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Messages - bhu

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1
THE LEAGUE   Wizard Subclass)
Otiluke may be most famous as a Wizard, but he was also a master of bowling, and champion of the All Wizards Bowling League (which he insisted his students join).  Many of them questioned his reasoning that studying the sport of bowling made one a better Wizard.  At least they did until they were advanced enough to learn the Leagues secret techniques.  Techniques a jealous Otiluke was said to have created to challenge a mere barbarian!  Okay, so grated the Barbarian's stepdad was an Elemental who taught his kid magic, but still...

CHOP
At 2nd Level, whenever you successfully deal Force damage with a spell (including your Bowling Sphere listed below), the target must also make a Strength Saving Throw against your Spell Save DC or be knocked Prone.

DRIFT
At 6th Level, whenever you successfully deal Force damage with a spell (including your Bowling Sphere listed below), you may move the target 5 feet in any direction.

BOWLING SPHERE
At 10th Level, when you cast Resilient Sphere it has additional effects you can access.  Firstly, it and the enclosed creature hover a foot or so above the ground.  Secondly, you can move the sphere up to 30 feet in any direction once pr round as a Bonus Action.  Thirdly, if you move it into a creatures space, make a spell attack roll.  If it succeeds both the enclosed creature, and the target creature take 1d6 Force damage, plus another 1d6 Bludgeoning damage per 10 feet the sphere traveled this turn.

MEISTER BOWLER
At 14th Level, you may cast Resilient Sphere twice per day without using a Spell Slot or Material Component.

2
Poisonflame  nother request
                      Large Outsider (Chaos, Evil, Extraplanar, Tanar'ri)
Hit Dice:             10d8+60 (105 hp)
Initiative:           +3
Speed:                50 ft. (10 squares), Burrow 30 ft.
Armor Class:          23 (-1 Size, +3 Dex, +11 Natural), touch 12, flat-footed 20
Base Attack/Grapple:  +10/+20
Attack:               Claw +15 melee (1d8+6)
Full Attack:          2 Claws +15 melee (1d8+6) and 1 Bite +15 melee (4d4+4 plus 2d6 fire)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Breath Weapon, Fiery Bite, Summon
Special Qualities:    DR 10/Good, Darkvision 60 ft., Immune to  electricity and poison, Energy Resistance 10 (acid, cold, fire), Telepathy 100 ft., SR 22
Saves:                Fort +13, Ref +10, Will +9
Abilities:            Str 22, Dex 17, Con 22, Int 14, Wis 14, Cha 18
Skills:               Climb +19, Concentration +19, Hide +16, Intimidate +17, Jump +19, Listen +23, Move Silently +16, Search +15, Spellcraft +15, Spot +23
Feats:                Cleave, Improved Multiattack, Multiattack, Power Attack
Environment:          A  chaotic evil-aligned plane
Organization:         Solitary
Challenge Rating:    11
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment:     ---

3
September 1776 / Re: Chapter 2: Haxan
« on: May 17, 2024, 07:12:08 PM »
Where are we meeting? Still in town, or on the outskirts?

When you say the crowd begins to thin, do you mean the townsfolk watching on, or the ghouls as they leave?

How far is this reflection from Elizabeth? Is she standing near the ally? Is there anyone else around near her?

The square you've been meeting in.

The ghouls are beginning to thin out.

The alley is across the way from you, you think the person (if that's what it is), is about 60 feet or more away.

There are several men surrounding you, and several of the Haxan between you and the alley.

4
September 1776 / Re: Chapter 2: Haxan
« on: May 14, 2024, 07:01:55 PM »
You see hundreds of ghouls (maybe more than hundreds), the Haxan you aren't sure.  There's a few dozen women, some of which look normal, some of which manifestly do NOT.  For the first hour all is well.  When the crowd begins to thin you notice a glint of light reflecting off something metal in an alleyway.

5
PANDA FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

PANDA FOLK SPECIES TRAITS
·   +2 Con, +2 Dex, +4 Int, +4 Wis, +8 Cha
·   Size Class: Medium
·   Type: Outsider with the Native and Shapechanger Subtypes, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Spell-Like Abilities (Sp): 1/day: Charm Person, Clairaudience/Clairvoyance, Demand, Hold Person, Mass Suggestion, Persistent Image, Shadow Landscape, Sleep, Suggestion.  Caster Level 12th.
·   Detect Life (Su): You effectively have Blindsight 500', but only to detect living beings.
·   False Beauty (Su): An Allura can assume the shape of any medium sized female humanoid. This works like Alter Self as cast by an 12th level Sorcerer, but the Allura can remain in the chosen form as long as it has fed upon a persons emotions in the last 4 months. It can assume a new form or return to its own as a standard action. Once lost the Allura cannot regain her False Beauty until she has fed.  So long as your False Beauty is up you can control what Alignment is revealed by spells cast on you such as Detect Evil or True Seeing.
·   Emotional Vampirism (Su): Allura feed on the emotions created by tension, excitement, and fear. They do not require food or water, and subsist purely on these emotions.  They may go without emotional feeding a similar number of days that other beings can go without water.  Any living creature within 60 feet that fails a Saving Throw against one of the Allura's Spell-Like Abilities (or any spell or effect that causes negative emotions) must succeed on a Willpower save or immediately take 1 point of Strength damage, 1 point of Constitution damage, and 1 point of Intelligence damage (Save DC is Charisma based). A failed save also 'feeds' the Allura for 3 days.
·   +3 Natural AC Bonus
·   An Allura has 6 Racial Hit Dice, giving it the following: 6d8 Hit Points, +6 Base Attack Bonus, +5 Fort Save, +5 Ref Save, +5 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Knowledge (Arcana, History, Wildspace), Listen, Move Silently, Sense Motive, Spellcraft, Spot, and Wildspace Survival. It also gets 3 Feats.
·   Allura have a +4 Racial Bonus to Bluff, Diplomacy, Disguise, and Sense Motive Checks.
·   Automatic Languages: Pandas speak Furry and Common.  Bonus Languages: Any nearby species.
·   Level Adjustment: +5
·   Favored Class: Beguiler

