AshDrunbar Character Creation

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Sep 11, 2018 8:43 pm
Excellent work. Let me start breaking that down, then I'll hand you your stats.
OOC:
"Zafira Whysth was born in Cerbesia, the daughter of reknown aristocrat, adventurer and swordsman Saruhno Whysth, and some nameless concubine."
Nothing out of the ordinary here. Interesting that you're technically of Patrician birth, not that anyone would know that, given your plebeian mother.
OOC:
"After a youth spent amongst thieves, cut-throats and prostitutes in the lower levels of the city and following her mother's death from the Grey Cough, she set out to make a name for herself and get her father's recognition (along with his estate), working diverse jobs as a burglar, bodyguard and a bounty hunter, amongst other, less savoury occupations (she is rumored to have been part of the Green Griffin Slaughter in xxxxx-*chose a city name*), all the while honing her skills as a swordswoman under her nom de guerre, "Cayenne Blackstarr"."


Sounds like the best place for you to be born is High Cerbesia, but the Green Griffin Slaughter probably happened in nearby Plokipto instead. Most other places would not be able to shrug off a massacre. Perhaps Cayenne moved there for a short time, but had to flee back to her home city to avoid being caught up in the rumors.
OOC:
"With the declared intent of challenging the man who abandoned her and her mother to a life of hardship, she made her way to the Whysth's Estate, only to discover that her family had been dispossessed and her father executed for high treason, following inner power struggles amongst the great Houses of Cerbesia, and some other, more somber machinations from a mysterious magical group called the Chapter of The Eight."
This nicely cleans up the loose end of having a Patrician father. Now Cayenne is untethered.
OOC:
Frustrated from her revenge, she tracked down two of the sorcerers responsible for her family's downfall and put each of them to the sword, after which she fled into the Marshes of xxxxx-*chose a region name...maybe Ventasa?* armed with her only heirloom, her father's accursed blade, the scimitar Lothyir. There, she soon found a venue for her particular talents with the witch hunters of House xxxxx-*chose a family / faction name* .
Ventasa is actually a country, and on the neighboring continent across a narrow gulf. We can arrange that if you like, but we could also set you up in the marshes of your home nation or a closer one. I think Chimer would be the best option there. It's the nation to the south of yours, and no one would look for you there. There's also definitely Witch Hunters there. Maybe House Pardalis would be a good name for the faction you joined. Chimer is divided into a cat-themed regal kingdom called Leonar, a goat-themed tribal conglomerate called Hirca, and a snake-themed military state called Squama. Pardalis is the scientific name of the Ocelot, so I thought that would suit nicely.
Sep 11, 2018 9:08 pm
Cayenne Blackstarr
Birthright: Human
Sub-birthright: Purebleed (Zeel)
Virtues: Leon 4 (boosted), Eyrie 5 (boosted), Grand 4 (boosted), Enlight 4 (reduced), Nemesis 3, Daimon 6 (double-reduced)
Class: Fury
Sub-class: Rogue
Physical Ability: Eagle Eye
Allows you to gaze across great distances with ease, or scrutinize an object up close.
Physical Ability: Falcon Dive
Makes your movements hard to see and lets you dart across fragile surfaces.
Physical Ability: Hawk Wing
Allows you to replace 5 ft. segments of your land speed with fly speed, limited to 5 ft. in altitude, which allows you to avoid obstacles.
Special Ability: Eyrie Surge
Attack twice or strike true!
Special Ability: Wings Unfurled
Improve your Eyrie PV check.
Special Trait: Weak Point
Wait to attack an enemy where they're most vulnerable.
Skills: Alchemy 1, Appraise 1, Escape Artist, Guile 1, Gymnastics 2, Hide 1, Knowledge (engineering) 1, Knowledge (occult) 1, Locksmith 2, Riding 1, Soft Steps 2, Swim 1, Trapping 1
Class of Progression: Second
Combat Style: Scimitar
Alignment: Neutral
Focus: One Handed Blades
Equipment: Vampiric Scimitar, Longbow, Handaxe, Fine Dagger, Backpack, Bedroll, Blanket, Caltrops, Candle, Chalk, Fishhook, Flask, Flint and Steel, Grappling Hook, Hammer, Lantern, Lock, Lockpicks, Manacles, Map Case, Oil (2), Parchment, Pitons (8), Pouch, Rations (3), Rope, Sack, Sewing Needle, Soap, Spyglass, Tankard, Tent, Torches (4), Vials (3), Waterskin, Whetstone, Wine Bottle, Studded Leather (with magic Perception bracer),
Wealth: 115 gp 61 cp
Devotion: The Warrior
Path: For Revenge
Age: 24; Height: 5'5''; Weight: 120 lbs.; Skin color: Copper; Hair: Black; Eyes: Green
Lucky Hairs: 8; HUT - 8; LT - 6; Left Arm - 2; Right Arm - 2; Left Leg - 3; Right Leg - 3
Wounds:
Skullcap: 1; Face - 2; Left Eye - 1; Right Eye - 1; Neck - 3; Upper Torso - 4; Lower Torso - 4; Upper L Arm - 1;
Upper R Arm - 1; L Forearm - 1; R Forearm - 1; L Hand - 1; R Hand - 1; Upper L Leg - 3; Upper R Leg - 3; Lower L Leg - 3; Lower R Leg - 3; L Foot - 2; R Foot - 2
Span 1; Land Speed - 30 ft.
Sep 12, 2018 5:09 am
That looks great, many thanks for helping me with the geography / geopolitics there.
I guess we're all set, then. Do you have some sort of character sheet design already available, or do we improvize one ?
Last edited September 12, 2018 5:11 am
Sep 12, 2018 5:39 am
Well, I have not been able to create a template yet, but what I'm having the others do is make a "Custom" and stick this information in there. You can put it in the sheet as-is, or modify it first. Anything about the above that you want to reorganize, redesign, etc?
Sep 12, 2018 4:12 pm
I don't think so, I reckon we're done, here, at least as far as I'm concerned.
Submitted my custom sheet to the Oldest World game page.
Last edited September 12, 2018 4:39 pm
Sep 12, 2018 10:00 pm
I like it! One point of concern is that it looks like you have alignment, combat style, and a couple of other things listed under Skills, because none of them are bolded. Will you be able to tell what's part of Skills and what is not?
Sep 13, 2018 9:05 pm
Sure, I'm quite clear about that sheet, I reckon. No worries, there.
Sep 14, 2018 12:15 am
OOC:
I'm starting you in a generic test zone, until it's time to meet in the real world.
Cayenne, while you were visiting a foreign country, you have been arrested on suspicion of involvement in the murder of a local noble. Stripped of your weapons, your money, and all useful gear, you were taken to a prison island and thrown in a cell. Dressed only in dingy rags, you have a hard time remembering when things were this bad. The cell you inhabit is about 4 cubic feet in size, too small for you to stand in. The bars are made of bronze, old and consumed by a green patina. The hinged door is held shut by a sturdy chain and a basic padlock. What you have in there with you amounts to: 1 mat (chewed upon by the rats), 1 chamber pot, and a cloudy piece of tin barely serviceable as a mirror. The edges are sharp, but...not very. Good way to get lockjaw if anything.

