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Post by sasqaricious on Nov 23, 2011 23:04:13 GMT -5
Basically please post what pc you want to make, and after approved make it. There is a separate thread for concepts.
you can use IC or this sites roller for character creation. Basically to put you as if you go through full character creation. Then at the end I will go through all pc's and get you to strike through what you do not have. Then subtract 10% from all other skills.
No need to pm me your character, just post it even if a work in progress. I will look at them posted but not in PM form. (besides my inbox is full and I do not feel like going through them all.)
- Note this is still a work in progress but this should get the juices flowing.
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Post by sasqaricious on Nov 23, 2011 23:26:54 GMT -5
- Characters must be from PFRPG and related books. - For most part I will let the sky be the limit as this game will be more about investigation, mystery and the likes. - I must have that book or access to it. Rifters unless I research it will not be permitted. - A person enhanced like from HU is possible, but only maybe, and that is a maybe if you keep it to minimum (one minor, maybe two depending on level) and if everything else is ok. - Martial arts will be permitted for OOC noble and peasant only and only after review of the style. - more to come as stuff goes on.
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Post by sasqaricious on Nov 23, 2011 23:52:28 GMT -5
Generally I frown on Evil alignments and anarchist. I will not necessarily say no, but generally frown on them. (Translation I will hear you out, but don't be expecting a yes)
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Post by dragonblaze99 on Jan 12, 2012 14:20:10 GMT -5
Attributes roll dice by race plus 1 extra dice Ie 3d6 roll 4d6 (4,2,6,5)= 17 donot add 1d6 on 17,18,19 Must use the site dice rollers Alignments: Principled, scrupulous, unprincipled or anarchist only Age between 15-17 /race equivalent Also all players can roll of the special aptitudes for palladium fantasy
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Post by dragonblaze99 on Jan 12, 2012 14:22:13 GMT -5
Special Aptitude Bonuses Palladium Fantasy 01-7% Sure shot: +2 strike with all projectiles from thrown knives to bows. Furthermore, the usual penalties for being off balance, moving etc., are half. Bonuses do not apply with guns, energy weapons, spells, or explosives. 8-14% Natural Horsemen: +8% to horsemanship skill or exotic horsemanship, +5% to animal husbandry, +1 initiative, +1 strike when mounted, +1 roll with impact when knocked off mount 15-21% Natural Monster Hunter: +1 initiative, +1 strike, +1 dodge when battle one type of monster (i.e. dragons), +2 save vs. horror factor, +5% tracking, and +5% vs. coma and death 22-28% Natural Hunter (animal) +5% track and trap animal, +5% skin and prepare animal hides and +5% cook game animals, +1 strike and critical on 18-20 vs. game animals 29-35% High perception and solid gut instincts: +1d4 on perception rolls (rolled once at character creation) 36-42% Quick Reaction time: +1d4 on initiative rolls (rolled once at character creation) 43-49% Strongman +1d6+3 to PS attribute and +1 pull punch 50-56% Fast learner and Jack of many trades: 1d4+2 Elective skills without the benefit of the usual bonuses for them (other than IQ) 57-63% Quick Reflexes: +1 attack per melee round and +1 dodge 64-70% Fearless +1d4+2 save vs. horror factor rolls (rolled once at character creation) 71-77% Charismatic/charmer: +1d4+2 to MA 78-84% Light sleeper: +5% detect ambush, player can roll a detect ambush to awake full and alert 85-91% Weapon affinities: +1 strike, parry and 1d6 damage with ONE style of weapons (ie battle axes, but not thrown axes or hand axes) 92-98% Natural Climber: +10% to climb and repel and climb most surfaces in ½ the normal time 99-00% Mighty endurance: +1d6+1 to PE and +2d4 HP
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Post by sasqaricious on Jan 12, 2012 14:23:06 GMT -5
Must be a "mortal" race
To represent that you are all in school but elite, you do not take a hit on skill percentages, but because you are all still learning will have half the occ related skills.
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Post by sasqaricious on Jan 12, 2012 16:21:35 GMT -5
School Uniform one. Attachments:
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Post by sasqaricious on Jan 12, 2012 16:22:39 GMT -5
School uniform 2 Attachments:
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Post by sasqaricious on Jan 22, 2012 17:39:15 GMT -5
Equipment Resources % Starting Resources 01 - 05 Nothing 06 - 10 1d6 GP 11 - 20 1d10 gp 21 - 30 1d6X6 gp 31 - 40 1d6X10 gp 41 - 50 2d6X10 gp 51 - 60 3d6X10 61 - 70 4d6X10 71 - 80 5d6X10 81 - 90 6d6X100 91 - 99 1d4X100 00 500
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% Starting Equipment 01 - 05 Nothing but Clothes (And rags at that) 06 - 10 Clothes (Rags) and crappy cheap weapon 11 - 20 Average Clothes and one weapon; a few trinkets 21 - 30 Average Clothes and two weapons; a few small personal affects (1d10 gp worth) 31 - 40 Nice clothes, two weapons, some personal affects (1d20 gp worth) 41 - 50 Nice clothes, one suit of leather armour, one weapon and a shield or dagger; Some extra things (1d6X10 gp worth) 51 - 60 1d100 gp worth of equipment 61 - 70 A horse, 1 weapon, 1d6X10gp worth equipment 71 - 80 Nice clothes, 2 weapons, leather armour, 1d6X20gp worth of equipment 81 - 90 Sizable clothes, One set of Armour up to chain, 1d6X20 worth of effects one Weapon 91 - 99 Full Wardropbe, One set on any Armour, 1d100gp worth of jewelry, 1d100 gp of other stuff, 2 weapons 00 Full wardrobe, One set of any armour and backup leather. 1d100 worth of jewelry; 1d100 worth of other things, 2 weapons
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- note equipment still has to be approved by gm. but gives you an idea what you have. Also and big note. the money you start with you can not spend on anything. That is what you are sent to school with. - This table supersedes personal equipment.
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