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Eclipse 2 Character.

Posted by Profile2For group 0
Profile2
NPC, 14 posts
Fri 14 Aug 2020
at 18:25
  • msg #1

Eclipse 2 Character

Character Information
NAME AND TITLE: And no, in this setting you CANNOT be nameless. You don't have to use it in character, but unnamed kids become destructive monsters, not characters.
BIRTHRIGHT: If you're unsure about this, consult the GM or Eclipse II. Ergo, you can leave this one blank for the moment.
STARTING CIRCUMSTANCES: What kind of background does your character come from?
DESCRIPTION: Height, weight, age, sex, and any other details that are available on brief inspection.
CONCEPT: What kind of character are you - and what sort of abilities do you have? In Eclipse, this concept is your class - whether it's "stranded starship engineer" or "escaped Werewolf: The Apocalypse character". If you want to use a standard class from somewhere, that will usually work too - but it's usually less efficient as a way to build your concept.
BASIC GEAR: What sort of equipment do you carry?
PLOTHOOKS: Give me at least three good ways to pull your character into plots

——————-

STARTING LEVEL is 4th - 138 Character Points minimum, built using d20 (Classless d20 using Eclipse: The Codex Persona - d20 Pointbuy Classless system). Alternatively, if classless is not your cup of tea, any standard class build is allowed and will be modified to increase power to make it compatible with the setting.

Actual kingdoms are treated as Characters where the lord (PC) of the kingdom dictates the growth and focus.

The GMs assist you in crafting a character you will enjoy.
This message was last edited by the player at 21:17, Fri 14 Aug 2020.
Profile2
NPC, 15 posts
Fri 14 Aug 2020
at 18:39
  • msg #2

Eclipse 2 Character

Player Information:

I am able to post daily.



Character Information
NAME AND TITLE: Warvein the Uncanny
BIRTHRIGHT: Dimensional
STARTING CIRCUMSTANCES: A somewhat familiar story, Warvein was the illegitimate son of someone who was well known all across Dernmarik. To hide his indiscretion, Warvein’s father had the boy raised by a friend from school and that man’s wife. The foster parents raised Warvein well and his real father aided financially. As an adult, Warvein was told this Secret. And that he must never reveal his true lineage, lest someone consider Warvein Valuable by being used against his father.

Having learned the mystic arts, Warvein excelled as a monster hunter, but he has since tired of that line of work and seeks to build a domain of his own. There are, however, certain Obligations that he must fulfill before he can truly be free. Warvein foolishly went into debt trying to discover certain secrets of magic, and there are friends from his past that he must make sure are well taken care of before he advances too far in his new life. Although he may have already gone to far in one instance, as Warvein has already presented himself as a great Magus to a number of people.

DESCRIPTION: Warvein is a man of medium height (5’10”) but a strong build (180 lbs.). He appears to be in his mid 20s (26) and in good health. He sports long dark hair and a well trimmed beard and his eyes are a stormy grey. When Warvein allows his Magus presence to be exposed, he speaks in a booming voice like thunder and lightning flashes across his eyes.
CONCEPT: Mystic Adept/Magus
BASIC GEAR: A backpack full of provisions, light armor and weapons, mystical implements
PLOTHOOKS: Give me at least three good ways to pull your character into plots

Hook #1: Warvein is tired of being a monster hunter for hire and wants to see some physical, progressive rewards for his work.
Hook #2: Warvein likes to learn as much as he can, especially regarding magic if he can learn or create a new spell to make things easier, he is inclined to do so.
Hook #3: Warvein dreams of some day having a small kingdom that is advanced in all areas.
This message was last edited by the player at 00:31, Sat 15 Aug 2020.
Unwritten
GM, 145 posts
Fri 14 Aug 2020
at 19:18
  • msg #3

Eclipse 2 Character

Disadvantages: (Select three for 10 CP), and add
! Duties (to a feudal overlord, school, deity, faith, or
whatever, +2 CP/Level).
! Total available character points: 48 (Level One
Base) + 10 (Disadvantages) +2 (Duties) + 6 (Level
One Bonus Feat) = 66, 18 of which (from
disadvantages, duties, and the bonus Feat) may be
spent outside of the Adventurer framework
restrictions.
Basic Attributes: 18, 14, 12, 10, 8, 8 (28 point buy). In
general, the Mystic Adept will want an 18 in his or her
primary spellcasting attribute,
Basic Purchases (30 CP)
! Proficient with All Simple Weapons (3 CP) and
Light Armor with the Smooth Modifier (6 CP).
! +5 Skill Points (5 CP)
! +2 on any two Saves (12 CP)
! 1d8 Hit Die (4 CP)
! Initial BAB +0 (0 CP)