The cell directly across from you is a foot larger in each direction, and you find yourself strangely envious of the inhabitant: a tawny young man with a distinct point to his ears, and brilliant amber eyes. His mat is a little more fresh, his chamber pot is larger, and he actually has a glass mirror backed by silver. Also, and you're not sure what the deal is, he has gotten food twice and water four times since you arrived. You haven't gotten anything, and it's been two days.

You don't know much about the cell to your right, but from the one conversation you've struck up, the inmate is male, with a bassy voice and a cynical outlook on life. He hasn't told you much, but you know he's here because he slept with the governor's daughter.

You got a quick view of the cell to your left, when you were being hauled in. The woman in there was graying and unkempt, likely having been here a lot longer than any of you. You two haven't spoken, and that just leaves you curious as to why an old lady like here would end up in a place like this.

There's at least five more cells in your block, and only one way out: the door they used when they brought you in. Your memory's a little hazy on the details, but there's a hallway out there leading to more cell blocks, a guard station, and eventually the courtyard. No one's gotten to walk the yard since you've been here, so it may just be a thoroughfare to haul prisoners into their new, permanent residence.

What do you do?
Sep 14, 2018 4:40 am
First thing I'm gonna do is try and get my cell the real once-over: every inch of it, every dank corner, every crack in the wall. I'm looking for anything that may give me an advantage or information. I'm particularly looking for anything that may have been left by previous ocupants of the cell and been overlooked by the guards.
Also, how often do the guards come ? At meal time?

And lastly, if my inspection doesn't give any results, I'll try and get to know the other prisoners better. I'll try to get the old woman to share some intel first.
Last edited September 14, 2018 4:41 am
Sep 14, 2018 5:25 am
The guards have come erratically in the last couple of days, and don't always give equal meals to every inmate. This suggests they do what they want, when they want, to a certain extent. You would need a longer period, in the months or years, to get a really good measure of their behavior.

For your thorough inspection, roll a Sight check (using the sense rules below). I'll be taking your Eagle Eye ability into consideration.
[ +- ] Sight rules
Sep 14, 2018 1:15 pm
Cayenne focuses intently on every crack and crevice around her cell.

"If only I could get my hands on something to work this door lock..." she thinks, although deep inside she knows she's probably clutching at straws.

The situation was critical, yet she intended to remain calm. After all, this wasn't exactly her first time dealing with the law.
She recalled her days as a cut-purse with a wry, bitter smile... at least back then, she'd been arrested for something she'd actually done ! Not that she didn't intend to kill Erheol Finnys: she'd been paid to do it, and she had a reputation to keep. But someone had obviously beat her to it, and stuck her with the crime, to boot.

Well, that 'someone' had underestimated her.

"They made their first mistake when they stuck me here, instead of doing away with me, for starters !" she reflected grimly, while crawling on all four and inspecting the base of the walls behind her cot.

