[OOC] Master of Jade, Mistress of Iron - a World of Conclave adventure

Dr Simon

Explorer
[MENTION=6693711]slobster[/MENTION] - kitsune (aka advanced fox nai-nek-chai) would be fine. Because PF has a few more animal stats compared to the d20 SRD I've also worked out the stats for a specific fox nai-nek-chai, but I'm happy if you'd rather try the kitsune race - my thought has always been that there are different degrees of "spirit-bloodedness".
[MENTION=84167]HolyMan[/MENTION] - Probably the most likely race would be the salsham'ai. They're short and although they aren't as long-lived as SRD gnomes they do have a Lorewarden tradition which could allow for the same kind of feat if we fudge the requirements (and I see no reason why not). Another option could be a Metal Edraldi who have an affinity with skills and learning. They aren't Small size mechanically, but they are stocky (much like SRD dwarves). The earth-ties could be a tricky, but not insurmountable, obstacle to ocean travel.

Another thought on character backgrounds - your character may not necessarily have a desire for the yellow jade item for sale but could be connected to another character as bodyguard or back-up.
 

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Falkus

Explorer
I find myself extremely intrigued by this, and would like to add my name to the interested list. I've got a few possible ideas for a Rogue I'd like to play; but I'll need to work at the details a bit. We'll see what I can come up with today.
 

Falkus

Explorer
Okay, here’s my idea:

My character is a female, Tlaxu rogue tied into the criminal underworld in Llaza.

She was born into one of lower castes in Mopendor; and was taken from her family at the age of fifteen to be the subject of a hunt by the nobility. She managed to survive and escape them, and eventually flee to Llaza after running from her homeland for over a year; but the whole affair left her somewhat broken on the inside.

Lies and misdeeds come easily to her now, and most her actions are focused on maintaining her own life. She views survival as her most important priority; but she tends to find herself plagued by what’s left of her conscience, keeping her from committing the most grievous and profitable of crimes. She restricts herself, as a result, to burglary, and basic con jobs; and, as a result, is persistently late on her rent and owes an uncomfortably large amount to local loan sharks in T hievestown.

She sees the yellow jade as a chance to break into the big leagues, get a sizable stake for herself and get clear of her debtors. Of course, the best laid plans of cats and men…
 

slobster

Hero
[MENTION=6693711]slobster[/MENTION] - kitsune (aka advanced fox nai-nek-chai) would be fine. Because PF has a few more animal stats compared to the d20 SRD I've also worked out the stats for a specific fox nai-nek-chai, but I'm happy if you'd rather try the kitsune race - my thought has always been that there are different degrees of "spirit-bloodedness".

I think I'll try the kitsune (though from here on out I'll refer to the character as a nai-nek-chai). Another question, should my fox form appear to be a normal fox? Right now it's an anthropomorphic fox thing, and that doesn't fit with other nai-nek-chai. I'd be very fine replacing it with normal fox shape, perhaps giving up another "kitsune" class feature or whatever if you think it's an increase in power. Or we could just leave it, it's not a big deal to me.

In any case, here are the stats I'm thinking for my PC. Any comments or suggestions are welcome, especially if you see that I've made any errors.
[sblock=stats]
Running Bi
nai-nek-chai (kitsune) witch 1
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 16 (+3), Wis 8 (-1), Cha 16 (+3)

Traits
Reactionary (+2 Init)
Fast Talker (+1 Bluff, class skill)

Skills
Bluff +8
Intimidate +7
Sleight of Hand +4
Spellcraft +7
Stealth +4
Use Magic Device +7

Feats
Ability Focus (Slumber Hex)

Class Features
Slumber Hex (DC 15)
Fox Familiar (+2 Ref)
[/sblock]

I'll prepare a cure spell daily, so I can work as first aid if need be, but will otherwise be best at dropping slumber hexes or fast-talking the opposition. I am not a frontline fighter, which seems to be something most of our characters have in common at this point. :)

Then here is an idea for my character background. Again, comments welcome, especially from the GM (is this appropriate for the campaign?) but also from anyone who has any thoughts. I'm especially interested in anyone who wants to have our two characters to have had dealings, for better or worse, before the campaign starts!
[sblock=character background]
Running Bi was born in a town far up the river, in a village whose name he has forgotten, in a shrine that is now gone.

He remembers the first happy years of his life playing with a pack of brothers and sisters on the temple grounds, while interesting-smelling visitors would leave offerings of food and incense and little wooden toys. He remembers one of the monks who took care of them, a kind-faced older woman who always wore the same set of homespun robes. He remembers her telling stories of the benevolent spirits, and the evil ones. He remembers that his blood is of two worlds.

Then ugly men came, with weapons and nets. Bi was taken from the temple, and so were many of his brothers and sisters. He remembers the smell of fire and blood in the air. Maybe some of his siblings survived that day without being taken, but he never knew.