Special Abilities (36 CP):
Now, to cast spontaneous spells, our Mystic Adept needs
four things - some Power or Generic Spell Levels to power
them with, a Caster Level of at least (Twice the level of the
spell being cast -1), some spell formulas purchased at
double cost so they can be used spontaneously, and a
casting attribute of at least (10+The level of spell being
cast). Hopefully he or she will have a decent casting
attribute. To obtain our other three items buy:

Mana - either the 2d4 Generic Spell Levels option or the
3d6 Power option. Mystic Adepts who rely on Spell levels
pay one-half spell level for a Cantrip or Orison, and one per
level of the spell as usual. Mystic Adepts using Power pay
one point for a Cantrip or Orison and twice the level of the
spell plus one point for using higher level spells (since there
are no “level zero” psionic powers). This is Corrupted if it
can only be used to power Arcane spells and Specialized if
it can only be used to power Divine spells.
Optionally, the game master may wish to institute a
“gradual recovery” rule. In this case, simply divide the
user’s total magical reserve by 24. That’s how much you
get back per hour of light activity. If there’s heavy activity,
such as combat, in any given hour the user doesn’t regain
anything. Each hour of sleep counts as two hours of light
activity.
Base Caster Level: 6 CP/Level if usable for any spell,
Corrupted if it’s usable for major groups of spells - such as
“All Arcane Spells” or “All Divine Spells” - and
Specialized if it can only be used for groups such as “Cleric
Spells”.
! This gives us three basic divisions: Generic
Spellcasters, who can learn any spell, but who have
to pay 6 CP per 2d4 Spell Levels/3d6 Power and 6
CP per Caster Level, Arcane Spellcasters who pay 4
CP per 2d4 Spell Levels/3d6 Power and 4 CP per
Caster Level, and Divine Spellcasters who pay 3 CP
per 2d4 Spell Levels/3d6 Power and 4 CP per Caster
Level. Either of the latter can reduce the cost of their
Caster Levels to 3 CP each if they restrict
themselves to a particular spell list. Our three basic
12 CP variants would be:
‚ General Caster: 6 CP on 3d6 Power or 2d4
Generic Spell Levels, 6 CP on +1 Base Caster
Level.
‚ Divine Caster: 6 CP on 6d6 Power or 4d4
Generic Spell Levels, 4 CP on +1 Base Caster
Level for Divine Spells, 2 CP on an extra spell
formula. A divine caster can also afford to drop
the “Smooth” modifier on his or her armor
proficiency and either get a few more skill
points, learn to use shields, or learn to use an
additional weapon or weapons.
‚ Arcane Caster: 8 CP on 6d6 Power or 4d4
Generic Spell Levels, 4 CP on +1 Base Caster
Level.
! Spell Formula: These cost 2 CP each for any spell
that the characters Base Caster Level will support.
Arcane spells are subject to armor failure
percentages and component requirements as always,
Divine spells generally are not. In any case, Fast
Learner specialized in Spell Formula will allow the
character to automatically gain one spell per level,
starting at level one (6 CP).

Having only one spell at level one is a bit lame, ergo
we shall also buy Improved Occult Talent,
Specialized/the spells gained must be powered from
the user’s existing power reserves and are cast at his
or her base caster level, rather than using his or her
hit dice as a caster level (6 CP). That gets our Mystic
Adept a selection of five Cantrips or Orisons and
three first level spells to use in addition to his or her
spell from Fast Learner.
That’s 24 CP, and a decent starting magical package.
On the other hand, we still have 12 CP to spend… Enough
for a couple of selections from among:
! A Familiar (Companion, 6 CP).
! Spell Storing (6 CP - or 12 CP if upgraded).
! Another set of five Cantrips/Orisons and three first
level Spells (6 CP). The Mystic Adept could even
take this option twice, for a total of 15
Cantrips/Orisons and 10 first level spells

