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Posted: Tue May 12, 2009 6:13 pm
So, I've had an idea for a story swimming around in my head for a while, and I'm thinking I'd like to make an RP out of it. It'll be fairly D&D (3.5 version) based, using a medieval setting and D&D's monsters and races, classes, and system of magic. I've yet to figure out what sort of combat mechanic I'll be using, but I should have it figured out by time this gets started up. But before I draft up a profile page for the RP, I'd like to gauge interest within the guild. If I get enough answers back within the week, I'll get it all set up here. If not, I'll move it to one of the forums outside of the guild.
Daemon Solivagus and Krissi-Chaos have already expressed their interest in joining. If anybody else is interested, post below and tell me so.
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Posted: Tue May 12, 2009 8:23 pm
Well, I wouldn't mind getting sucked into another one. The more ways to express my writings, I feel, the better.
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Posted: Tue May 12, 2009 9:01 pm
I think that I'd like to be in on this. You may want this moved to the main forum. Send me a PM if you want it there, where more people can see it.
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Posted: Fri May 15, 2009 3:45 pm
I know this hasn't been here long, but I imagine this is about all the interest we're going to be getting, at least initially. Fortunately, we have enough players for a decent party, so I think I'll get things started. Since this thread is already open, I see no point in flooding the subforum with a separate place for every little thing. I'll be posting my rules for the roleplay here, and we'll move on to character profiles. Then, after everybody gets theirs posted, I'll drop in some notes on the world setting. The actual roleplay will be held in a separate thread. That said, here are the rules:
Be literate. Use correct grammar, spelling, and punctuation. Avoid using run-on sentences, use quotation marks to denote speech, and so on. Common sense stuff. If your character uses a peculiar accent or mispronounces words, or has any other notable speaking habits, feel free to do whatever you need to to get the idea across (I still expect proper punctuation).
Try to avoid using anachronisms and modern-day slang in your character's speech.
Avoid posting one-liners whenever possible.
Make your text easily visible. Use a reasonable type size, and don't use colors that will fry everyone's eyes.
Post often. Be attentive, keep to the posting order, and post when your turn comes. Try to make at least one post per week. If you haven't posted within 7 days of your turn, you will be skipped –your character will likely be either left behind, written out for a time, temporarily appear brain dead, or in rare cases controlled by me- unless you present an acceptable excuse before that time has passed (in which case, we will wait a bit longer). If you wish to waive your turn, or simply have nothing to add at the time, either post telling us so, or inform either myself or one of the other players, and we will move on to the next poster in line.
If you want your character to take an action to which any skill applies (for example, keeping one's expression composed or emotions hidden), make a skill check. Failure to roll a skill check where appropriate will result in the failure of the attempted action.
COMBAT: Battles will be turn based. Stay in posting order, and do not skip anybody unless I say you can. You will be asked to delete your post if it appears out of turn. The posting order during combat will be determined by an initiative roll on the 20-sided die. The player with the highest result will take their turn first, followed by the second highest roller, and so on. Try to keep some semblance of a posting order outside of combat as well, but it need not be rigidly maintained. Just post when appropriate. Allow everyone a chance to act/react in turn. If a conversation comes up that doesn’t include the entire party, those involved may ignore the previous order to carry out the conversation until it reaches its conclusion, at which point they will resume their normal place. If those involved in such a conversation can have in via IM, please do so and transcribe it to the roleplay thread. Either way, try not to take too long with it. Post often during battles, otherwise a single minute of in-game combat could take weeks. During such times I'll allow three-day unexcused absences, after that we'll skip your turn and move on. We will be using gaia's die rolling system in combat. You should not speak in absolutes, because as you write your post, you will not know whether or not you will be successful until your post is submitted. Do not post a die roll and edit your post. When your post goes through, we'll add the die roll to your attack bonus and compare that against the opponent's armor class to determine whether you hit. Damage rolls will be the only exception to this rule. I will contact you following an attack roll and inform you whether you hit or miss. If you hit, you may post the corresponding die roll, along with an explanation of the roll in parenthesis. Once