There was the long boat ride down the river, crammed in tight cages with other young of all races. There was hunger and cold. The men on the boat were cruel and smelled terrible.

Finally the view changed. After endless miles of soft countryside and empty fields, the city of Llaza came into view. Surely here, surrounded by people, someone would take pity on children crammed into cages amid their own filth.

Bi learned an important lesson then. Nobody will help you. People help themselves. The stories of good spirits helping virtuous farmer boys that he was told as a pup were just that: stories. If good spirits didn't exist, Bi resolved to be the other kind. The ill-tempered spirits, who punished those who deserved it and were placated by offerings and sutras. The ones that ended up ahead.

He escaped from his captors while they were transferring their catch to another ship, and ran away, never looking back. He left behind his own brothers and sisters, but he couldn't have helped them anyway. There were too many of the big ugly men, and they were too strong. He never could have helped others get free without being seen and caught himself.

At least, that's what he tells himself every night as he tries to fall asleep.

It's been many years since then, and it seems a lifetime. Bi quickly learned the rules of the street. He earned his name after his first theft: a huge jade medallion from one of the selfish and sickly-sweet smelling merchants in the temple district. "Bi" are the names of these huge medallions, and when the little nai-nek-chai boy ran back to the back-alley pawn store to sell his prize, he learned another lesson.

The pawn broker took the medallion, then turned it and the little boy over to the city guards. An item that distinct and valuable was too hot to sell anyway, and the pawn broker collected a bounty from the irate merchant. The boy was caned publicly in the town square until he could barely hobble away, and almost died in the weeks following when he couldn't even steal a stale breadcrust to feed his failing body. His name "Running Bi" is a pun on this episode in his life. The medallion he ran away with was called a bi, but the word bi is also an archaic word for nose, and many of the thieves of Llaza saw the pitiful orphan dying in the streets and named him Running Bi, or Running Nose.

These days he is always keeping an eye out for opportunities for a quick yen. His fast wits, silver tongue, and natural magic have allowed him to graduate from petty theft to bigger cons and heists, but he never forgot the lessons of the street or his decision to be a dark spirit. Still, there is the part of him that grieves for his lost home, for the siblings he left behind, and that remembers the good spirits of the kind old monk's stories. But how could a good spirit survive in this real world of corrupt, selfish mortals?
[/sblock]

Ok wow, if you read that thank you and I'm impressed. I didn't think it would be nearly that long! I look forward to meeting the rest of the party. Sorry to be "that guy" that tosses down a massive backstory and talks about his character constantly . . . but that's what you get for writing an intriguing campaign hook!
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
I am not a frontline fighter, which seems to be something most of our characters have in common at this point. :)

My (very close) second choice was an Oread Barbarian. If the good doctor is OK with the Oread, I could very easily be persuaded to fill this gaping hole in our party :D.

Either way I go, I've thought about playing a very low charisma character - truly obnoxious. But I want to make sure this is OK with the group, and something everyone else involved can work with. I've seen such a character pulled off well before, and it was a lot of fun - I think I'd like to give it a try.
 

HolyMan

Thy wounds are healed!
Well my character has changed a couple times but now I'm back to my original idea with a little change. (I feel like Mowgli :p )

I'll play the know it all savage - human bard(archivist) and I need to look into a plainsman (like american indians) or mountain men (like norwegien or viking) style peoples. Going over the conclave in detail is taking a while but will have his homeland down before the week is out.

Working on his background as well, but here's the crunch -

[sblock=He-Mit the Man that Knows to Much]
[sblock=Game Info]
Race: Human
Class: Bard(Archivist)
Level: 1
Experience: 0
Languages:
Religion:[/sblock]
[sblock=Abilities]
STR: 13 +1 (03 pts)
DEX: 14 +2 (05 pts)
CON: 10 +0 (00 pts)
INT: 17 +3 (07 pts); +2 racial adjustment
WIS: 10 +0 (00 pts)
CHA: 14 +2 (05 pts)[/sblock]
[sblock=Combat]
HP: 21 = [1d8=08] + 00 (CON) + 10 (CON Stat) + 03 (feat) + 00 (favored class)
AC: 17 = 10 + 3 (armor) + 2 (shield) + 2 (DEX) + 0 (MISC)
AC Touch: 12 = 10 + 2 (DEX) + 0 (MISC)
AC Flatfooted: 15 = 10 + 3 (armor) + 2 (shield) + 0 (MISC)
INIT: +2 = +2 (DEX)
BAB: +0 = +0 (Bard)
CMB: +1 = +1 (STR) + 0 (BAB)
CMD: 13 = 10 + 1 (STR) + 2 (DEX) + 0 (BAB)
Fort: +0 = +0 (Bard) + 0 (CON)
Reflex: +4 = +2 (Bard) + 2 (DEX)
Will: +2 = +2 (Bard) + 0 (WIS)
Speed: 20'
Damage Reduction: None
Spell Resistance: None
Spell Failure: n/a[/sblock]
[sblock=Weapon Stats]
weapon(melee):
Attack: +0 = +0 (BAB) + 0 (STR) + 0 (MISC)
Damage: 1d?+0(?) = +0 (STR) + 0 (MISC); CRIT ??

