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Topics - Agita

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1
[D&D 5E] The Lost Mine of Phandelver / Dice rolls
« on: August 30, 2017, 05:10:49 PM »
Rolled 1d20+6 : 17 + 6, total 23

Rolled 1d20+2 : 2 + 2, total 4
Rolled 1d20+2 : 12 + 2, total 14
Rolled 1d20+2 : 1 + 2, total 3

2
[D&D 5E] The Lost Mine of Phandelver / Goblin Arrows (IC Thread)
« on: August 29, 2017, 06:20:00 AM »
In the city of Neverwinter, a dwarf named Gundren Rockseeker asked you to bring a wagon load of provisions to the rough-and-tumble settlement of Phandalin, a couple of days' travel southeast of the city. Gundren was clearly excited and more than a little secretive about his reasons for the trip, saying only that he and his brothers had found "something big," and that he'd pay you ten gold pieces each for escorting
his supplies safely to Barthen's Provisions, a trading post in Phandalin. He then set out ahead of you on horse, along with a bodyguard named Sildar Haliwinter, saying he needed to arrive early to "take care of business."

You've spent the last few days following the High Road south from Neverwinter, and you've just recently veered east along the Triboar Trail. You've encountered no trouble so far, but this territory can be dangerous. Bandits and outlaws have been known to lurk along the trail.

You've been on the Triboar Trail for about half a day. As you come around a bend, you spot two dead horses sprawled about fifty feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side. The wagon won't be able to easily pass by unless the carcasses are moved. At the pace you've been keeping, you should be able to reach Phandalin by sundown or a bit after, but you might end up having to camp out if you're held up for very long here.

What do you do?

(click to show/hide)

3
The Premise

You're rookie adventurers currently in the city of Neverwinter when you're hired by a common patron and friend of yours, the dwarf Gundren Rockseeker, to escort a wagon with provisions to the small town of Phandalin. Gundren himself has gone ahead with his own escort, a man named Sildar Hallwinter, to attend to business while you follow with the supplies. Phandalin is a few days' travel to the southeast of Neverwinter, and it's on this trip that the adventure starts.

You may of course have your own motivations, the connection to Gundren serves as a common hook and impetus to tie you all together. You may want to have prior connections to each other as well. You can check out the pregenerated character sheets for some tailor-made character hooks, if you want.

Character Creation

As mentioned in the recruiting thread, we'll be starting at level 1. We'll be using just the basic core material, and no feats (these are technically an optional rule in this edition, and you don't get any at level 1 anyway, unless you're human).

The basic mechanic of D&D 5e should be familiar - you say what you're doing, I tell you to roll an ability check with a related ability and whether any modifiers apply, you roll a d20 and add your ability bonus and any modifiers, if you match or exceed the DC, you succeed. Ability scores work just like in the previous two editions, running from 1 to 20 (this is a cap that can only be circumvented through special means), and grant an ability modifier ranging from -5 to +5 accordingly.

Reposting from the recruitment thread, here are the Player's Basic Rules (pdf version here) and the System Reference Document. If you already have the Player's Handbook, you can of course reference that instead.
There are pregenerated characters here, or you can make your own as I will describe below. They're not optimized, to the extent that's a thing at first level, but they're serviceable - it's difficult in 5e to make a character that's outright useless.

Character creation works like this:

First, pick your race and class. Each race gives some bonus to ability scores and possibly miscellaneous abilities, much like in other editions. No race has a penalty to any scores. You'll notice classes lack anything like a base attack bonus or save progressions, and instead have a proficiency bonus progression (this progression is the same for all classes, but is listed in the class table for convenience anyway). Skills, attacks, and saves all key into this.

Second, assign your ability scores. The standard way of doing this is either an array or point buy. The point buy has you start with 27 points and buy your scores up from 8 each according to the costs found on page 8 of the basic rules. No ability score can go over 15 before racial adjustments. The array is simply a specific and pretty general-purpose arrangement of points - assign 15, 14, 13, 12, 10, 8 in any order you like. The array does pretty well for the majority of characters, but point buy is especially attractive to humans, since they get +1 to every ability score and thus like odd base stats.

