AshDrunbar Character Creation

Aug 29, 2018 7:06 am
The Rudhir

What you need to know:
The Red Bloods are humans gifted with great physical strength. They draw favor from the Heroic Lion Spirit, an amalgam of all those human destroyers, warmongers, and strongmen who came before. As a result, they suffer mentally, to compensate for the increase in power.
All six of the Purebleeds have a "predominant type" which is very strong in their primary Virtue, and weak in others, not only their main weakness but other stats as well. They also have a "more neutral" version that is more on the level. If you desire, there is also a child version with altered stats.

Predominant Rudhir: Leon 6, Eyrie 4, Grand 4, Enlight 3, Nemesis 3, Daimon 5
Neutral Rudhir: Leon 5, Eyrie 5, Grand 4, Enlight 3, Nemesis 4, Daimon 5
Adolescent Rudhir: Leon 4, Eyrie 5, Grand 3, Enlight 2, Nemesis 3, Daimon 4

Lore:
Predators will avoid killing the Rudhir unless necessary, but may test them to prove the human's loyalty to the Lion Spirit. They tend to be formidable athletes, performing combatants, and soldiers. The most common place in Trimachae to find them is the Continent of Mountains, including such places as Enyon and Thenos. The more neutral personalities (typically the women in more traditional Rudhir societies, since they are less inclined to rampant destruction) have to keep a close eye on the dominant personality and especially the super-strong Bright-Blood variant (not available for play atm). Child rearing in Rudhir cultures is closer to training a very intelligent, potentially dangerous pet. Long hair is commonly seen as a symbol of power, with no gender norms. Not all men have it on top of their head, choosing instead to have a glorious beard. Bearded women are still rare, but not so much as in non-Rudhir cultures.
In ancient times, Rudhir cultures saw the rise of "Mother Earth" figures who were strong enough to fend off male raiders. The bigger and stronger the woman, the more noble her status. They also produced raiding tribes of men who turned their proclivity for destruction to their advantage. The ancient Rudhir only answered to a source of greater power; anyone weaker could not survive their onslaught. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Earth Mother cults became infiltrated by Demons, losing their bright red blood and becoming Cambions. Very few matriarchal Rudhir clans remain today.


The Zeel

What you need to know:
The Yellow Bloods are humans gifted with great physical speed. They draw favor from the Heroic Wing Spirit, an amalgam of all those human duelists, archers, dancers, and bloody nobles who came before. As a result, they suffer mentally, to compensate for the increase in power.

Predominant Zeel: Leon 4, Eyrie 6, Grand 3, Enlight 4, Nemesis 3, Daimon 5
Neutral Zeel: Leon 4, Eyrie 5, Grand 4, Enlight 4, Nemesis 3, Daimon 6
Adolescent Zeel: Leon 3, Eyrie 5, Grand 3, Enlight 3, Nemesis 2, Daimon 5

Lore:
Birds and other flying creatures will avoid killing the Zeel unless necessary, but may test them to prove the human's loyalty to the Wing Spirit. They tend to be gifted runners and acrobats. The most common place in Trimachae to find them is the Continent of Peace, specifically Cerbesia. The more neutral personalities are favored in legislation and law enforcement, because they are less prone to violence than the average population; they do the "ugly" work that the more skillful find beneath them. Women are no more or less prone to the dominant traits than men. Child rearing in Zeel cultures can be tedious, as they lack the mental faculties to do anything without specific instructions and frequent updates. They must be taught through rote recitation until they can develop problem-solving abilities. While the majority of the population are not Fury-type heroes with special powers, it has become expected that the Zeel have powerful sight and hearing. Likewise, they prefer edged or pointed weapons of a high quality over something capable of raw destructive force.
In ancient times, Zeel cultures saw the rise of Noble Mistresses, dominant female roles who had many skills the surrounding men did not, leading by example through prowess in and out of combat. They sought out mates who could prove themselves in ways other than a show of brawn. They also produced raiding tribes of marauders whose swiftness and lethal efficacy left many bodies. The ancient Zeel were not impressed by power, only by a competent ruler who could outshine the rest. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Noble Mistress cults became infiltrated by Blackwings, losing their yellow blood and becoming Nephilim. Very few matriarchal Zeel clans remain today.


The Sini

What you need to know:
The Blue Bloods are humans gifted with great personality and persuasive force. They draw favor from the Heroic Hooded Spirit, an amalgam of all those human charlatans, diplomats, and courtesans who came before. As a result, they suffer physically, to compensate for the increase in power.

