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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: a9e5f8670473003⋯.jpg (86.58 KB,1024x496,64:31,d1f372bd953760ca0147856cdf….jpg)

File: b62873cbb4e4fbc⋯.png (3.37 MB,3039x2760,1013:920,small.png)

File: 04d390bb5027d44⋯.jpeg (148.58 KB,1285x665,257:133,Vileugy Jan16 20-16.jpeg)

4e61bc No.53498

Welcome, travelers, to Pririby! A small town founded on the coasts of the recently discovered lands of Streymur, far from the squabbling empires and republics of the Old World. Here is where fortunes are to be made and spent, wonders discovered and horrors uncovered. A man may make quite the name for himself here, if he has but the courage, or the skill, to seize what wonders await in this new land. Pririby itself is a town hardly populated, but large enough to accommodate a population several times the size of what it currently has. Dominating the landscape is the Town's fortress, made of a gleaming white stone and said to have been here when the first explorers discovered the cove in which the town now sits. Directly beneath it is Smokespring, the main residential district, given the name from the extremely sappy wood that the colonist burn to stay warm, as dense pillars of smoke rise from their cottages and houses. Further down are the twin ports of Spiceport - the main trading and mercantile port, and Mistport, where the town fishing industry thrives. Directly across the River Albe lies Greenbowl, the slum that most newcomers find themselves in. You arrive by boat in Spiceport, traveling from whatever corner of the world you come from and however long it took you…

You and several others have arrived by boat from the neutral cities on the nearby continent of Eileheim, with naught but the clothes on your back and a personal item and small trinket, and of course the hope in your hearts. As a city of merely 500 people, it will not be too hard to make yourself known in its walls, for ill or naught.

Upon disembarking from the ship, the first thing that draws all of your attentions' is a man, clearly a farmer, distraught, claiming that a horrible beast had come and taken not only the lives of all his cattle, but also taken his daughters off as bounty. Furthermore - you see a party of adventurers, haggard and injured, in the town square, speaking loudly of a nearby cave in which several of their party have yet to return, and of the mystical skull said to be contained within…

____________________________
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4e61bc No.53499

File: 5aafb5db0cc251e⋯.png (42.47 KB,374x450,187:225,0da0a775-c0d1-4d02-95b6-75….png)

File: 8a8ae11ae3618ce⋯.jpg (132.49 KB,1024x607,1024:607,13885004e7c475ccfa056ff362….jpg)

File: 884b1677c26cdfa⋯.jpg (422.12 KB,1020x1486,510:743,1310302458_3aa018308e6fa63….jpg)

>>53498

This is a tight and lite HB set in a colony in a medieval tech-level fantasy world. You can do whatever you feel like, I'm just hosting this to get my groove back. There will be shit happening outside of your actions to move the game along, so just be prepared if you decide not to participate in the """""plot""""" for your magical bakery to suddenly have something very fun happen to it on turn 525 if all you've done is bake semen cakes for the town to eat.

>>Rules

Dice are 2d100, that's about it, table is as follows:

1-5: You're fucked

6-10: You're kinda fucked

11-19: You fucked up, but not that bad

20-29: You did what you needed to do, but in the worst way possible

30-39: You did what you needed to do, but in a very mediocre way

40-59: Average, plain, boring, safe average

60-79: Damn Good, like eggs on steak

80-95: Damn son, cool down, you're on fire

96-99: Something, somewhere got shrek't, and you got a magical destrier

100: "Hey, who left this magical skull here?"

Combat will be a simple 1d100 with modifiers, highest man wins, difference between rolls reflects the percentage of health lost, rounded up. Yes this means that fighting characters or creatures with large HP pools will be difficult, that just means you need to get some friends to jump dem niggaz engage in JOLLY COOPERATION

>>Character Sheet

Name: Your name

Fluff: Your story

Starting Item and Trinket: what you brought on the boat, can be one item and one trinket, please don't try to make it something(s) too op or I'll have to spank you (UwU)

–Don't Fill Out –

Heath: 10/10 - pretty simple, can increase with certain items, skills, etc.

