Let's have a character thread! Post your characters and your thoughts on the characters of others. I'll start. This backstory is for a Blood Hunter in 5th Edition that I am playing next month:
Gareth Joldur was left at a monastery as a baby, with a note with his name on it. Because he had no family or relationships, he was raised by radical Blood Hunters dedicated to destroying undead. When he took the Hunter's Bane to become better at hunting evil, his eyes changed to a deep red and his face became pale. Despite his upbringing, he tries to stay jovial and friendly to seem less scary. His biggest flaw is how willing he is to sacrifice his humanity to stop evil. Someday, he might go too far. I had sort of based this character off of Vlad from Dracula Untold. It may have been a pretty mediocre movie, but I enjoyed it.
Well you heard my character, what about yours?
>>44103033
Friendly monster hunter who is slowly becoming a monster himself is good.
Orphan is not one that I'm crazy about. Give him a Mom and Dad who gave him to the order to pay a debt maybe. They still love him and try to keep tabs on him, but the relationship is strained. Maybe a brother or sister in the order.
Brother Rolland is a Black Shield in the Deathwatch. He abandoned his chapter after he became disgusted with their tribal practice of child sacrifice to honor fallen brothers, and with their refusal to research a way to restore their damaged Progenoid gland which made the Chapter doomed to certain extinction.
He abandoned his birth name and adopted the name Rolland to honor an Imperial Guardsman who died saving his life.
Rolland is blunt and irritable, quick to anger, and generally contemptuous of ordinary humans. Despite this, he has a grudging respect for anyone who has proven themselves in battle alongside him. He currently serves in the cadre of an Inquisitor hunting the Tyrant Star, whose orders he obeys without question.He resents the compromises he has had to make to serve the Inquisition, but realizes that this is the only purpose he has left.
He was mentored by Cato the Imperial Fists upon joining the Deathwatch, and greatly admires his former teacher. Cato disappeared in the Koronus Expanse, a failing which weighs heavily on Rolland.
>>44103835
Thanks for the constructive criticism, I'll edit his backstory, orphan seems a bit much anyhow. I was mainly making his parentage really vague so the DM could do whatever, but that could work too.
I like your backstory especially with his contempt for his chapter. What I'm curious about is how did the Guardsman save Rolland and from what?
>>44103907
It's an aspect of the character I haven't explored very thoroughly (Rolland has psyker-induced memory problems too, but that's a campaign detail). Basically, the Chapter was deployed alongside some Guard in some random hellhole warzone, and Rolland wound up separated from his squad in No-Man's-Land. He ran into a pair of Guard, and wound up teaming up with them. He initially thought they were dead weight, and was pretty nasty to them, only wanting to use them as guides to get back to friendly lines, but over time he came to rely on their skills. Eventually, they were caught up in a traitor assault, and one of the Guardsman leaped in front of a plasma blast intended for the Space Marine.
The two Guard were actually a couple from a mixed regiment, and the surviving female who made it back to the lines with Rolland was pregnant. Rolland's Chapter custom would have involved murdering her and sacrificing her unborn child to honor the dead father, and since he had come to fully appreciate their humanity Rolland realized what a horrific custom his Brothers practiced. That's why he fled the Chapter, and took the dead Guard's name to honor him instead.
> Female Christ-child protagonist
>pic related is the BBEG
>Threatens to kill little brother and father, i.e. her second child and husband and blow up the haven unless Christ-child obeys orders.
>Players shitposting in despair.
What was your edgiest twist, /tg/?
I think I'm missing some major context here.
>>44102863
So your twist was that the campaign was really Madoka Magika?
>>44102863
Maybe a translation for those of us who aren't weebs would help?
Prove me wrong.
Protip: You can't.
That is the cost you have to pay for playing constructed
I can't prove you wrong.
I don't want to.
The secondary market is bullshit in MTG.
That's why I buy china proxies.And then sell them to unsuspecting retards over craigslist and ebay.
>>44103027
>unsuspecting
Thoughts on this guy???
>>44102675
I think it's kinda bullshit that he exists because it opens up all sorts of questions.
If he can have stable functional time travel, why does humanity even exist?
>>44102675
>why does humanity even exist?
'Just as planned', maybe?!
>>44102855
Quoting this >>44102696
Other thread died when I went to sleep. Let me do one more because I wasn't clear. I was looking to make my own system, and/or use an existing system. Let me try to make clearer my goals:
- I want a high powered system. I want the feel of D&D.
- I do not want rocket tag. That's my main complaint for D&D 3.5 / Pathfinder, esp high level combat, where the first person to go often wins.
- Consequentially, I think the 3.5 full attack needs to be split up so that people take single attacks in round robin order. Whether this is part of some round-based combat system or a count-up initiative system, or whatever, I'm still open.