Third, choose a background. Where your class is a description of what you do, your background is a general description of where you come from and what training you've had outside of your class. It grants you two skill proficiencies, two tools or languages, some starting gear, and a utility feature that ties into how you interact with the world in some way. The backgrounds in the book cover a lot of ground between them, but they can be tweaked and customized. Note you don't necessarily have to pick a background that obviously goes with your class or anything, you can absolutely be a soldier wizard or a criminal fighter.

Fourth, proficiencies. Proficiencies are what all notions of training with specific skills, tools, weapons, etcetera are collected into in 5e. You may have noted how above, I said you make an ability check when I ask for one, rather than a skill check. This is because the basic format of a check is that you make an ability check, and if you have proficiency in a skill or tool that is applicable to the check, you add your proficiency bonus to the check in addition to your ability modifier. So if your ability is at +3 and you're proficient, you're rolling at +5. Attack rolls in combat and saving throws work like this too but are treated as separate by the system.
You mostly get proficiencies from your class and background. Each class lets you choose a number of proficiencies from a set list, and may come with tools automatically (e.g. rogues are always proficient with thieves' tools), while a background comes with two set skills and two tools or languages. Some races also give skill proficiencies. Your class also gives you proficiency in two saving throws (in 5e, instead of fortitude, reflex, and will saves you have saves based on each of your attributes), and a selection of weapons and armor. You can find a list of skills on page 58 of the basic rules.

Fifth, equipment and all that other stuff. Your class and background give you appropriate starting gear. You'll want to write down your hit points and hit dice (these come into play when resting, and so may actually matter). Finally, a character gets two personality traits, one ideal, one bond, and one flaw as brief descriptors of things they care about. When you play to your personal characteristics, as they're collectively called, you can earn inspiration, which you basically get to trade in for a bonus on an important roll when you want it. Each of the printed backgrounds comes with some tables for generating these randomly if you want, but you can make up your own. You can also leave them blank for now and fill them in after you get a bit of a feel for your character.

This is kind of a wall of text already, so ask questions about anything and everything, like specific options and whatnot. We'll go over specific mechanics as they come up in game, too.

4
This is the OOC chatter thread. You know what this is for.

5
Play By Post / D&D 5e: Starter Set. An Introduction
« on: August 08, 2017, 09:49:33 AM »
This is meant to be an introductory game of D&D 5th edition, for any who are interested in trying the system out. Given the nature of the boards, I assume any takers will have prior experience with roleplaying games, but I am in theory ready to take anyone with any level of experience.

I'll take 3-5 players. Since this is an introduction to the edition, I'm interested in players right now, not characters. If there are more than five interested players, I'll pick four or five on an entirely arbitrary basis. State your rough level of prior experience with various editions of D&D and other roleplaying games, both to give me some context and to indulge my curiosity.

We will be playing through at least the first section of the Starter Set adventure, Lost Mines of Phandelver. The adventure starts at level one and can take you up to level five. It is a solidly executed, fairly standard romp with goblins, bandits, and what have you. I say at least the first section because my schedule swings between "nothing to do" and "super busy" throughout the year. It's currently at "nothing to do" and will switch to "somewhat busy" in October, so I can't guarantee being able to give you the entire ride. I will, however, at least finish the first part, which should give you a decent if short run and get you to level 2. We'll see after that.

On that note, because of this timeframe, I would like anyone interested to take a step back and make sure you can commit to at least finishing that first section without dropping. It's hard to predict how long it will take, and unforeseen circumstances always happen, but it's not long, and we should be easily able to finish it if we keep up a decent pace. I won't ask for something ridiculous like twenty posts a day, just be aware of your own schedule, keep in mind what I said above, and use your best judgement.

We will discuss rules and character creation after I have a team. You technically don't have to read anything prior - since this is also in part an exercise in teaching for me, I will explain everything as we go (there are even pregenerated characters available, if you would like to put in minimal up-front effort). If you want to read the rules by yourself, there are a few options: The Player's Basic Rules can be found online here, or downloaded as a pdf here. These contain a limited amount of the content in the Player's Handbook, but are sufficient to play a complete game. The Systems Reference Document can be found here. It has more content (with some specific bits missing) but fewer explanations. If you want the full PHB, acquiring it is your responsibility, but for purposes of this game you don't need it.

Express your interest and ask questions in this thread, or hit me up on Discord or IRC, where I hang out as Agita and Jm2c, respectively.

