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Old 5th July 2008, 11:51 PM   #1 (permalink)
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New Game - Characters

For those playing and want to roll up a character ahead of time:

Human only.
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Old 6th July 2008, 02:57 AM   #2 (permalink)
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Help me out here. What game is it that you are playing and/or where do I find the info I need to know what I need to know?

Thanks!
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Old 6th July 2008, 04:27 AM   #3 (permalink)
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Dungeons and Dragons 3.5

If you don't have a Player's Handbook, you can wait until the first session and roll up a character then.
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Old 6th July 2008, 05:37 AM   #4 (permalink)
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Or go here...

http://www.systemreferencedocuments....sage/home.html

Everything you need except stat generation. I think we all know how to do it. =)

If not, email me lordfyrestryke at cyber-wizard.com
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Old 6th July 2008, 04:08 PM   #5 (permalink)
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I've got the PHB3.5 but that's all I've got reference wise, so I should be fine. Other than human only, I trust there is nothing else I need to know beforehand.

One other favor I would like to ask of everyone would be to list your choices here so that we can fill in the gaps, unless everyone feels it doesn't matter. I don't suppose it would be a deal breaker if we all showed up with a sorceror, or all were warriors?

And thanks for the link Fyrestryke!
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Old 6th July 2008, 04:16 PM   #6 (permalink)
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I say just roll up what you have in your heart. I like challenges!
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Old 6th July 2008, 05:14 PM   #7 (permalink)
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Pretty much everyone is going to come from the same town (unless one has Profession (merchant) or something similar to explain why they come from another town).

The town does not have a weapons-maker, so weapons will be on the simple side to start from. No armor unless it is a relic handed down for generations from some noble family.

Any sorcerers/wizards/clerics are the grandsons (or granddaughters, I guess) of an old wizard/sorcerer/cleric living on the fringes of society, worshipping or studying strange and forbidden things. Their families will be considered degenerate, inbred, and outcasts by the town as a whole (and might even be true!). They will be greatly feared by the general population.

The main religion in the town does not teach magic, so its priests simply have Profession (priest) skills, but no magical powers or clerics (in terms of class).
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Old 6th July 2008, 07:14 PM   #8 (permalink)
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Quote:
Originally Posted by InzeladunMaster View Post
Pretty much everyone is going to come from the same town (unless one has Profession (merchant) or something similar to explain why they come from another town).

The town does not have a weapons-maker, so weapons will be on the simple side to start from. No armor unless it is a relic handed down for generations from some noble family.

Any sorcerers/wizards/clerics are the grandsons (or granddaughters, I guess) of an old wizard/sorcerer/cleric living on the fringes of society, worshipping or studying strange and forbidden things. Their families will be considered degenerate, inbred, and outcasts by the town as a whole (and might even be true!). They will be greatly feared by the general population.

The main religion in the town does not teach magic, so its priests simply have Profession (priest) skills, but no magical powers or clerics (in terms of class).
Interesting, and very mysterious it would seem to me. I'll get cracking.

Would this be the appropriate forum for me to ask the questions that everyone knows the answer to? Where is the game to take place? What do I bring? And so on, and so on....
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Old 6th July 2008, 07:30 PM   #9 (permalink)
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I like it! It also sets up the problem of playing a spellcaster and getting along with other players. These people will be loners. They will also be feared and distrusted. Playing one will be a challenge...
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Old 6th July 2008, 07:53 PM   #10 (permalink)
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Hamdin Mueller