Predominant Sini: Leon 4, Eyrie 4, Grand 3, Enlight 4, Nemesis 4, Daimon 6
Neutral Sini: Leon 4, Eyrie 4, Grand 4, Enlight 4, Nemesis 4, Daimon 5
Adolescent Sini: Leon 3, Eyrie 4, Grand 3, Enlight 3, Nemesis 3, Daimon 4

Lore:
Eldritch signs like cats, frogs, and spiders tend to linger near the Sini, to the point that some even take one on as a familiar spirit, though magical maladies do not tend to be frequent problem haunting the Sini. They tend to gather the attention and respect of those around them. The most common place in Trimachae to find them is Banbatol, the great Empire of man. The more neutral personalities have to care for their pretty yet sickly "betters," because neutrality means having an average bill of health, while the dominant type don't last as long. Women are no more or less prone to the dominant traits than men. Child rearing in Sini cultures is very rough, because of their persuasive temperament and propensity for sickness. The wealthy prefer to have one child, while the poor exhibit even shorter lifespans due to the stress of raising large families. While the majority of the population are not Aesthete-type heroes with special powers, it has become natural to take everything a Sini says with a grain of salt, and no good Sini trusts their senses.
In ancient times, Sini cultures saw the rise of Muses, divine beauties who inspired men and women alike with song, music, and elaborate pageantry. Men were rejected if they were boorish and ugly. They also produced traveling carnivals and shysters whose authority was based in their shrewd manipulation of other men. Sini cultures of both kinds acknowledged their short lifespan, and adjusted to this by breeding like rabbits. If the Sini were not eradicated in a given area, the whole region would be overrun in a few decades or less. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Cults of the Muse became infiltrated by Elves, losing their blue blood and becoming Fair Demures. Very few matriarchal Sini clans remain today.


The Porph

What you need to know:
The Black-Blooded humans gifted with great concrete understanding and skill with learning. They draw favor from the Heroic Sun Spirit, an amalgam of all those human scholars and justiciars who came before. As a result, they suffer physically, to compensate for the increase in power.

Predominant Porph: Leon 3, Eyrie 3, Grand 4, Enlight 6, Nemesis 4, Daimon 5
Neutral Porph: Leon 3, Eyrie 4, Grand 4, Enlight 5, Nemesis 5, Daimon 5
Adolescent Porph: Leon 2, Eyrie 4, Grand 3, Enlight 4, Nemesis 4, and Daimon 4

Lore:
Their most intelligent peers in the animal kingdom, like great apes, dogs, and dolphins, will only kill them if necessary, but may test them to prove their loyalty to the Sun Spirit. They are often well-learned and articulate. The most common place in Trimachae to find them is Heramar, the lost city sequestered far away on the Forge Continent. The more neutral personalities (typically the men, who tend to be more in favor of rampant destruction or feats of strength) have a much heavier workload, though they lack an understanding of the advanced sciences and philosophies made available to the dominant variety. Child rearing in Porph cultures is basically giving a home to an adult recovering from a degenerative disease; they get better every day, and there is little to teach them, but they start out a mature intelligence with a very weak body. Magic and psychic powers are very common among the Porph.
In ancient times, Porph cultures saw the rise of pragmatists who would discard or even kill mates to cover their tracks, and raise children in secrecy. They taught their children and fellow women to conceal their presence at all costs, leading lives of practical logic and survivalism. Any battle that could be avoided did not have to happen. They also produced hoarders of intellectual wealth whose authority was based in knowing more than anyone else, and controlling the supply of knowledge in their realm. Male rulers were scholars in every imaginable field, though their servants knew only what they were permitted. No power or skill in the world could displace them from their prey; only by matching wits and beating them at their own game, could anyone hope to live independent of their tyranny. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. The Porph survival cells were discovered by Pixi, and this most often meant the decline of that clan as black-bloods, and the rise of a new group of Wild Demures. Very few matriarchal Porph clans remain today.
Aug 29, 2018 7:39 pm
Okay, just had a look at the rules thread.
About birthrights, I'm tending towards a male Blue-blood (Sini) or Yellow-blood (Zeel). Although I would also probably have some fun with black or reds, depending on the story line and general background.

I'll make my final choice once I get a better look at the world setting, politics, general history etc. Should be a good help getting inspired.

Looking good, sofar, though.
Liking the D6 system also, reminds me a little of the Star Wars RPG, but with an interesting twist.
Aug 29, 2018 9:55 pm
Edit: Just to check, have you followed the link to my Terms of Service yet?

