out who stole my money!
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a53439 No.19428
| Rolled 5, 18, 2 = 25 (3d20) |
>>19314
>Name: Godmund Eaginson
>Race: Human
>Type of Hunter: [Too long to post here, refer to first post in thread.
>Strength: 2
>[+to hurt, threshold for damage to stun you]
>Swiftness: 3
>[+to hit, difficulty of others to hit you]
>Intellect: 2
>[+to cast (hit), difficulty of others to cast spells on you]
>Charisma: 1
>[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
>((add 5 points across the above))
>Vitality: 17 (20) [+1/turn if below the (cap)]
>Fame: 0
>Wealth: 10
>Cadre: 1
>[Thane] (Attacks for +2 dmg)
>Upkeep: -0 Wealth/turn
>Weapon of Choice: [Ancestral Blade] (+2Str, +1Swf)
>Vestment: [Nordic Ringmail] (-1 incoming dmg)
>Knowledges: [Lore, Dragons: Good] [Lore, Sea Serpents: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Fair]
>Items of Note:
>The Scaly Ones, Dammit:
>+2 to all rolls relating to hunting\killing\tracking serpentine foes.
>One-Track Guy:
>-1 to all non-combat rolls pertaining to hunting\tracking\etc other kinds of monsters.
>Corruptions:
1. Seamus informs de Krete of his intention to hunt down, kill, and return one of the creatures. Before he heads out, he decides to make one more attempt to find an acquaintance, perhaps at the local tavern or public house.
2/3. I kill monsters, and I do it well. I'll scout around for one of the risen dead. When I find one, it will taste the cold metal of my sword.
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a53439 No.19442
| Rolled 17, 4, 14, 17 = 52 (4d20) |
/2d20 allocated to foes in order/
>>19318
>action 3 provokes combat,
Werebadger
2 Str 4 Swf 2 Int
>A feral Werebeast rounds upon you!
>>You are upon even footing entering the combat!
Roll 2d20 to resolve
>>19319
>action 3 provokes combat
Petty Thug
2 Str 1 Swf 1 Int
>A thug accosts you in the streets and the peasantry clear out of the way–there are no guards in sight
>>You are upon even footing entering the combat!
Roll 2d20 to resolve.
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a53439 No.19443
>>19317
1+2. You miraculously manage to consume only 1 herb in the process of healing yourself up.
Knowledge: [Herbology: Good] -> [Herbology: Great]
3. It's the cold shoulder everywhere you go.
Vitality: 5 (20) >> 19 (21) [+1/turn if below the (cap)]
3. >>19317
>+1/turn if below the (cap)]
>>19318
1. You succeed heartily and retrieve two Plague Freaks,
>6 wealth
>2 Fame
A letter arrives.
>>You've been formally invited to report to Robert de Krete for orders.
2. Few are willing to speak with you, suspecting something strange or abhuman about you in spite of coverings. Still, the criminals don't find such concealment so odd, and you learn of a place where you might ask more.
Knowledge: [Local Harbour District Strip Club: Poor]
3. A combat occurred.
>>19319
1. You find a potential new vestment.
[Dock Brawler's Garb] (+1Str) /6 Wealth/
>>y/n? Transaction instantanous, can have at top of this turn
2. Things go off without a hitch and you take the area in. Definitely some Necromancers present, a few hedge wizards besides. You note some Necrophages on the beach.
Gain knowledge [Ruins, Poulonotira: Fair]
3. A combat occurred
>>19320
1. You patch yourself up after the fight. No vitality gain, but you learn a bit more about how it all works.
Knowledge: [Surgery: Fair] -> [Surgery: Good]
2. Somehow you manage to abscond with the lion's share of valuables the caravaneers stole themselves; +15 Wealth, +2 Fame (yeah iKnow nobody saw you that's not how that mechanic works)
3. Too late you realize the individual you'd inquired to about the location of the whores mistook you for one.
>>You are in a sex-tent in the Caravan Towne
>>A sexy man approaches you and offers you 2 Wealth to sleep with him
>>>>y/n?
>>19321
1. [Arcane, Flame: Basic] → [Arcane, Flame: Fair]
2. No progress.
3. Fire lights your eyes and you cackle with glee. Footmen cut through violent people with a mad yellow glow to their eyes, and you do your job hemming them in with fire. A woman throws open a second story window and shouts, and you begin to weave a spell somewhat naturally. Flame, yes.
Flame, melting her skin from her skull as it springs forth from your hands. Flame. Yes.
When you finish at the end of the day, dozens of charred corpses line the road. No one in the sortie is willing to look at you. The constable gives you your money, and his eyes say "go."
+2 Wealth
+1 Fame
>>19322
1. Phogrim, while unable to help you with such subjects, suggest that REDACTED.
2.
>redirected to ritual
Mib doesn't decide to be helpful, but he doesn't fuck things up, either.
You lay the broad foundations and groundwork for a ritual of scrying.
3. Mib helps [+5]. You develop a ritual but you get the feeling it isn't exactly so great in terms of efficiency.
Gain Ritual:
[Astral Gaze (R: Black Bile x2, Tapers, Alcohol, Brain of Rat)]: Allows target to enter a stupor for half an hour, wherein they will be able to gaze about a two-mile radius freely; they will be drawn to concentrations of Black Bile, whereas living entities without Black Bile will hardly even appear. To end the session before a half hour has passed, someone else must extinguish the tapers prematurely.
>>19344
1. You learn of a contract out on Kobolds.
"Fucking Thieving Doormats!"
>3 Wealth, Repeatable
>obtain severed heads of Kobolds
"Those fucking little thieves are always jacking our shit! ALWAYS! Put the fear of Belifaunt into them eh?"
2+3. You find [Tools: Hunting] for sale for 2 Wealth
>>y/n? Instant transaction, you have them as soon as you agree to the sale
>>19347
1. You find out about the same Kobold killing job. It's in the Eastern Forest, generally, wherever Kobolds within it may be–of course, the townsfolk have no way of knowing where you got the heads from so long as they're none too rotted…
2. You find an Old Huntsman up to the task.
gain
Cadre: 1
[Old Huntsman: +1 on rolls to traverse the wilderness or track in it, +1dmg every other round]
3. You discover the thief. They've spent most of it paying off debts but you manage to extract
>1 wealth
from them before handing them over to the appropriate authorities, who take you largely at your word that they're a thief. Classism and your position within the Inquisition factor heavily into it.
>>19428
1. You meet a fire-haired woman from Vakyngr with a sword and shield that look well used. She's just an acquaintance, for now.
Knowledge [Potential Viking Recruit, Poulontoria: 1/3]
2+3. You sink your blade into the beasts as-described. The blood and puss that flies out feels rather warm to you, but frankly you'd rather not think about the disgusting feeling it brings about. You haul the corpse back in and get the money.
+3 Wealth
+1 Fame
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a53439 No.19444
| Rolled 6, 2 = 8 (2d20) |
Combat:
Strength: 4
Swiftness: 8
http://pastebin.com/EGYu6zme
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a53439 No.19445
| Rolled 5, 1, 10 = 16 (3d20) |
>>19443
Brennt Feuer
Race: Human…?
Type of Hunter: Fire Magic and Flame Alchemist… focused on fire.
Strength: 1
Swiftness: 2
Intellect: 5
Charisma: 0
Vitality: 19 (20) [+1/turn if below the (cap)]
Fame: 2 (Living Ostiums rarely go unnoticed)
Wealth: 6
Cadre: 0
Upkeep: -0
Weapon of Choice: [Flaming Hands](+25% Chance to BURN for an extra 2d2)
Vestment: [Singed Tunic] (+5 to FireStarting)
Knowledges: [Alchemical, Pyrotechnics: Poor] [Arcane, Flame: Fair] [Arcane, Spell Design: Poor (Self Taught)] [Smithing: Fair] [Lore, Kobolds: Poor] [Lore, Herpetology: Good][Poulontorian Pines: Fair]
Items of Note: [Vial of Oil(3/3)] [Flint & Steel][Bottles of Incendiary Liquid(3/3)][Cask of Rum(12/20)]
Childe of the Flame:
Living Ostiums don’t get to choose the hand they’re dealt, but they alone choose how to play their cards. You can research and design fire magick spells and rituals and use yourself to power them. +2 to rolls seeking to improve Arcane or Alchemical knowledge pertaining to fire.
Born to Burn:
Sometimes firelust or carelessness overtakes you. When you critically fail you light things on fire. May light things on fire on a roll of 2-3. Such incidents reduce your stability by 1-5%.
Stability: 95%
Corruptions:
Sadist of the Flame: You learned to love the fire, lighting people and things on fire. Sometimes a voice tells you to burn things. Other times, it’s people…
"Hhhhehehahahahahahah, that was FUN! I haven't burned like that in… Too long! AAAHHHAAAHAAA. Oh man, I'm FIRED UP!". The Fire Mage cackled to himself. Inwardly, he knew those signs. The signs of fear. Of him. Of fire. Fire was nothing to be afraid of. Fire was a gift! A gift from the Gods!
And it was his pleasure to share it with everyone! EVERYONE! AAAHHHAHAHAAAHA.
Action 1: Repeat Job: "Scorched Earth" [+5 to firestarting]. "That was fun! Let's do it again! AAAHHHAAAHHAAA!"
Action 2: Search out Arcane shops/goods in the Market. "Stupid spell design. I should find a book or something! Those burn easily! AAAHAAA! Wait. Don't burn the books."
Action 3: Find improved, fireproof lodging. "Heehee, I remember that blaze! WAS SO MUCH FUN TO WATCH! Almost worth it to have my stuff burn up too. Can't risk THAT now, aaaahhaaaah! Better find better lodging! AAAAHHAAAHHAHAHAA.