I will be playing a middle aged man named Hamdin (Ham) Mueller. He is a miller, in case you couldn't tell that from the name. He owns his own windmill and small farmstead. He is a superstitious man who believes that his family has been cursed ever since his forefathers settled in the area, being themselves occupiers and murderers. When he was young his father took advantage of several of the village's women (while married). For this, Hamdin's father was run down by the village elders, castrated, and was hung upside down from a tree and left for the vultures to eat. His wife was tried and stoned to death; the charge was fostering infidelity by being a poor wife and not attending to her husband's needs. Hamdin's oldest brother Malik was allowed to retain the mill, though the brothers were never allowed to marry, thus Hamdin's bachelor status. Malik died of plague and the farm and mill passed to Hamdin. He has been running the mill since the age of twenty. He is now forty-two.
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Old 6th July 2008, 08:10 PM   #11 (permalink)
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Would this be the appropriate forum for me to ask the questions that everyone knows the answer to? Where is the game to take place? What do I bring? And so on, and so on....
It will either be at my house or Grimhelm's house (still being decided, I think). You don't have to bring anything other than dice and whatever you need as a reference. If it is at my house, Amanda (my wife) often makes dinner. I will email out the address(es) soon.
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Old 6th July 2008, 09:51 PM   #12 (permalink)
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Thicket is the son of an area woodsman. His mother died when he was a young child and for most of his life he has been left to his own devices while his father is off working at logging camps. A small, furtive man-child in his mid to late teens, he skulks around the outside edges of the town, bartering furs and meat for the supplies he needs. The townsfolk know him to be anti-social, uncommunicative and filthy, although he has a cunning gleam in his eye and knows the surrounding area like few others. (I used the Wilderness Rogue option from Unearthed Arcana)
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Old 6th July 2008, 10:08 PM   #13 (permalink)
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Yes, yes. I know Thicket. Strange name for a boy, but it fits. He's as jumpy as a hare, anyway. I trade a bag of millet for goat meat with him from time to time. Good kid, but queer. He doesn't ask questions, and I like that.
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Old 11th July 2008, 02:19 PM   #14 (permalink)
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Also... no alignments. (Hence, any spells/effects detecting various alignmnents, et.al., are not a valid option in the upcoming game).

I will allow for Codes of Honor (such as found in the Conan RPG), however.
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Old 11th July 2008, 02:25 PM   #15 (permalink)
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(I used the Wilderness Rogue option from Unearthed Arcana)
That is a fantastic option. I like it.

Unearthed Arcana has a lot of neat options. Character Traits (page 86) are interesting. I will also allow Flaws (page 91) for extra feats.
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Old 12th July 2008, 03:07 PM   #16 (permalink)
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Also... no alignments. (Hence, any spells/effects detecting various alignmnents, et.al., are not a valid option in the upcoming game).

I will allow for Codes of Honor (such as found in the Conan RPG), however.
So, no Paladins? No Protection spells? I know you were adamant regarding your distaste of detection spells, but wouldn't it be easier to do away with that spell compared to chucking the entire alignment system? I suppose I just don't understand where you're going with it and what the alignment ramifications are for all things alignment related, like the protection circles of chiefly a Paladin, or a good Cleric, for instance.

I am also unfamiliiar with codes of honor or anything Conan RPG related.

Keep in mind I played maybe 5 total times with the 3.5 rules in my like. I've been reading up and trying to prepare.
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Old 12th July 2008, 03:26 PM   #17 (permalink)
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The following is tentative and subject to change:

A man known as "Bink" lives in an abandoned home, one where his family had died some time back from a strange disease. He is the great grandson of a once respected man with the last name Theocritus, who was known as a man of magic. Bink's family was shunned for their history, and since his family passed when he was 12, Bink has survived on his own. Some folks have reported a horse tied up at the house, but only at night. Some other rumors have been passed around of strange noises emanating from the house at all hours of the day or night, and of strange spirits seen about the area. There are never any visitors noted there during the daylight hours (though most people avoid the area altogether for fear of contracting a disease, or who knows what?).


From a non-roleplaying standpoint, do we have to know each other?
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Old 12th July 2008, 03:42 PM   #18 (permalink)
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I am sure that paladins will be allowed, however to be a paladin you will simply have to follow a code of honor and goodness. The alignment system is too generic. People, even paladins, are not black or white. Though a paladin will likely be good it is a stretch to imagine that there is some spell that can detect his goodness!
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Old 12th July 2008, 03:44 PM   #19 (permalink)
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Bink? From "A Spell for Chameleon"?
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Old 12th July 2008, 08:58 PM   #20 (permalink)
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So, no Paladins? No Protection spells? I know you were adamant regarding your distaste of detection spells, but wouldn't it be easier to do away with that spell compared to chucking the entire alignment system? I suppose I just don't understand where you're going with it and what the alignment ramifications are for all things alignment related, like the protection circles of chiefly a Paladin, or a good Cleric, for instance.
Paladins are allowed, but they will have a code of honour. Following a code of honour restricts a character, but it also allows a +2 bonus to Will saves.

I find alignment to be horrifically restrictive - and it often leads to arguments about whether a person is acting his or her alignment or not (despite the fact that humans are notoriously unpredictable and often do things technically out of character for them). The Conan game did a good job of chucking the alignment system. Protection circles just have to be more defined -instead of protection from evil, one can have protection from ghosts, protection from demons, protection from mind flayers, or whatever.

BTW, cool character.
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