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84
pages/13th-age/aldfric-silver-gauveld.md
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84
pages/13th-age/aldfric-silver-gauveld.md
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---
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Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
|
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which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
|
||||
prohibited from charging you to use or access this content. This website is not published, endorsed,
|
||||
or specifically approved by Fire Opal Media.
|
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---
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# Aldfric "Silver" Gauveld (Human Rogue 1)
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Silver is a former assassin, reformed after facing the ramifications of his conduct, a rehabilitation incidentally
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associated with a prolonged incarceration. His moral code may be a bit unique and personal, but he has given up the
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murder-for-hire business and is trying to do something "better" after seeing the suffering of many, though doing so
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sometimes initially conflicts with his natural cynicism. He doesn't apply his services for hire anymore, at least.
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## Build
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### Ability Scores
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| | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
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|-----------------|----------|-----------|--------------|---------|--------------|----------|
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| **Score (Mod)** | 13 (+1) | 19 (+4) | 12 (+1) | 14 (+2) | 10 (+0) | 17 (+3) |
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| **Mod + Level** | +2 | +5 | +2 | +3 | +1 | +4 |
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### One Unique Thing
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Silver occasionally sees images of a person's past or future self when looking at them.
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### Icon Relationships
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* **Positive w/Prince of Shadows** (1): Silver is one of "the Prince's people", believing even after reformation that
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he is influencing the world for the better as the Prince would see fit.
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* **Conflicted w/Emperor** (1): technically, it's "Duke Aldfric Gauveld" via hereditary peerage. Silver tries not to
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deploy this fact unless he has to, and maybe it's better he doesn't, as him and the Emperor don't exactly see
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eye-to-eye.
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* **Negative w/Lich King** (1): Silver has seen enough death, he doesn't need undead reminders, especially of his own
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deeds.
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### Backgrounds
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* **Reformed thief and assassin** (4): Silver spent plenty of time in the dark parts of the criminal underground,
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before getting caught.
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* **Well-traveled information seeker** (4): Silver's work has taken him to many civilized (and not-so-civilized)
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areas, and he always tries to remember where to get information.
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### Combat Stats
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* **HP:** 21
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* **AC:** 15, **PD:** 14, **MD:** 13
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* **Recoveries** (8): 1d8+1
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* **Initiative:** +5
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### Kin Power, Class Features, and Talents
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* **Resourceful:** gain a bonus feat of the highest tier you qualify for.
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* **Bravado:** gain a point of Bravado when natural initiative roll is even or first time you hit with a rogue attack on
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your turn.
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* **Rush Attack:** rogue melee weapon attack against an enemy you were not engaged with at the start of your turn deals
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bonus damage.
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* **Sneak Attack:** rogue melee weapon attack against an enemy engaged with one or more allies deals bonus damage.
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* **Adv. Feat:** Sneak Attack also works against enemies who are [many temporary conditions including dazed].
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* **Skulduggery:** two uses per arc, reroll a failed skill roll involving rogue things, a second use + narration for a
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+3 bonus.
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* **Both Styles Now:** you gain both Rush Attack and Sneak Attack, only one per attack.
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* **Murderous:** +2 crit range against staggered enemies.
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* **Tumble:** +3 bonus to disengage checks, can disengage check as a free action to avoid an intercept.
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* **Adv. Feat:** +ED to disengage checks.
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### Basic Attacks
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* **Rogue Basic Melee** (dagger): Dex+Lvl (+5) vs. AC, 1d8+Dex (1d8+4) damage, level (1) miss damage.
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* **Rogue Basic Ranged** (dagger): Dex+Lvl (+5) vs. AC, 1d6+Dex (1d6+4) damage, level (1) miss damage.
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### Powers
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* **Evasive Strike** (at-will): as rogue basic melee attack, except can pop free from target on hit.
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* **Slick Feint** (at-will, 1 Bravado): Cha+Lvl (+4) vs. MD attack to feint, hit deals damage and dazes on natural even
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and allows second attack; second attack on same or other engaged target Dex+Lvl+4 (+9) vs. AC, deals weapon damage.
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* **Tumbling Strike** (1/battle): as rogue basic melee attack, except +2 bonus to disengage checks this turn; can move
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to engage, make this attack, and then use a quick action to attempt to disengage.
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### Gear
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Leather armor, a dagger, some more daggers, another dagger hidden in his boot, dice, a worn deck of playing cards, a
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dark cloak and a set of clothing, 1 adventurer-tier healing potion.