6
[D&D 5e] The Brightest Light / Familiar Faces (NPCs and factions)
« on: December 28, 2016, 06:27:38 AM »
Mariya Blinsky, the innkeep

Owner of the Fair Constable inn in the Ostend district. Formerly a wandering hunter and archer, retired due to a debilitating injury. A longstanding friend of the former constable's family, she stepped up in the face of mutual tragedy and settled down where he could not bear to stay.

It is precisely when smiles are hard to come by that a smile is most valuable, and should therefore be given freely. So believes Mariya Blinsky.

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[D&D 5e] The Brightest Light / What the Stars See (Session logs)
« on: November 18, 2016, 02:36:25 PM »
Session 1: 18.11.2016 Love Lies Bleeding (Part 1) 125 XP
Session 2: 25.11.2016 Love Lies Bleeding (Part 2) 175 XP - Level 2
Session 3: 02.12.2016 Love Lies Bleeding (Part 3) 300 XP
Session 4: 16.12.2016 Love Lies Bleeding (Part 4) 300 XP - Level 3
Session 5: 23.12.2016 The Crane's Aid 100 XP
Session 6: 30.12.2016 The King of Serpents (Part 1) 225 XP
Session 7: 06.01.2017 The King of Serpents (Part 2) 275 XP
Session 8: 13.01.2017 The King of Serpents (Part 3) 175 XP
Session 9: 20.01.2017 The King of Serpents (Part 4) 400 XP
Session 10: 10.02.2017 Buried Secrets (Part 1) 150 XP
Session 11: 17.02.2017 Buried Secrets (Part 2) 100 XP
Session 12: 03.03.2017 Gloaming Star (Part 1) 75 XP
Session 13: 10.03.2017 Gloaming Star (Part 2) 300 XP - Level 4
Session 14: 17.03.2017 Gloaming Star (Part 3) 350 XP
Session 15: 31.03.2017 Gloaming Star (Part 4) 200 XP
Session 16: 31.03.2017 Gloaming Star (Part 5) 900 XP; Favor of the City; Micah: Sentinel feat; Miriana: Skulker feat
Session 17: 01.09.2017 Three Fallen Flowers 850 XP

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[D&D 5e] The Brightest Light / Micah's Stash (Objects and treasures)
« on: November 11, 2016, 11:26:34 AM »

(Credit some kind of stock photo)

Miriana's black book

A small, but thick book bound in fine leather. Its yellowed pages record the dreams of Miriana Nemetz since her first communion with the peony star in disjoint handwriting, drawings, and ink blots.

Though elves practice astronomy as humans do, their study is a secular one. For thousands of years, they have preferred to deal with the earth over the heavens. Some theologians claim this is because elves are angels that turned their back on the light and descended to earth, failing to grasp that the long-lived are still in mourning.


(Credit http://artofremembering.com/cremation-urns/)

Aunt Ondine's ashes

Sealed urn holding the mortal remains of Ondine Whiterune, who could not be consigned to the earth's fires.

Where the light of Heaven does not reach, ill forces are quick to lay claim to the dead, so dwarves defend the mausoleums of those who join Moradin's guard after death carefully, and return the rest to Mya's care in her magma chambers. Ascension and salvation are foolish hopes that only distract from the now. Yet conversion is common among dwarves who have chosen to live among humans permanently and become bewitched by their idealism.

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[D&D 5e] The Brightest Light / Miriana's Black Book (Lore and monsters)
« on: October 13, 2016, 03:57:10 PM »

(Credit https://www.nasa.gov/multimedia/imagegallery/image_feature_1147.html)

The peony star

A cold, dark forest. Uneven ground; treacherous.
Look up: empty, lightless sky. Except one.
An aeon distant, a small point of light. A single red star.
Watch petals of fire bloom and wilt. Life and death, light and dark, a shining answer to all of it.
Something hurts. Ignore it, follow the star.
Stumble. Ignore it. Faster. Something hurts. Faster.

In Sredin, there is a cautionary tale of a youth who climbs a cliff face to bring his lover a red flower. He plucks the flower, but in his eagerness slips on the way down and falls to his death together with her.

10
[D&D 5e] The Brightest Light / Dramatis Personae (Character sheets)
« on: October 08, 2016, 06:54:26 PM »
Heroic or tragic, here they are.

See Rules of the House for character creation.