Gear: All the shit you have but do wear, confers stat bonus or other stuff

Inventory: All the shit you have but don't wear, confers stat bonus or allows to do something

Misc: A handy little place to put your progress bars

Bonus: What makes your special thing specialer, a reward for good fluff and something to make you appreciate posting in this game of pretend.

Most importantly, lets all have FUN, because otherwise what are we even doing here?

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798dd3 No.53500

>>53499

Name: Kandrigan maximus

Fluff: born as the seventh son of a family, he got the choice of joining the army and dying in war, become a priest or lave to seek his fortune. He choose to seek his fortune. He discarded his name, gave himself a new one and went on adventure. He found his Trinket in a tomb he robbed and got the funds for his weapon.

Starting Item and Trinket: item: metal club. Trinket: neklace with spirit that can do limited magic 5 times, before it needs 24 hours to recharge. It can spend 3 charges to deal 1 ranged magic dmg to a taget. 2 charges to heal 1 point of dmg, 1 to light a fire, to light up as a torch for an hour, store an item weighing no more than 20 pounds and taking it out(can only hold 1 item).

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16406d No.53501

Name: Dirk van Leeuwen

Fluff: A former privateer for the Republic of Sossland. Dirk lost his position as a privateer upon boarding and capturing an Imperial barque, causing a minor diplomatic crisis between the Empire and Sossland. Banished, he has traveled to Streymur to create a new life for himself and potentially, continue his seafaring ways.

Starting Item and Trinket:

Dirk’s Curiass: A fine weapon that has seen the Captain of the Ocean’s Jewel through many a harrowing scenario.

Dirk’s Pipe: Any day out on the ocean is made better with a smoke, as long as the tobacco isn’t wet.

–Don't Fill Out –

Heath: 10/10 - pretty simple, can increase with certain items, skills, etc.

Gear: All the shit you have but do wear, confers stat bonus or other stuff

Inventory: All the shit you have but don't wear, confers stat bonus or allows to do something

Misc: A handy little place to put your progress bars

Bonus: What makes your special thing specialer, a reward for good fluff and something to make you appreciate posting in this game of pretend.

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277aaa No.53502

>>53499

Name: Ren Shaw

Fluff: Ren the third son of a minor noble family back in the old world. As the third son he had all the chance of inheriting his father's estate as his sisters did. So his father sent him off to study magic and be forgotten until he was deemed useful. Ren, the young dumbass he was, threw himself into his studies eager to please his father and maybe even be acknowledged by him. Sadly, despite his good grades, that didn't even happen at his father's death bed. His brother inhereted the family title and he was left as an easy contact to call upon for magic favors. Bitter Ren decided to head to the new colony to make fortune and fame his own.

Ren is a ritualist, a magic user specialized in the casting of large, long, and powerful spells called rituals. These spells usually have stronger affects or permanent affects but take much longer to prepare and cast than normal spells. However none would ignore the ability of a ritualist to shape a war in a strategic sense if not individual battles or skirmishes.

Starting Item and Trinket: Ritual book and staff

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8ded64 No.53503

File: 4fb7387b1690532⋯.jpg (52.49 KB,508x776,127:194,ce731fb3488fc7f2a93e8b1b55….jpg)

>>53499

Name: Lord Drew of Barrymore

Fluff: The Lord of a small fiefdom who was exiled from the King for his wanton debauchery and corruption. He seeks to rebuild a new fiefdom here in the new world so he can return to his old lifestyle! He is a hulking man of unlikely strength with a sort of boorish savage cunning.