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a53439 No.19447
| Rolled 2, 19, 2 = 23 (3d20) |
Name: Marianne Redding
Race: Human
Type of Hunter: Black Bile Daemonologist
–
Strength: 1
[+to hurt, threshold for damage to stun you]
Swiftness: 1
[+to hit, difficulty of others to hit you]
Intellect: 3
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 3
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
-
Vitality: 19 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1 [Sadie]
[Lab Assistant](+2 to Alchemy Rolls, Can be sent to gather reAgents)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Rod of Shadows (Ostium)](Lesser Shadowbolt, +3 to-hit)
Vestment: [Alchemist’s Robes: +5 to Alchemy rolls]
Knowledges: [Daemonology, Black Bile: Great] [Daemonology, General: Fair] [Alchemy, Black Bile: Good] [Herbology: Poor] [Lore, Daemons: Fair] [Black Magick: Fair] [Daemonology, Possession: Basic] [Daemon Names, Black Bile: Poor] [Etiquette, Poor]
Items of Note: [Black Bile](x3) [Flask of Acid](3/4) [Tome: “Observations of Possessed Person” Vol. II (1/5th Read)] [Tapers] [Athame](+1Swf, +3 to rolls for harvesting Humors)
Rituals:
[Shift Intent (R: Black Bile x1, Tapers, Hair of Target)]: Turn an individual's motivations in a certain direction; will wear off in a week to a month depending on casting’s potency; petty, jealous, and sad motivations hold for longer as well.
[Astral Gaze (R: Black Bile x2, Tapers, Alcohol, Brain of Rat)]: Allows target to enter a stupor for half an hour, wherein they will be able to gaze about a two-mile radius freely; they will be drawn to concentrations of Black Bile, whereas living entities without Black Bile will hardly even appear.
[Cloak of Shadows (R: Black Bile x2, Kobold Nail Clippings)]: Make shadows bend towards an individual to protect them from sight for 1 hour. +5 to Stealth of target at night, +3 to Stealth during day in shadowy places.
Sage Advice:
Even if it’s just “well EVERYONE knows THAT!” Mib can be incredibly useful in his interjection. There is a 75% chance he’ll give you a +5 on any given Daemonology/Alchemy roll, but also a 5% chance his misadvice will impede you and grant a -2 instead.
Purge the Heretic!
Much of what you do is forbidden, and Mib’s presence makes you a target. “Exorcisms” generally leave the victim in a catatonic state, and that is surely the prescribed course of action should the Belifaunt Inquisition discover your condition. Djenseria may be more forgiving of such a condition, but hardly more trusting.
Corruptions:
Mib: Daemons usually have short, volatile stays; you’ve had a protracted example of a longer, more corrosive possession, however.
–
Actions [Head back to town; Talk to friendly 'above ground' mages, Collect Reagants]
–
1. With her discussion with Phorim finished, Marianne heads back to town and more specific the plague quarter. "Oh, this place looks absolutely charming. It's hardly burnt at all." [[Well, now who's cynical? Ha ha, Marianne, I am rubbing off on you yet. No you're not. Yes. Yes I am.]]
2. Marianne then tries to find any friendly spellcasters in the city she think might talk to her. They need to be informed of the locus of the plague. "Mib, how do I look? Impressions count." [[Obviously. No, you look fine. For a mortal. I guess. Don't use so much rouge, you look like a whore.]] "Yeah, thanks. I don't have to worry about that when you're around you little bastard…" [Talk to magic users, inform them of the threat]
3. "Sadie, get some components for the ritual if you would. We need to get started before there are more deaths." She pauses. "Please." [[You're not attracted to her are you? NO. You can't hide it from me. I AM NOT. I know, heheh." [Send assistant to get reagents - Gaze][+2]
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a53439 No.19464
| Rolled 14, 4, 14 = 32 (3d20) |
>>19443
Name: Omorak of the Longfang
Race: Elf
Type of Hunter: Omorak is an odd one in civilized society, as he is not from it. He is from a tribe from deep within the monster ridden forest, and his people have learned how to fight them. The Longfang tribe that the power of those they kill resides in their body, for those that leave bodies anyway, and those bodies can be used to make powerful weapons. All Longfang learn to hunt and to make weapons from the bodies of monsters, and it is customary to eat a part of the body of your prey to gain a part of it's powers.
Whether this is true or not Omerak does not know. He was marked a tattoo of the first kill of he and his year mates to mark him as a man of his tribe. Even so he has no Kalkura, a weapon made from the body of a monster, and this chafed him to no end. He was banished from his tribe after a confrontation with one of the elders with the village. Now he is here, an outsider looking for work.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
Vitality: 19 (21) [+1/turn if below the (cap)]
Fame: 0
Wealth: 5
Cadre: 0
Upkeep: -0 Wealth/turn
Weapon of Choice: [Long Spear] (+2 Swf, +1 Str)
Vestment: [Hunter’s Vest] (+2 to track monsters, -1dmg from monster attacks)
Knowledges: [Bonecrafting: Good] [Spear Making: Fair] [Herbology: Great] [Lore, Reptiles: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Poor] [Lore, Animals: Superb]
Items of Note: [Lucky Sharktooth Talisman] [Tanning Equipment]] [4 herbs]
Kingdom Animalia:
Your life has prepared you for the wild and those that reside within it. +1 to all rolls while in the wilderness.
Outsider:
Even other Elves view your ways as bizarre and primitive. -3 to interaction rolls with civilized folks, regardless of race, but no penalty to those more attuned with the land.
Corruptions:
???: You’ve been prepared to assume the powers of that which you kill and eat.
1-3. Well fuck them too. Head to the harbor then, I am going to need to get a look at this Bog Hopper if I am to see how to kill it, and what strength I wish to take from it.
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a53439 No.19465
>>19443
Name: Amelia Lockheart
Race: Half-Elf
Type of Hunter: Vermin Hunter
Amelia has always been fast, both with her hands and her body. Living as a street urchin in her childhood, she put these abilities to her survival. Catching rats and birds to eat, swiping a street merchant's food and valuables, picking an entire sidewalk of people's pockets, and always she was able to run away from anything from guards, slavers, and other envious children. Had her life choices taken a different path, she might have become a bandit or a pirate, but fate would deem otherwise.
One day for the first time in her life, she robbed a man and found that though she easily outran him, she couldn't outpace him. This one was different from everyone else in that he seemed to know exactly where she was going, what shortcuts she would take, what deception she would use. Amelia would go left, and he sidestep right and cut her off. And whoever he was he would not give up. Almost an entire day of running through sewers, back alleys, and the rooftops for the very first time she found herself growing tired, and finally she mistepped and found her arm had been grabbed by a strong hand.
She thought her life or in the very least her freedom ended there and then, but such was it that man revealed himself to be an Inquisition Witch Hunter. Having been impressed by her abilities, he told her he was going to make her into a hunter herself, rather than remain a criminal, whether she liked it or not.
And, though at first she hated it, she did end up loving it. Her natural talents and skills were trained even further, and while she did not have much affinity towards magic like her mentor, she was very good at finding, tracking, and hunting both monsters and men. So it came to be that she would become a Beast Hunter, and the occasional criminal as well.
Her main choice of weapon are firearms. Training her skill both on the field and with much practice, she sets her sights on being an expert marksman. She practices a style of pistolier akin to some other Hunters and Pirates where a person carries on her body bandoliers and holsters of many ready loaded pistols which are drawn, cocked and then fired before being discarded for a new pistol, thus saving the costly time of having to reload so often. She also a highly accurate shot with a long rifle.
Although she carries a rapier, this is mostly a last resort and is used defensively. Its long, swift blade is not good against armor or causing damage, but as Amelia favors speed over strength she uses it to jab at the vulnerable joints, eye slits, or simply to deflect and buy time to run elsewhere.
Strength: 1
Swiftness: 5 (6)
Intellect: 1
Charisma: 1
Vitality: 19 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 8
Cadre: 1
[Old Huntsman: +1 on rolls to traverse the wilderness or track in it, +1dmg every other round]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Brace of Pistols] (+3 dmg, -1Swf)
Vestment: [Long Coat] (+3 to resist Stuns)
Knowledges: [Cancel Magick: Poor] [Gunsmithing: Basic] [Alchemy, Cancel: Basic]
Items of Note: [Rapier] (+2Swf, 25% Chance to parry blades) [Papers of Identification] [Inquisitorial Writ of Free Enterprise] [Burst Flasks of Holy Water]x2 (75% to banish Daemons in non-corporeal states on impact; burns possessed for 3d2)<Specify if you’d like to toss one as an opening in combat before entering the combat>
Quick Draw:
Attacks with firearms gain you +10 for the purposes of determining attack order.
Half Blood:
Elven parents rarely raise offspring of impure breeding. Human parents who stay with them face massive discrimination. Yours is a breed apart from society, cursed for their looks and dexterity. -2 towards interaction with humans, but +2 towards interactions with Elves, who generally pity you.
Corruptions:
Information:
[Poulontorian Pines: Basic]
[Poulontorian Pines: Fair]
>Eastern Woods:
>>Glen of Bears
>Quests:
Kobold Killing
>3 Wealth, Repeatable
>obtain severed heads of Kobolds
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a53439 No.19467
| Rolled 20, 7, 7 = 34 (3d20) |
The tools I'll take, they should prove useful for killing some lizards. Infesting little rats, getting paid for extermination makes me glad I left the mainland. Not enough of em there. And seeing as Amelia's on the same target, I'll take her along too.
1 - The first step to any hunting mission, big or small, is Tracking. Pellets, prints, leavings, bones even, there are many ways to pinpoint a den of kobolds. And it's the warren I'm looking for. Track em to the source, then flush them out.
>+Patience of Ages
>+[Tools: Hunting]
>+[Knowledge, Polountorian Pines: Poor]
>+[Tracking, Good]
>+[Lore, Animals: Good]
>+[Hunting Eagle]
2/3 - That being done, then comes the difficult (or not so difficult) task of flushing them out and picking them off. Fire is a good way to start, the smoke will spread through the warrens quickly. If I set up traps outside the main entrances, Amelia and I can pick off the ones that get past.
>+[Tools: Hunting]
>+[Knowledge, Animals: Good]
>+[Knowledge, Polountorian Pines: Poor]
>>19443
Name: Flysannir "Fletch" Tesulle
Race: Elf
Type of Hunter: Fletch is possibly a hunter in the most traditional sense. Unlike most of his kin, he shows no particular aptitude, nor interest, in casting spells or dealing with otherworldly entities. Except that is, the otherworldly entities he kills. Magic is unreliable, variable, as likely to fizzle or Turn Against its user as to help them, especially dark magic.