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@@ -78,6 +78,7 @@ the site.
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Characters I've made for other campaigns:
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* [Valon Amarathar](valon-amarathar) — for Alex's campaign, Seven Rings
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* [Aldfric "Silver" Gauveld](aldfric-silver-gauveld.md)
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### Former Campaigns
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@@ -7,7 +7,7 @@ Footer: <a href="/13th-age/legal">This content is available under the OG
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[TOC]
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|> [](wald.png)
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|: The island of Wald
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|: The island of Wald.
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{: .right }
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Age of Parted Shadow is a [13th Age](../13th-age/index.md) points of light campaign set on the island of Wald, an
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@@ -23,6 +23,8 @@ threats that put the island of Wald at risk of ruin or collapse. 13th Age is a g
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the table by way of backgrounds and icon relationships, so the particulars of the emerging threat(s) taking center stage
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will be determined during play.
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**Current status: [RECRUITING](recruitment.md)**
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## Icons of Wald
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There are nine powerful icons in the Age of Parted Shadow that make up the milieu of conflict across the island. Players
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@@ -131,19 +133,26 @@ In prior ages, Wald was largely explored, mostly understood, and heavily settled
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Wald of the Age of Parted Shadow is generally mapped but largely unexplored, at least concretely. There are few major
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cities, and the scattered towns and villages come and go without warning. A general route spanning from east to west
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exists, but it is especially rough and vague on the western half of the island. The southern peninsula is even less
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welcoming to land travel as most visitors come in to its cities via the sea known as the Mouth.
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welcoming to land travel as most visitors come in to its cities via the sea known as the Mouth. Countless settlements
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are scattered throughout the island.
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All of that said, there are seven settlements large enough and stable enough to be considered Wald's major cities:
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All of that said, there are eight settlements large enough and stable enough to be considered Wald's major cities:
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* **Bladesdale** --- the center of trade in eastern Wald, situated conveniently enough between Hydra Pass
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and Prism to the north, and Silver Port and NAME HERE across the sea to the south. The closest Wald has to a capital
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city, the Gold Regent holds court here.
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* **Coldhill**
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* **Gale**
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* **Hydra Pass**, aka the Gateway to the West, aka the End of Civilization (to those better off in the east) --- a major
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trading hub and thoroughfare, nestled among Many-Heads, and the only major establishment along the mountains and near
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the Great Wastes.
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* **Gold Port**
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* **Last Chance**
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trading hub and thoroughfare, nestled among Many-Heads, and the only major establishment near the Great Wastes.
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* **Silver Port**
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* **Last Chance**, as in "the Last Chance to turn around" --- a cosmopolitan city of brigands, outcasts, monstrous
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humanoids, the occasional good-natured soul, and the like, Last Chance attracts all variety of unconventional
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civilization due to its remoteness and adjacency to Blackmarsh.
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* **Onyx** --- the Warlord's kingdom originated in Onyx, his most significant fortress which also serves as his castle
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and seat of power. Below it is an elaborate system drawing water from an underground lake, and Onyx is said to drill
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even deeper into the underworld.
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* **Prism**
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And, the most significant (un)natural features of Wald:
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73
pages/parted-shadow/recruitment.md
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73
pages/parted-shadow/recruitment.md
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# Age of Parted Shadow Recruitment
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Hello! I (bss) am starting up [Age of Parted Shadow](index.md), a 13th Age game. 13th Age is my favorite D&D-like, and
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if you are familiar with D&D 4e especially, you will find a lot of familiar components and approaches in the game, but
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with less tactical combat minutiae and more collaborative player-driven storytelling. It's a game of heroic action
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combat supported by freeform narrative mechanics. I think it makes for awesome fantasy adventuring.
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|> [](wald.png)
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|: Where we'll be playing.
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{: .right }
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Information about the game and world can be found on the Age of Parted Shadow page linked above. Below I have some notes
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for how I see getting the game together. If you are interested in joining the game or have questions or anything, you've
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probably already let me know, but as we get closer to "ready to play", I will be building some long-term places for us
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to communicate and play.
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## Gameplay
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**Probable venue: Foundry Virtual Tabletop.**
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I have a Foundry VTT server running on my own infrastructure, along with a LiveKit subscription for (hopefully)
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convenient audio/visual conferencing. 13th Age does not need a battle map, but does benefit from one, and I think this
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arrangement will sufficiently cover live play. I would have the server running and allowing connections for a while
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before and after our scheduled game time, for people to make level up adjustments, check things, remember what we were
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doing, and so on.