Starting Item and Trinket: Heavy Nobles Cane, Fancy Clothing

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cba023 No.53504

>>53499

Name: Albion Kennewith

Fluff: An orphan taken in during his youth by the prestigious wizarding Kennewith family, Albion has set out for the new world. Originally adopted after a display of his quick wit concerning certain rules to the Great Sage Malvos Kennewith, he was found to possess a notable talent for magic. However, his skills couldn't match up to those present in the bloodline of his siblings, and he would have been doomed to live in their shadow. He heard about the presumed lawlessness of the majority of the new world, and decided that he could gain great standing if he brought order using magic. After studying up a bit on law, he shoved off with his father's blessing and the promise of doing great things.

Starting Item and Trinket: Albion has carried with him on this journey a pack full of books. Mostly on matters of law and magic, he's sure to always have a reference when he needs it. He's also been entrusted with a magic quill by his father. Prick a bit of blood from someone and write a contract with it, and the person will be magically bound to follow it so long as the physical contract still exists.

–Don't Fill Out –

Health: 10/10

Gear:

Inventory:

Misc:

Bonus:

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603a33 No.53505

File: 1019e9fcde57280⋯.png (831.75 KB,1280x688,80:43,Photo_Brian_Blessed_and_Ja….png)

>>53498

Name: Bastien le Bolt

Fluff: Bastien le Bolt. As a junior knight his most perilous foe had been a witch who conjured storms from within a dark forest. Corrupted nature itself was her guard dog. Twisted forests fought him continuously for two days and two nights, but on the dawn of the third day he cornered the witch against a great oak. With lance coached approached ready to impale her black heart but she weaved lightning into her hands and into his path. It caught upon the tip of his lance traveling up the shaft and his arm rending them and bursting his chainmail with thunder. Unrelenting he went onwards, thrust his ruined palm and with the power of his charge burst the witch's skull upon the oak like rotten fruit. His horse stood up on its hind legs as the impact stopped them from going forward and then died

By grace his arm and fist recovered though forever scarred with red branching lightning along the limb. While he recovered he had time to consider his life, faith, and destiny. It was surely a sign that his life was preserved in exchange for the perishing of his lance. He would take up the Quest, and leave his new forested domain in the stewardship of his brother. His journey would take him to the farthest lakes and sacred rivers eventually out of Fromagia to follow visions of the most distant vistas in the Old World, making comrades and companions along the way, and joining the Iron Company to venture even further.

Bastien is a big country knight from with a booming voice, dark hair, and buried his only chestnut colored charger in the forest. He joined the Order of Vigilant Fire after an encounter with witchcraft stuck his village. He has been sent to this new land because the Order suspects the plague might be the work of a witch.

Item and Trinket

Bastien's Lance: A strong weapon that withstood foul magic and slew a witch.

Magic Saddle: Makes whatever he rides more obedient

–Don't Fill Out –

Heath: 10/10 - pretty simple, can increase with certain items, skills, etc.

Gear: All the shit you have but do wear, confers stat bonus or other stuff

Inventory: All the shit you have but don't wear, confers stat bonus or allows to do something

Misc: A handy little place to put your progress bars

Bonus: What makes your special thing specialer, a reward for good fluff and something to make you appreciate posting in this game of pretend.

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603a33 No.53506

>>53505

Bastien's Lance: A strong weapon that withstood foul magic*

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603a33 No.53507

File: 93f644e241ac2b8⋯.png (2.03 MB,1920x1080,16:9,Fight Knight.png)

>>53505

Fuck the lance we are going with this.

Bastien's Gauntlets: The lance was too weak to face witchcraft. Bastien had new sturdier and cushioned gauntlets forged after his encounter with the witch. He will use his fists.

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798dd3 No.53508

File: 339c5a3bce176dc⋯.jpg (17.25 KB,640x640,1:1,s-l640.jpg)

>>53500

Muh club

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c790b3 No.53509

>>53499

Name: Murdock Farraway

Fluff:

Murdock is a middle aged fisherman, by the standard of his profession he is rather old.