So he has refined his skill in that other great elven art: archery. That isn't to say Fletch is incompetent elsewhere, quite the opposite: a good ranger must be as skilled with the sword, axe and dagger as with his own hands. But it is with the bow that his talent truly shines. Fletch understands patience and calculation, he has walked the wild paths of the world for days, sometimes weeks, to down a particularly troublesome monster, sometimes leading it into advantageous terrain or simply waiting for the right moment to get a drop on it and down it with a single, well-timed shot. Yes, Fletch is a hunter. And these days, there's a lot of things need hunting.
Strength: 2
Swiftness: 4 (5)
Intellect: 1
Charisma: 1
Vitality: 19 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 8
Cadre: 1
[Hunting Eagle](+2 to Tracking Rolls above ground)
Upkeep: -0
Weapon of Choice: [Tephid Elven Longbow](+2 Swf)(+1Dmg)
Vestment: [Ancient Furs](+5 to Stealth in wilderness)(+1 Swf)
Knowledges: [Lore, Elf: Good] [Lore, Orc: Basic] [Lore, River Wyvern: Poor] [Tracking: Good] [Fletching: Fair] [Herbology: Basic] [Lore, Undead: Poor] [Poulontarian Pine: Poor] [Lore, Animals: Good]
Items of Note: [Tephid Princedom Talisman] [Tephid Tempered Sword](+1Str/+1Swf) [Tools: Hunting]
>Residence: Flat above [Harbour District Strip Club] (1 Wealth every 6 turns)
Patience of Ages:
You live a long time. Maybe forever, no one you’ve met has been able to prove otherwise. You’ve elected to spend your life making good on pursuits, and gain +2 to any roll for planning something or staking\waiting someone out.
Elder Blood:
Elves were the stewards of the woods in ancient times. It bodes ill for your reception now that the wild places of the world spawn eldritch horrors; -4 to interacting with Humans (DM will waive this penalty for an exceptional few egalitarian humans, and those who know better)//Also Dwarves are too bro-tier to go out for that ignorant shit).
Corruptions:
Purest
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a53439 No.19469
| Rolled 6, 6, 17 = 29 (3d20) |
>>19465
>>19467
1-3. "It's time to clean out these vermin scum."
Join Flysannir in gunning down the Kobolds as we lure them out!
Attacks with firearms gain you +10 for the purposes of determining attack order.
[Old Huntsman: +1 on rolls to traverse the wilderness or track in it, +1dmg every other round]
[Brace of Pistols] (+3 dmg, -1Swf)
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a53439 No.19500
| Rolled 20, 17, 13 = 50 (3d20) |
[Crane]
—–
[Stats]
Name:[Crane]
Race:[Human]
Type of Hunter: Wear mask. Use sword. Former assassin. Now mercenary. Kill monsters. Few words.
Stats:
-Strength:[3]
-Swiftness:[4]
-Intellect:[1]
-Charisma:[0]
—–
Vitality:[17(20)]
—–
[Fame]
Fame:[2]
Wealth:[25]
Cadre:[0]
[Unit Names]
-
-
-
Upkeep:[-0](Wealth/Turn)
—–
[Equipment]
Weapon of Choice:[Assassin's Blade](+2 Swiftness)(10% Chance to deal double damage on hit.)
Vestment:[Assassin's Masque](75% chance to conceal identity.)
Knowledges:
-Surgery [Good]
-Alchemy, Poison [Good]
-Herbology [Poor]
Items of Note:
-[Surgery Tools]
-[Throwing Daggers][x7](+1 Swiftness)
—–
Bonusses/Eccentricities:
-[Jack of All Blades](+2 damage with any bladed weapon.)
-[Few Words](-3 to all social interactions.)
—–
Corruptions
-[None]
—–
[Actions]
[Y/N]-→[N: Go away.]
1. Better sword.
2. Perfect mask.
3. Buy armor.
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a53439 No.19501
| Rolled 3, 10 = 13 (2d20) |
>>19319
Strength: 3 (4)
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma:0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
Weapon of Choice: [Hero’s Lance] (+2 dmg, +1Str)
Vestment: [Hopeful’s Tunic] (+1dmg while Vitality =< 5)
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a53439 No.19528
| Rolled 2, 13, 20 = 35 (3d20) |
>>19443
>Name: Godmund Eaginson
>Race: Human
>Type of Hunter: [Too long to post here, refer to first post in thread.
>Strength: 2
>[+to hurt, threshold for damage to stun you]
>Swiftness: 3
>[+to hit, difficulty of others to hit you]
>Intellect: 2
>[+to cast (hit), difficulty of others to cast spells on you]
>Charisma: 1
>[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
>((add 5 points across the above))
>Vitality: 17 (20) [+1/turn if below the (cap)]
>Fame: 0
>Wealth: 10
>Cadre: 1
>[Thane] (Attacks for +2 dmg)
>Upkeep: -0 Wealth/turn
>Weapon of Choice: [Ancestral Blade] (+2Str, +1Swf)
>Vestment: [Nordic Ringmail] (-1 incoming dmg)
>Knowledges: [Lore, Dragons: Good] [Lore, Sea Serpents: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Fair]
>Items of Note:
>The Scaly Ones, Dammit:
>+2 to all rolls relating to hunting\killing\tracking serpentine foes.
>One-Track Guy:
>-1 to all non-combat rolls pertaining to hunting\tracking\etc other kinds of monsters.
>Corruptions:
1. I should get to know this lass better. She could be a decent aid in my quest to rid the world of monsters.
2/3. "Scouting the Ruins"
The mystery of the ruins can be solved, and who better to solve it than Godmund Eaginson? Perhaps the inhabitants are a cult of beast-worshippers, or the spirits of the dead returned to plague the living. The place must be examined, and possibly cleansed of its taint.
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a53439 No.19532
| Rolled 7, 14, 9 = 30 (3d20) |
1. With the werebadger hopefully dealt with I should begin setting this smugglers hideout into a proper place to live.
2. Train my strength for a while. I am fast, but sometimes speed is not enough.
3. Visit the palace and present myself to the man who sent for me.
http://pastebin.com/EGYu6zme
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a53439 No.19571
| Rolled 13, 13, 4 = 30 (3d20) |
>>19315
Name: Evangeline Belmont
Race: Human
Type of Hunter: Vampire Hunter
Strength: 4(5)
Swiftness: 3(6)
Intellect: 1
Charisma: 0
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Whip of Alchemy] (+3 Swf)
Vestment: [Vampire Hunter’s Coat] (+1 Str, -50% to be bitten by bite attacks)
Knowledges: [Etiquette: Good] [Lore, Vampires: Superb] [Herbology: Poor] [Lore, Daemons: Poor] [Poulontorian Ruins: Basic]
Items of Note: [Stake] (50% to Stake vampires, rendering them immobile) [3x burst flasks of "Holy Water"] [Palace Pass] [Map of the Ruins][1/3]
Venerable Bloodline:
You command the respect of even some creatures of the night. +2 to interactions with any who knows who’s-who.
Ancient Foes:
Killing the Belmont bloodline and, what’s more, making them suffer all the way down is a life goal and aspiration of many entities–many entities that live for aeons.
Corruptions:
1. Head to the palace to find out where the greatest source of these plague freaks are
2. Attempt to study one of the plague freaks from afar, learn more about it, the more I learn the easier it will be to slay it.
3. Do a preliminary scout of the edges of the ruins, try to find out what currently infests it.
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a53439 No.19577
>>19314
>Vathriel
>Strength: 4
>Swiftness: 3
>Intellect: 1
>Charisma: 2
>>you are a Witcher with the School of the Ox
>>>Other Witchers may have a more favourable reaction to you
>Vitality: 17 (20) [+1/turn if below the (cap)]
>Fame: 0
>Wealth: 10
>Cadre: 0
>[Unit Names]
>Upkeep: -0 Wealth/turn
>Weapon of Choice: [Silver Claymore](+4 dmg against Monsters and Daemons, -2dmg against anything else)
>Vestment: [Witcher’s Garb] (-1 incoming damage, +1 to tracking monsters)
>Knowledges: [Alchemy, Pyrotechnics: Basic] [Alchemy, Mutagens: Basic] [Lore, Necrophage: Basic] [Lore, Daemons: Basic] [Lore, Swamp Wyverns: Basic] [Lore, Animals: Basic] [Herbology: Good] [Alchemy, Poison: Poor] [Lore, Kobols: Basic]
>Items of Note: [Steel Claymore](+2Str) [Burst Flask of Flames](75% to burn foe for 2d2; may situationally ignite terrain)<Specify if you’d like to toss one as an opening in combat before entering the combat>
>It’s Your Profession:
>You gain +2 to track\investigate\plan to take down monsters.
>
>Filthy Mutant:
>-2 to interacting with humans. The Inquisition doesn’t like you, either, and hope to replace you with their Daemon Hunters and Paladins. Mutants are viewed with suspicion by most rural folks, although you’re more accepted in the west and may find humans to whom this hamper does not apply there.
>Corruptions:
>Mutagenic Enhancement: You can consume special potions made from the organs of certain monsters to achieve stat gain. Each type only works once.
>Actions
Kill plague freaks and return with their bodies use the quen sign when fighting them to negate damage as much as possible.
I'm fairly knowledgable about monsters lets take a look at the samples and see if my hunch about this involving necrophages is right.
Lastly lets go deep into the heart of the plague by finding out rumours of where all the dead are concentrated or coming from we are going to solve this damn mystery.
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a53439 No.19578
| Rolled 2, 18, 13 = 33 (3d20) |
>>19577
>forgot to roll
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a53439 No.20804
>>19444
[Lisa]
6+8 to hit, (2+4)/2 to hurt.
[Werebadger]
(17+4)/2 to hit, (4+2)/2 to hurt.
You are struck by the Werebadger with blinding speed, delivering 3 damage!
-1 dmg from Scalehide!
Vitality: 19 (20) → Vitality: 17 (20)
The 2 damage is not enough to stun you.
Your reply delivers 3 damage,
+2 from Flaying Hands,
5 damage!
The Werebadger is badly wounded but manages to escape alive.
[[you gain Knowledge [Lycans: Poor] from the experience]]
>>19501
[Curious]
3+10 to hit, (10+4)/2 to hurt.