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[D&D 5e] The Brightest Light / Towers of Light (Setting and locations)
« on: October 08, 2016, 06:51:44 PM »

(Credit http://magic.wizards.com/en/articles/archive/feature/creating-art-innistrad-2011-09-05)

Races and classes

Dwarves
A strong and industrious race of the great western mountains and foothills. They value skill, mindfulness, and tradition, and divide their society into castes ruled by artisans and craftsmen. Many eschew humanity's sky-gods and treat instead with the deep things beneath their mountain homes.

Elves
A long-lived, secretive people hailing from the cold forests and plains of the far northeast. While the dawn elves remain distant in their ancient homes, the dusk elves have settled among human lands. Their light-shy and manipulative cousins are called night elves by humans, but other elves term them simply drow, refusing to acknowledge them as elves.

Halflings
Good-natured people said to have been created when a city of humans was cloven in half to the last and an angel took pity on the remains - hence the name. Considered a kind of human, they are well-aceepted but prefer to settle separately, for human cities are not scaled to them. All races regard them fondly, but often with an air of patronage.

Humans
Transient but resourceful, humankind expands with singular ambition. They are the masters of the two empires that cover the continent's center, and a dozen other kingdoms. It is their gods that light the earth, they say, though the church is younger than it likes to admit.

###

Barbarian
A warrior who gives in to base nature in battle, discarding the pretense of civility that helps Men to sleep at night. While associated with primitive cultures, the "war-madness" has been observed even among soldiers. Especially in the historically war-torn central and southern mountains, the line between lawbringing conqueror and bloodthirsty warlord has always been thin.

Bard
Heirs of a diverse tradition who keep old wisdom alive in coded parables and music, working magic through resonance. A handful of highly respected colleges enjoy a degree of immunity even nobles are envious of. Not all can graduate to become a herald or influential courtier, but even common folk appreciate entertainment and inspiration.

Cleric
Wise and holy men and women favored by humakind's gods of Heaven - Skymother Celeste, Queen Sunna and King Mano, Sight-Fire Ain, Great and Gracious Deneb, and a myriad others. The dwarves have their own gods in Moradin and Mya, while the elves prefer to treat with worldly forces, but many members of both races have become integrated.

Druid
Shaman of a secret society venerating the ancient gods of the land - Wolf, Bear, Lake and Mountain, Snake, and more besides. Though humanity now looks to the heavens for salvation, the druids remember that this was not always so. Rumors that such circles guide kingdoms from the shadows are mostly baseless.

Fighter
Skilled and powerful warrior, above the simple rank and file. Those who choose to make war their profession attend schools dedicated to slaying, or apprentice themselves to a man-at-arms or mercenary company. There is always demand for those willing to kill for coin or cause, and true skill may bring glory as well.

Monk
Heretic mystics who believe in the divinity of the mortal body and soul. Rather than seek a place among the stars in death, they aim to embody their light on earth in life. Though the church is in truth fractured and houses many strange sects, this is among the strangest and least tolerated.

Paladin
Knights of several pious orders named for the attendants of a legendary king of antiquity. The largest and most powerful of these orders - the Knights of the Heron, Crane, and Shrike - are practically polities of their own. Though orders have come and gone, it is traditional for them to be named after birds, which are said to speak the language of Heaven and embody goodness and truth.

Ranger
Hunter and frontiersman with knowledge of wild spirits and occult trade secrets. Such individuals often patrol sparsely settled places to defend whatever they call home without sanction. In the south, they have sometimes led or aided bands of brigands that styled themselves freedom fighters against nobility or invading forces.

Rogue
Expert in stealth, devices, clandestine operations, theft, or murder - in short, a criminal. In certain areas, those who make it their profession to evade the law have begun to organize into secret cults allied with slinking, dark spirits of the night and claim to better their communities from the shadows. In this world, even the dregs of society need something to believe in.

Sorcerer
Scions of ancient bloodlines whose founders practiced dark alchemy and drank the blood of dragons for power. Nowadays, the families are large and the blood is thin, and the gift of true blood sorcery is rare. Lesser mutations are often taken for signs of inbreeding or curses by the ignorant, but old names still command respect among those who recognize them.