Old enough to still hail the God of the Sea and his Wife the Goddess of Land. Where the soft enjoyed the busum of the Land it were the true men who tested their mettle and crossed paths with the God of the Sea. A violent old drunk most fishermen sought to become in old age.

Murdock was on his way to becoming that man, going out fishing on his own and only ever returning to the village to exchange his fish for the things he needed, ever since his sweetheart died of a plague nearly two decades ago.

However as fate would have it Murdock‘s ship torn asunder during a storm. Forcing him to hire on with the village‘s own fishermen. More unfortunately still the village‘s fishing boat sank in yet another violent storm, Murdock being the first to make it back to shore, while the rest of the crew drifted ashore one by one over the course of a week, bloated and rotting.

In the eyes of the villagers this was enough to condemn Murdock as a cursed man and they stopped speaking to him altogether. Scrounging what little he had left Murdock left his old life behind.

Murdock tool a new name, disguising himself so the God of the Sea would not know who he was Farraway traveled until nobody knew him and paid what he had for a fare to the new world. His funds insufficient he haggled to assist the sailors in making their way there.

Having arrived in the new world farraway seeks to build a new life with what few years he has left. And seeing how the God of the Sea had not taken kindly to his challenges, perhaps a year or so spent at the Busum of the Land would do him well.

Starting Item and Trinket: A three spiked Fisherman‘s Hook, a necklace embodying the God of the Sea made by Murdock‘s sweetheart (Rusted)

–Don't Fill Out –

Heath: 10/10 - pretty simple, can increase with certain items, skills, etc.

Gear: All the shit you have but do wear, confers stat bonus or other stuff

Inventory: All the shit you have but don't wear, confers stat bonus or allows to do something

Misc: A handy little place to put your progress bars

Bonus: What makes your special thing specialer, a reward for good fluff and something to make you appreciate posting in this game of pretend.

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4eb25b No.53512

Name: Dmitrius Volkyr

Fluff: Fair and wise kings, philosophers of endless renown, preachers and prophets of the gods. What do these great men have in common? They all die… Their words are forgotten, their messages corrupted and their deeds lost to history. I say no more to that. It is time for the feeble bonds of death to no longer stop us from achieving peace and enlightenment. Back home I was called a monster, a destroyer of the sanctity of life… A necromancer. But here? They will learn to call me something new, the hero of mankind!

Starting Item and Trinket: Leather(?) bound journal containing all of Dmitrius's current understanding of necromancy and a locket containing a small portrait of his wife.

–Don't Fill Out –

Heath: 10/10 - pretty simple, can increase with certain items, skills, etc.

Gear: All the shit you have but do wear, confers stat bonus or other stuff

Inventory: All the shit you have but don't wear, confers stat bonus or allows to do something

Misc: A handy little place to put your progress bars

Bonus: What makes your special thing specialer, a reward for good fluff and something to make you appreciate posting in this game of pretend.

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3187f6 No.53514

Name: Beau Baker

Fluff: I was born a halfling male, to a family with 5 children already. Shortly after my birth another 2 siblings were born. When we were young, I lived with my mother and father, in a small house attached to my father's bakery. War came to our village and to escape it, we fled with my 7 brothers and sisters to one of the neutral countries, leaving everything we had behind. In the neutral country, we were very poor. My parents had 2 more kids, and the 12 of us were living in a house with only a few rooms. Privacy was a rare observance but halfling culture teaches to treasure familial bonds, so it didn't bother us much. Our parents taught us what they could in the short periods between the odd jobs they could pick up to support us and sleep. I saw the struggles of our refugee family and decided I wanted a better life for myself, and my future family. When I heard word of the small town being settled, I saw it as a place of opportunity and saved all I could from the odd jobs I could obtain and spent it all on the journey to this new town. Hopefully, work here shall be plentiful, despite my lack of skills.