posted, you may then edit in the details. I repeat, this is only acceptable for damage rolls. Be sure to note, preferably in parenthesis at the end of your post, if you are using any feat or specific ability the rest of us might not understand otherwise. For example if using Power Attack, note that you are doing so, and how many points of attack you're trading for damage. There almost certainly will be times when a player may need to roll multiple dice of different sizes during a single turn. When such a time comes, use the largest size of the dice needed, and simply discount any score that could not result on a smaller sized die. It may be necessary to add a few extra dice, in case your result doesn't fit into the necessary parameters. At the end of your post, note in parenthesis what you're rolling for. In the case of multiple rolls, the first score will be applied to the first check you have listed, and so on down the line. When a roll is made on a die of larger size, note what the original size should be. For example, when Furian makes an attack to be augmented by his Heroic Destiny feat (adds 1d6 to a single attack roll), Zac will need to roll two d20s (as attacking requires a d20, which is larger than the d6); one for his attack roll, and one in place of the additional 1d6. As a result of 1-6 isn't overly probable on a die of this size, he may choose to add more dice to increase the chance of a useful score. Zac notes (attack, heroic destiny (d6)) at the end of his post and rolls five dice, scoring a 9, 7, 2, 18, and 13. He takes the nine as the result of his attack, but seven is too high for Heroic Destiny's 1d6, so he ignores it. The next number, two, is well within the feat's parameters, so he takes that score. The additional eighteen and thirteen have no use, and are discarded. If on a higher roll, you do not receive a score within the necessary range, roll a die of the correct size in the Misc thread and edit your post here, stating the useful result at the bottom of your post. If, by the end of the round (or one cycle/pass of the posting order, for anyone not familiar with what I mean by round) anyone has failed to make an attack roll, roll for damage, or whatever else, you will lose the privilege of making that roll for yourself. In other words, once the last person in the order has made their post, you have a maximum of three days (during combat; seven otherwise) to make any necessary die rolls. If you fail to do so in that time, I will make the roll for you. Be certain that your character sheets and profiles are always updated and accurate. Here, detail is even more important than it is out of combat. Be mindful of the position of enemies and allies. make sure an enemy you move to strike is actually in range, and that you're not attempting to attack an area an ally occupies (unless you mean to strike your ally, for whatever reason). Try to treat wounds realistically; for example, if you take an arrow to the shoulder you won't be able to apply your full strength to attacks, if a blade slices into your leg your mobility may be limited, the depth a wound you may cause you to bleed out (depending on where you're hit), even if you aren't knocked unconscious. And so on and so forth. Be sure to describe exactly what you're attempting to do to the best of your ability. As stated above, when making an attack towards another character or creature (anything that is not played by you), never speak in absolutes, and always use terms like “attempts to” or “aims for”. For example, "Del leaps with her kukris out and lands on the back of the dragon, plunging the blades in." would be wrong, while changing it to "Del leaps into the air with her kukris out in an attempt to land on the dragon's back; if she is successful, she would stab her blades downward, seeking flesh." or something of the like would be acceptable. Keep environmental factors in mind as well. The surface your character stands on, the slope, lighting conditions and the like often plays an important role in the outcome of combat. On attempted actions that require d20 die rolls, (all but skill checks) a roll result of 20 is an automatic success; and results of 1 are automatic failures. When applied to attacks, another roll must be made (preferably in the Misc thread). This roll is for an added effect. If the second roll after a result of 20 would have resulted in a success, it becomes a critical hit, and twice (or more, depending on your weapon) the normal amount of damage is dealt. If it would have failed, your attack still hits as normal. If that second roll is another 20, a third roll is required. If the third roll would have missed your opponent, the result remains a critical hit and you may then roll for damage. However, if it bypasses the opponent's armor class, that opponent may instantly die. Note that instant death in this form will not apply to plot-relevant opponents. If the second roll that follows the result of 1 would have been a success, your attack merely misses. If it would have failed, you either drop your weapon, or fall over; your choice. If a second 1 is rolled, you instead strike (and damage) yourself. The "Beat by the Monkeys" Rule: No matter how badass your character eventually