That did give me some minor inspiration, but there were some kinks to work out. Hold on, I'm altering my post to inform you about the Rudhir, Zeel, Sini, and Porph, a good bunch for your first character options.

While I'm at it, have a link to my WorldAnvil WIP. When complete, it will give you a ton of in-depth information about the setting, but right now I've only spent a few days working on it.
https://www.worldanvil.com/w/trimachae-walkerofsorrow
Aug 31, 2018 8:48 pm
Okay, had a look both at the terms of service (my agreement is posted in the appropriate thread), and a brief read-through of your worldanvil link (will go deeper as soon as time allows).

I am actually gravitating either towards an aggressive female duelist/assassin type (so probably Zeel or Rudhir), or a young Porph magic user / arcane scholar type (I even had considered making him an adolescent, for roleplaying's sake, although not sure that would be a balanced build in that case).
Another idea would be to play a big-boned, good-natured Jasil male, think "gentle-giant" type character. That could work, as well.

Now we'll have to decide, I guess...
Last edited August 31, 2018 8:48 pm
Sep 1, 2018 1:33 am
It does seem like you've got a good sense of the Purebleed subraces, but I will inform you that a high Eyrie character like a Zeel can still make a talented mage or scholar, and a high Enlight character like a Porph makes for an excellent duelist or assassin. They're just good in different ways, depending on your combat style. Adolescents are objectively worse in most ways, but have great Eyrie. It's a solely roleplay decision to be an adolescent.

The gentle giant also sounds fun! I'll edit this post with the Jasil info when I get the chance.
Sep 1, 2018 2:40 am
The Jasil

What you need to know:
The Green Bloods are humans gifted with great physical hardiness. They draw favor from the Heroic Beast Spirit, an amalgam of all those burly, healthy, or long-lived humans who stayed in touch with their roots. As a result, they suffer mentally, to compensate for the increase in power.

Predominant Jasil: Leon 4, Eyrie 3, Grand 6, Enlight 4, Nemesis 4, Daimon 4
Neutral Rudhir: Leon 4, Eyrie 4, Grand 5, Enlight 5, Nemesis 4, Daimon 4
Adolescent Rudhir: Leon 3, Eyrie 4, Grand 4, Enlight 4, Nemesis 3, and Daimon 3.

Lore:
The largest beasts of land and sea will avoid killing the Jasil unless necessary, but may test them to prove the human's loyalty to the Beast Spirit. The most common places in Trimachae to find them are Temua and Fodlan. The more neutral personalities (typically the men in more traditional Jasil societies) get the better civilian jobs, but not the grunt-level military positions. Child rearing in Jasil cultures is not much different than normal; in fact, children meet the average levels of coordination, health, and intelligence expected of humans, be that grown or young, and are not especially lacking in anything. If anything, they are butt-ugly and totally lacking in social graces, by comparison to the children of the other five. Jasil commonly exhibit patterns of long sleep and long waking, voracious appetites for battle as well as meals, and excellent heavy lifting. Parents will routinely have their children pull a cart or plow, and this is not seen as abuse because the children can do it easily (and without harm). Many of them enjoy the challenge, and see it as no different than other household chores. Besides, if your child can approach, meet, or even exceed the output of a common ox, why pay to feed both?
In ancient times, Jasil cultures saw the rise of Broodmothers, whose health and long life allowed them to see their great-great-grandchildren rise up and become powerful. Their only concern was that a potential mate was healthy and useful for seeking out food, water, and shelter. They also produced migrant settlers who would squat on a parcel of land until they had drained it of all natural resources, then move on to the next place. While not necessarily fearsome in combat, these squatters proved extremely difficult to remove. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Broodmother cults became infiltrated by Dwarves and Goblins, losing their green blood and becoming Demures. Very few matriarchal Jasil clans remain today.
Sep 1, 2018 8:04 pm
Okay... so, after having a look at both other players' character type choices, I have decided to go for the Zeel duelist/rogue/ninja type.

I guess I'd enjoy playing a female build, kind of the bounty hunter / hot-headed / femme fatale type (a little like your Violetta de Macci NPC, only with a street urchin background, and a slightly different kind of crazy...). Think Nikita meets Perdita Durango meets Atomic Blonde meets Jyn from Star Wars (Rogue One). You get the idea.

