446049 No.30081 [View All]
Welcome to the world of Maradoc. The world is in a golden age now as peace reigns across the entire world for the first time in known history. Though peace does not come freely to this war ravaged world. The large armies held by most nations now chafe at the bit they are bored and restless. Bandits are in never before seen numbers thanks to deserters and the nations hesitate to respond with conventional armies due to the risk of collateral damage. The naga are rising from the sea and have been raiding the Aeldun harder than ever before. There are even rumors of a dragon sighting west of Tythorp. Truly what kind of peace is this?
For new joins there are now 3 open slots. First come first serve. Understand that there is very little magic in this world and as such magical races do not exist. Every race has come to be through a much more robust evolutionary system. You can still create your own but understand it is limited to something you can explain via non magic. The only traditional fantasy race you can not play is dragons and their lesser kin like drakes wyrms as they are not fully sentient. If you have any questions feel free to pm me at any time)
The world is currently ruled primarily by 7 great empires and their wondrous capital cities. http://pastebin.com/Z6mL0yu9. Though this by no means limits you from creating kingdoms of other kinds. (such as bidderlyn having created a yuan ti kingdom east of the frog/lizard empire, or the drakonids of westerner) Quite a few of the traditional races have been heavily modified due to no magic casting (please do pm me if you wish for a race to be explained in their current state)
This will eventually translate into a NB your heroes will be the leaders of those nations and you will gain bonuses over people who just join the nb and not this HB.
Hero Name:
Hero race:
Hero's race description:(if a traditional fantasy race you don't need to explain much)
Hero fluff:
———do not fill out———-
Inventory:
Skills:
Companions:
Eccentricities:
35 postsand4 image repliesomitted. Click reply to view. ____________________________
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446049 No.30780
>>30134
1.2. you spar and train with your new mercs for hours on end. You don't know how or why but the training goes miraculously well. By the end your mercs have gained alot of power and have become truly loyal to you and even your own strength has made large progress
Change
2 Troll Warriors: Mercs
to
2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]
and gain [Irregular Tactics III 6/12]
3. The travel….it does not go well you barely make any progress and get bogged down quickly when one of the carriages breaks an axle.
(continue to roll 3d100 for regular actions and travel]
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446049 No.30782
| Rolled 37, 94, 30 = 161 (3d100) |
>>30780
Hero Name: Zargoz Ironhand
Hero race: Giant
Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.
Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold
Companions: 2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]
Skills: [Smithing II] [Intimidation I][Irregular Tactics II]
Eccentricities:
[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.
[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.
[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent
[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.
Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.
—–
1-2. Work on my skills [Irregular Tactics III 6/12]
3. Travel with the Crimson Sigil we got places to go and people to krump
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446049 No.30785
| Rolled 48, 88 = 136 (2d100) |
>>30775
Hero Name: Dural "Shinsnapper" Blackhammer
Hero race: Dwarf
Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.
Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.
Inventory: Average Warhammer, Leather merc armor, mountain boar mount "Borste", 40 gp.
Skills: Mounted warfare, Diplomacy I, Brawling I, Heavy weapons I
Companions: N/A
Eccentricities:
Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.
Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.
Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)
Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.
1. Goin on ship ain't dwarfy at all, also I ain;t leavin Borste behind. The naga fightin seems like a battle of trition so ah'lll pass too. Let's see if'n I can't get on that caravan to Yerdale. Failin that the Stedbury one.
+diplomacy I
+Long time Merc
2.Now find a place to train with my hammer, feeling a wee bit rusty.
+Long time Merc
+Heavy weapons I
+Big Ass Hammer
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446049 No.30810
| Rolled 42, 34 = 76 (2d100) |
>>30774
Hero Name: Drenari Whitewater
Hero race: High Elf
Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.
Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.
Inventory: A book listing all well known randomfactored items (Memorized),
+ theories of the great leaders and the loyalty shown to them
+ the Lord of the Rings.
+bloody quill
+paper and charcoal
Simple bow and arrow, 130gp
Artifacts:
「Ring of command」: +2 to mook rolls for as long as you wear this item
Masterpiece sketch of wyrm battle: ????????????
Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]
Companions: 2 Experienced HH guards
1 Syl -HH guard「Identifier」
1 Illien Elite Longbowman
Eccentricities
Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.
Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.
Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.
Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.
1&2. It is about time we met up with the merchants to head off. One step closer to meeting with the archdruid.
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446049 No.30811
| Rolled 20, 95 = 115 (2d100) |
>>30775
Hero Name: Gorr the Jotunkind
Hero race: Troll
Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.
Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.
Inventory: 3x Big Ass Club
Skills: Regeneration I(unique), Clubbin II, Intimidation II
Companions: N/A
Eccentricities:
Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.
Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.
Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.
Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.
1. Well, the Adventurer's Guild ought to have some work, then. Work fit for a troll.
Visit the Adventurer's Guild and see what jobs they have. 'Course, I probably won't fit through the door.
2. Practice Clubbin'. Clubbin III 2/12
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446049 No.30842
| Rolled 14 (1d30) |
>>30775
Rolling for gold first
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446049 No.30843
| Rolled 91, 53, 52 = 196 (3d100) |
>>30842
Hero Name: Exobo
Hero race: Yuan-Ti
Hero's race description: pic related
Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.
All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of
mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.
It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to
travel the world seeking to re-establish my master's honor and seek for my own redemption.
Inventory: 2 healing potions, 2lbs posonous herbs, snake tongued whip (unique), Average Scimitar, Kozane dou gusoku, ssssssssssseven GP
Companions: Mercenary apprentice group(3) lvl 1
Skills: [W&S fighting (unique) II] [Adventuring I] [Poisons I], [Survival I]
Eccentricities:
Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.
Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.
Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.
Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme
-
[W&S fighting (unique) III] 6/12
1&2
Exobo realized his skills alone might not be enough to master these weapon. Humbled by the his own limitations Exobo travels back to the city to find a trainer, something truely honorable who knows the secrets of the sword to help him. (First roll - Find a worthy trainer, Second roll - train with trainer if found. alone if not)
3. Exobo is pleased by the gold the mercenaries have brought to him, and orders them to keep going on the same path. (Keep looking for jobs with merc)
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446049 No.30844
>>30843
Fix: [W&S fighting (unique) III] 4/12***
My bad forgot to change
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446049 No.30853
>>30774
Cele looks down at Fup, tired and with heavy breath. The crowd cheering, saying her name. But over the sound of applause and chanting of her name she here's something else. Chants for blood. Chants for her to kill Fup. As Cele looks down at the man who was, just seconds ago attempting to kill her, she can not bring herself to want to end his life.
Thus she extends her hand down to him, helps him to get to his feet (mostly symbolically when considering their size), and then raises his hand into the air.
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446049 No.30965
| Rolled 10 (1d100) |
>>30774
rollin for death
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446049 No.30974
| Rolled 52, 24, 58 = 134 (3d100) |
Hero Name: Gargoz Ironhand
Hero race: Giant
Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.
He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.
Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.
Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel
+25 GP
Companions: None
Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]
Eccentricities
Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)
FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.
Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.
Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.
Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.
+Location of a medium iron vein
+forge access at the Dene fortress
Smithing III 1/12
Mook: Galag
1-2. Put out the fires and help the townspeople. I'm sorry for being big and scary and. . .throwing dirt everywhere. But no more bandits, I'm here to help!
3. Galag can help translate for me!
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446049 No.31121
>>30853
The troll takes your hand. Exhausted and humbled, he bows to you before leaving the arena. The people roar on adulation and you quickly gain the title of "the merciful". It isn't long before tradition takes hold and the game's master calls for an end to the days events. You are escorted to the outside of the coliseum and told to return tomorrow for the Victor's parade and speech in your finest clothes. You will receive your prize there as well. For now you head back to the inn to do as you please.
2 turns till Victor's parade take your actions now.
Add section "Titles:" to char sheet
Add title: The Merciful
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446049 No.31122
>>31121
>>Hero Name: Cele Elensar
>>Hero race: Elf
>>Hero fluff: Cele lived in the city her whole life. Upon coming to age she decided that she would choose to spend her life traveling the world and compete in tournaments of swordsmanship. Her only dream is to become reknown as one of the greats of the sport, and die knowing her name will be remembered
>>Inventory: Basic longsword, Leather armor w/ coverings 10 GP, Medium Hot Egg
>>Companions: None
>>Eccentricities Balanced fighting style: Your fighting style doesn't have any particular advantages or disadvantages.>Elven beauty: Many a mortal is enchanted by the grace of elves. When dealing with a male of any other species odd things and reactions can happen.>Wanderlust+: Your character lives to explore and spread their name. +10 to exploration rolls and +5 to anything that helps spread your fame (does not apply to combat)Wanderlust-: Your character does not like to stay in one place too long and will begin suffering from lethargy if they do. Getting a -5, -10, etc in increasing amounts to all rolls if they do so. (this will not apply if currently participating in a tournament)[Swordsmanship II] [Exploration I] [Dueling II
>Titles: The Merciful
1: After the match Cele is somewhat freaking out with all the hype from the show washing over her. However without actually knowing anyone in town she figures the best person to talk to about how happy she is is that egg that she found a couple days ago… She's not crazy alright?