Buying a Domain or Path (see Paths of
Power for a selection of Paths) (6 CP)
will allow the user to gain a linked set of
spells. Unfortunately, the open-ended
structure of this build, the game master
will have to pay special attention to such
Domains and Paths: If they contain spells
that the user’s power reserve or casting
levels will not normally support, the user
will have to either upgrade some of his or
her reserves to match or buy some
matching reserves.
! Some Additional Power or Generic Spell
Levels (cost varies with the speciality as
listed above).
! A second basic package - probably
stacking one of the speciality versions on
top of the general version or doubling up
on one of the speciality packages (12
CP).
! +2 Base Caster Levels specialized in a
particular type of spell (6 CP). This will
also allow the user to start off with a
second-level spell of the chosen type,
using it at caster level three. This can be
quite useful, but will burn through his or
her magical reserves rather quickly.
Additional Power or Generic Spell
Levels - possibly only usable for the
speciality type of magic - may be in
order.
! A bit of Channeling - three uses per day
(6 CP) at +4 Intensity (6 CP) is a classic
for divine-style spellcasters.
! Shapeshift (6 CP) has many uses, even if
a low-level character can’t do it often or
take any of the more formidable forms.
This message was last edited by the GM at 21:22, Fri 14 Aug 2020.
Unwritten
GM, 146 posts
Fri 14 Aug 2020
at 19:20
  • msg #4

Eclipse 2 Character

The Magus has incorporated his power into his very
core; none shall touch upon it without leave. It’s signs are
upon him, his skin and clothing bears occult sigils, he wears
talismans and bears devices of unknown nature, and traces
of his power leak into his eyes, voice, and bearing. None
can mistake him for a lesser being.
! Immunity to power-draining and suppressing effects
(Uncommon/Major/Great, 12 CP): Must I speak
twice thou duffer? None shall touch upon it without
leave.
! Improved Presence: Aura of Mastery (+4 to all
relevant social checks, recognized as a master.
Specialized: the character is obviously a great mage
and supernatural beings and powers in the area will
tend to assume that your presence involves them, 6
CP). The Magus must be factored into the plans of
others, whether he wilt or no.
! Occult Ritual (6 CP): The Magus knows that there
are many ways to channel power, and may wield it
in precisely the ways he wishes.
Profile2
NPC, 16 posts
Fri 14 Aug 2020
at 19:22
  • msg #5

Eclipse 2 Character

Disadvantages

Obligations. You have responsibilities which you can
not easily discharge. You may have dependents, debts, a
geas, massive tithes, oaths to fulfill, a job which you
cannot readily leave, be sworn to the service of a lord or
ruler, or just have friends who need looking after. This is
a wonderful way to get dragged into adventures.

Secret -

Warvein was the illegitimate son of someone who was well known all across Dernmarik. To hide his indiscretion, Warvein’s father had the boy raised by a friend from school and that man’s wife. The foster parents raised Warvein well and his real father aided financially. As an adult, Warvein was told this Secret. And that he must never reveal his true lineage, lest someone consider Warvein Valuable by being used against his father.

Valuable. You are worth a lot of money. This usually
means that there's a reward out on you, but it may mean
that you will bring a vast price on the slave market, have
some mystic quality about you which makes you
priceless to a mage, or, for truly exotic character races,
that your body parts are extremely valuable.
This message was last edited by the player at 21:28, Sun 06 Sept 2020.
Unwritten
GM, 147 posts
Sat 15 Aug 2020
at 00:00
  • msg #6

Eclipse 2 Character

A somewhat familiar story, Warvein was the illegitimate son of someone who was well known all across Dernmarik. To hide his indiscretion, Warvein’s father had the boy raised by a friend from school and that man’s wife. The foster parents raised Warvein well and his real father aided financially. As an adult, Warvein was told this Secret. And that he must never reveal his true lineage, lest someone consider Warvein Valuable by being used against his father.

