Night's Plutonian Shore [Midnight] - OOC

Forgot to mention...

I would like to aim to have characters all ready by Wednesday with the game starting Thursday or Friday. That should give everyone enough time. wandering_8i, depending on when your book comes in and we can get your character made, I might introduce you at a slightly later point. I've found that if a PbP takes too long to get going, people start losing interest so I want to get this up and running.

Also, as I asked in a previous post, does anyone have any thoughts on using some Fear/Taint rules? I think Midnight practically begs for them. The rules in Heart of Shadow are a bit too grim for me, but the rules in Darkness and Dread would work well, I believe, but if a majority of the group is against them, we won't use them. Don't think that will make the game all rosy, though? ;)
 

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I have the Snow Elf, Wildlander, Steelblooded statted out and can post soonish. That is unless I have to contend with someone who wants steelblooded. That is the only one that I can see might be a problem.
 

Unkabear said:
I have the Snow Elf, Wildlander, Steelblooded statted out and can post soonish. That is unless I have to contend with someone who wants steelblooded. That is the only one that I can see might be a problem.

Walking Dad was the only other player to float the possibility of a Steelblooded character, but he had a few other ideas, as well. Unless he pops in and says he's determined to play that character, I think you should be good to go on this character. Go ahead and post him when he's ready.
 

Right now I'm thinking concept wise someone who was just a Joe Smoe for the longest time until one day he just snapped. The local authority was beating up some stranger, someone he didn't even know when all of a sudden he found him self confronting them. His arrest probably wouldn't have gone so badly except he couldn't wipe the smile off his face. Even now as he prepares to be sold into slavering he finds him self happier then hes ever been, something in that moment touched him, and awoke him from the walking death he had been in all his life.

Crunchy wise I was thinking Dworg (Kurgun) Null Defender.

Seeing as how I'm working in a bit of a void though I'm open on oppions/suggestions on all of it (story or crunchy).

Are we going to be hurting for a rogue or are their special skills not as vital in Midnight?

Also per your statement about uniqueness Starman, do I need to pick a different race since we already seem to have a couple Dworgs?
 

Starman said:
Also, as I asked in a previous post, does anyone have any thoughts on using some Fear/Taint rules? I think Midnight practically begs for them. The rules in Heart of Shadow are a bit too grim for me, but the rules in Darkness and Dread would work well, I believe, but if a majority of the group is against them, we won't use them. Don't think that will make the game all rosy, though? ;)
Since I don't have any of the books beyond the 3.0 edition of the basic rule book, I really have no opinion in this matter.

I'll start working on building the character and hope to have him finished by Monday or Tuesday.

BrOp
 

Alright, here is my first draft

[sblock=Taellis] Taellis Icefang
Race Elf:Erunsil
Class Wildlander
Heroic Path Steelblooded
Level 1
Height 4'6"
Weight 80
Hair White
Eyes Ice Blue

Str 12 + 1
Dex 16 + 3
Con 14 + 2
Int 14 + 2
Wis 12 + 1
Cha 10 + 0

Fort 2 + 2 + 1 = 5
Ref 0 + 3 + 0 = 3
Will 0 + 1 + 0 = 1

Init +3
Move 40'
AC 16 = 10 + 3 + 3
HP 22
Bab 1 Melee +2 Ranged +4 Grapple +2

Weapons
Fighting Knife +5 1d6+1 19-20x3
Dual wield Fighting Knife +3 1d6+1 19-20x3

Skills Ability + Ranks + Misc - AC Pen = Total
Balance (Dex) 3 + 4 -1 = 6
Climb (Str) 1 + 4 -1 = 4
Craft (Int) 2 + 2 = 4
Handle Animal (Cha) 0 = 0
Heal (Wis) 1 = 1
Hide (Dex) 3 + 4 -1 = 6
Jump (Str) 1 + 4 -1 = 4
kGeo (Int) 2 = 2
kNature (Int) 2 + 2 = 4
Listen (Wis) 1 + 4 + 2 = 7
Move Silent (Dex) 3 + 4 -1 = 6
Profession (Wis) 1 = 1
Ride (Dex) 3 = 3
Search (Int) 2 + 4 + 2 = 8
Language (N/A) = 0
Spot (Wis) 1 + 4 + 2 = 7
Survival (Wis) 1 + 4 = 5
Swim (Str) 1 -2 = -1
Use Rope (Dex) 3 = 3
40 Skill Points 6+2+2=10x4