2: "Wait… "finest clothes"?" Cele looks down at her current armor/clothing outfit she wore to the tournament which is currently soaked in literal blood and sweat. She then rushes out of her room to buy an actual set of nice clothes.
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446049 No.31123
| Rolled 17, 83 = 100 (2d100) |
>>31122
dice
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446049 No.31159
>>30782
1.2. 11/12
3. The travelling does not go well once again. Progress is made but not much. The wagons continue breaking down much to the captain's disgust. His yelling and screaming begin turning to quiet fury. This is all quite funny to watch from an outsider's perspective.
>>30785
1. The merchants are more than happy to accept you on the caravan and you are quickly assigned to the front carriage. Due to your experience as a mercenary you are assigned as the guard captain for the front carriage. You will meet your new men in 3 days (turns) when the caravan leaves.
2. 4/8
>>30810
1.2. You set out with the merchant caravan. The road will be long and many experiences can be had. The merchants offer you a seat on one of the carriages or your own horse to ride for the duration of the trip. The choice is yours.
(next turn roll an extra d100 for general travel)
>>30811
1. When you arrive at the adventurers guild weirdly enough it seems to be closed. You could have sworn it was open an hour ago when you first glimpsed it. But whats a troll to do.
2.You decide to head home and practice your clubbin 6/12
>>30843
1.2. Your particular brand of fighting is rare even among the yuan-ti. But you are in luck one of the more famous champions of the city has decided to train with you for a day. A very rare pleasure and not one you should expect to have again.
Under his tutelage your mastery of the fighting techniques grows fast and before you know it you feel as if you have made a large breakthrough in your skills.
convert skill to [W&S fighting (unique) III]
3. Your mercs once again manage to wrangle some minor jobs. But the jobs are starting to dry up. It won't be much longer before apprentice jobs are gone and the work will become far more dangerous for just lowly apprentices
1d15 gold
>>30965
The venom in your blood has now fully mixed with the disgusting undead goo. Your pain slowly fades away as you pass into a deep sleep. You almost don't feel that weird buglike thing crawling from the undead goo in your shoulder up into your ear and settling in your brain.
(you are dead and I have a new NPC =D)
>>30974
1.2. The fires are quickly put out and the townsfolk slowly start to relax but they still look at you with fear expecting the dream to end and the nightmare to begin once again.
3. Galag helps to put your words into a more eloquent and friendly terms to help ease the common folk. It actually seems to work.
Gm Note: Everyone can speak common. Even giants so you don't have to worry about a language barrier with the regular sentient races. About the only ones who don't speak common are ones who purposely ignore it (like the naga) or some backwards villages in the the far southern contininent.
>>31122
1. The egg seems to continue to warm to you as you speak to it. Though it doesn't seem to have grown anymore you feel like it enjoyed the talk nonetheless……maybe you are just a tad bit crazy Maternal bonding 9/10
gm note: God damn it glittz keep track of your progress on things. Next time I will just restart your progress instead of hunting it down in the old thread.
2. While you don't have that much money since you haven't recieved your winnings yet you do manage to find a wonderful dress. It probably generally isn't your style to wear dresses but quite frankly it does cut a dashing figure and you can even hide your sword between some of the folds. The owner of the shop happens to be a fan of yours and won alot of money betting on you. He charges you only 10gp for the dress.
Add item: Noble quality ball dress
remove: 10gp
(1 turn till victors parade)
as the tournament is now over you look forward to the parade but even now your heart begins to ache for the open road and adventure. You begin to tire of the city and the same sights.
(after the victor's parade is over you will begin to suffer maluses from your wanderlust-)
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446049 No.31160
| Rolled 50, 99 = 149 (2d100) |
>>31159
Hero Name: Dural "Shinsnapper" Blackhammer
Hero race: Dwarf
Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.
Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.
Inventory: Average Warhammer, Leather merc armor, mountain boar mount "Borste", 40 gp.
Skills: Mounted warfare, Diplomacy I, Brawling I, Heavy weapons I(4/8)
Companions: N/A
Eccentricities:
Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.
Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.
Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)
Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.
1. Keep practicing with my hammer. I know I'm getting somewhere now! (4/8)
+Long time Merc
+Heavy weapons I
+Big Ass Hammer
2. Well if'n I'm going to be the captain, I better look that part. See if I can't find better armor and a proper Dwarven helmet.