becomes, facing off against a horde of (comparatively) pathetic creatures can still be disastrous. By standard D&D rules, a character above level 5 doesn't have much to fear from a group of goblins; a higher level character even less so. Any such character, if decently built, should usually be hit only with a high roll by the goblins, if not limited to a natural 20. But if a real person were to be surrounded by 100 goblins, no matter how high his armor class or other relevant abilities, he cannot avoid being impaled by 20+ spears. Of course, some will glance off the character's armor, some will miss by the goblins' lack of skill, some could be parried or sundered, and some of the creatures might be intimidated into fleeing or making inept attacks; but that accounts for the minority of the incoming attacks. Dodging some strikes will line you up for others, and even the best suit of armor has its weak points. It's just a situation that won't end well for you. The only three ways I can see that such a situation could be turned around are 1) if you have a magical means of travel capable of extracting you from the entire area (and won't provoke attacks of opportunity from every creature within reach); 2) an attack capable of slaying outright every creature close enough to attack you; or 3) having such high natural armor that no strike can pierce your skin, high enough deflection bonus to AC that you cannot be touched, or damage reduction that cannot be overcome. As a variant to falling unconscious at negative hit points, characters may remain conscious if the player wishes. However, your character would still be disabled and collapses, and bleeds out until you stabilize. While in such a state, you may remain aware of surroundings within 10-15 feet of the direction you're facing upon your collapse, but even turning your head is strenuous and takes a full round to accomplish. You may weakly speak, though at lower volume than normal. Attempts to stand result in collapsing again before even rising to your knees, and attempts to crawl fail to move you from the 5 foot square in which you collapsed. You may not attack while disabled. Attempting to grab at another creature's ankle may succeed, but your grasp will be broken with no effort on the other creature's part. The only skill checks you may attempt while disabled are bluff, concentration, listen, search, sense motive, and spot, though you take a penalty to any attempt equal to the number of negative hit points you have. If you can come up with any reason why another skill should remain usable at such a time, run the thought by me. If it makes sense, I may allow it. Be warned, attempting any action mentioned above (the skill checks being the only exceptions) will cause you to bleed out 1 hp, and your wounds to reopen if you have already stabilized. In the case of player-versus-player combat, those involved settle things between yourselves, using the normal combat rules. If you can play out the battle via IM, do so and one or the other of you write it out and post it. That way the rest of us won't have to wait too long. Try to avoid killing off the other players, when possible. If you can find a way for your character to get over the situation while keeping all parties involved alive, do so. If avoidance is not possible, abide the combat rules, and be fair. Attempting to come whining to me after the fact is not acceptable behavior. Losers, be gracious in your defeat, and arrangements may be made for your continued involvement in the roleplay (whether by letting you draft up a new character, handing over control of an NPC, or allowing your character a means to come back), assuming you wish to stay.
I will be awarding experience when it's earned, and characters will level as we go, just as in D&D.
God-modding and metagaming are not allowed. If anything happens that you feel shouldn't have, come to me and you will have a chance to argue your case. But in the end, my decision will be final. Be mindful of character knowledge. Don’t use information that you yourself know but your character has no business possessing. Your character’s knowledge will be based on things they have experienced or come to learn through interacting with others from the time the roleplay begins and onward; previous knowledge will be determined by skill checks.
New players will always be welcome, provided they keep to the rules. For those who join after the roleplay has already begun, ask before posting your character sheet or joining the roleplay, and wait to be written into the story. Do not just randomly post.
Abide by the TOS.
Have fun, but see to it that you don't prevent others from doing the same, and don't be obnoxious. These rules are subject to additions and revisions. Any changes to the rules will be given a new, separate post, as well as being added here. Such additions in this post will be denoted in red text until one month passes from the time it is announced.
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Posted: Fri May 15, 2009 4:07 pm
The roleplay will begin with each character at level 5 (the sum of your character levels (not racial hit dice) and level adjustment (if any)), though anyone may choose to begin at a lower level, if you wish.