- I still want save or die spells. If you nerf/ban all such spells, such as wall spells, illusions, death spells, summon monster spells, etc., you're left with D&D 4 ed, and fuck that. Thus, casting needs some special penalty. Perhaps a realistic threat of attacks of opportunity. Perhaps simply no casting while threatened. Perhaps damage taken in the last round or X seconds prevents casting. Optionally introduce a concentration check based on damage taken.
- I want casters vs fighters to be balanced like starcraft races are balanced. They're different, but no one feels like one is clearly better. Casters should be glass cannons; if you leave them unmolested in combat, they should have a distinct advantage. If you advance on casters with a pointy stick, then the caster should generally be at a distinct disadvantage.
- Thus, if a caster gets a save-or-die with a 50% hit rate, fighters should do about 50% of a target's hit points in that same amount of time. But ideally, the fighter's attacks should be split up, and the casters should have some sort of penalty, in order to avoid rocket tag.
AD&D 1st Ed. had the best mechanic for casting spells under pressure: if the caster took ANY action at all to defend themselves, they lost the spell. If they took damage, they lost the spell. It really balanced out the fighters vs wizards thing.
Barbarians of Lemuria.
- I plan on greatly reducing a wizard's spell slots. Perhaps something along the line of this:
http://www.giantitp.com/forums/showthread.php?361239-True-Vancian-Caster-Wizard
Which is close to per-encounter powers, which is somewhat like 4 ed. I don't hate all of 4 ed. What I hate about 4 ed is how everything is reduced to damage, minor penalty, push, or pull.
- Part of me wants to make the extra power of wizards balanced by ensuring that they're fucked by an adjacent fighter. Options include one or more of the following: being in melee combat prevents casting, taking damage prevents casting, attacks of opportunity for casting, damage taken in the last round prevents casting.
- A count-up initiative system is attractive for its own reasons, but it's probably more complicated than a simple looping initiative order. However, I'm going to get at least some sort of mix when I make regular melee attacks go one by one in a round-robin order (or something like that), where fighters simply get more turns / chances to act compared to a caster, when at higher levels. In particular, with a count-up initiative system, relying solely on attacks of opportunity for casting, it seems hard to prevent the possible use of rules that a wizard could use a quick action to move a little distance out of reach of his enemy, and then cast a spell out of attack of opportunity range. Just like the 5 ft step problem of 3.5.
Power Gamers VS Meta Gamers
Go.
I vote
Depends on what you consider a metagamer.
I don't consider a guy who uses basic reasoning to figure out that blades and spikes don't work well on skeletons to be metagamers, but I do consider "I wanna make termites/gunpowder/some other bullshit" guys absolutely horrid.
>>44102673
"well we know hes casting X because Y (in regards to enemy), hit him!"
To all my friends here who still play D&D 3.5
We are modifying some rules and in this game we can use 70 points to attributes with a minimun of 8 in each but WITHOUT cap, which means one can have like
30
8
8
8
8
8
or some shit like that.
I would like to see if someone has a good advice for a character with this new rule (the not having 18 as cap). I want to build the best lvl 1 char.
thanks!
>>44102322
You guys doing level adjustments?
Free LA?
Or maybe LA just subtracts from your point pool, as in Epic 6 rules.
How about a Githzerai Swordsage with dexterity and wisdom maxed into the stratosphere?
That's absolutely retarded. Quit the campaign. I'm not even joking.
Otherwise just play a fighter with all points in Strength and enjoy having like +7 to hit at 1st level.
Or a 1st level wizard who's color spray is fucking impossible to resist, but he has 8 Dex so everything hits him.
>>44102322
First, why are you doing that? It just sounds like you're going to make the game weirdly unbalanced but not in any particularly cool way, just with bigger modifiers than normal.
Second, just make any type of character and pump most of your points into your primary attributes. It's going to be easymode no matter what so you don't need to work very hard to be a munchkin.
Alright. I’m gonna sing the song of Gurruk. This is my first time posting, so be gentle.
I’ve been playing Pathfinder for just over two years now, with a group that’s been going for a long, long time. They’re all in their mid twenties. I’m 20, and am a newer intro to the group. And boy are these guys fucking magical. I love every second in that house, with the ridiculous shit that seems to happen every time.
Now, don’t get the wrong idea. The games were not humorous. Not a lot, anyway. There was the typical bullshit that made everyone laugh, but for the most part this group would use the rules as a weapon to buttfuck eachother into obscurity. Every game was very serious, with at least two pages of backstory per character. We took the games seriously, and our characters seriously. Killing each other is just part of the fun. The betrayal of teammates, the insidious liars and BBEG’s in disguise are what make the table so fun for me.
I wasn’t actually in this particular campaign, I was playing a campaign held directly afterwards. These guys live and breathe tabletop games, and played all the fucking time. They aren’t sperglords, though, they all have jobs and convene when they can. But I was there to witness the glory.