Warlock
One who has broken with the gods and treated with stranger entities. Beings such as cast-out stars, voices in the cracks, or spirit kings cannot, will not, or dare not bless mortals and shape destiny as the gods of heaven and earth do, but they have power and knowledge to spare, and are eager if harsh teachers to those with the will or desperation to use their gifts. The price may not even feel like a price, at first.

Wizard
A scholar of reality, who studies at the feet of the world itself and its spirits. Though wisemen have long been bizarre loners and often opposed the church, the human empires can leverage sufficient resources to formally instruct those wealthy and patient enough - and loyal enough.

12
[D&D 5e] The Brightest Light / Rules of the House
« on: October 08, 2016, 05:43:28 PM »
Session details

Channels: #BrightestLight and #BrightestLightOOC on Rizon.

Time: 10:00 for Bozwevial, 16:00 for Agita, 23:00 for veekie.

First session: 11.11.2016 18.11.2016 on account of illness.

14
Off Topic Fun / WotC Community forums to be Shut Down
« on: September 16, 2015, 01:58:26 PM »
http://magic.wizards.com/en/articles/archive/news/wizards-coast-community-forums-be-shut-down-2015-09-16

The link's title speaks for itself, I think. Their reasoning is interesting and strikes me as odd at first glance, but they have a point in that I haven't really heard a peep about the WotC boards as a MtG or D&D (or anything else) community in years - when people are talking about discussion, it tends to be about rpg.net, MtG Salvation, Giant in the Playground, etcetera.

Of possibly more interest to this community in particular, people may be interested in saving content from over there before it's deleted. Content older than a few years (I actually forget when that happened - it was sometime after BG's founding but before Min/Max), from before the change in the boards' architecture, is already gone, but if there's any content you deem worth saving, it's best to back it up.

This thread is for discussing the decision and coordinating any backups people are interested in making, from any board (which is why it's in Off-Topic, rather than the D&D board).
As a request, I'd like us to refrain from bashing WotC (forums, company, or community) for its own sake, as per general policy.

15
[D&D 5e] Crack of Dawn / Session Summaries
« on: December 06, 2014, 12:06:40 PM »
Session 1 & 2

Encounters:
Meeting Ellis and Zenithar (Noncombat)
Alyssa and the wolves - 100 XP
Dire wolf ambush - 100 XP
Rescuing Alyssa - 75 XP

Information
Goodsky. Local merchant with a name that's easy to get wrong. Zeni claimed room and board at his house and ended up leading us right into the werewolf's den. Incidentally, he's a werewolf.
Zenithar, also known as Zeni. Mage, self-professedly not a sage. Seems like the kind who barks but doesn't bite. Pretty powerful.
Ellis. Has crossbows and good aim. Seems reliable and competent. Should ask for help about the bugs.
Alyssa. Can shoot magic and teleport, apparently. Supposedly here to save a farmer's granddaughter.
Goodsky seems to keep wolves on his estate? They come out at night to terrorize the town.

Loot
Party formed.
Silver-coated the staff and several of Ellis's bolts.
A torch from the house.
Did I spot Zeni stealing silk panties?

Expended
Several silver pieces.
The estate's garden (now on fire).
Alyssa: Three hit dice (short rest), now at 12 hp.
Lien: Two hit dice (short rest).
Ellis: A bunch of crossbow bolts?
Zeni: One 1st-level spell.

Experience
Level 3 - 900+175/2,700

18
Homebrew and House Rules (D&D) / Random Table: 100 NPC Traits
« on: August 12, 2014, 09:32:50 AM »
NPCs are the lifeblood of a campaign world, and sometimes a GM has to make them up on the fly. A technique I use for this is to come up with a set of three traits that stand out in some fashion, to allow me to give the PCs a quick, easy to visualize description and fill in the details as I go. It also helps some to make NPCs memorable for the players (such as 'the lanky, chain-smoking wizard').