As far as abilities and character archetype, I'd try a Neutral Zeel, with a few changes:
what about this?
Leon 4(boosted), Eyrie 5(boosted), Grand 4(boosted), Enlight 4(reduced), Nemesis 3, Daimon 6(double-reduced)
or alernatively:
Leon 4(boosted), Eyrie 5, Grand 4, Enlight 4, Nemesis 3, Daimon 6(reduced)

Still hard to visualize the impact of a score of 6 being double-reduced in terms of game mechanics (still can't quite wrap my head about the PV check system).

Open to suggestions, but that basically the idea: a cocky, sexy and lethal female assassin / bounty hunter with a short fuse and a taste for violence (maybe some old accounts to settle, or simply an unstable personality).

PHYSICAL APPEARANCE: ok for golden eyes and copper tan... can she be raven-haired, or at least dark brown ? If not, she's probably using hair dye.

PORTRAIT LINK:
https://ibb.co/m8ac7z
Last edited September 1, 2018 9:47 pm
Sep 1, 2018 11:20 pm
The system seems complicated on the surface, but it's very easy to pick up on. All rolls are 1d6. Some rolls get bonus dice for a good result, or other conditions. With a double-reduction, your skill checks will be objectively lower, and the outcome of your lowest die is shifted all the way down to a 2 (the lowest possible success result) regardless of how high it was, but you will roll the same number of dice and your score will be counted as a 6, not a 4, wherever that is relevant.

If the lowest result was already a 2, it becomes a failure, meaning you have one fewer successes on a normal PV check. Unlike a reduction, this will see a more obvious effect on your non-skill rolls.

Despite saying you don't get it, you applied the boosts and reductions accurately on your first try! That is a joy to see. I like the sound of your build, and am pleased Violetta inspired you. All normal hair-colors are an option, because of biology, but the blood-color one is much more common. So you will see fellow Zeel with red hair, dark hair, auburn hair, etc. If you were Bright-Blooded, which you're not, then it would be very unlikely to have brown hair. Like albino unlikely or less.

Your portrait link is broken :'(
Sep 2, 2018 2:53 am
try that one...

Zafira Whysth

and let's go for these abilities, then:
Leon 4(boosted), Eyrie 5(boosted), Grand 4(boosted), Enlight 4(reduced), Nemesis 3, Daimon 6(double-reduced)
Sep 2, 2018 3:04 am
I like the picture! A good set of stats too. Now with the boosts where they are, your "highest" PV is Eyrie. That is what you wanted, I take it? There are three types of subclass for your consideration, in the Fury basic class.

The Assassin Type
A melee focused set of subclasses. Still capable of ranged combat and magic, but melee is what they're best at. The two options are the Rogue and Bouncer. The Rogue is an offense-based subclass skilled in dual-wielding and good at stealth/misdirection. The Bouncer is very similar to a Rogue but also the Shieldmaiden, a lightweight defender who is more focused on parrying than blocking, and uses light armor.
The Elite Type
A distance focused set of subclasses. The Motion Marksman isn't as focused on long-distance accuracy, but on darting around the battlefield at high speed, firing as many arrows as possible. The Sharpshooter is a more classic ranger, who stays put until they can take a shot, which goes a long way and hits exactly where it was wanted. The Light Cavalry is not an archer, but a melee combatant. However, they focus on using a horse in combat, allowing them to move about beyond their personal speed and strike down enemies from a height advantage.
The Scholar Type
A type of subclass that uses your crafty skills and blinding speed to other ends than hurting people, seeing violence as unnecessary to please the Wing Spirit. Your options here are Bowyer, Eyrie Mage, Messenger, Minstrel, Potter, Thief, and Weaver.
Sep 2, 2018 3:12 am
I think I'll take the Assassin Class.

Now if I take the Rogue option, I'd be back on known ground, somewhat... and the stealth will probably be very useful in-game.
But I'm curious about the Bouncer type, as well... you mentioned parrying, we're talking some sort of swashbuckler type of fighting style ? What are their skills and weapons of choice, compared to the rogue ?
Sep 2, 2018 3:37 am
Assassin Type, just to be clear. I know there's a lot of terminology, but very little of it is important in the long run. Fury Basic Class, Assassin Type, and Rogue subclass (if that's what you went with).