[Cut Purse]
14+1 to hit, (17+2)/2 to hurt.
The Cut Purse slashes you delivering 9 damage!
Vitality: 18 (20) → Vitality: 9 (20)
The damage stuns you, however the foe flees upon seeing you're no easy prey–without cutting your purse.
You did learn something of the streets of the city. Gain Knowledge [Location, Poulontoria City: Basic]
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a53439 No.20809
| Rolled 6, 15, 10, 6, 6 = 43 (5d20) |
STATE of AFFAIRS
>POPULATION:
~11,000
>INFECTED:
~+1,000
>DEATH TOLL:
~500
>MORALE:
“Surge in infection and an increasing burn-zone has lead to a collapse of public order. Muggings are commonplace outside the Palace District, patrols no longer guard beyond the walls, and there is talk of entire blocks of the Harbour District getting condemned.
Riots have begun but are being stamped out quickly, for the most part.”
>>19445
1. You get the sense your employers don't like you, but your services are still in need. They take you to a less-populace part of town this time, mostly just plague freaks trying to bash through overrun tenements and scarce resistance put up by guards holding them in place in time for the fire to light.
You do your thing and get the payment.
+2 Wealth
+1 Fame
2. Regrettably you just cannot help yourself–you pick up a priceless tome, grasp in hungrily between your fingers, aaaaand POOF! Up in FLAAAAMES!
The shop follows shortly thereafter. The next day you find [Wanted! Arsonist!] posters with your name on them in the Harbour District.
3. You manage to find a hole in the wall. Literally. [Location, Harbour District Wall Alcove: Poulontoria].
You don't know if it's deliberate or not but there's a place you can just chill out under the wall, with more than enough room for a bed roll and some other amenities. It's all packed dirt and stone, although you need to pass through a shrubbery to enter it–probably why no-one's bricked it up yet.
>>19447
1. Your trip to down takes a turn for the worse when you fall and slice your leg for 2 damage. Vitality: 19 (20) → Vitality: 117 (20)
2. (you're technically not moved to your destination until the end of your turn, but no penalty for now)
You manage to find someone rather important in the Palace District who runs a Lodge of Sorcerers. He's upset, but not surprised.
"Damn Yellow Bile-ists, this is JUST like them!" he slams a fist on the table. "I should've known. Well, there's only one thing for it." He proceeds to draw up a list of known Yellow Bile practitioners and informs you that you're welcome to stay at
this place and offers you some reagents in return for the information, as well as puts in a good word for you. [Location, Palace District Sorcerer's Lodge: Poulontoria]
+3 Fame, +5 Tapers
3. Things look lost but an off-handed remark from Mib has you send your lab assistant back out one more time. After a brief absence she returns with a dead rat in hand!
+1 Rat Corpse
>>19464
1. You gain Knowledge [Lore, Necrophage: Poor]
2. Ya look around but can't find it.
3. Knowing that the Necrophages feast upon the flesh of the dead you surmise that sauting its liver, stuffed with fish, and then consuming it alongside copious amounts of alcohol would allow you to enhance your regenerative capabilities.
>>19467
>>19469
1. You suss the fuck out of the whole den of Kobolds.
Gain knowledge [Lore, Kobolds: Good]
2/3. The traps are laid so well you don't even need to do anything but watch as the little idiots go charging to their demise.
Both of you receive +2 Wealth as the total is jacked up to +4 in reward for so thoroughly clearing them out.
Each of you gains +1 Fame as your ability to hunt beasts grows.
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a53439 No.20810
>>19500
1. By chance you find yourself in an antiquiry where you've been assured a fabulous blades lays by a wandering soothsayer. Come to think of it, what did they look like again?
No matter, here it is. A glass case, a fine blood opal in the hilt, aaah yes, now just peel back the floor board, dig a little, smack the proprietor with the floor board til he shuts up, dig some more–and a chest! Well it wasn't really a glass case but then you're wondering if the thing with the horrible beak really was a soothsayer.
You kick off the rusty old lock, pop the latches, and BOOM! Sword!
+Blade of Poulontoria (+3 Swf, +1 Str, 50% chance to drain any foe of 1 random humor on a deathblow and mutate based upon the humor absorbed)
You get the feeling people have been looking for this sword for a very long time, but only you could find it. Funny, and you didn't even know it existed…
2. You do a pretty good job shoring up the Masque.
[Assassin's Masque](90% chance to conceal identity/
3. You find some armour for sale. It's rather sturdy yet stylish stuff.
-5 Wealth, Gentleman's Armour: -1 incoming damage, +2 to social interactions
>>>y/n?
>>19528
1. You try to find the woman from earlier but just can't seem to locate her.
2+3. Your reconnaissance of the ruins goes off without a hitch, and you are well rewarded for your extraordinary efforts. It's clearly necromancers who have taken up shop in the ruins, and they have Hell Hounds at their service.
+3 Wealth, +2 Fame
Certain elements of the nobility insist that the necromancers be struck by a sortie to show them the city is not to be trifled with, and you've been offered the job of leading it.
"Striking the Ruins"
>>4 Wealth, One-Shot, only available nexturn
>>>y/n?
>>19532
1. You get a bed roll down and store up some food, -1 Wealth
2. You feel yourself getting stronger. [2/10]
3. Roberdick de Krete receives you and informs you that he has a task vital to the fight against the Plague. There is a man named Boulard the Craven, a known Yellow Bile Daemonologist and worshiper of Yellow Bile Daemons. He recently escaped captivity and was hiding out in the Plague Ward before the plague even began. The authorities have come to suspect he plays a key roll in the plague spreading somehow.
>>19571
1. You learn many plague freaks are concentrated around a guildhall in the Plague Ward. gain knowledge [Location, Plague Ward Guildhall: Poulontoria]
2. Gain [Lore, Plaguespawn: Basic]
3. Your scouting runs afoul of a patrol! You're in the thick of it with a Hellhound!
[Hellhound]
Str 3 Swf 3 Int 1
\\Vitality 7
USING: Hellfire! This attack uses the Hellhound's INT to-hit, but ignores vestments, and still uses STR to damage.
roll1+1 to-hit, roll2 + 3 to hurt
>>19577
1. This provokes a combat with disadvantage.
[Hulking Plague Freak]
Str 5 Swf 3 Int 2
\\Vitality 5
roll3 +3 to-hit OR roll4 +3 to-hit, whichever strikes first;
roll5 + 5 to damage
Roll 2d20 to resolve.
2. Regrettably the Plague Freaks are not Necrophages. You do get the sense they're somewhat related to daemons however, and perhaps somewhat alchemical in nature…
gain [Lore, Plaguespawn: Good]
3. You've learned of a location where many are dying, and also… changing… gain knowledge [Location, Plague Ward Guildhall: Poulontoria]
[Curious]
<actions will go here; there's a 5 turn bank anywho but I felt the need to specify as it was my tardiness with combat crunch that led to him not having a post yet>
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a53439 No.20811
| Rolled 9, 11, 1 = 21 (3d20) |
1. Train my strength for a while. I am fast, but sometimes speed is not enough. (2/10)
2. 3. I shall take this task as my own. It is time to hunt Boulard the Craven. First I must learn of his location, then I must seek him out and find out what he has been doing. If it comes down to a fight however? So be it.
http://pastebin.com/EGYu6zme
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a53439 No.20812
| Rolled 10, 7 = 17 (2d20) |
>>20811
Inevitable Battle Roll. Cause nat 1s suck.
Strength: 2 (4)
[+to hurt, threshold for damage to stun you]
Swiftness: 4 (8)
[+to hit, difficulty of others to hit you]
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a53439 No.20816
| Rolled 1, 9, 9 = 19 (3d20) |
[Crane]
—–
[Stats]
Name:[Crane]
Race:[Human]
Type of Hunter: Wear mask. Use sword. Former assassin. Now mercenary. Kill monsters. Few words.
Stats:
-Strength:[3][+1](4)
-Swiftness:[4][+3](7)
-Intellect:[1]
-Charisma:[0]
—–
Vitality:[18(20)]
—–
[Fame]
Fame:[2]
Wealth:[20]
Cadre:[0]
[Unit Names]
-
-
-
Upkeep:[-0](Wealth/Turn)
—–
[Equipment]
Weapon of Choice: Blade of Poulontoria (+3 Swf, +1 Str, 50% chance to drain any foe of 1 random humor on a deathblow and mutate based upon the humor absorbed)
Vestment: Gentleman's Armour: -1 incoming damage, +2 to social interactions
Knowledges:
-Surgery [Good]
-Alchemy, Poison [Good]
-Herbology [Poor]
Items of Note:
-[Surgery Tools]
-[Throwing Daggers][x7](+1 Swiftness)
-[Assassin's Blade](+2 Swiftness)(10% Chance to deal double damage on hit.)
-[Assassin's Masque](90% chance to conceal identity.)
—–
Bonusses/Eccentricities:
-[Jack of All Blades](+2 damage with any bladed weapon.)
-[Few Words](-3 to all social interactions.)
—–
Corruptions
-[None]
—–
[Actions]
[Y/N]->[Y: Buy armor.][-5 Wealth][+Gentleman's Armour: -1 incoming damage, +2 to social interactions]
1. Test sword.
2. Hire historian.
3. To ruins.
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a53439 No.20817
| Rolled 10, 18 = 28 (2d20) |
>>20816
Inevitable combat rolls.
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a53439 No.20834
| Rolled 13, 15, 19 = 47 (3d20) |
>>19443
>>20804
>>19313
Name: Patrick Ogulos
Race: Human
Type of Hunter: When he was young Patrick lived in a village where the predations of monsters coming from the forest was nigh constant. As a child he saw it wear on his family and friends, and occasionally someone he knew would just disappear. His life continued like this, unable to stray too far, go alone or linger in the shaded places, until one day a Hunter came to his village. Hunters had come by on occasion before but they enver stayed, most continued by, and the few that stayed to help died shortly after. This man, this hunter was different, his armor was fine and spear gleaming, his eyes projected an aura of being able to see and calmness.
The hunter heard the talk of the villagers and went into the fell forests. When the hunter did not return before the first night, they thought him dead like the others, but Patrick held hope, for this Hunter was different, he knew it. A week later the Hunter returned, tired, but head held high, dragging behind him the head of a great monster, which was birthing the aberrations that had beset the town. The town celebrated their savior and life continued.