I've put together the following table primarily for use with this method of NPC creation, but it can also be used to add traits to extant NPCs, plan them in advance, or do any of the above with your PC instead. It's designed primarily for expedience and ease of use, so just roll a d100 one to three times and look up the result, or pick any combination that strikes your fancy without rolling. If a result doesn't fit or make sense for any reason or you just don't like it, reroll or pick another. I may later make a more in-depth table involving more than one roll per trait for those who want the additional traits or just like rolling dice.

d%Trait
01Long hair
02Very short hair/bald
03Messy hair
04Unusually dirty (relative to circumstances)
05Unusually clean (relative to circumstances)
06Lanky build
07Stocky build
08Petite build
09Massive build
10Slender
11Broad-shouldered
12Overweight
13Underweight
14Beer gut
15Pregnant wife or lover present (male)/pregnant (female)
16Knockout figure (female)/Adonis body (male)
17Unusually tall/giantism (relative to demographic, e.g. 5'+ for a dwarf)
18Unusually short/dwarfism (relative to demographic, e.g. less than 5' for an adult human)
19Obviously rich
20Especially well-dressed
21Terrible sense of fashion
22Unusual dress (relative to station/environment, e.g. exotic or unseasonable clothing)
23Unusual hair or eye color (relative to environment)
24Albinism
25Racial/ethnic minority (relative to environment, e.g. light-skinned human in predominantly dark region or dwarf in elf city)
26Religious/philosophical minority (relative to environment, e.g. monotheist sect of polytheist faith)
27Other minority (e.g. nonstandard sexual orientation or gender identity)
28Unusual speech pattern (e.g. speaking very formally, referring to self in third person)
29Speaks loudly or whispers
30Speaks very quickly/very slowly
31Thick accent
32Speech disorder (e.g. stuttering, lisp)
33Phonic tic (e.g. clearing throat frequently, repeating words)
34Motor tic (e.g. rubbing hands together, grimacing)
35Notable jewelry
36Vision correction (e.g. eyeglasses, monocle)
37Tattoo(s)
38Impressive facial hair (male)/Impressive chest (female)
39Distinctive facial feature(s) (e.g. large nose, unibrow)
40Missing body part (e.g. eye, hand, leg)
41Scar(s)
42Requires walking aid (e.g. cane, crutches)
43Suffering from disease
44Bad posture (e.g. slouching, hunchback)
45Regal bearing
46Unusually young (relative to situation, e.g. child running a store)
47Unusually old (relative to situation)
48Appears afraid of something
49Upset about something
50Happy about something
51Appears confused or drunk
52Prejudiced (e.g. racist, nationalist)
53(Ab)uses some social drug (e.g. tobacco or alcohol)
54Foul-mouthed
55Very polite (but not necessarily friendly)
56Boisterous
57Lazy
58Friendly and pleasant
59Rude or sarcastic
60Generous
61Miserly
62Cowardly/jumpy
63Enthusiastic
64Superstitious
65Jerk
66Androgynous
67Behaves counter to gender norms (e.g. tomboyish girl, boy playing with dolls)
68Crossdresser
69Keeps fiddling with something
70Artistic hobby (e.g. painting, music)
71Productive hobby (e.g. tinkering, knitting)
72Gaming hobby (e.g. gambling, chess)
73Academic interest (e.g. history, chemistry)
74Unusual skill (relative to situation, e.g. city-dweller knowing wilderness survival)
75Excellent cook
76Married or engaged
77Nobility (as appropriate to society)
78In debt (monetary or of honor)
79Blood relative to a previous NPC or blood relative present
80Practices a martial art (as appropriate to setting, e.g. fencing, Tai Chi)
81Practices a sport (e.g. discus throw, running)
82Easily distracted/lost in thought
83Idolizes and gushes about something or someone
84Despises and opposes something or someone
85Obsessed with cleanliness
86Likes being dirty
87Supernatural trait or heritage (aside from race, e.g. horn(s) on a human)
88Minor magic talent (low magic settings)/magically inept (high magic settings)
89Spellcaster (low magic settings)/magical prodigy (high magic settings)
90Phobia (e.g. afraid of spiders or snakes)
91In poor health
92Perpetually sleepy
93Hyperactive
94Particular favorite food
95Sweet tooth
96Gluttonous
97Corrupt
98Too honest for their own good
99Likes to sound smart
00Breaks into a song and dance routine (or roll again twice)

Remember these traits are supposed to be things that stand out, so they should be visible. For traits that don't automatically shine through like hobbies or skills, the NPC should engage in them or make reference to them at some point (e.g. a chess set in a room, NPC boasting about their athletic prowess). If the NPC is pregnant, she should be visibly so or else she or someone should mention it, tattoos should be on a part of the body the PCs will see, and so on.

19
Gaming Advice / MOVED: I cannot decide on the ideal build.
« on: June 19, 2014, 07:13:19 AM »

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