Whoever was behind this, once she got out of here she was darn well gonna make sure that one mistake would be their last.
OOC:
So, if I understand correctly, my dice came up as a 2, which doesn't give me any extra roll. Also, it being a Reduced value makes that 2 a 1, making it a failure in this case. Correct ? Also, I'm taking liberty with the reason why she got into jail in the first place because I figure this is a test one-shot type thing, but I'll edit it if it doesn't fit with your prepared material, obviously...
Last edited September 14, 2018 3:26 pm

Rolls

Enlight dice 1 - (1d6)

(2) = 2

Sep 14, 2018 6:07 pm
OOC:
I'll address your ooc first, then get to your post. You're absolutely right, except for the detail about being reduced. I don't see that on your sheet, and having a PV of 3 does NOT mean you're reduced. There's an important difference. It is possible to suffer -1 PV from taking three reductions, but you have not had that happen yet. So that means this is still one success, with an Able result. Feel free to take liberties this time. When we're in the real deal, I'll correct you if I feel your creative license goes too far.
You make a thorough examination of the cell. Ordinarily, you wouldn't see anything with that roll that a normal person would miss, but you have an extra edge. With the power of your Eagle Eye, you are able to scrutinize each aspect of your cell up close. You have the time, after all. There are three things of note: the "mirror" looks like it can be moved, there is a weakness in the third and fifth bars, and there is a loose brick in the east wall of your cell.
Sep 14, 2018 7:20 pm
Cayenne's pout breaks into a mischievious grin of triumph as her Eagle Sense settles on the loose bars. Maybe her situation is not as dire as she may have previously thought, she reflects while deciding to leave that matter for later and to concentrate her curiosity on the mirror first. If it can be moved, there may be something behind it; either that, or it can be then disposed in such a way as to warn her of the approach of any guards from further into the main corridor, to start with.

When she's done with examining the mirror, she'll cross the cell over to the eastern wall to pry the loose brick off it and see what the recess behind it may hide.
OOC:
I was under the impression that the Sight PV was made under Enlight, which in my char sheet does shows as 4 (reduced)... not sure where the confusion lies, here. My Nemesis score is a straight 3, though.
Last edited September 14, 2018 7:24 pm
Sep 14, 2018 7:36 pm
[ +- ] Rules clarification
Behind the mirror, you find that a past inmate had made a small chink in the bricks. Therein, they hid an improvised blade fashioned from a piece of the mirror and some bedding wrapped around the "handle." It's not much, but there you go. When you remove the brick, you find two things. The first and most important is an old key. The second is a small note scrawled in an unsteady hand. It reads, "They're coming for me. Didn't have the chance to make my getaway. Take this. Maybe it will serve you better." There's no name or other identification given.
Sep 14, 2018 7:51 pm
Cayenne nods to herself satisfyingly as her fist closes on the improvized blade. She tries a few practiced swings and cuts into the air, testing the weapon's balance before she turns her attention to the key. "Now this should be exciting...", she thinks to herself as she tries to fit the key into her celldoor.
OOC:
No worries... she'll have to make-do without the bars, then. Just glad I seem to be getting a hang on the dice rules, here.
Last edited September 14, 2018 7:51 pm
Sep 14, 2018 7:55 pm
OOC:
That's what this part is for! :)
Here we have a chance to examine the combat rules, specifically improvised weapon. Roll an Eyrie PV check.
Sep 14, 2018 8:10 pm
OOC:
I have a question: sofar I have thought about posting 1 roll at a time, with coming back and editing the post in case of further rolls being "won". If you have another method(s) feel free to share your tips.

Rolls

Eyrie PV roll 1 - (1d6)

(2) = 2

Sep 14, 2018 8:14 pm
OOC:
While it is certainly an option, have you considered rolling your maximum number of dice? On here, it's easy enough for me to sort out which ones are which. That way, if you roll three but are only allowed one, I can just dock the other two without trouble.
Alright, that's one roll with one success. Now roll a second Eyrie PV check for "Attack 2."
Sep 14, 2018 8:18 pm
okay so I just rolled a 2, here... (again!)
Since my virtue is boosted, would this count as my "highest die", even though it's my only die ? That would make it a 3 instead of a 2, adding a second dice ?

EDIT: I posted this before I saw your last post.

Also, how do I know my max number of die ? Is it 5 die for Eyrie 5 for example ?
Last edited September 14, 2018 8:21 pm
Sep 14, 2018 8:35 pm
Alright, let me try and break this down. There's a lot to unpack.

Yes, a roll with one die would mean that your highest is also your lowest. This is one reason why you can't have a boost and reduction on the same Virtue (aside from certain logical paradoxes).

That means it would in fact make it a three. This should allow you a second die. However, if one of your other two rolls is higher, then we have a problem. The best way to resolve this is to say that the boost only applies once. If used to get more dice, then it won't boost any future rolls. I'll make a note of this in my rules.

The OOC thread explains how PV checks work. If you still want information after giving it a read, then I will rewrite it.
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