Feats
Weapon Focus Fighting Knife (heroic)
Track (Wildlndr)
Weapon Finesse
Innate Magic (Racial) Cure Minor Wounds & Mend

Class Features
Feat Track
Quick Stride +10 Ft move

Language
High Elven, Orcish Pidgin, Patrol Sign, Black Tongue, Trader's Tongue

25 vp Studded Leather 3ac 4 Dex -1 Armor Check penalty
62.5 vp Elven Travelling Clothes Tunic (endure elements)
20 vp Erethor Tea
20 vp (2) Fighting Knives
2 vp Backpack
0.1 vp Bedroll
0.1 vp Fishhook
1 vp Flint & Steel
0.02 vp Ceramic Mug
0.5 vp Sewing Needle
1 vp Waterskin
0.02 vp Whetstone
10 vp Silk Rope
10 vp Steel Mirror
4 vp (8) Travel Rations
156.24 vp
VP 4d4x10=160 vp

Steelblooded
Elf:Erunsil
Wildlander


[/sblock]
 
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We have enough people who want to be fighter-types with the exception of Tailspinner who may or may not go with Channeler, and if he does hopefully he goes with evocation or some such as opposed to my necromancy/divination build. I'll go with the Channeler.
 

wandering_8i said:
Right now I'm thinking concept wise someone who was just a Joe Smoe for the longest time until one day he just snapped. The local authority was beating up some stranger, someone he didn't even know when all of a sudden he found him self confronting them. His arrest probably wouldn't have gone so badly except he couldn't wipe the smile off his face. Even now as he prepares to be sold into slavering he finds him self happier then hes ever been, something in that moment touched him, and awoke him from the walking death he had been in all his life.

Crunchy wise I was thinking Dworg (Kurgun) Null Defender.

Seeing as how I'm working in a bit of a void though I'm open on oppions/suggestions on all of it (story or crunchy).

Are we going to be hurting for a rogue or are their special skills not as vital in Midnight?

Also per your statement about uniqueness Starman, do I need to pick a different race since we already seem to have a couple Dworgs?

That's a good start for a background. I will post some more thoughts tomorrow after I've gotten some sleep.

As for a rogue, their skills may be even more necessary in Midnight since all too often a straight-up battle is something to be avoided. It doesn't look like anyone else is going down that road, so rogue would be a good choice. And, yeah, it looks like the dworg territory is staked out. Again, tomorrow I'll post some ideas.
 

My most favored character in prference would be:

1. Gnome, Swashbuckler, Quickened -> Quickjack
The swashbuckler has some social skills, too.
2. Dworg, Barbarian, Beast
3. Dorn, Barbarian, Beast
4. Sarcosan, Swashbuckler, Steelblooded or Quickened -> Pellurian Blade Dancer
5. Clan Dwarf, Fighter, Earthbonded

You forgot my Elf (Carunsil) Channeler (Spiritual) - Naturefriend (6.)
 

Branding Opportunity
  1. Gnome, Rogue, Charismatic
Walking Dad
  1. Halfling (Agrarian), Swashbuckler, Quickened -> Quickjack
  2. Dworg, Barbarian, Beast
  3. Dorn, Barbarian, Beast
  4. Sarcosan, Swashbuckler, Steelblooded or Quickened -> Pellurian Blade Dancer
  5. Clan Dwarf, Fighter, Earthbonded
  6. Elf, Channeler (Spiritual), Naturefriend
Unkabear
  1. Snow Elf, Wildlander, Steelblooded
  2. Erenlander, Defender, Giantblooded
Tailspinner
  1. Dworg, Fighter or Barbarian, Beast
  2. Orc, Fighter, Beast
  3. Erenlander, Channeler, Dragonblooded
  4. Sarcosan, Channeler, Dragonblooded
Deuce Traveler
  1. Elfling, Channeler (Hermetic), Seer
  2. Dworg, Defender, Ironborn
  3. Dorn, Defender, Quickened
walking_8i
  1. ?, ?, ?

List is updated. Bolded characters are the ones people have chosen. Since Branding Opportunity has taken the gnome slot, Walking Dad, you will have to choose another race for your character. If you wanted to stay with your swashbuckling character, perhaps you could go with a gnome-raised dwarrow.

Races still available - Human (Dorn, Erenlander, Sarcosan), Elf (Jungle Elf, Sea Elf, Wood Elf), Halfbreed (Dwarrow, Dworg)

Classes still available -
Core: Barbarian, Channeler (charismatic or spiritual), Defender
Non-core: Knight, Marshall, Scout
 
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