Patrick never forgot the Hunter who had brightened his home, and started training with spears in order emulate his hero. he trained hard night and day in order to be good enough, despite his family and friends telling him that it was unnecessary. They were wrong. On his sixteenth a bandit army attacked his home, lead by Yellow Bile demon possession. They slaughtered everyone they saw, Patrick and those few villagers not taken by surprise fought back, but it was too late they were too few and too scared. They were losing and dying. Knowing that if the demon fell the villagers might have a chance, hey charged out spear first running the monster through and pinning it to the ground. It clawed his face costing him an eye and savaged his torso bringing him to death's door. Patrick passed out in pain and in despair, because the demon was still alive.
When he awoke later he found out his actions had carried the day, the few villagers left had finished off the pinned demon and scattered the bandits, but at a cost. Patrick's family was dead, and the village was now untenable with so few survivors. The people slowly over the course of a few days scattered, Patrick staying the longest because of his wounds. Eventually he too left, to hunt the monsters that would drag humanity into the Abyss, to follow in the foot steps of the hero who had saved the village, and to kill monsters like the one who had killed it.
Strength: 3 (5)
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma:0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
[[DM Fills Out]]
Vitality: 10 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 8
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Hero’s Lance] (+2 dmg, +1Str)
Vestment: [Dock Brawler's Garb] (+1Str)Knowledges: [Daemonology, Yellow Bile: Poor] [Farming: Basic] [Cobbling: Basic] [Ruins, Poulonotira: Fair] [Location, Poulontoria City: Basic]
Items of Note: [Hero’s Momento] [Shortspear] (+1Swf)[Hopeful’s Tunic] (+1dmg while Vitality =< 5)
1. Find some healing.
2. Scout out the ruins again
3. Train with my spear
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a53439 No.20835
| Rolled 13, 7, 17 = 37 (3d20) |
Name: Marianne Redding
Race: Human
Type of Hunter: Black Bile Daemonologist
-
Strength: 1
[+to hurt, threshold for damage to stun you]
Swiftness: 1
[+to hit, difficulty of others to hit you]
Intellect: 3
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 3
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
-
Vitality: 19 (20) [+1/turn if below the (cap)]
Fame: 3
Wealth: 10
Tapers: 5 [+1 Rat Corpse]
Cadre: 1 [Sadie]
[Lab Assistant](+2 to Alchemy Rolls, Can be sent to gather reAgents)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Rod of Shadows (Ostium)](Lesser Shadowbolt, +3 to-hit)
Vestment: [Alchemist’s Robes: +5 to Alchemy rolls]
Knowledges: [Daemonology, Black Bile: Great] [Daemonology, General: Fair] [Alchemy, Black Bile: Good] [Herbology: Poor] [Lore, Daemons: Fair] [Black Magick: Fair] [Daemonology, Possession: Basic] [Daemon Names, Black Bile: Poor] [Etiquette, Poor]
Items of Note: [Black Bile](x3) [Flask of Acid](3/4) [Tome: “Observations of Possessed Person” Vol. II (1/5th Read)] [Tapers] [Athame](+1Swf, +3 to rolls for harvesting Humors)
Rituals:
[Shift Intent (R: Black Bile x1, Tapers, Hair of Target)]: Turn an individual's motivations in a certain direction; will wear off in a week to a month depending on casting’s potency; petty, jealous, and sad motivations hold for longer as well.
[Astral Gaze (R: Black Bile x2, Tapers, Alcohol, Brain of Rat)]: Allows target to enter a stupor for half an hour, wherein they will be able to gaze about a two-mile radius freely; they will be drawn to concentrations of Black Bile, whereas living entities without Black Bile will hardly even appear.
[Cloak of Shadows (R: Black Bile x2, Kobold Nail Clippings)]: Make shadows bend towards an individual to protect them from sight for 1 hour. +5 to Stealth of target at night, +3 to Stealth during day in shadowy places.
Sage Advice:
Even if it’s just “well EVERYONE knows THAT!” Mib can be incredibly useful in his interjection. There is a 75% chance he’ll give you a +5 on any given Daemonology/Alchemy roll, but also a 5% chance his misadvice will impede you and grant a -2 instead.
Purge the Heretic!
Much of what you do is forbidden, and Mib’s presence makes you a target. “Exorcisms” generally leave the victim in a catatonic state, and that is surely the prescribed course of action should the Belifaunt Inquisition discover your condition. Djenseria may be more forgiving of such a condition, but hardly more trusting.
Corruptions:
Mib: Daemons usually have short, volatile stays; you’ve had a protracted example of a longer, more corrosive possession, however.
–
Actions [Below ground magic users, buy equipment, train with Sadie]
–
1. Marianne heads over to talk to any "below ground" magic users she can find in the city with the yellow bile demonologists. In that vein, she attempts to solicit their help - spells and items might be useful. [Talk to below ground magic users, charisma]
2. After that, Marianne tries to buy better armor so that she's less vulnerable to attacks from the (likely unpleasant) yellow bile mages. She tries to use her [charisma] to sweet talk the vendor. [buy equipment] (-spend 10 wealth)
3. After that, Marianne starts working on her combat skills with Sadie. She's trying to get Sadie in a good habit of fighting because she's not really good at it. "Sadie, don't swing like that. No. Okay. Here. Like this!" "Jeeze this is hard. Ugh." [train with Sadie]
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a53439 No.20843
>>18842
Room for one more?
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a53439 No.20853
>>20843
Indeed, honestly I suspect we've lost 75% of players anyway.
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a53439 No.20913
| Rolled 10, 5, 19 = 34 (3d20) |
>>20810
>Name: Godmund Eaginson
>Race: Human
>Type of Hunter: [Too long to post here, refer to first post in thread.
>Strength: 2
>[+to hurt, threshold for damage to stun you]
>Swiftness: 3
>[+to hit, difficulty of others to hit you]
>Intellect: 2
>[+to cast (hit), difficulty of others to cast spells on you]
>Charisma: 1
>[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
>((add 5 points across the above))
>Vitality: 17 (20) [+1/turn if below the (cap)]
>Fame: 2
>Wealth: 13
>Cadre: 1
>[Thane] (Attacks for +2 dmg)
>Upkeep: -0 Wealth/turn
>Weapon of Choice: [Ancestral Blade] (+2Str, +1Swf)
>Vestment: [Nordic Ringmail] (-1 incoming dmg)
>Knowledges: [Lore, Dragons: Good] [Lore, Sea Serpents: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Fair]
>Items of Note:
>The Scaly Ones, Dammit:
>+2 to all rolls relating to hunting\killing\tracking serpentine foes.
>One-Track Guy:
>-1 to all non-combat rolls pertaining to hunting\tracking\etc other kinds of monsters.
>Corruptions:
Necromancer Sortie?
>>>y
1/2/3. Necromancer. The word itself makes my blood boil in my veins. They use the bodies of the deceased as puppets, soldiers, and slaves for their own benefit. I will acquaint myself with the strike team, assemble outside the ruins, hopefully out of sight, and attack at first light, with the sun at our backs. We'll fight in loose formation, to better protect us from slung spells, all the while beating these mockeries of this land's honoured dead into the next era. When all is said and done, I will lead the whole party in a search of the ruins, with the objective of capturing or killing stragglers, destroying their unholy works, recovering the bodies that they have been using, and (of course) finding treasure. The dead will be reburied with all proper respect when we bear them home.
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a53439 No.20955
| Rolled 4, 16, 20 = 40 (3d20) |
>>20809
Name: Omorak of the Longfang
Race: Elf
Type of Hunter: Omorak is an odd one in civilized society, as he is not from it. He is from a tribe from deep within the monster ridden forest, and his people have learned how to fight them. The Longfang tribe that the power of those they kill resides in their body, for those that leave bodies anyway, and those bodies can be used to make powerful weapons. All Longfang learn to hunt and to make weapons from the bodies of monsters, and it is customary to eat a part of the body of your prey to gain a part of it's powers.
Whether this is true or not Omerak does not know. He was marked a tattoo of the first kill of he and his year mates to mark him as a man of his tribe. Even so he has no Kalkura, a weapon made from the body of a monster, and this chafed him to no end. He was banished from his tribe after a confrontation with one of the elders with the village. Now he is here, an outsider looking for work.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
Vitality: 20 (21) [+1/turn if below the (cap)]
Fame: 0
Wealth: 5
Cadre: 0
Upkeep: -0 Wealth/turn
Weapon of Choice: [Long Spear] (+2 Swf, +1 Str)
Vestment: [Hunter’s Vest] (+2 to track monsters, -1dmg from monster attacks)
Knowledges: [Bonecrafting: Good]
[Spear Making: Fair]
[Herbology: Great]
[Lore, Reptiles: Good]
[Lore, River Wyverns: Fair]
[Lore, Swamp Wyverns: Poor]
[Lore, Animals: Superb]
[Lore, Necrophage: Poor]
Items of Note: [Lucky Sharktooth Talisman] [Tanning Equipment]] [4 herbs]
Kingdom Animalia:
Your life has prepared you for the wild and those that reside within it. +1 to all rolls while in the wilderness.
Outsider:
Even other Elves view your ways as bizarre and primitive. -3 to interaction rolls with civilized folks, regardless of race, but no penalty to those more attuned with the land.
Corruptions:
???: You’ve been prepared to assume the powers of that which you kill and eat.
1-3. Nothing left to do then but to track, kill, and eat it's liver. Let the hunt begin! (+2 to tracking it)
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a53439 No.20967
| Rolled 5, 18, 20 = 43 (3d20) |
>>20817
[Huge Plague Freak]
Str 6 Swf 3 Int 2
\\Vitality 7
The foe strikes you with advantage.
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a53439 No.20969
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a53439 No.20970
| Rolled 4, 2 = 6 (2d20) |
[Regalia]
18+7 to hit, (10+4)/2 to hurt
[Foe]
18+3 to hit, (20+6)/2 to hurt
Luckily for you your blade flashes quicker than its claw, and the enemy hits the ground dead at your feat.