+diplomacy I
+Long time Merc
+30 Gold
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446049 No.31161
| Rolled 32, 26 = 58 (2d100) |
>>31159
>Hero Name: Cele Elensar
>>Hero race: Elf
>>Hero fluff: Cele lived in the city her whole life. Upon coming to age she decided that she would choose to spend her life traveling the world and compete in tournaments of swordsmanship. Her only dream is to become reknown as one of the greats of the sport, and die knowing her name will be remembered
>>Inventory: Basic longsword, Leather armor w/ coverings , Medium Hot Egg
>>Companions: None
>>Eccentricities Balanced fighting style: Your fighting style doesn't have any particular advantages or disadvantages.>Elven beauty: Many a mortal is enchanted by the grace of elves. When dealing with a male of any other species odd things and reactions can happen.>Wanderlust+: Your character lives to explore and spread their name. +10 to exploration rolls and +5 to anything that helps spread your fame (does not apply to combat)Wanderlust-: Your character does not like to stay in one place too long and will begin suffering from lethargy if they do. Getting a -5, -10, etc in increasing amounts to all rolls if they do so. (this will not apply if currently participating in a tournament)[Swordsmanship II] [Exploration I] [Dueling II
>Titles: The Merciful
1: Cele realizes she's becoming a bit stagnant and that she must keep moving once the parade ends. But until then she does her best to keep herself busy by taking a walk around the city to see what sights there are to behold. She hasn't actually had much of a chance to explore since arriving.
2: Then after her long day is over she returns to her room to cuddle with the egg while she gets some sleep. 9/10
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446049 No.31169
| Rolled 59, 11, 75 = 145 (3d100) |
>>31159
Hero Name: Drenari Whitewater
Hero race: High Elf
Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.
Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.
Inventory: A book listing all well known randomfactored items (Memorized),
+ theories of the great leaders and the loyalty shown to them
+ the Lord of the Rings.
+bloody quill
+paper and charcoal
Simple bow and arrow, 130gp
Artifacts:
「Ring of command」: +2 to mook rolls for as long as you wear this item
Masterpiece sketch of wyrm battle: ????????????
Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]
Companions: 2 Experienced HH guards
1 Syl -HH guard「Identifier」
1 Illien Elite Longbowman
Eccentricities
Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.
Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.
Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.
Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.
1&2. Sketch some more while riding in the carriage.
3. Travel
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446049 No.31174
>>31159
>>31159
Hero Name: Gorr the Jotunkind
Hero race: Troll
Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.
Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.
Inventory: 3x Big Ass Club
Skills: Regeneration I(unique), Clubbin II, Intimidation II
Companions: N/A
Eccentricities:
Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.
Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.
Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.
Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.
1. I'll make me a sign. A nice, big sign, out of a tree trunk and a rock. "Troll Looking For Job: Will Break Things. Payment Accepted In Meat Or Gold. If Interested, Go To Old Bridge." And I'll plant it somewhere in the city. Or outside the city. So that way if they want my help they can come get it.
2. Practice Clubbin', by bashing trees and rocks. 6/12
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446049 No.31175
| Rolled 77, 100 = 177 (2d100) |
>>31174
fucking dice
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446049 No.31176
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446049 No.31177
| Rolled 55, 40, 15 = 110 (3d100) |
Hero Name: Gargoz Ironhand
Hero race: Giant
Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.
He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.
Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.
Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel
+25 GP
Companions: None
Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]
Eccentricities
Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)
FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.
Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.
Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.
Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.
+Location of a medium iron vein
+forge access at the Dene fortress
Smithing III 1/12
Mook: Galag
1. Build up this town again, uh. . .because I sort of wrecked it.
2. Help in other ways too. Maybe I can, I dunno, help chop some wood or flatten more farmland or dig a river.
3. Galag. . .you're smart. Help me win over more peoples faster. Do you have any ideas?
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446049 No.31179
>>30842
Hero Name: Exobo
Hero race: Yuan-Ti
Hero's race description: pic related
Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.
All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of
mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.
It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to
travel the world seeking to re-establish my master's honor and seek for my own redemption.
Inventory: 2 healing potions, 2lbs posonous herbs, snake tongued whip (unique), Average Scimitar, Kozane dou gusoku, 14GP
Companions: Mercenary apprentice group(3) lvl 1
Skills: [W&S fighting (unique) III] [Adventuring I] [Poisons I], [Survival I]
Eccentricities:
Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.
Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.
Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.
Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme
-
1&2&3. "Itssss time" Exobo whispers to the picture on the wall, his former master is looking at him from that picture. Exobo can feel his masters response and excitement through the dancing of the candle on the small shrine dedicated to him. "I have ssspent too much time here already, masster. I have gathered followers for you, a weapon, and skills. Now itsss time to put them in use, itsss time for blood to be shed"
(1&2&3) (1).Exobo is gathering information about the nearest dark-elves settlement (2) then embarks on a journey with his (3) protective party of mercenaries)
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446049 No.31180
| Rolled 11, 31, 64 = 106 (3d100) |
>>31179
them forgotten rolls
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446049 No.31426
| Rolled 90, 26, 16 = 132 (3d100) |
>>31159
Hero Name: Zargoz Ironhand
Hero race: Giant
Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.
Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold
Companions: 2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]
Skills: [Smithing II] [Intimidation I][Irregular Tactics II]
Eccentricities:
[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.
[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.
[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent
[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.
Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.
—–
1. Work on my skills [Irregular Tactics III 11/12]
2. Collect so good throwing boulders
3. Travel with the Crimson Sigil we got places to go and people to krump
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446049 No.31576
>>31160
1.6/8
2. As you stumble around the marketplaces somewhere between smashed and hungover you manage to find your way to a rather shabby looking pawnshop. They had some signs about cheap and strong liquor so hey why not all this midsummer cold needs a drink or two to warm ya up. The old git is babbling on about some helmet he got a ways back. Swears up and down about how it's the highest quality of item true mithril he says. You laugh and ask why no one has bought it yet then. He says cuz it only fits a dwarf and there aren't many round these parts. At least none that come to his shop. As you get drunker your tongue becomes edged in merc silver talking about supply and demand. Within a few hours he practically pushes it into your hands to get you to leave despite the massive loss he is taking.
Remove: 30 gold
Add: Mithril dwarven knight's helm.
Gmnote: Since you are probably gonna ask. Normally a piece of mithral armor like gloves helm or boots would cost around 500+ gold a piece.
>>31161
1. Too lazy to write a full description at the moment. so I will roll this into your parade update as well ( a more detailed description and such)
2. Your egg you seem to feel has bonded to you in a way it hadn't previously. Now it seems to just be a waiting game till it hatches.
>>31169
1.2. Gain skill sketching/Drawing II
3. Your travel goes well and before too long you are in the first stopping town on the way to your destination. It's a mid sized town populated only by a few thousand people. The caravan master tells you that you are free to do as you please as the main guards will be enough here. He isn't sure how long it will take to conclude their business anywhere from a day to a week though.
>>31174
1. Your sign is planted firmly at the entrance of the city along with the other merc advertisements. You have a good feeling that this will pay dividends in the future.
2."Clubbin clubbin clubbin gonna go clubbin smash them goblins and eat their brains cause Ima going clubbing" you sing as you practice. The practice goes very well and many poor trees and rocks are left destroyed in your path
Gain skills:
[Clubbin IV]
[Warbling II]
>>31177
1.2. You surprisingly manage to be halfway competent at fixing things this time. Probably because you are mostly just picking heavy things up and putting them down where Galag tells you to. But before too long the parts of the town that could be easily fixed and debris cleared away are done. The people even start to look at you in a new light they still think you are a freak but at least you seem to be a nice freak.
3. Galag suggests you talk about the physics and mechanics behind crossbows because that's how he makes friends. Before you can stop him he goes on talking and talking and talking about things way over your head and all you can do is stand there staring down at him slackjawed because you are too polite to stop him when he seems so happy. But maybe you are starting to understand why Galag didn't have many friends back in Dene
1. The nearest dark elves settlements are in the southern continent along with most of the other neo-barbarians. Many people are quite shocked when you express a wish to go there with just you and a few apprentice mercenaries. At which point they clam up and your reputation for being a bit of an idiot starts to rise again.
2. none the less you figure a boat has gotta go there at somepoint. So maybe go west and try the lizard capital? you set out on your journey west with only some minor problems.
3. (you only roll mook die if they are doing something seperate from you)
Gmnote: Next turn roll an extra d100 for traveling. Depending on the roll you could get stuck in the mud, have some excellent adventures, or even travel so fast its a miracle.
>>31426
1. Gain [Irregular Tactics III] and a +15 bonus one time bonus to your next skill roll
2. You collect a few boulders large enough to do good damage but still practical enough to carry around.
Add
[3 throwing boulders]
3. Your travel this time is absolutely miserable. It seems elven outriders have spotted you. The continuously raid the party and worst of all every time you manage to finally get where they are attacking from, they escape. This trip is quickly becoming a disaster.