You ask excellent questions! The Bouncer's abilities are Resounding Arms and Parrying Combo. The first one modifies your ability to Block, and your second one modifies your ability to Parry.
Their traits are Get Back, Back to Back, and I'll Handle This. The first one moves someone out of the way, making you defend against an attack meant for them. The second one pairs you up with another defensive character, modifying how both of you defend. The third one moves an adjacent ally behind you while attacking.
Depending on how sophisticated your character's nation of origin is, you might use Cestus, Daggers, Sickles, Rapiers, Scimitars, Light Hammers, Handaxes, even Short Sword or Halberds. Typically, most of these are paired with a Buckler.
Where the Rogue has abilities and traits more directly involved with stealth, the Bouncer must rely on their skills and quick thinking for that purpose, as their abilities and traits deal more in defending yourself or others.
Sep 2, 2018 3:40 am
I don't think you've specified if you're doing magic or not, but I feel it's worth mentioning now because the Magic variant of the Bouncer is actually pretty special. It's called the Mystic Cloak. Instead of relying on scrappy defense moves and bucklers, most of your combat styles are paired with a magical cloak you wear. If you've seen RWBY or Doctor Strange, you'll probably get where this is going.

While they can pick an Ability or Trait from the Bouncer's list, they also get Magic Trait options: Vanishing Trick, Energy Pulse, and Repulsor Blast. Your fighting styles will be less about blocking/parrying, and more about using your cloak to perform neat tricks like defensive maneuvers, gliding, and even attacking.
Sep 2, 2018 3:49 am
Mmmh yeah I'm definitely tickled by the magic cloak thing.
Now,tell me more about rogues: what are their traits ? And what is their Magic Variant ?
Sep 2, 2018 4:11 am
The most ancient style of Rogue can fight unarmed, or with a Club, Light Mace, Shortspear, Dagger, Sickle, or Rhomphaia. The more sophisticated ones have other options. The Rogue's abilities are Eyrie Surge and Wings Unfurled. The first one lets them strike twice or strike true, as they prefer. The second one improves their use of general Eyrie PV checks. The Rogue's traits let them disarm enemies while attacking, strike weak points, and pull a hidden weapon for a sneak attack.

The Magic Slayer's weapon selection is more limited, but they can channel magic energy through their weapon to make it more effective, and they can cast spells.
Sep 2, 2018 4:44 am
ok I'll give it some thought and get back on this tomorrow. But I can already tell it's gonna be a thug-o-war between classic Rogue, Magic Slayer and Mystic Cloak.

Talk soon !
Last edited September 2, 2018 4:46 am
Sep 2, 2018 4:57 am
Look forward to continuing this with you!
Sep 2, 2018 6:33 pm
Okay, I'm thinking I'd like a rogue / stealthy type, but definitely with a dueling sort of focus (so longsword / rapier / katana, that sort of thing).
She could be a magic user or not, but I'm going for a combination of fast, in-and-out combat style with a one-handed (or even dual wielding) fighting style, involving long, sharp blades.
Any way to find that in terms of Types and subclasses, like either a rogue or a mystic cloak/magic slayer subclass with a sword fighting trait maybe ?

In any case, the sword fighting can be combined with but takes preference over magic, rogue skills, stealth etc. It's just that's it's based more on Eyrie than Leon abilities, obviously, therefore the choice of a Zeel character.
Last edited September 2, 2018 6:37 pm
Sep 2, 2018 6:59 pm
Because Eastern weapons tend to have logical parallels in Western culture (i.e. Katana equals Scimitar), or would not be different enough for my purposes, I have left them out. At least mostly. Trust me when I say, it's come up before.

But a rapier or katana is definitely doable. Longsword's nothing like it though. More of a heavy two-hander.

Thing about the weapon is, you can find a rapier or scimitar in both Rogue or Bouncer. It's more about whether you want to be on the offense or defensive with your approach. Sounds like you'd be more into offense, so I'd say Rogue or Magic Slayer. I'll tell you this though, if you're not super attached to the cloak, I'd say just go with a nice non-magical Rogue, and we'll set you up with magic items as we go along. It's even possible to learn magic by using items, so you don't need a dedicated character for it. Sound fair?
Sep 2, 2018 7:56 pm
Aye, sounds great. I'm not exactly that attached to katanas, I actually quite like scimitars, at least esthetically: I find them more inspiring than, say, glaives or longswords, in this character build at least.
I do still have a hangover from the old 3.5 D&D though, where they did a paltry d6 damage (never could understand why... sabers, okay, but scimitars...? Yet, that was corrected in the 5e version, it seems). Anyways, like I said, I'm fine with anything of the genre, rapier / sabers / scimitars, all works for me. A saber, now: that'd give a nice touch, wouldn't it? Proper dueling weapon, that. And yes: definitely more offense than defense (although probably will invest in some parrying/dodging if I can, she is not a meatshield after all...!).

Let's do the rogue thing, then, shall we?
We can figure out the magicky stuff as we go, sure.
Last edited September 2, 2018 7:58 pm
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