weapon(ranged):
Attack: +0 = +0 (BAB) + 0 (DEX) + 0 (MISC)
Damage = 1d?+0(?) = +0 (MISC); CRIT ??, Range: ?? ft.[/sblock]
[sblock=Racial Traits]
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance


A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

This ability replaces inspire courage.


Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.[/sblock]
[sblock=Feats & Traits]
Human Bonus: Toughness
1st Level: Skill Focus: Knowledge(Nature)

Traits:
a) Scholar of Ruins:
b) Scholar of the Great Beyond:[/sblock]
[sblock=Skills]
Skill Ranks: 11 = [6 (Class) + 03 (INT)] x 01 (LvL) + 01 (skilled) + 01 (favored class bonus)
Max Ranks: 1
ACP: -3

Skills:
() = class skill
^ = trained only
Code:
Total                         Stat Rank CS Misc ACP
-01 = Acrobatics()            +02  +00  +0 +00  -3 DEX
+03 = Appraise()              +03  +00  +0 +00     INT
+02 = Bluff()                 +02  +00  +0 +00     CHA
-02 = Climb()                 +01  +00  +0 +00  -3 STR
+03 = Craft():                +03  +00  +0 +00     INT
+02 = Diplomacy()             +02  +00  +0 +00     CHA
+na = Disable Device^         +02  +00  +0 +00     DEX
+02 = Disguise()              +02  +00  +0 +00     CHA
-01 = Escape Artist()         +02  +00  +0 +00  -3 DEX
-01 = Fly                     +02  +00  +0 +00  -3 DEX
+na = Handle Animal^          +02  +00  +0 +00     CHA
+00 = Heal                    +00  +00  +0 +00     WIS
+02 = Intimidate()            +02  +00  +0 +00     CHA
+08 = Know:Arcana()^          +03  +01  +3 +01     INT
+09 = Know:Duneroneering()^   +03  +01  +3 +02     INT
+04 = Know:Engineering()^     +03  +00  +0 +01     INT
+05 = Know:Geography()^       +03  +00  +0 +02     INT
+09 = Know:History()^         +03  +01  +3 +02     INT
+08 = Know:Local()^           +03  +01  +3 +01     INT
+11 = Know:Nature()^          +03  +01  +3 +04     INT
+04 = Know:Nobility()^        +03  +00  +0 +01     INT
+09 = Know:Planes()^          +03  +01  +3 +02     INT
+08 = Know:Religion()^        +03  +01  +3 +01     INT
+na = Linguistics()^          +03  +00  +0 +00     INT
+04 = Perception()            +00  +01  +3 +00     WIS
+06 = Perform():oratory       +02  +01  +3 +00     CHA
+na = Profession()^:          +00  +00  +0 +00     WIS
-01 = Ride                    +02  +00  +0 +00  -3 DEX
+00 = Sense Motive()          +00  +00  +0 +00     WIS
+na = Sleight of Hand()^      +02  +00  +0 +00  -3 DEX
+07 = Spellcraft()^           +03  +01  +3 +00     INT
+03 = Stealth()               +02  +01  +3 +00  -3 DEX
+00 = Survival                +00  +00  +0 +00     WIS
-02 = Swim                    +01  +00  +0 +00  -3 STR
+na = Use Magic Device()^     +02  +00  +0 +00     CHA
_
[/sblock]
[sblock=Spellcasting]
Spontaneous, Arcane, CHA
Spell DC = 12 + spell level
Concentration: +3

Spells per Day:
Cantrips: unlimited
1st level: 2

Spells Known:
Cantrips: detect magic, light, know direction, mending
1st level: comprehend languages, cure light wounds[/sblock]
[sblock=Equipment]
Code:
Equipment                         Cost     Weight
studded leather                   25gp      20lbs
shield, heavy wooden               7gp      10lbs
shortspear                         1gp       3lbs
handaxe                            6gp       3lbs
chakram(2)                         2gp       2lbs
dagger                             2gp       1lb
shortbow                          30gp       2lbs
-arrows(20)                        1gp       3lbs
Backpack                           2gp       2lbs
-rations,trail(4days)              2gp       4lbs
-waterskin                         1gp       4lbs
-sack(empty)                     .01gp      .5lb 
-sunrods(3)                        6gp       3lbs
-candles(5)                      .05gp       -lb
-alchemist fire                   20gp       1lb
-rope,silk(50ft.)                 10gp       5lbs
Belt Pouch                         1gp      .5lb
-flint and steel                   1gp       -lb
-whetstone                       .02gp       1lb
-potion:cure light wounds         50gp       -lb
spell component pouch              5gp       2lbs
bedroll                           .1gp       5lbs
Traveler's Outfit                  0gp       -lb
                          