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446049 No.31577
>>31576
Hero Name: Gorr the Jotunkind
Hero race: Troll
Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.
Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.
Inventory: 3x Big Ass Club
Skills: Regeneration I(unique), Clubbin Iv, Intimidation II, Warbling II
Companions: N/A
Eccentricities:
Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.
Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.
Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.
Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.
1. Clubbin' is fine. I know how to club real good. But I need to keep my skills sharp. No bridge-bummin' for me.
Find something big and mean and evil to kill.
2. Good as I am with clubs, I need even more clubs. Clubs to club my clubs. Clubs in case i break clubs. Clubs to scare people into giving me, you guessed it, more clubs.
Learn [Club-making].
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446049 No.31578
| Rolled 17, 3 = 20 (2d100) |
>>31577
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446049 No.31579
| Rolled 80, 83 = 163 (2d100) |
>>31576
Hero Name: Dural "Shinsnapper" Blackhammer
Hero race: Dwarf
Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.
Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.
Inventory: Average Warhammer, Leather merc armor,Mithril dwarven knight's helm, mountain boar mount "Borste", 10 gp.
Skills: Mounted warfare, Diplomacy I, Brawling I, Heavy weapons I(6/8)
Companions: N/A
Eccentricities:
Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.
Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.
Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)
Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.
1. Nice, nice this ere is a right quality helmet. Proper dwarf helmet and makes me look like a real leader. Poor sods are going to be so confused when I work for a living. Well I still have two days to work on my hammer skills, get back too it! (6/8)
+Long time Merc
+Heavy weapons I
+Big Ass Hammer
2. After training, go to a bar, get something to drink, and work on my silver tongue. It'll be mithral yet!
+Long time Merc
+Diplomacy I
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446049 No.31580
| Rolled 18, 39, 98 = 155 (3d100) |
>>31576
Hero Name: Drenari Whitewater
Hero race: High Elf
Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.
Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.
Inventory: A book listing all well known randomfactored items (Memorized),
+ theories of the great leaders and the loyalty shown to them
+ the Lord of the Rings.
+bloody quill
+paper and charcoal
Simple bow and arrow, 130gp
Artifacts:
「Ring of command」: +2 to mook rolls for as long as you wear this item
Masterpiece sketch of wyrm battle: ????????????
Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing II]
Companions: 2 Experienced HH guards
1 Syl -HH guard「Identifier」
1 Illien Elite Longbowman
Eccentricities
Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.
Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.
Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.
Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.
1&2. Explore what this town has to offer I guess.
3. Leave a guard behind and have him fetch me if they decide when they are setting off. +2
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446049 No.31612
| Rolled 15, 26, 59, 72 = 172 (4d100) |
>>31576
Hero Name: Exobo
Hero race: Yuan-Ti
Hero's race description: pic related
Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.
All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of
mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.
It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to
travel the world seeking to re-establish my master's honor and seek for my own redemption.
Inventory: 2 healing potions, 2lbs posonous herbs, snake tongued whip (unique), Average Scimitar, Kozane dou gusoku, 14GP
Companions: Mercenary apprentice group(3) lvl 1
Skills: [W&S fighting (unique) III] [Adventuring I] [Poisons I], [Survival I]
Eccentricities:
Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.
Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.
Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.
Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme
The townpeople know nothing about honor, and exobo knows that! He ignores their stares and laughs as he prepares to venture out into the wild to find the dark elves On the way he tries to make the most out of the journey and become as strong as possible.
1. TRAVELING DICEEEE
2. pick up useful herbs along the way
3. Create some strong poison from 1lb of poison herb i have in inventory
4. Mercenaries are hunting along the way.
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446049 No.31769
>>31577
1. You search for something big mean and evil to kill and it doesn't take you long to find something on the outskirts of the city. You see a massive ugly and quite frankly stupid looking beast and roar in to battle it. The battle lasts for hours but you can never seem to truly damage it. Truly this foe is insidious. You retreat for now but you will find your ugly evil nemesis again in the future
Gain Nemesis: Lake reflection
2. You try hard to learn how to make a club but for all your efforts you only seem to manage to break one of your own.
- 1 big ass club
>>31579
1.Gain Heavy weapons II
2. A little unclear on if you are collecting rumors or working on diplomacy skill. Clarify for me and I will fix the update for yah.