Starting Item and Trinket:

Travellers outfit

Coin purse of holding

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9eb734 No.53515

File: 9b9204f27f754c5⋯.jpg (44.38 KB,563x648,563:648,be623f498aeb70c4b815b069c2….jpg)

>>53499

Name: Jackalope of the Doima Clan

Fluff: In the early days of his life the Doima clan was a group of bitter warriors, one which was nearing it's final days. Piece by piece were they hunted down and killed, one by one they fell apart. Their unity was shattering as their hunters closed in, It reached a crescendo when they'd recently arrived in a new city to set up shop. Someone had apparently ratted them out and most of the clan got killed. That night the Doima clan was destroyed but Jackalope still lives, having ran out during the chaos. But his pursuers haven't relented. There's a pretty bounty on his head and they're coming.

Will he be able to live to his end of days, or will the murders of his past catch up to him?

Starting Item and Trinket: An insect that when bitten spawns a swamp around him, and also regenerates back after awhile.

All the stuff in the picture

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7b7270 No.53516

File: 35164ca14433ee2⋯.jpg (78.81 KB,663x1080,221:360,Pani lasu.jpeg.jpg)

Name:

Andraste

Fluff:

Born from a human mother and demonic father, Andraste for the most part had an isolated upbringing. This coinciding with a natural talent for the magical led to her focusing most of her efforts on magical practices. Familiar with arcane magics, witchcraft, and druidism, Andraste travels to this new land in hope of carving out a place in the world for herself.

Starting Item and Trinket:

Item - Demonic Grimoire

Trinket - Rowan Staff (Mostly a walking stick but can be used to enhance magic)

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4e61bc No.53517

File: 47e29ae30c486bc⋯.jpg (68.11 KB,400x400,1:1,BlackWolf_400sq.jpg)

>>53500

–Don't Fill Out –

Heath: 15/15

Gear:

+ [Metal Club] - Heavy, smooth, and knocks things right out. Like a large rotund women it will never leave your side. + 5 To attack rolls, +15 against unarmored (does not stack)

+ [Ancestor's Necklace] - Some say Great Aunt Gerwain was a Witch, a Hexe in a foul coven in the swamps outside of your hometown of Bilbirarar in the Neutral lands in the far north of the Old world. This trinket would seem to support such notions, as it can allow you to cast a myriad of bound spells, though you are inept in magic yourself. Contains 5 charges and takes 1 turn to refill fully; It can spend 3 charges to deal 1 ranged magic dmg to a taget. 2 charges to heal 1 point of dmg, 1 to light a fire, to light up as a torch for an hour, store an item weighing no more than 20 pounds and taking it out(can only hold 1 item).

Inventory:

Misc:

Bonus:

+ [7th Son of the 7th Son] - Born under a caul, in auspicious circumstances, the Seventh Son of the Seventh Son now journeys to new lands to find his destiny and perhaps the means to his salvation. Said salvation being from his terrible curse, wherein upon every full moon, a resolve test must be passed, least you lose control of your birthright, and transform (every 5 turns, starting from this turn, there will be a full moon, you must roll a 1d100 and roll above a 50, or else something fun will happen. Additionally you are tougher then the average man, which is reflected in your health pool)

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c305f5 No.53526

Name: Lord Yacerik de Caílœren

Fluff: No one knows the origin of Yacerik even if he spent much of his time proclaiming it in the streets of the city. To them he was simply a crazed man who came here to beg and get over the trauma of losing his home in a forest fire. His tale of it changing every time, but always being flourished with a ring that was far too valuable for someone like him to possess. Naturally this had stirred greed in the lower class and disgust from the nobility and both had attempted to steal it off from him. Fortunately for Yacerik what he lacked in sanity, education, or even just standard intelligence was more than made up for his raw prowess and size which saw him beating thieves and guards barehanded with a ferocity rarely seen amongst even berserkers. The local baron tired of reports of this man destabilizing the city went over there personally and actually ennabled Yacerik's delusions of grandeur. Stating that the white castle of his birthright he had kept harping on about has been spotted on some far off continent and that he would only need to get on this ship to assert his claim. To the amazement of everyone Yacerik lept at the opportunity and peacefully left. Now that he has finally arrived it is time to ensure that everyone knows of his heritage and noble status…

Starting Item and Trinket:

Signet Ring: The ancient dynastic ring of Cailceren or at least that is what Yacerik claims. He obtained it after his home burned down although even he does not fully remember how he obtained it. It does possess a minor magical aura and bears a beast that was thought a myth until the discovery of the continent.