Shall I continue?
>>44101943
I guess why not
Now, Gurruk is a half-orc barbarian, a worshipper of Gorum. Standard fare, to be sure. But this guy, what made this guy amazing was the situations he was in combined with his (mostly) good party.
There was a gnome cleric of Sarenrae, named Beldo. Beldo was the kind of cleric who would not hesitate for a second to quest/geas someone who was being ‘difficult’. He was neutral good, and possessed an almost ruthless quality to his relentless conversion of his enemies. No antipaladin or Zon-Kuthon pain mistress was too far gone to be saved.
There was a human Paladin of Sarenrae named Tark. This guy was not incredibly smart, or wise, but goddamn he had a smile like the sun and pursued justice to the ends of the earth. The best teammate you could ask for, but since he wasn’t incredibly intelligent, he let some shit slide that he probably should not have. Keep this in mind as you read what Gurruk had done. Compromises were made to allow the party to survive.
There was a halfling bard named Viktor, and he was most often found in inn rooms with 4-5 hookers hanging on his every word. He often never had to pay them, as he epic regaling was payment enough in itself. Basically, what you’d expect the bard to be. Except the player who played him, Alex, was a theatre major, and would often toss out these amazing quotes. The guy is a fucking amazing roleplayer.
So Beldo, Gurruk, Tark, and Viktor are joined together by fate, beseeched by the king of some small country to rid the land of giants, and whoever was manipulating the giants behind the curtains.
You see, these normally stupid giants were attacking villages and cities in the most unusual ways. They employed use of advanced tactics, using diversions and siege weaponry. They displayed a military-like intelligence and dedication, and there was no telling of where their finely crafted arms and armor were coming from. They marched across the land, burning crops and annihilating innocents.
Our intrepid heroes were hired to find out, and put an end to it. Beldo and Tark went along because it meant saving innocents. Viktor came because he needed more epic inspiration for his bardic tales of wonder. Gurruk went because he saw an opportunity for a real challenge in combat.
The player who played Gurruk, Walker, has an encyclopedic knowledge of all Pathfinder combat feats. It’s uncanny the amount of technical knowledge he has regarding pathfinder combat. I bet he could name every obscure rule out of any of the rulebooks, and he used that to make himself a combat legend.
Gurruk felt no real challenge in combat, the paltry foes falling like wheat to a scythe. As a fervent worshipper of the baser aspects of Gorum, this was too easy.
Anyway, the group trudged across the land, mopping up stray giants and helping townsfolk as they needed. Gurruk grew impatient. There was no real challenge in these foes. He began to get more aggressive, seeking out combat at every opportunity. Fights that could easily be avoided became personal, and he used any excuse to annihilate his perceived villains.
This is how I lawfulneutral
how good is this?
>>44101647
Very
>>44101687
is it like super over the top edge?
World Risk Thread!
Post with
>Name & Tripcode
>Nation Name
>Nation Color
>Starting location
Roll with dice+1d100000 in Email field for land expansion, you start with 5 tiles of land in the starting area you choose.
All rules other than that are in the image, you can ally and have war among yourselves.
War land expansion is decided like so:
Nation 1 and Nation 2 are at war
Nation 1 rolls 48239 to expand into Nation 2's land
Nation 2 rolls a 90210, Nation 2 has the higher number roll, so he blocks Naiton 1's 19, and gets 1 of Nation 1's pieces of land from the total of 20-19.
That's all, have fun! We start at 3 players.
Rolled 87473 (1d100000)
>>44101275
Empire of New Zealand
Dark Blue
Wellington (bottom half of the North Island)
Expanding into North Island, then South Island, spill into Australia.
>>44101426
I'll save that roll for when we start, we start at 3 players
>>44101426
Oops, five tiles. Pic related. Still expanding into Australia, I guess.
Need ideas for non-stereotypical Slaanesh cult.
>>44101037
ooh, ooh, how about a cult that isn't about sex, but perfection, ya know? something neat too...looks? or a shrine? maybe...a certain belief that isn't sex/rocknroll/drugs...
>>44101037
A group of performers seeking perfection in their craft. It doesn't have to be sexual in any way.
Ends in a King in Yellow scenario.
>>44101089
>there is a group of Slaaneshi bodybuilders who want to have the perfect physique
>the constant invitations to orgies and drug-murders is exasperating and they never go, except for Frank, but Frank died. Fuck Frank.
Do you have knights running about killing your peasants? We'll here's the solution to all your knight related problems. Just load this weapon, point it at a knight within fifty meters of you and BLAM! No more knight.
>Results may vary, weapon's performance may be compromised by rain, ammunition, powder and slow match sold separately
>>44101028
Moshi Moshi, Baito Desu?