Your hand shivers in anticpation, knees quaking, eyes fixating on the sword… but nothing happens. The Blade of Poulontoria does not feed upon this foe for reasons beyond mortal understanding.
[Lisa]
7+8 to hit, (10+4)/2 to hurt.
[Yellow Wizard]
Str 1 Swf 5 Int 10
\\Vitality 4
Casting: PAIN!–if this attack hits you and the roll exceeds your INT, you are STUN'D
1st/d20+10 to hit, 2nd/d20+
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a53439 No.20973
>>18842
Name:Ghamonk
Race: Orc
Type of Hunter: Ghamonk was born to war camp in the far northeast. As child Ghamonk like hitting things. As Ghamonk grow older Ghamonk hit bigger thinks. But gets boring. One day Ghamonk find human weapon. Good weapon it sometimes use fire sometimes nightlight sometimes very cold. Good weapon. Ghamonk hit many things with it. Ghamonk decide he wanna go to many places hit many more things. Ghamonk leave tribe to do it. Maybe other orc follow Ghamonk they like Ghamonk because fast and strong.
Strength: 2
[+to hurt, threshold for damage to stun you]
Swiftness: 4
[+to hit, difficulty of others to hit you]
Intellect: 1
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 1
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
((add 5 points across the above))
[[DM Fills Out]]
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: (effect)
Vestment:
Knowledges:
Items of Note:
Advantage:
Quirk:
Corruptions:
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a53439 No.21089
| Rolled 11, 9 = 20 (2d20) |
>>20810
Name: Evangeline Belmont
Race: Human
Type of Hunter: Vampire Hunter
Strength: 4(5)
Swiftness: 3(6)
Intellect: 1
Charisma: 0
Vitality: 19 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Whip of Alchemy] (+3 Swf)
Vestment: [Vampire Hunter’s Coat] (+1 Str, -50% to be bitten by bite attacks)
Knowledges: [Etiquette: Good] [Lore, Vampires: Superb] [Herbology: Poor] [Lore, Daemons: Poor] [Poulontorian Ruins: Basic]
Items of Note: [Stake] (50% to Stake vampires, rendering them immobile) [3x burst flasks of "Holy Water"] [Palace Pass] [Map of the Ruins][1/3]
Venerable Bloodline:
You command the respect of even some creatures of the night. +2 to interactions with any who knows who’s-who.
Ancient Foes:
Killing the Belmont bloodline and, what’s more, making them suffer all the way down is a life goal and aspiration of many entities–many entities that live for aeons.
>>20810
attacking
Strength: 4(5)
Swiftness: 3(6)
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a53439 No.21295
| Rolled 11, 8 = 19 (2d20) |
>>20970
Opposing roll
(Though shouldn't I hit him and drop him to below 0hp before he gets that spell off? I did roll a higher swiftness then his to-hit.)
Swiftness: 4 (8)
[+to hit, difficulty of others to hit you]
Intellect: 1
[+to cast (hit), difficulty of others to cast spells on you]
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a53439 No.21325
Order of Operations:
Clarifications
>Stats
Combat
Updates
>>20973
Name:Ghamonk
Race: Orc
Type of Hunter
>>20973
Strength: 2
Swiftness: 4
Intellect: 1
Charisma: 1
Vitality: 17 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 10
Cadre: 1
[Orcish Scout] (Attacks before enemy for +1dmg, can be sent tracking)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Ashen Sorrows] (+1Str/+1Swf, 50% chance to add +2 flame or frost damage; can be augmented by Mutations)
Vestment: [Steppe Lamellar](+2 dmg req'd to stun)(+1 Swf)
Knowledges: [Lore, Orc: Good] [Lore, Necrophages: Poor] [Lore, Kobolds: Basic][Tracking: Good][Lore, Elf: Basic] [Alchemy, Poison: Poor]
Items of Note:
[Orcish Dual Daggers](+2 Swf) [Bloody Mess]
Sword Bearer:
Ghamonk is one of those champions who was chosen by his sword more than he chose it. Ashen Sorrows will sometimes lead him in the right direction–Ghamonk may re-roll a movement (between location travel) roll of 10 or less and take the higher number.
Brutal Orc:
>-2 to interacting with Humans, +2 to interacting with Dwarves and Orcs; West in Djensaria. Other Orcs will attempt to assimilate you into their units but will flake and join you instead if defeated.
Corruptions:
>Flamerage!
Ghamonk's blood has grown more potent since wielding Ashen Sorrows in battle. You may specify that you are smearing your own Blood on Ashen Sorrows to give it a 75% chance of dealing its fire damage. This also gives your blood presently unknown alchemical properties…
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a53439 No.21326
>>21325
>>West in Djensaria, Humans will only be -1 to interAct
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a53439 No.21327
>>21325
Gain the knowledge [Sword Lore: Poor].
>>You heard rumor of more strange swords that could hit stuff and do things to the stuff!
>>Following these stories brought you to the island of Poulontoria
>>You are in the Harbour District, but understand most of the legends point towards the ruins on the far side of the island has housing ancient weapons
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a53439 No.21332
>>21089
>Evangeline Belmont
>>You are presently at the Ruins
[Hellhound]
13 to-hit, (11)/2 to hurt (ignoring Vestments)
[Evangeline]
17 to-hit, (15)/2 to hurt.
Evangeline's whip lashes across the beast and fells it in a single blow. The acolytes in dark robes that were hiding behind it drop to their knees and put their hands in the air.
"B-b-b-belmont! What are you doing here? We mean you no harm, please–leave us to our devices and our work! If you come on behalf of the city, you have been deceived!"
(You can pump info out of them this coming turn, but feel free to rp ask questions before then)
>>21295
Clarification:
>yes, for some reason iNever wrote up the results of that combat, so here it is:
The Yellow Wizard strikes the ground, dead. On his corpse you find a letter and x1 Yellow Bile.
The letter details the covert transfer of Boulard the Craven to the village in the Eastern Woods. It seems he intends to attempt a run of the Inquisition Blockade with some Eastern corsairs–and is most definitely not where you have gone to find him.
+2 Fame–killing a Wizard is some wizbiz, yo.
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a53439 No.21345
| Rolled 9, 3, 19 = 31 (3d20) |
1 - Glad that's well and done. Nothing like flushing out a den of vermin to put in a hard day's work, and get a hefty payout as well. I'll have to see about getting myself some arrows with stronger, hide-piercing heads with this pay. With the state of this island, I figure some beasts will just shrug off regular arrows like chaff.
2/3 - And as ever, the search for more work and notoriety continues.
>>20809
Name: Flysannir "Fletch" Tesulle
Race: Elf
Type of Hunter: Fletch is possibly a hunter in the most traditional sense. Unlike most of his kin, he shows no particular aptitude, nor interest, in casting spells or dealing with otherworldly entities. Except that is, the otherworldly entities he kills. Magic is unreliable, variable, as likely to fizzle or Turn Against its user as to help them, especially dark magic.
So he has refined his skill in that other great elven art: archery. That isn't to say Fletch is incompetent elsewhere, quite the opposite: a good ranger must be as skilled with the sword, axe and dagger as with his own hands. But it is with the bow that his talent truly shines. Fletch understands patience and calculation, he has walked the wild paths of the world for days, sometimes weeks, to down a particularly troublesome monster, sometimes leading it into advantageous terrain or simply waiting for the right moment to get a drop on it and down it with a single, well-timed shot. Yes, Fletch is a hunter. And these days, there's a lot of things need hunting.
Strength: 2
Swiftness: 4 (5)
Intellect: 1
Charisma: 1
Vitality: 20 (20) [+1/turn if below the (cap)]
Fame: 1
Wealth: 10
Cadre: 1
[Hunting Eagle](+2 to Tracking Rolls above ground)
Upkeep: -0
Weapon of Choice: [Tephid Elven Longbow](+2 Swf)(+1Dmg)
Vestment: [Ancient Furs](+5 to Stealth in wilderness)(+1 Swf)
Knowledges: [Lore, Elf: Good] [Lore, Kobolds: Good] [Lore, Orc: Basic] [Lore, River Wyvern: Poor] [Tracking: Good] [Fletching: Fair] [Herbology: Basic] [Lore, Undead: Poor] [Poulontarian Pine: Poor] [Lore, Animals: Good]
Items of Note: [Tephid Princedom Talisman] [Tephid Tempered Sword](+1Str/+1Swf) [Tools: Hunting]
>Residence: Flat above [Harbour District Strip Club] (1 Wealth every 6 turns)
Patience of Ages:
You live a long time. Maybe forever, no one you’ve met has been able to prove otherwise. You’ve elected to spend your life making good on pursuits, and gain +2 to any roll for planning something or staking\waiting someone out.
Elder Blood:
Elves were the stewards of the woods in ancient times. It bodes ill for your reception now that the wild places of the world spawn eldritch horrors; -4 to interacting with Humans (DM will waive this penalty for an exceptional few egalitarian humans, and those who know better)//Also Dwarves are too bro-tier to go out for that ignorant shit).
Corruptions:
Purest
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a53439 No.21347
| Rolled 12, 16, 3 = 31 (3d20) |
There was a timeout on posting. Might be double post. My apologies.
>>21325
Name:Ghamonk
Race: Orc
Type of Hunter
>>20973 (You)
>Strength: 2(3)
>Swiftness: 4(8)
>Intellect: 1
>Charisma: 1
>Vitality: 17 (20) [+1/turn if below the (cap)]
>Fame: 0
>Wealth: 10
>Cadre: 1
[Orcish Scout] (Attacks before enemy for +1dmg, can be sent tracking)
>Upkeep: -0 Wealth/turn
>Weapon of Choice:
[Ashen Sorrows] (+1Str/+1Swf, 50% chance to add +2 flame or frost damage; can be augmented by Mutations)
>Vestment:
[Steppe Lamellar](+2 dmg req'd to stun)(+1 Swf)
>Knowledges:
[Lore, Orc: Good] [Lore, Necrophages: Poor] [Lore, Kobolds: Basic][Tracking: Good][Lore, Elf: Basic] [Alchemy, Poison: Poor]
>Items of Note:
[Orcish Dual Daggers](+2 Swf) [Bloody Mess]
>Advantage
Sword Bearer:
Ghamonk is one of those champions who was chosen by his sword more than he chose it. Ashen Sorrows will sometimes lead him in the right direction–Ghamonk may re-roll a movement (between location travel) roll of 10 or less and take the higher number.