                    Total weight carried:   72lbs
Treasure:
GP: 6
SP: 8
CP: 2
Gems: none

Carrying Capacity:
light: 0-50 lbs
medium: 51-100 lbs
heavy: 101-150 lbs[/sblock]
[sblock=Details]
Size: medium
Gender: male
Age: 29
Height: 6'-1"
Weight: 195lbs
Hair Color:
Eye Color:
Skin Color:
Appearance: [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level ??
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock][/sblock]

Plan is to take a few levels of ranger(trapper) to make him the back up for just about everybody (will be rolling aid another checks more than any other I'm guessing).

The free Focused Shot at ranger level 2 and the fact that he will have every skill but Fly as a class skill makes ranger a no brain-er.

HM
 

Dr Simon

Explorer
[MENTION=22634]Falkus[/MENTION], [MENTION=6693711]slobster[/MENTION], both look good character ideas, I like it! As for fox form, I'm happy with the anthropic version as written. As I said, there are lots of variants on shapeshifters so it would fit okay.

[MENTION=29558]Mowgli[/MENTION], Oread would be fine.

[MENTION=84167]HolyMan[/MENTION] - for mountain-based viking-ish types there's Thellingerstan; off the top of my head there's not really an established plainsman race, although you might want to consider Dronistor, or maybe Obrenaja, or we can fit something new in.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Malachite (Oread Barbarian)

Still reading about the Conclave and looking for tidbits for his background. In the meantime, here's the crunch (in the PDF attachment) and a picture!

MalachiteEW.png
 

Attachments

  • Malachite.pdf
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Some slight changes will be forthcoming as I read through Conclave material. I'm looking hard at Thellingerstan for his place of origin - looks like an excellent fit.

He'll pay homage to all four of the Gods, but (of course) mostly to Num and Bal.

I'll probably swap his masterwork weapon(s) for regular versions and pick up a Thell Longbow.

I went with a slightly higher CHA than I'd originally intended - as I thought about it, playing a complete and total jerk could get old over the course of an extended campaign (which Dr. Simon's tend to be, thank goodness). He'll still be prickly and very rough around the edges, but not a complete social misfit.

I'm thinking that Malachite is seeking the Yellow Jade for his tribe, who need it for a supposed mystical property it possesses.
 

slobster

Hero
Lies and misdeeds come easily to her now, and most her actions are focused on maintaining her own life. She views survival as her most important priority; but she tends to find herself plagued by what’s left of her conscience, keeping her from committing the most grievous and profitable of crimes. She restricts herself, as a result, to burglary, and basic con jobs; and, as a result, is persistently late on her rent and owes an uncomfortably large amount to local loan sharks in T hievestown.

She sees the yellow jade as a chance to break into the big leagues, get a sizable stake for herself and get clear of her debtors. Of course, the best laid plans of cats and men…

I had a thought for our characters to have a link in their past, if you are interested.

If you've seen the movie The Frighteners, then I'm basically ripping off Michael J. Fox's character (pun totally unintended, but I embrace it wholeheartedly). If you haven't, I highly recommend it.

The basic idea is that the two of us run a con where we pretend to be exorcists. Call us monks, or shrine guardians, or ghostbusters. We case a prosperous business with a high public profile, like a successful restaurant or teahouse or antiquities merchant. Then I use my magic to make it appear that an angry spirit is haunting the place, harassing customers, breaking things, etc.

You come in some time later posing as a holy person with great knowledge, and I pose as your young and bumbling assistant. We convince them to hire us for the job, you set up a seance and use all sorts of expensive-looking but actually dirt cheap charms, incense, and so on, which we of course bill them for. Then there is a final showdown, where I surreptitiously fake a spirit attack and you put on a big show of bravely overcoming it with sacred sutras and trapping it in a vase, maybe faking an injury or two.

Then we get paid and leave, never looking back. We also advise the owners of the place not to spread the story around, as gaining a reputation for arousing the ire of the spirits is unlikely to help their business. That way people don't catch on to our con, and we can try it again in a few weeks somewhere else.

You can rationalize it as a victimless crime, since we target only wealthy establishments that can afford it and that, as a general rule, are kind of jerks. In-game we can have a rapport already established, reminisce about jobs we've pulled etc. Might be fun.
 

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