AHAH, BAITSAABBIIIIIII!
obligatory full plate was actually bullet proof and knights existed alongside muskets for decades until advancing tactics including pikes and professionalized armies made them obsolete NOT the gun post
>>44101116
>implying that guns were not part of it.
>>44101028
Guns didn't really obsolete knights, professional armies did. Heavy armored cavalry remained viable in war until the 19th century, knights as a social class declined in military importance because the increasing surplus wealth of the 15th century made it more practical to train and maintain standing armies than to rely on an aristocratic warrior class.
Even then, these same people continued to function as officers and elite troops for many centuries after the development of the gun, more or less unhindered by its existence.
In other words, if you want to get rid of knights, advance your economy to the point where your society can maintain a standing army. There are no magic weapons.
Instructor, may I have a word with you if you may?
I'd like to understand how killing one of our own guardsmen can be of any contribute to raising morale if the Guardsmen isnt being dissentive or otherwise a nuissance to the regiment?
Where I'm from? the Paradise world of Askelphion Secondus? Why do you ask sir?
>>44100758
To put something more frightening than the enemy behind them. Dismissed.
>>44100758
Guardsmen are only executed in scenarios in which the unit is in danger of breaking and retreating.
The Guardsman executed is clearly the one suggesting retreat under conditions in which that would be cowardly, tactically dubious, and detrimental to morale. His execution reminds the men that the coward's fate is always death, and thus it is better to die heroes serving the Emperor rather than cowards serving themselves.
This is truly the most idiotic question a Commissar has ever asked. I suggest you flagellate yourself in penance, and contemplate your utter failure to understand the proper application of summary execution.
Gaunt makes a point that summary executions should only be used in veteran units that have seen plenty of combat to galvanize them and remind them of their place.
If summary execution is used on fresh-faced rookies, they'll likely either panic or have their morale completely broken, which is the opposite of what a commissar is supposed to do.
In other words, only shoot the Cadians when they start running in circles and waving their arms around.
/tg/, how the hell do I start GMing?
GMs for my current and past groups have either been shit or unreliable. I've got no creativity and no ability to improvise, but I'm not gonna be able to have a decent group with friends if I don't step up to the plate. What do?I have the mechanics for Shadowrun, GURPS, and a little bit of 3.5 down. I'm trying to pick up Degenesis as well. Bonus points if you can help with specific systems, though I'd like to avoid 3.5 if I can.
>>44100735
Use adventure modules. GMing is not difficult to do well. Read an adventure until you remember the gist of most situations. Keep the print-out on the table to refer back to. Make some quick-hit notes for stat blocks, difficulty modifiers, and whatever. Then run players through them.
Frankly, D&D is an easier place to learn GMing than virtually any other system, because it's where GMing comes from and what has the most adventures published. Virtually every RPG out there is based on being similar to or different from D&D, or it is based on a derivative of something based on being similar to or different from D&D. That's just a fact of how things that come after the first kind of a thing work. 3.5 is a pain in the ass to try to do because it's sorta a shit-show and has way too much horribly-written crunch and varying power levels. But any other edition at all has plenty of published adventures and is easy to pick up if you have 3.5 down-ish.
>>44100735
1. watch videos or learn from other dm
2. use premade sets and read along
3. dont force story but dont let your players bully you
4. make sure your players have agency, otherwise you're just reading them your fanfic
>>44100735
When you need to come up with something on the fly, try asking your players to come up with it instead.
>You're on a quest for a legendary artifact. What artifact are you seeking?
>What does the bartender look like? Well, you decide. What do you think they could look like?
It gives players an opening to be invested in your game, and takes some of the worldbuilding burden off you. It doesn't work with every group, of course, but it can be great fun when it does.
>Brew Edition
>Standard Discussion
Hey TG,
Since Battle came out, I've wanted to create a deck based around pic related and the Battlelands (or whatever you fags call em these days)
I've had difficulty coming up with something that I think would work.
The shell:
>4 Windswept Hearth
>3 Canopy Vista
>3 Prairie Stream
>4 Lumbering Falls
>3 Island
>6 Plains
>4 Knight of the White Orchid
I don't have any Flooded Strands, and probably won't be getting any, but the mana base seems to work out very well. It's the rest of the deck I'm trying to figure out. Also, INB4 Jace.
My latest brew (untested)
>4 Woodland Wanderer
>2 Gaea's Revenge
>3 Halimar Tidecaller
>1 Negate
>1 Disperse
>4 Anticipate
>1 Become Immense
>3 Turn to Frog
>3 Coastal Discovery
>4 Stasis Snare
>4 Scatter to the Winds
Thoughts? Suggestions? I put Turn to Frog over Silkwrap as a way to deal with Jace, but also trigger spell mastery/delve.
>>44100712
I dont know about standard, but that card screams commander
>>44100712
>all the people thinking this guy would skyrocket after the duals were considered as "plane island" and such
>tfw standard is dead as fuck