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Note: I am choosing not to use Discord for A/V (or chat, see below) for a variety of reasons. If we literally can't get
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anything in Foundry VTT or Mumble or whatever to work, it's an option, but I am trying to avoid it.
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If everyone ends up being local, I would be open to playing in my basement. The gaming table seats six, and there's
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generally plenty of room to congregate. However, I'm expecting this might be a bit more convenient if we're playing
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online, obviously so if some of you are not in "the area". I don't think I'd try to do a mix of in-person and remote, it
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tends to be a headache unless someone here happens to be an expert at teleconferencing production.
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## Scheduling
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**Proposed time: Wednesday evenings (Central Time), biweekly.**
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Here's the sad truth: my schedule is pretty limited between work and kids and other obligations. The #1 option for me
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right now is Wednesday evenings, US Central time. Monday evenings might work, but they would have to be alternating with
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my other gaming group, and Friday evenings have an off chance of working but are prone to conflicts on my side. Tuesday
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and Thursday evenings are difficult and more time-constrained but not quite excluded, but the weekends are all but
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certainly excluded except as a one-off or maybe where we can put major events.
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When letting me know if you're interested, please include schedule info.
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## Organization and Downtime Discussion
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**Probable venue: mailing list or forum.**
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I'm guessing that this game may be spread across multiple of my circles, so we'll need to settle somewhere in order to
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coordinate and confirm sessions, talk about post-game things, let the group know about conflicts, and so on. This
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function especially I do not like walling this behind Discord, and I don't plan on making a Discord instance for A/V, so
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we need to pick something. I see some options for this, in no particular order other than my general outlook:
|
||||
|
||||
* **Mailing list** --- I run mailing list software already, and it generally gets to recipients just fine. It's the low
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tech option that people still kind of know how to work with.
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* **Forum** --- I don't currently run a forum to organize on, but if people wanted a post-based experience without using
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email, I could see what I can scare up. It'd pretty much be just for this purpose, however. Or, I don't mind using
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someone else's forum for this purpose, if such a thing exists.
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||||
* **IRC** --- I also run an IRC network where I have a couple games organized and even ran over; IRC is tough to use
|
||||
satisfactorily for some, I will admit, but I have options to make it more convenient. IRC conversations are great, but
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the alternatives might be a bit more natural to folks --- I may make a channel for chit-chat regardless.
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||||
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||||
Let me know what you think.
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## Logs, Journals, etc.
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**Probable repository: here, also a wiki?**
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||||
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This website is backed by a Git repo, and it's simple for me to let folks contribute to it in Markdown or plain text
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||||
format. That's easy (for me) but a bit manual and probably not everyone's preferred way to collect stuff. If folks would
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like a wiki, I'm open to running one (probably DokuWiki) or using someone else's (as long as it's easy to use).
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||||
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@@ -1,64 +1,53 @@
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---
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Title: Caslius
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Description: Caslius is a tiefling rogue in the world of Etravar, bss's homebrew setting.
|
||||
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
|
||||
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
|
||||
prohibited from charging you to use or access this content. This website is not published, endorsed,
|
||||
or specifically approved by Fire Opal Media.
|
||||
---
|
||||
|
||||
# Caslius (Tiefling Rogue 1)
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# Caslius (Tiefling Wizard 1)
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||||
Caslius is a tiefling wizard hailing from the Queen's Reach region of [Etravar](../etravar/index.md).
|
||||
|
||||
## Build
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||||
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||||
### Backgrounds
|
||||
|
||||
* **Ex-Burclynth Company veteran** (4) --- once one of the best treasure hunters in the Company, Caslius wrote
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guidebooks still in use throughout Trezuria. But since falling out with them philosophically, he has gone... *rogue*.