Having learned the mystic arts, Warvein excelled as a monster hunter, but he has since tired of that line of work and seeks to build a domain of his own. There are, however, certain Obligations that he must fulfill before he can truly be free. Warvein foolishly went into debt trying to discover certain secrets of magic, and there are friends from his past that he must make sure are well taken care of before he advances too far in his new life. Although he may have already gone to far in one instance, as Warvein has already presented himself as a great Magus to a number of people.
This message was last edited by the GM at 00:18, Sat 15 Aug 2020.
Unwritten
GM, 148 posts
Sun 16 Aug 2020
at 16:28
  • msg #7

Eclipse 2 Character

Dimensional (Dernmarik, Senthar, Iretan Peninsula, Nial):
    2d6 Mana with the Reality Editing option (12 CP).
    Action Hero with the Heroism option (6 CP).
    Fast Learner (This may be specialized if desired, 6 CP).
    A bonus feat worth 6 CP.
Unwritten
GM, 149 posts
Sun 16 Aug 2020
at 21:58
  • msg #8

Eclipse 2 Character

General Caster: 6 CP on 3d6 Power or 2d4
Generic Spell Levels, 6 CP on +1 Base Caster
Level.

Equals Caster level 1, 12 mana points (+8 mana for for dimensional Birthright) = 20 point mana pool
Fast Learner specialized in Spell Formula will allow the
character to automatically gain one spell per level,
starting at level one (6 CP).
This message was last edited by the GM at 22:02, Sun 16 Aug 2020.
Pic
NPC, 16 posts
Sun 6 Sep 2020
at 21:57
  • msg #9

Eclipse 2 Character

Spells

Cantrips/Orisons - Light, Mage Hand, Mending, Message, True Strike

Level 1 - Bane, Charm Person, Cure Wounds, Detect Magic, Magic Missile (sp), Thunderwave(sp)

Level 2 - Detect Thoughts(sp), Hold Person, Invisibility(sp), Knock, Web
This message was last edited by the player at 22:15, Sun 06 Sept 2020.
Profile
NPC, 19 posts
Tue 29 Sep 2020
at 14:21
  • msg #10

Eclipse 2 Character

Sutekh:
There are, once again, a variety of wild stories - but the general consensus provides a variety of facts.

1) Something cleared out quite a lot of farmsteads and villages to the north a few months ago. While no one can really say what happened, there's quite a lot of stuff up for grabs.

2) There was a problem heading north until recently though; for some reason a massive number of predators apparently moved into the area - but the last (fairly sizeable) group headed north seems to have broken through and dispersed them.

3) Avoid keeping pigs. Pigs are vicious, almost impossible to keep confined, and will kill you. If you must have pork, import it - or piglets you won't let breed - from the Imperium.

4) The bandits are bad to the south.

5) There aren't too many people in town who want to head north - but if you're looking for such, you can probably find a few now that the northern blockade has been breached.

This message was last edited by the player at 15:27, Mon 05 Oct 2020.
Unwritten
GM, 172 posts
Mon 5 Oct 2020
at 15:33
  • msg #11

Eclipse 2 Character

Warvein had gathered some valuable information from the patrons at the caravanserai. Enough information to realize that it would be in his best interest to convince a few people to join him on his trek north.

To help with matters, Warvein bought a few drinks for those who were actively participating in the conversation with him. “I had no idea that pigs were so dangerous. I will have to stay away from raising those. We can always barter or buy our pork. If I wanted to find a few people willing to journey with me, were might I find them? I was hoping that this might be the ideal place. And does anyone know anything about raising hemp?”
Unwritten
GM, 173 posts
Sat 10 Oct 2020
at 21:44
  • msg #12

Eclipse 2 Character

“I did some work with the Elthani Guardians, so I am aware of the Church’s tenets.” Warvein admitted. “It might not hurt to get a blessing after seeing the mayor, but I don’t want to miss my opportunity to speak with him.” Warvein agreed with much of what the Varnic Church held as the way the world should be, especially protecting the dimensional portals from monsters and chaos.  He wasn’t sure about the divinity of it all, but he wouldn’t discount the possibility, especially in front of an adherent.

Once in front of the mayor, Warvein tried to focus on the eyes of Akris rather than the sparkles in his hair. “I am a magus who has spent a few years monster hunting for the Imperium. I have decided to retire from that profession and start a farm steading. I intend to continue studying magic, so anyone with gifts in that area could be useful, and certainly people who can help look after themselves in a skirmish. I plan to farm hemp and possibly raise some animals. What will likely arise is something resembling a small village of collective workers. Do you have any who might be interested in such a venture?”