Character profiles are to follow this format:
Name: Gender: Race: If the race you want to play has a level adjustment higher than +5, you won’t begin play with all of that creature’s base abilities, and you’ll be treated as though taking levels in a racial class, which you may not deviate from until you meet the creature’s level adjustment. I’ll allow most any race, but if you pick anything outside of the common races, check with me first to be safe. But keep in mind, in some cases there is hostility between races, so certain NPCs may at times react poorly to you on that basis. Class and Level: Age: Height: Weight: Alignment: any alignment is permissible Abilities: Each character will begin play with the following attributes to ability scores (before any racial or level-based modifiers):17, 16, 14, 12, 11, 10. Be sure to note which score you've applied to each ability. You may place each score to whichever ability would best suit your character. If your character begins with four hit dice or more, you are entitled to the additional +1 ability point that comes with it, to place where you will. Hit Points: Armor Class: Include touch and flat-footed in parenthesis. Attack Bonus: Only needs to be from your usual method of attack. The sum of your base attack bonus, ability modifier that your attack uses, bonuses to the weapon used (if any), and bonuses to attacking (if any). Saving Throws: Fort, Ref, Will. Leave conditional modifiers out of the totals, but make a note of them. Skills: total for each (rank plus ability and racial or other bonuses). You need not list any with no ranks or other bonuses. Special: racial abilities, feats, skill tricks, etc. Languages: Weapons: Armor: Other Equipment: Traveling gear, magical and mundane objects, personal possessions, etc. Each character begins with equipment and money totaling 9,000 gold, or less if you choose to start at a lower level. Spells: for those playing a spellcaster. Include the number of spells you can cast per day. Bio: a description of your character's personality and backstory Appearance:
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Posted: Tue May 19, 2009 1:37 am
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Posted: Tue May 19, 2009 3:18 am
Name: Matasoga Gender: Male Race: Half Blue Dragon/Half Human Class and Level: Half Dragon Paragon 1, Sorcerer 1 Age: Early 20s Height: 6' Weight: 175 lbs Alignment: Lawful, Neutral (mild evil leanings) Abilities (Mods): Str:18 (+4), Dex:12 (+1), Con:13 (+1), Int:18 (+4), Wis:14 (+2), Cha: 20 (+5)/22 (+6) with cloak Hit Points: 18 Armor Class: 17 (armor bonus +1, dex mod +1, natural armor +5) Attack Bonus: +1 Saving Throws (base+ability+misc): Fort: +3 (2+1+0), Refl: +0 (0+1-1), Will: +7 (4+1+1) Skills (ability mod+ranks+misc): Bluff: 15 (6+5+4), Concentration: 6 (1+5+0), Diplomacy: 11 (6+5+0), Disguise: 8 (6+0+2), Intimidate: 12 (6+4+2), Knowledge (Arcana): 9 (4+5+0), Knowledge (Religion): 8 (4+4.5+0), Listen: 4 (2+0+2), Perform: 9 (6+2.5+1), Sense Motive: 6 (2+4.5+0), Sleight of Hand: 3 (1+0+2), Spellcraft: 11 (4+5+2), Spot: 4 (2+0+2), Use Magic Device: -- (5+0+2). Feats: Ability focus (breathweapon), enduring life, improved natural armor. Special: Breath weapon (60 ft line of lightning); Darkvision (60 ft); Low-light vision; Immunity to sleep, paralysis, and electricity; Sorcerous blood, Summon familiar. Traits: Detached, Dishonest Languages: Common, Draconic, Elven, Goblin, Undercommon Weapons: Bite (+5, 1d6+4, *2 crit, piercing), Claw *2 (+5, 1d4+4, *2 crit, slashing or piercing), Scorn (masterwork silvered spear, +6, 1d8+5, *3 crit, 20 ft range, piercing), and heavy crossbow (+3, 1d10, 19-20 *2, 120 ft range, piercing, masterwork, 50 bolts, 50 silvered bolts). Armor: None. Other Equipment: Courtier's outfit (with accouterments), backpack, bedroll, mirror, 1 lb of soap, masterwork syrinx, spell component pouch, cape of charisma +2, bracers of armor +1, 4 silver pieces, and 4 platinum pieces. Spells: Cantrips: 5/day. Mage Hand, Mending, Prestidigitation, Amanuensis 1st Level: 3(+5)/day Charm Person, Expeditious Retreat Bio: See Backstory (second post). Appearance: Aside from his blue, scaled skin and tail (the former obscured in the facial area by white greasepaint and the latter usually hidden by his cape) he could, at a distance, be mistaken for s human. His other draconic traits include his large, black-clawed, four-fingered hands; his deep-set, cat-like eyes; and his fangs. He wears finery with a militant edge. One eye is obscured by both the brim of his hat (at the angle he usually wears it) and a patch, though it is not damaged or impaired. A sash displaying numerous medals awarded by the government for his achievements in the war against the barbarians crosses his breast and his coat sometimes can be seen to shift, slightly as his familiar, a snake, continuously moves in a coil around him. His hands are often free when he's not engaged in a particular activity except for his spear. The haft is carved of ebony and the tip is crafted of alchemical silver.
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Posted: Mon May 25, 2009 7:24 pm
After much deliberation over the past couple of days as to what, exactly, I was going to do with my character, I'm going to be a bit discriminant with the adjustments that Matt had chosen to allow me over what Josh did with his RP.