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* **Aera Anon survivor** (4) --- Aera Anon, metropolitan and trade-driven as it is, had more than its fair share of
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those who looked down on those like Caslius. He's left it, for now, but he knows the city and its people, and
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especially its alleys and the undeground, like the back of his hand.
|
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|
||||
### Ability Scores
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|
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| | Strength | Constitution | Dexterity | Intelligence | Wisdom | Charisma |
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|-------------------|----------|--------------|-----------|--------------|---------|----------|
|
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| **Score and Mod** | 8 (-1) | 12 (+1) | 18 (+4) | 12 (+1) | 16 (+3) | 15 (+2) |
|
||||
| **Mod + Level** | +0 | +2 | +5 | +2 | +4 | +3 |
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| | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
|
||||
|-----------------|----------|-----------|--------------|---------|--------------|----------|
|
||||
| **Score (Mod)** | 13 (+1) | 17 (+3) | 14 (+2) | 12 (+1) | 19 (+4) | 10 (+0) |
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||||
| **Mod + Level** | +2 | +4 | +3 | +2 | +5 | +1 |
|
||||
|
||||
### Health, Initiative
|
||||
### One Unique Thing
|
||||
|
||||
**Hit Points:** 21 hp; **Recoveries:** 8; **Recovery Dice:** 1d8+1; **Initiative:** +5
|
||||
...
|
||||
|
||||
### Defenses
|
||||
### Icon Relationships
|
||||
|
||||
**Armor Class:** 16; **Physical Defense:** 14; **Mental Defense:** 13
|
||||
...
|
||||
|
||||
### Features and Talents
|
||||
### Backgrounds
|
||||
|
||||
* **Bravado:** gain 1 point by rolling even on initiative or hitting with a rogue attack, or other circumstances, spend
|
||||
it on powers and etc..
|
||||
* **Rush Attack:** 1/turn, rogue melee weapon attack deals extra damage against an enemy not engaged with at start of
|
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turn.
|
||||
* **1st level:** +5 (2d4) damage
|
||||
* **Skullduggery:** 2/arc, reroll failed skill roll involving rogue stuff, use a second use to narrate a setup
|
||||
supporting a +3 bonus to the reroll.
|
||||
* **Shadow Walk:** as a quick action before using a standard action, *shadow walk*.
|
||||
* ***Shadow walk:*** Close, At-Will if not engaged, expended if, Quick; +3 vs. nearby enemy w/highest MD, or spend
|
||||
1 Bravado to auto hit, remove self until next turn, where you return nearby and deal double damage.
|
||||
* **Shift, Wriggle, and Roll:** 1/battle, when hit by a nearby enemy, force a reroll with a -3 (Wis).
|
||||
* **Tumble:** +3 bonus to disengage, can avoid intercepts.
|
||||
...
|
||||
|
||||
### Powers
|
||||
### Combat Stats
|
||||
|
||||
* **Curse of Chaos:** 1/battle turn a natural 1-5 attack/save result to a natural 1 + extra curse effect.
|
||||
* **HP:** 24
|
||||
* **AC:** 13, **PD:** 13, **MD:** 14
|
||||
* **Recoveries** (8): 1d6+2
|
||||
* **Initiative:** +4
|
||||
|
||||
### Attacks
|
||||
### Kin Power, Class Features, and Talents
|
||||
|
||||
* **Basic melee:** +5 vs. AC, 1d8+4 damage; 1 damage on a miss
|
||||
* **Basic ranged:** +5 vs. AC, 1d6+4 damage; 1 damage on a miss
|
||||
|
||||
### Equipment
|
||||
|
||||
* 5 daggers (for poking or for throwing)
|
||||
* Leather armor
|
||||
* ***Curse of Chaos*** --- 1/battle, free action, turn an enemy's 1--5 on an attack or save into a natural 1 plus
|
||||
further curse that has their attempt go horribly. Power approximately other kin powers or a little beyond. Example:
|
||||
half damage to themselves and dazed until end of their next turn.
|
||||
* **Cantrips** --- cast Int mod cantrips each battle or approx. 3--6 every five minutes as a standard action. Cantrips:
|
||||
*alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*, *spark*.
|
||||
* **Cyclic Spells** --- cyclic usage spells can be cast at least 1/battle, only expended if ED is 0 or odd.
|
||||
* **Judicious Casting** --- some spells have different effects and side effects, can choose which when casting.
|
||||
* **Ritual Magic**
|
||||
* **Evocation** --- 1/battle, when ED 2+, spend a quick action to add an additional target to a spell that targets PD.
|
||||
* **Prodigious Learner*** (schooled) --- three bonus adv.-tier feats, one becomes champ. at 5th level, another becomes
|
||||
epic at 8th level.
|
||||
* **Wizard's Familiar*** --- ...
|
||||
|
||||
Reference in New Issue
Block a user