OOC :

16:43, Today: Secret Roll: Warvein the Uncanny rolled 22 using 1d20+5 with rolls of 17.  Appraise.
16:43, Today: Secret Roll: Warvein the Uncanny rolled 19 using 1d20+5 with rolls of 14.  Knowledge (arcana).
16:42, Today: Secret Roll: Warvein the Uncanny rolled 22 using 1d20+2 with rolls of 20.  Gather Information.
16:41, Today: Secret Roll: Warvein the Uncanny rolled 14 using 1d20 with rolls of 14.  Knowledge (history).
16:40, Today: Secret Roll: Warvein the Uncanny rolled 8 using 1d20 with rolls of 8.  Knowledge (religion).




This message was last edited by the GM at 22:02, Sat 10 Oct 2020.
Unwritten
GM, 175 posts
Wed 21 Oct 2020
at 09:36
  • msg #13

Eclipse 2 Character

Sutekh:
Your potential recruits include six wiry youngsters - three male and three female - who seem more than a but twitchy, a massively built middle-aged man, a couple of young women who seem more amazonian than you would reasonably expect, what appears to be a wolf-barbarian (although something strikes you as being a bit off about him, although the smell of beer hanging around him may be sufficient to explain THAT), and one extremely scruffy kid of indeterminate sex - probably nine to ten. The kid seems to be sticking close to the wolf-barbarian though.

Presuming that you're offering the usual rate for small groups of aides (support at one level below your wealth level) there will be considerable interest - if only because you aren't going all that far and most of the monsters have apparently been cleared out for them already.

Primary questions: 1) Will you be handling any monsters and problems yourself, or are you recruiting for a guard and exploration trip? 2) How much in the way of supplies will you be throwing in? After all, you do seem to have the money. 3) What kind of talents are you looking for? Because they know that their particular talents may or may not be applicable.

Unwritten
GM, 176 posts
Wed 21 Oct 2020
at 09:50
  • msg #14

Eclipse 2 Character

“What I am looking for more than anything are people willing to put forth a genuine effort.” Warvein explained. “Should any dire threats arise, I am more than willing to put myself in the forefront of handling the problem. But as with any community, we need people to keep watch and sound an alarm at the first sign of danger. That said, it would be helpful to have people with knowledge of farming, carpentry, repair, and all other manner of specialties that would be necessary for a small village. I am not saying that you have to know everything, but learning what you can could be a big help.”

Warvein waited to see if he was getting his point across correctly. “I expect that fields of hemp will need to be sown, weeded, harvested, and dried. Tested, cultivated, and improved. Ropes and clothing will need to be braided and weaved. Farm animals will need to be raised for food and tended accordingly. Wells will have to be dug and maintained. And a society will have to be built around our little gathering based on principles that we determine in agreement or else everything will simply fall apart.”

“I am willing to fund our initial supplies of food and tools. From there we will share in the profits of everything acquired and sold. It may take some time, but I believe that in only a few seasons we will all be living the types of lives that we enjoy and doing so in prosperity.”
Unwritten
GM, 182 posts
Tue 17 Nov 2020
at 14:26
  • msg #15

Eclipse 2 Character

Sutekh:
Several of them do indeed have objections - after all, that's somewhat less than twenty-four hours from now, and it's not going to be easy to talk to their relatives, gather their personal goods, get a wagon or two, purchase anything they need, and set out on such short notice. The fact that you seem to be intending to stop within a few days travel makes it easier - but it's still pretty awkward!

If you want to leave in the morning, only about half of them will make it. If you wish to simply skip ahead a day or so (easy enough in town, since nothing particularly dramatic is likely to happen if you mind your own business) you may get a few more recruits. That may leave time for monsters to start moving back in to the area though.

Unwritten
GM, 183 posts
Tue 17 Nov 2020
at 14:31
  • msg #16

Eclipse 2 Character

“Fair enough,” Warvein agreed. “There is no need to rush things. The lands should still be standing once we set out in say, three days time? That should give everyone time to conduct whatever business they need to before we leave.”

Warvein was anxious to leave soon as possible, the wait would leave everyone better equipped and in good morale. Also, word of mouth of the expedition might bring in a few stragglers to join along. Yes, it was best to wait and not rush things. Warvein had to remind himself that he was a free man, and as such, he had all the time in the world.
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