>Quirk
Brutal Orc:
-2 to interacting with Humans, +2 to interacting with Dwarves and Orcs; West in Djensaria. Other Orcs will attempt to assimilate you into their units but will flake and join you instead if defeated.
West in Djensaria, Humans will only be -1 to interAct
>Corruptions:
Flamerage!
Ghamonk's blood has grown more potent since wielding Ashen Sorrows in battle. You may specify that you are smearing your own Blood on Ashen Sorrows to give it a 75% chance of dealing its fire damage. This also gives your blood presently unknown alchemical properties…
ACTIONS:
1. Ghamonk need money. Ghamonk will have scout look for someone who want something killed. Will get paid. (look for a one off job. Preferably mercenary work)
2. Ruins and sword sound good but Ghamonk wanna hit things first. Ask the people about dangerous things that maybe have treasure and Ghamonk can hit without trouble with town.
3. Once we have information and job is finished. Go to ruins.
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a53439 No.21348
| Rolled 9 (1d20) |
>>21347
Movement reroll on action 3
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a53439 No.23245
Who's still around and interested in playing this?
I'm considering resuming updates at this time.
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a53439 No.23246
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a53439 No.23247
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a53439 No.23252
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a53439 No.23254
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a53439 No.23259
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a53439 No.23263
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a53439 No.23270
>>23246
>>23247
>>23252
>>23254
>>23259
>>23263
All of you to be included in tomorrow's update.
Any body else who'd like to be, chime in 'tween then'n'now.
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a53439 No.23310
STATE of AFFAIRS
>POPULATION:
~10,000
>INFECTED:
~+2,500
>DEATH TOLL:
~1000
>MORALE:
"The streets are no longer safe, most places of business that have yet to be looted or fall to Plague are barred and shut; there is pandemonium in the streets and decadence in the palace."
>combats start
>>21332
>>20970
>combats end
>>20835
1. The Yellow Bile specialists all want safe harbour out of the city. Some of them have colleagues among the Necromancers willing to get them out of the city, others seem to believe escape will come from the village to the east.
Either way they're running out of time.
Quest: "Escourt the Yellow Bile Cultists
4 Wealth, 0 Fame, 1 random Potion
>We need to get out of the city, stat. Guide us down the roads unseen to our safe houses until this whole thing blows over, or we can arrange passage off Poulontoria.
2. [Combat Alchemist Vestments: +5 to-stun, -1 (incoming) dmg]
>(incoming) normally implied just wanted to be sure, no armours thatmake you do less dmg in game… yet
3. You start to get the hang of going fast.
Get the feeling you,
>gotta go fast
[5/20] progress towards Swiftup
>>20811
1. (4/20) Progress has been made.
2+3. See combats.
>>20834
1. You find an affordable Medicus
>spend 2 Wealth to gain 5 Vitality as a free action
2. This time you manage to make it to the ruins undetected.
>You are in the ruins! Movement actions are computed at the end of your turn so this happens after action 3
Within the catacombs of the ancient city, amidst the hell hound patrols and the Necromancers, you discover a tireless search for an ancient tome long thought lost–and what's more exciting, its author.
3. You're getting stronger. Soon it'll pay off, all this training. [7/20]
>>20955
1+2+3. It's a simple matter to catch the beast–it is shortly slain and you feast upon the thing's liver after properly preparing it.
>Gain Corruption
Necrophage Regeneration: +1 Vitality/turn
>>19469
1+2+3. This provokes a combat, rollerino. Roll 3d20 as you have advantage.
>>20913
1+2+3. This, similarly, provokes a combat. Roll 4d20. The final d20 will determin the quality of the group you lead, +1 for Charisma 1.
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a53439 No.23311
| Rolled 19, 10, 12 = 41 (3d20) |
>>23310
>Addendum
Baz your combat was already handled as it turns out, did you take a turn since the last update?
>>20913
[Necromancer Foe]
Str 1
Swf 2
Int 3
1st die: trying to hit you
2nd die: trying to hurt you
3rd die: Necromancer's group fighting your sortie
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a53439 No.23312
>>23311
(the necromancer is attacking physically and using swf for to-hit)
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a53439 No.23314
| Rolled 2, 7, 17 = 26 (3d20) |
>>23310
Name: Patrick Ogulos
Race: Human
Type of Hunter: When he was young Patrick lived in a village where the predations of monsters coming from the forest was nigh constant. As a child he saw it wear on his family and friends, and occasionally someone he knew would just disappear. His life continued like this, unable to stray too far, go alone or linger in the shaded places, until one day a Hunter came to his village. Hunters had come by on occasion before but they enver stayed, most continued by, and the few that stayed to help died shortly after. This man, this hunter was different, his armor was fine and spear gleaming, his eyes projected an aura of being able to see and calmness.
The hunter heard the talk of the villagers and went into the fell forests. When the hunter did not return before the first night, they thought him dead like the others, but Patrick held hope, for this Hunter was different, he knew it. A week later the Hunter returned, tired, but head held high, dragging behind him the head of a great monster, which was birthing the aberrations that had beset the town. The town celebrated their savior and life continued.
Patrick never forgot the Hunter who had brightened his home, and started training with spears in order emulate his hero. he trained hard night and day in order to be good enough, despite his family and friends telling him that it was unnecessary. They were wrong. On his sixteenth a bandit army attacked his home, lead by Yellow Bile demon possession. They slaughtered everyone they saw, Patrick and those few villagers not taken by surprise fought back, but it was too late they were too few and too scared. They were losing and dying. Knowing that if the demon fell the villagers might have a chance, hey charged out spear first running the monster through and pinning it to the ground. It clawed his face costing him an eye and savaged his torso bringing him to death's door. Patrick passed out in pain and in despair, because the demon was still alive.
When he awoke later he found out his actions had carried the day, the few villagers left had finished off the pinned demon and scattered the bandits, but at a cost. Patrick's family was dead, and the village was now untenable with so few survivors. The people slowly over the course of a few days scattered, Patrick staying the longest because of his wounds. Eventually he too left, to hunt the monsters that would drag humanity into the Abyss, to follow in the foot steps of the hero who had saved the village, and to kill monsters like the one who had killed it.
Strength: 3 (5) (7/20)
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma:0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
[[DM Fills Out]]
Vitality: 11 (20) [+1/turn if below the (cap)]
Fame: 0
Wealth: 8
Cadre: 0
[Unit Names]
Upkeep: -0 Wealth/turn
Weapon of Choice: [Hero’s Lance] (+2 dmg, +1Str)
Vestment: [Dock Brawler's Garb] (+1Str)Knowledges: [Daemonology, Yellow Bile: Poor] [Farming: Basic] [Cobbling: Basic] [Ruins, Poulonotira: Fair] [Location, Poulontoria City: Basic]
Items of Note: [Hero’s Momento] [Shortspear] (+1Swf)[Hopeful’s Tunic] (+1dmg while Vitality =< 5)
Free Action: Spend the 2 wealth for healing of 5 hp
1. Attempt to figure out exactly what and WHO they're looking for. Either by listening in or Finding some papers.
2. Map out the ruin a little, preferably without being detected.
3. Leave to report what I've leaned and while leaving take out a necromancer or two.
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a53439 No.23319
| Rolled 6, 18, 16 = 40 (3d20) |
1. See if I cannot salvage something from the corpse of the wizard to graft onto myself. That wizard was incredibly powerful magically, much more so then myself and if i am to be fighting wizards in the future I shall need that.
2. Continue training my strength (4/20)
3. Head to the Eastern Woods and search for Boulard the Craven in the village.
http://pastebin.com/EGYu6zme
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a53439 No.23323
| Rolled 11, 7, 6 = 24 (3d20) |
Name: Marianne Redding
Race: Human
Type of Hunter: Black Bile Daemonologist
Strength: 1
Swiftness: 1
Intellect: 3
Charisma: 3
Vitality: 20 (20) [+1/turn if below the (cap)]
Fame: 3
Wealth: 0
Tapers: 5 [+1 Rat Corpse]
Cadre: 1 [Sadie]
[Lab Assistant](+2 to Alchemy Rolls, Can be sent to gather reAgents)
Upkeep: -0 Wealth/turn
Weapon of Choice: [Rod of Shadows (Ostium)](Lesser Shadowbolt, +3 to-hit)
Vestment: [Combat Alchemist Vestments: +5 to-stun, -1 (incoming) dmg]
Knowledges: [Daemonology, Black Bile: Great] [Daemonology, General: Fair] [Alchemy, Black Bile: Good] [Herbology: Poor] [Lore, Daemons: Fair] [Black Magick: Fair] [Daemonology, Possession: Basic] [Daemon Names, Black Bile: Poor] [Etiquette, Poor]
Items of Note: [Black Bile](x3) [Flask of Acid](3/4) [Tome: “Observations of Possessed Person” Vol. II (1/5th Read)] [Tapers] [Athame](+1Swf, +3 to rolls for harvesting Humors)
Rituals:
[Shift Intent (R: Black Bile x1, Tapers, Hair of Target)]: Turn an individual's motivations in a certain direction; will wear off in a week to a month depending on casting’s potency; petty, jealous, and sad motivations hold for longer as well.
[Astral Gaze (R: Black Bile x2, Tapers, Alcohol, Brain of Rat)]: Allows target to enter a stupor for half an hour, wherein they will be able to gaze about a two-mile radius freely; they will be drawn to concentrations of Black Bile, whereas living entities without Black Bile will hardly even appear.
[Cloak of Shadows (R: Black Bile x2, Kobold Nail Clippings)]: Make shadows bend towards an individual to protect them from sight for 1 hour. +5 to Stealth of target at night, +3 to Stealth during day in shadowy places.
Sage Advice:
Even if it’s just “well EVERYONE knows THAT!” Mib can be incredibly useful in his interjection. There is a 75% chance he’ll give you a +5 on any given Daemonology/Alchemy roll, but also a 5% chance his misadvice will impede you and grant a -2 instead.
Purge the Heretic!