Letter of Introduction: What does it say? Yacerik has no idea! All that he knows is that the baron himself had written on this parchment and told him that it would confirm his identity. With something so official looking surely no one could contest his claims!

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4e61bc No.53527

File: ecdbe77c6e0fd1f⋯.jpg (403.41 KB,1920x1200,8:5,orig_445333.jpg)

>>53501

–Don't Fill Out –

Heath: 10/10

Gear:

+ [Cutlass] - A sword named ""Curiass" for some odd reason, it is made of fine Sossian Cold Iron and never seems to loose its edge. + 10 To attack rolls

Inventory:

+ [Tobacco Pipe] - A pinch of the old snuff seems to clear the mind, and focus oneself on the task at hand. Hard getting a hold of tobacco though. Can be used to provide a +10 to one action every 4 turns.

Misc:

Bonus:

+ [Swashbuckler] - A man who has plied the high seas, both an accomplished sailor and familiar with the seedy underbelly of the World. As such you are more readily able to talk to those who have dealings with the underworld of Priribly and its thriving Naval/fishing industry, wherein others will have to work to do so, you gain entrance and a modicum of respect off of your name alone.

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4e61bc No.53529

File: a40e7d054e6f909⋯.jpg (91.73 KB,900x658,450:329,635032494248134800.jpg)

>>53502

–Don't Fill Out –

Heath: 10/10

Gear:

+ [Ritualist Staff] - The conduit from which you weave your magic. Very hard to replace, so don't lose it.

Inventory:

+ [Vohthin Book of Rituals V.23, 8th Edition] - The gift you received upon your graduation from the Academy, unfortunately for you a rouge wave washed most of the ink from the pages, and you are left with a mostly incomplete book. You will have to use the best of your memory from your school days, along with your skill as a mage, to finish the book

Misc:

+ Deciphering the Lost Knowledge 0/30

Bonus:

+ [High Mage] - Magic is rare and mysterious, and to many a layman it is more rumor then fact. Though your magic is the kind that one cannot simply "show" your garb and staff allow you the benefit of posturing to be any sort of magician you wish to the commoner. Additionally you will be more able to understand arcane and mysterious items and "things" in this strange land, as you are in touch with the other world more keenly then others.

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4e61bc No.53530

File: f94655aa23ff4ff⋯.jpg (82.86 KB,500x700,5:7,Aegon-got.jpg)

>>53503

–Don't Fill Out –

Heath: 10/10

Gear:

+ [Regal Clothes] - Your current attire would not be out of place in the court of the Imperial Palace of Brybia. Most commoners, if they are bold enough to address you, must beat you in a charisma check to reject slightly advantageous requests in your favor.

+ [Heavy Noble Cane] - A thick Ironwood Cane, it cost you several of your best servants; It was there fault really, they should've listened when you thought you asked them to bring you more wine - they should have anticipated your needs. + 20 against unarmored people of a lower class then you, + 10 to charisma rolls.