>>31580
1.2. You stroll through town. Most of the townsfolk avoid you as you seem to emanate a haughty noble's aura (see resting douche face) But you do notice some interesting buildings. A crafts shop, a blacksmith, lots of gardens and even a small bookstore.
3. Your guard guards the shit out of the shit he is guarding
>>31612
1. You set out in high spirits. Unfortunately you seem to trip over your own tail about ever 5-10 minutes. Not much progress is made.
2. You manage to find some more poisonous herbs
+ 0.3 lbs of posonous herbs
3. You craft and craft and while you seem to do well, your skill in poisons isn't that high but you do produce some.
+ Bottle of Stinging poison [3 uses]
- 1lb of herbs
4. Your apprentices unlike you actually manage to move and do well today. They come back with a decent amount of meat but you aren't quite sure what the meat is from.
+4 lbs of raw ??? meat
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446049 No.31771
| Rolled 64, 22 = 86 (2d100) |
>>31769
Hero Name: Drenari Whitewater
Hero race: High Elf
Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.
Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.
Inventory: A book listing all well known randomfactored items (Memorized),
+ theories of the great leaders and the loyalty shown to them
+ the Lord of the Rings.
+bloody quill
+paper and charcoal
Simple bow and arrow, 130gp
Artifacts:
「Ring of command」: +2 to mook rolls for as long as you wear this item
Masterpiece sketch of wyrm battle: ????????????
Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing II]
Companions: 2 Experienced HH guards
1 Syl -HH guard「Identifier」
1 Illien Elite Longbowman
Eccentricities
Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.
Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.
Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.
Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.
1&2. Check the bookstore for anything of interest while I wait for the caravan to move on.
+Elven Patience
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446049 No.31822
| Rolled 15, 66, 3 = 84 (3d100) |
Hero Name: Gargoz Ironhand
Hero race: Giant
Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.
He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.
Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.
Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel
+25 GP
Companions: None
Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]
Eccentricities
Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)
FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.
Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.
Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.
Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.
+Location of a medium iron vein
+forge access at the Dene fortress
Smithing III 1/12
Mook: Galag
1-2. Help the town one more time. Maybe they can spread the good word about Gargoz the Good Giant!
3. Galag can help too. We should look at a map to find more places to help.
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446049 No.31823
>>31769
>Hero Name: Cele Elensar
>>Hero race: Elf
>>Hero fluff: Cele lived in the city her whole life. Upon coming to age she decided that she would choose to spend her life traveling the world and compete in tournaments of swordsmanship. Her only dream is to become reknown as one of the greats of the sport, and die knowing her name will be remembered
>>Inventory: Basic longsword, Leather armor w/ coverings , Medium Hot Egg
>>Companions: None
>>Eccentricities Balanced fighting style: Your fighting style doesn't have any particular advantages or disadvantages.>Elven beauty: Many a mortal is enchanted by the grace of elves. When dealing with a male of any other species odd things and reactions can happen.>Wanderlust+: Your character lives to explore and spread their name. +10 to exploration rolls and +5 to anything that helps spread your fame (does not apply to combat)Wanderlust-: Your character does not like to stay in one place too long and will begin suffering from lethargy if they do. Getting a -5, -10, etc in increasing amounts to all rolls if they do so. (this will not apply if currently participating in a tournament)[Swordsmanship II] [Exploration I] [Dueling II
>Titles: The Merciful
1-2:"Shit I over slept. Shit shit shit shit" Cele quickly puts on her dress and rushes to the parade
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446049 No.31824
| Rolled 78, 43 = 121 (2d100) |
>>31823
Dice
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446049 No.31826
| Rolled 95, 84 = 179 (2d100) |
>>31769
Hero Name: Gorr the Jotunkind
Hero race: Troll
Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.
Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.
Inventory: 2x Big Ass Club
Skills: Regeneration I(unique), Clubbin IV, Intimidation II, Warbling II
Companions: N/A
Nemesis: Lake Reflection
Eccentricities:
Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.
Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.
Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.
Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.
1. Well, -hell-. I'm gonna need me another club!
Find another Big Ass Club or club-like object.
2. If I'm gonna break that lake-thing in half, I'll need to find somethin' nastier. And kill it.
Find something ELSE big and evil and mean to fight and kill.
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446049 No.31827
| Rolled 3, 15, 73 = 91 (3d100) |
>>31769
Hero Name: Zargoz Ironhand
Hero race: Giant
Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.
Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold
Companions: 2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]
Skills: [Smithing II] [Intimidation I][Irregular Tactics III]
Eccentricities:
[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.
[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.
[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent
[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.
Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.
—–
1-2. Crush me some fucking elvish vanguards! These fucks can't outrun a giant!