For the sake of simplicity of my character, I am going to refrain from changing too much, as I feel that she is very well adapted for the way she was initially set up. I will not, however, entirely turn down the offer. As such, I added an addition HD over what she has in Josh's RP and, subsequently, increased anything attached to it. Aside from that, I fear that she could easily be too much for anyone to handle outside of combat. As it is, Eliae can do more to persuade someone than anyone else in the party simply because of her massive Charisma bonus; if she had full access to her abilities, she would be very nearly overwhelming. Matt, if you were looking forward to her being virtually a normal succubus, I apologize, but as it is, the only thing she's lacking is a decent combat ability and a few extra hit-points.
Name: Eliae Darr (Eliadrada) Race: Human (Succubus) Class: N/A Age: ~24-27(~30) Height: 5'9" (6'1") Weight: 153lbs (127lbs) Hit Points: 20 Order of Attributes: Cha, Dex, Int, Wis, Str, Con Total scores: Str: 13 (+1) Dex: 18 (+4) Con: 12 (+1) Int: 18 (+4) Wis: 14 (+2) Cha: 31 (+9) [33 (+10) while wearing Cloak of Charisma +2] Racial Modifiers: Str +2, Dex +2, Con +2, Int +6*, Wis +4*, Cha +16* *These modifiers are adjusted to the following until further notice: Int +4, Wis +2, Cha +14 Attack Bonus: Base: +3 Melee: +4 Ranged: +7 Grapple: +3=3+1-1' as per Slippery trait (-1 grapple checks) Saving Throws: +4=3+1 Fort, +5=3+2 Will, +7=3+4 Ref Weapons: Claws (1d6+1, crit. x2) (in natural form only; still available when using the Hat of Disguise [currently not in use]) Meteoric Knife (1d4+1+1, crit. 19-20/x2) (Pp 53-54, Magic Item Compendium) - 3 charges/day, renewed every day (3 currently) - 1 charge- gains returning property - 2 charges- gains returning and flaming properties (+1d6 fire damage) - 3 charges- gains returning, flaming properties; +3d6 damage on successful strike to target and all adjacent creatures Masterwork Morningstar (1d8+1, crit. x2) Armor: None Traits: Dishonest, Slippery Skills: Note: All skill points assigned based on racial skills and ability score modifiers after racial modifiers are applied. Also, skill points were assigned as follows: [Total Modifier]=[Skill points]+[Ability Score Modifier]+[Synergy Bonus]+[Misc. Modifier] Bluff +17=6+9+0+3' (+1 Dishonest trait) Concentration +7=6+1 Diplomacy +13=6+9-2' (Dishonest trait) Disguise +15*=6+9 Escape Artist +10=6+4 (+11=6+4+1' to avoid being grappled) Hide +12=6+4+2' Intimidate +17=6+9+2' Knowledge (The Planes) +9=6+3 Listen +16=6+2+8* Move Silently +12=6+4+2' Search +8=6+2 Sense Motive` +4=0+2 Sleight of Hand` +4=0+4 Spot +16=6+2+8* Survival` +2=0+2 (+4=0+2+2º when following tracks) Use rope` +4=0+4 (+6=0+4+2º with bindings) `Cross-class (non-racial) skill ° Synergy modifier ' Misc. Modifier *While using her polymorph ability, a succubus gets a +10 bonus to their disguise check; additionally, she also gains a +8 racial bonus to both Listen and Spot Armor Class: 23=10+0+0+4+0+9+0+0 AC is determined as follows: [total]=[base]+[armor bonus]+[shield bonus]+[dex. modifier]+[size modifier]+[natural armor]+[deflection modifier]+[misc modifier]
Feat(s): Persuasive, Stealthy, Combat Reflexes Items: Hat of Disguise (ribbon in her hair), Cloak of Charisma +2, 6 engraved and embossed silver rings (3 per hand, no effects), Jeweled amulet of silver in the shape of a pentagram, Bedroll, Backpack, Coinpurse (attached to belt), Two pouches (attached to belt), Explorer's Outfit(s), 21 days trail rations, 31 platinum pieces, 9 gold pieces, 9 silver peices Spells: Supernatual: Energy Drain* - A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’ kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 23 Will save to negate the effect of the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based. *Essentially, this just makes it so that the person being affected is weaker and thereby easier to control. The more she successfully does it, the more difficult it will be to resist her the next time- or, at least, that's the general idea.