Inventory:

Misc:

Bonus:

+ [Let them Eat Bread] - As you left your home, you took with you only the essentials; A lifetime's worth of priceless gems, a sack of gold, the finest silk and your prized Elf-bone cutlery set - All crammed down your enormous gullet or up your cavernous ass. If you so need the funds, you may withdrawl a wealth amount or any other item of wealth the would fit inside your bulk, but you must devote an action to do so and roll above a 50, otherwise you soil yourself and your bonuses from your clothes are ruined until you clean them

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4e61bc No.53531

File: 8c06481f60b7233⋯.jpg (218.68 KB,920x675,184:135,ebf295ea011ba2a2c43a997a92….jpg)

>>53504

–Don't Fill Out –

Heath: 10/10

Gear:

Inventory:

+ [Compendium of Magical Text: A History of the Arcane Arts and their Practice - Law & Order in the Civilized World] - Several Volumes of Books detailing the practice of magic and its alleged origins in this world. Grants a +25 to arcane skill checks, assuming you can find the passage you need (Roll >35 on a 1d100) And a set of books detailing the laws and regulations of the various kingdoms, republics, empires and other realms, old and new. As this is the most extensive treastie on law in the new world, you can push a claim to have de jure authority on all lawful matters, but you must convince the powers -that-be to follow said laws in the first place.

+ [Enchanted Crow-feather Quill] - Contracts, documents, and other manner of written agreements penned with this quill are found to be hard to break then most, and entirely unknown to almost everyone but you, that is because the quill is enchanted with a spell that bounds those who make agreements with their blood to honor said agreements to their own end, if need be. Said contract must be made in good faith, of course.

Misc:

Bonus:

+ [Rules Lawyer] - Your knowledge of the subtleties of law, both arcane and paralegal, knows no bounds, and as such you can distinctly word things in such a manner as to make the nature of your contracts not entirely apparent to the unaware or obtuse. +15 to your rolls against npc's when rolling to convince them to sign your "bargains"

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4e61bc No.53534

File: a8f73994a5533c9⋯.jpg (18.1 KB,312x221,24:17,Anti-Magic_Shell_TCG.jpg)

>>53505

–Don't Fill Out –

Heath: 10/10

Gear:

+ [Gantelets enchantés des Boolts] - Thick and surprisingly dexterous iron gauntlets, forged from the heart of a fallen star that had crashed in the badlands of the Sanqokiean Empire of the Far East. These Gauntlets are imbued with mystical powers, though if its from their construction or the inherent nature of its material is unknown; regardless, they are capable of great feats of strength, from straggling a bear to punching through rock, though this strength extends only to your hands, so you, say, wouldn't be able to pick a horse up over your head.

Inventory:

+ [Magic Saddle] - Will allow you to ride any creature, assuming you can get close enough to put it on said creature. Will not entirely render it safe however, just merely ensure that once you are on it the creature will not try to throw you off.

Misc:

Bonus:

+ [Knightly Valor] - You have traveled far to come here, in search of glory and to purge this new land of the unclean filth of Foul Magic. Your mission steals your heart and fills you with the steely will you will need to resist the unknown horrors of this land. + 25 To combat rolls against magic users, and negate half the direct damage of spells cast against you.

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2ff899 No.53541

File: b67854ebf371109⋯.jpg (47.92 KB,459x953,459:953,fdd2de4b22bbc93af7153f1c9e….jpg)

>>53516

Name:

Esushaitan Morshemet

Fluff:

Childhood Friend and Guardian to Andraste, Esushaitan lives for two things: Serving Andraste, and Fighting. He was born from an unusual coupling, a Homunculus Father made with part of Andraste's Mother's Soul and the Essence of her Demonic Father, and a Heavenly Cow Mother, and because of this, he has an unusual personality for someone of such origin. Esushaitan enjoys fighting in general, rather than just killing and raping as a demon host would, he would rather chase after a strong enemy than loot a village. He's rambunctious and crude, but has a cunning to him from all the demonic schemes and combat he's experienced. The only time he ever changes from this is when Andraste orders him to, his loyalty to her is utmost. He will follow her orders to a T and give his life for her without hesitation.

Starting Item and Trinket:

Item - Custom Demonic Clan Armor

Trinket - A Tattoo set that he uses to mark himself with magic ink and the blood of worthy foes

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