3. Traveling
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446049 No.31830
| Rolled 60, 56 = 116 (2d100) |
>>31769
Hero Name: Dural "Shinsnapper" Blackhammer
Hero race: Dwarf
Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.
Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.
Inventory: Average Warhammer, Leather merc armor,Mithril dwarven knight's helm, mountain boar mount "Borste", 10 gp.
Skills: Mounted warfare, Diplomacy I(3/8), Brawling I, Heavy weapons II
Companions: N/A
Eccentricities:
Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.
Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.
Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)
Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.
1. Well as Captain I better get some more information on mah rute. That means gathering rumors, which means a bar, which means drinks, it also means my nemesis, the stool….
+Diplo I
+Long Time MErc
2. While I'm here better work on mah talkin skills too.
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446049 No.31831
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446049 No.32196
>>31824
You rush to the parade. It's close but you just made it in time. Confetti and wine is everywhere. The various special champions and past champions line up on the podium as you the general champion of Hatun prepare to step up to the podium and give your speech prior to the March off. You did write a speech didn't you?
>>31826
1. You try your hand at making some clubs but they always end up borderline useless. In your rage you toss one of the rejects and it smashes into the skull of a passing ogre. You stare at the corpse for a moment before breaking out into laughter then loot the damn thing. The guards happen upon you while looting but turns our the ogre was a notorious public masturbator whenever he saw an the color red he went to town jerking himself off. His death is classified and accident and you are free to go.
+1 large wooden club, fur armor, 25gp
1 Partly learned skill
Club tossing I 1/4
2. 4/5 monster hunt
>>31827
1.2 surprisingly enough those fucks could in fact outrun a giant.
3. Finally finally finally things seem to go somewhat right. And little goes wrong. But the repeated failures and slow downs have made the elves aware of your coming. They have locked themselves tightly into the town/city the walls are barricaded and packed tight with elven archers.
>>31830
1. You begin collecting rumors at a rapid speed. There has been reports of a religious zealot spreading troubles in the town though she seems to have disappeared as of late. Other than that the route seems to be pretty peaceful. But who knows things can change rapidly on the road.
2. 5/8
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446049 No.32229
| Rolled 64, 100 = 164 (2d100) |
>>32196
Hero Name: Dural "Shinsnapper" Blackhammer
Hero race: Dwarf
Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.
Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.
Inventory: Average Warhammer, Leather merc armor,Mithril dwarven knight's helm, mountain boar mount "Borste", 10 gp.
Skills: Mounted warfare, Diplomacy I(5/8), Brawling I, Heavy weapons II
Companions: N/A
Eccentricities:
Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.
Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.
Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)
Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.
1.A zealot? Well I need to find out more! Buy the man who knows about her a drink.
+Diplo I
+Long Time Merc
2.Keep working on my diplomatic skills while I am at it. (5/8)
+Long Time Merc
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446049 No.32230
| Rolled 10, 78 = 88 (2d100) |
>>32196
Hero Name: Zargoz Ironhand
Hero race: Giant
Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.
Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold
Companions: 2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]
Skills: [Smithing II] [Intimidation I][Irregular Tactics III]
Eccentricities:
[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.
[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.
[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent
[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.
Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.
—–
1-2. Begin to soften the gate with my throwing boulders [3 throwing boulders]
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446049 No.32237
>>32229
>>32230
>Posting before updates are finished
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446049 No.32242
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446049 No.32250
>>31822
1.2. You continue helping the town and soon have the fields not only cleared but plowed as well. The people will remember this and spread the word.
3.galag goes out to find a map. You expect to meet up with him after the day is over but he never shows up.
Gain situation:where the fuck is Galag?
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446049 No.32251
>>31771
1.2. You are now an npc.
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446049 No.32845
| Rolled 20 (1d100) |
>>32230
Gate health +20 reinforced
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446049 No.32846
| Rolled 1, 52 = 53 (2d100) |
>>32230
clashes
1. Raiders (-5 travel troubles)
2. Elves (+10 defending +10 prepared
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446049 No.32962
| Rolled 40, 30 = 70 (2d100) |
Hero Name: Gargoz Ironhand
Hero race: Giant
Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.
He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.
Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.
Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel
+25 GP
Companions: None
Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]
Eccentricities
Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)
FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.
Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.
Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.
Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.
+Location of a medium iron vein
+forge access at the Dene fortress
Smithing III 1/12
Mook: Galag
1-2. FIND
GALAG
Gargoz searches far and wide, and asks the villagers if they have seen the little talking dwarf.
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