Much of what you do is forbidden, and Mib’s presence makes you a target. “Exorcisms” generally leave the victim in a catatonic state, and that is surely the prescribed course of action should the Belifaunt Inquisition discover your condition. Djenseria may be more forgiving of such a condition, but hardly more trusting.
Corruptions:
Mib: Daemons usually have short, volatile stays; you’ve had a protracted example of a longer, more corrosive possession, however.
———–
Actions [Talk: Yellow Bile Users, Quest, Training]
———–
>>META: SHE DYED HER HAIR
1. Marianne asks the Yellow Bile users about the plague. [Question Yellow Bile users: 3 Charisma]
2. After that, she nominally accepts escorting them out of the city if they provide her information on the cause of the plague. [Quest: "Escort the Yellow Bile Cultists|4 Wealth, 0 Fame, 1 random Potion]
3. Marianne keeps training with Sadie. Sadie isn't very good at melee, but neither is Marianne. Marianne uses the practice to finish ([5/20] Swiftup)
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a53439 No.23328
>>23319
Midtown. The inner city has been spared rioting and most of the shops stay open – Marianne finds herself traveling uptown to some awful location she'd rather forget for reasons she feels compelled. It's mid-day and the sun is shining a little bit.
[[This is all very dull. Soo much walking.]] "Gods, shut up, you're so annoying."
Mib's whining has started to wear on Marianne. After mumbling for a few minutes Marianne gets tired and sits down on a small bench near the palace – it's not clear why she's there. The sun floats along for a few seconds.
Marianne sits on the bench and looks at a woman nearby quizzically. Something about the woman strikes her as odd…some…magic…
"Hey, are you okay? You don't…look..well?"
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a53439 No.23329
| Rolled 12, 94, 55 = 161 (3d100) |
>>23310
Name: Omorak of the Longfang
Race: Elf
Type of Hunter: Omorak is an odd one in civilized society, as he is not from it. He is from a tribe from deep within the monster ridden forest, and his people have learned how to fight them. The Longfang tribe that the power of those they kill resides in their body, for those that leave bodies anyway, and those bodies can be used to make powerful weapons. All Longfang learn to hunt and to make weapons from the bodies of monsters, and it is customary to eat a part of the body of your prey to gain a part of it's powers.
Whether this is true or not Omerak does not know. He was marked a tattoo of the first kill of he and his year mates to mark him as a man of his tribe. Even so he has no Kalkura, a weapon made from the body of a monster, and this chafed him to no end. He was banished from his tribe after a confrontation with one of the elders with the village. Now he is here, an outsider looking for work.
Strength: 3
[+to hurt, threshold for damage to stun you]
Swiftness: 3
[+to hit, difficulty of others to hit you]
Intellect: 2
[+to cast (hit), difficulty of others to cast spells on you]
Charisma: 0
[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]
Vitality: 21 (21) [+1/turn if below the (cap)]
Fame: 0
Wealth: 5
Cadre: 0
Upkeep: -0 Wealth/turn
Weapon of Choice: [Long Spear] (+2 Swf, +1 Str)
Vestment: [Hunter’s Vest] (+2 to track monsters, -1dmg from monster attacks)
Knowledges: [Bonecrafting: Good]
[Spear Making: Fair]
[Herbology: Great]
[Lore, Reptiles: Good]
[Lore, River Wyverns: Fair]
[Lore, Swamp Wyverns: Poor]
[Lore, Animals: Superb]
[Lore, Necrophage: Poor]
Items of Note: [Lucky Sharktooth Talisman] [Tanning Equipment]] [4 herbs]
Kingdom Animalia:
Your life has prepared you for the wild and those that reside within it. +1 to all rolls while in the wilderness.
Outsider:
Even other Elves view your ways as bizarre and primitive. -3 to interaction rolls with civilized folks, regardless of race, but no penalty to those more attuned with the land.
Corruptions:
???: You’ve been prepared to assume the powers of that which you kill and eat.
Necrophage Regeneration: +1 Vitality/turn
1&2. Look at the necrophage to see if there is any good body parts that could be turned into weapons.
3. Then head back to town.
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a53439 No.23330
| Rolled 6, 6, 7 = 19 (3d20) |
>>23329
woops d20s
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a53439 No.23331
| Rolled 14, 18, 8 = 40 (3d20) |
>>23328
Lisa stops after being addressed and lowers her head so her face falls under shadows. She hopes that her tail behaves itself. It often lashes and disturbs the illusion that she is perfectly human and normal.
Still getting noticed is a bad sign. What gave her away this time?
Lisa looks at the woman's deepening frown and realizes she has been quiet for too long. She abruptly speaks. "Oh, yes I am fine. Just worried over the plague and the blockade. So much horror and it never seems to end. "
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a53439 No.23332
>>23331
Marianne nods a little. Something is a little off, but she can't make it out.
[[Construct. She's a construct. A what? She's a construct. Look. See? Construct. Might be useful in combat, though. Aura seems to read as neutral. What? You can do all that? Only when I feel like it, Marianne. Yeah…thanks.]]
Marianne squints a little bit. "Yes. I am too. What are you trying to do? I've been trying to solve the issue, but it just leads me from one group of magic users to another…"
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a53439 No.23334
| Rolled 10, 18, 4, 6 = 38 (4d20) |
>>23310
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a53439 No.23335
>>23332
>>23332
I am hunting a man. His name is Boulard the Craven. He might know a little more of the true origins of this plague, and if not his crimes are numerous enough that he deserves a quick death.
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a53439 No.23337
| Rolled 8, 4 = 12 (2d10) |
>>23311
>>23334
PERSONAL COMBAT
The foe strikes first!
He delivers -5 Vitality
ringmail reduces this to -4
>You are stunned!
Your Thane strikes him for 2dmg!
The necromancer is wounded, but not slain.
GROUP COMBAT
The quality of your group is 6, +1 from Charisma, +2 from Militia vetting (the volunteers are not actively trying to kill you). This comes out to Quality 9.
The Quality of the necromancer's group is 12.
Their leader is forced to retreat from personal combat with you, wounding their morale! -6 Quality.
The foe is Quality 6.
1st d10 + Your Group's Qual: your Battle Value
2nd d10 + Their Group's Qual: their Battle Value
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a53439 No.23338
>>23335
Marianne nods. "Do you want to work together to try to solve this plague issue? I mean, if you don't mind working with someone that uses magic. Don't worry, I'm one of the good guys."
[[Shouldn't have told her that. Probably. Shut up.]]
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a53439 No.23339
>>23337
YOUR SIDE
17
(8+9)
THEIR SIDE
10
(4+6)
RESULT
The Necromancers have received a crippling blow in their defenses and they retreat below ground. Your group forces their way to the catacombs where they find several recent-looking corpses.
Your sortie commandeer a cart from the dead Necromancers and haul it all back.
You manage to gain some [Spoils of War] that might be worth a pretty penny if sold to the right vendor that doesn't mind the stink of death.
You obtain 2 Necromancer captives from the battle. They are mere Acolytes but surely know something of their masters' designs.
>+4 Wealth, +2 Fame
>>gain the item [Spoils of War]
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a53439 No.23340
>>23338
Lisa nods slowly. "I am not skilled in combating magic myself, my skills are far more physical in nature. I would welcome the help of a mage who is on the side of good. Only you might find yourself wary of working with me instead."
Lisa hesitates then extends her hand for Marianne to shake, and for Marianne to examine. It is quite monstrous. "I am Lisa, also known as the Stitched. As you can probably see by now I am not entirely human.
Lisa chuckles and grins from the shadows covering her face. "Only parts of me are."
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a53439 No.23554
Full update to come, bringing Regalia up to sp33d
>>20816
+1 Fame from killing foe.
You hire a historian, who is -1 Wealth\turn in Upkeep.
[Historian: Currently Researching Magical Swords]. You may change his research topic as a free action.
You arrive at the
>Ruins
There is chaos and fighting. You sneak past it.
>You are belowgrounds in the ruins
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a53439 No.23556
| Rolled 4, 8, 19 = 31 (3d20) |
[Crane]
—–
[Stats]
Name:[Crane]
Race:[Human]
Type of Hunter: Wear mask. Use sword. Former assassin. Now mercenary. Kill monsters. Few words.
Stats:
-Strength:[3][+1](4)
-Swiftness:[4][+3](7)
-Intellect:[1]
-Charisma:[0]
—–
Vitality:[18(20)]
—–
[Fame]
Fame:[3]
Wealth:[19]
Cadre:[1]
[Unit Names]
-Historian: Currently researching magical swords.
-
-
Upkeep:[-0](Wealth/Turn)
—–
[Equipment]
Weapon of Choice: Blade of Poulontoria (+3 Swf, +1 Str, 50% chance to drain any foe of 1 random humor on a deathblow and mutate based upon the humor absorbed)
Vestment: Gentleman's Armour: -1 incoming damage, +2 to social interactions
Knowledges:
-Surgery [Good]
-Alchemy, Poison [Good]
-Herbology [Poor]
Items of Note:
-[Surgery Tools]
-[Throwing Daggers][x7](+1 Swiftness)
-[Assassin's Blade](+2 Swiftness)(10% Chance to deal double damage on hit.)
-[Assassin's Masque](90% chance to conceal identity.)
—–
Bonusses/Eccentricities:
-[Jack of All Blades](+2 damage with any bladed weapon.)
-[Few Words](-3 to all social interactions.)
—–
Corruptions
-[None]
—–
[Actions]
1,2,3. Search the ruins for treasure and/or magical artifacts.
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a53439 No.23610
I am interested as well. but need update.
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a53439 No.23611
>>23610
>>23610
I'll hit you up in irc wunce I've posted one for ya.
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a53439 No.24023
>>21347
1. "Hold Back the Waves!"
Wealth 2, Fame 2
"Huge swarms of Plaguespawn are rushing out of the plague ward, and the scorched earth stratagem that hemmed them in when they were haphazard is failing. We need people on the front lines."
2. Ghamonk learns of a mad Wizard in the Plague Ward that has remained in his tower. It's rumored to be full of gold he's looted from the plague victims, but for some reason the plague freaks ignore him…
3.
>>21348
Withese things in mind you depart for the ruins, where you arrive to find some people from the city have killed many necromancers and shattered a few skeleton warriors and hell hounds.
You hear their leader is underground and they're trying to smoke him out.
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