Spell-like abilities: 3/day—charm monster (DC 25), detect good, detect thoughts (DC 23), ethereal jaunt (self plus 50 pounds of objects only), suggestion* (DC 24), greater teleport (self plus 50 pounds of objects only). Caster level 2nd. The save DCs are Charisma-based. *This ability allows her to "suggest" that someone does something. If it is something that they would normally not do or can cause them direct harm (ie, jumping out of a window), it automatically fails. However, if it sounds reasonable to the character, there is a good chance that she will successfully impart the suggestion and cause the character to perform the action until its completion.
Polymorph - A succubus can assume the form of any Small* or Medium* humanoid. (3/day°, no limit on duration) *40% chance of size change failure for 4’10”-5’4”; 60% chance of failure for 3’11”-4’9”; 80% chance of failure for 2’8”-3’10” °She is able to change her appearance up to three times each day, holding any one of them indefinitely.
Summon Demon - Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell. Languages: N/A due to Tongues ability Special: Damage reduction 8°/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues* *This ability allows her to communicate with any living, "intelligent" being- basically, anything that isn't an animal. °Base DR of 10 Bio: (Will post later, though it can also be found in the MRP: Backstories thread, currently the last post) Appearance: The following is a close approximation of what her attire generally is; I'm going to try to have some art done of her soon and posted in the stead of the tektek currently here.
 Notes on outfit: The actual overskirt is a black to match the rest of the outfit.
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Posted: Tue May 26, 2009 9:28 pm
Name: Kal'ara Coriboh Gender: Female Race: Tiefling Class and Level: Rogue 4, LA+1 Age: 21 Height: 5ft 4" Weight: 55KG Alignment: Chaotic Neutral Abilities: Cha-09, Con-12, Dex-18, Int-16, Str-10, Wis-17 Hit Points: 23 Armor Class: 18 (touch 14, flat-footed 14) Attack Bonus: +9 (Masterwork Light Crossbow) Saving Throws: Fort +2, Ref +8, Will +4 Skills: bluff (+6), craft (+5), decipher script (+3), disable device (+3), disguise (+6), escape artist (+6), forgery (+5), gather information (+5), hide (+5), knowledge (local)(+4), listen (+5), move silently (+5), open lock (+5), search (+4), sense motive (+4), sleight of hand (+6) Special: Feats: Stealthy, Point Blank Shot Racial Abilities: Darkvision 60ft, Darkness, Resistance 5 to cold, fire, and electricity Class Abilities: Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge Languages: Abyssal, Infernal, Draconic, Ignan, Common Weapons: Masterwork Light Crossbow, +1 Flaming Light Crossbow Daggers / Throwing Knives x6, Spring-loaded Gauntlet Armor: Masterwork Chain Shirt Other Equipment: bedroll, winter blanket, pouch, masterwork theives tools, trail rations x5, sewing needle, grappling hook, chalk x2, mirror, soap, waterskin, mug, sealing wax, disguise kit, caltrops x3, ink x3, pen x2, paper x10, Bag of holding, Hat of disguise, Flint & Steel ,Candles x5, Tanglefoot Bag x2, 1,811gp, 7sp, 1cp Bio: TBA Appearance: Kal'ara is slender, with long blue-black hair to her waist. She has an incredibly pale complexion, bordering on sickly grey, with deep blue eyes and long eyelashes. She has medium length dark horns, but in order to disguise this she possesses a Hat of Disguise, which takes the form of a cresent-shaped hairpin which she wears at all times, and she draws no attention to this hairpin. She wears dark eye make-up. She keeps her nails blackened with ink, and wears black shorts, knee-high boots, and a black shirt and jacket. She has a long, slender tail ending in a slight point which matches her skintone, and has sharp, almost fang-like teeth. She also has various holsters and straps for her crossbows and knives: the larger bows go across her back along with their arrows, the 3 knives around each thigh, and her gauntlet around her right wrist. A rough tektek of Kal'ara:
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Posted: Fri Jun 12, 2009 12:50 am
Everything is finally ready for us to begin the roleplay. The actual roleplay thread, titled "Apotheosis", has just been opened. Anything not pertaining directly to play (such as updates, questions, and so on) will be posted here, not in the roleplay thread.
Kris has opted out of starting from the beginning, so she and Zac will both be introduced at a later point. Josh and James, you may post as you please.
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