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

PANDA CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A PANDA
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

PANDA SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

PANDA ADVENTURES
Give at least three examples of an adventure for or involving a member of this race

6
TURTLE FOLK


   
"Behold the turtle.  He only makes progress when he sticks his neck out.  What kind of bigoted nonsense is that?  Get off my lawn."

 The Turtle Folk are adorable little turtle people about 3 feet tall.  AT least the Dragons of the Jester's Realm think so, as they have quickly adopted them as wards.

TURTLE FOLK SPECIES TRAITS
·   +2 Str, -2 Dex
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base Land speed 20 ft.
·   Base Swim speed 20 ft.
·   Hold Breath (Ex): The Turtle can Hold it's breath for (8 times Constitution Modifier) rounds before it risks drowning or suffocation.
·   Shell (Ex): Your shell provides a +6 Natural Armor Bonus.  They may wear normal armor over it, but that armor is one and a half times the normal weight and cost.
·   Scent (Ex)
·   Turtles have a Primary Claw Attack doing 1d3 plus their Strength Modifier.  They get 2 Claws with a Full attack.
·   Turtles receive a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.
·    Turtles automatically speak Scaly, and Draconic.  Bonus languages include Feathery, Furry, Common, and nearby races.
·   Level Adjustment: +0
·   Favored Class: Dragon Shaman

STARTING AGE
 Adulthood: 40
 Barbarian, Rogue, Sorcerer: +3d6
 Bard, Fighter, Paladin, Ranger: +5d6
 Cleric, Druid, Monk, Wizard: +7d6

AGING EFFECTS
 Middle Age: 125
 Old: 188
 Venerable: 250
 Maximum Age: +2d% years

HEIGHT AND WEIGHT
 Base Height: Male: 3'  Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x(2d4) lbs.

TURTLE CHARACTERS
 You aren't speedy, but you are tough.  If you can't get faster, make sure you get tougher.
 Adventuring Race: Turtles usually go on adventures at the behest of their draconic masters, or out of dire need.
 Character Development: You have a fairly poor dex, so load up o the armor if you can find magical armor that won't slow you any more than you already are.
 Character Names: Male: Franklin, Graham, Hudson, Jeremy, Milo, Preston, Royce, Wesley.  Female: Addison, Audrey, Edith, Hazel, Katie, Meadow, Piper, Willow.  Surnames: Allen, Baldridge, Barleycorn, Dunphy, Harman, Jessop, Upton, Wotherspoon.

ROLEPLAYING A TURTLE
 You were quickly adopted by Dragons upon entering the Jesters Realm, and they were very grateful for it.  In the old world, they were persecuted rather badly due to being slow and easy to chase. 
 Personality: Just because you're slow, people also tend to think you're slow witted.  And you do your best to just let them keep thinking that.  They'll never see you coming...
 Behaviors: Behavior varies quite a lot depending on who your benefactor is.
 Language:  Turtles speak Draconic and Scaly, and many learn Common as well.

TURTLE SOCIETY
 Turtles usually build individualistic cities near the lairs of their Draconic benefactors.
 Alignment : Most of the Turtle Folk are some variation of Neutral.  Their society is heavily influenced by Dragons, so the non-Neutral component of their Alignment varies with their Dragon Lord.
 Lands : Turtles live virtually everywhere.
 Settlements : Outcast Turtle Folk will settle somewhere they can hide, ow that they no longer have a Dracconic patron.
 Beliefs : Chkrr and Puddytat are popular Gods.
 Relations: Turtle Folk are fairly live and let live, but if you hate Dragons, you have an enemy in them as well.

TURTLE ADVENTURES
·   His Lordship has been offended by the local Monkey Folk.  He has requested, and we quote, that you go "show those little (beeps) what for)."
·   Her Ladyship requests that you find a small treasure to be a wedding gift for her daughter.  When you reply you don't know of any local hordes not guarded by Dragons, she suggests you rob some Adventurers.
·   There is a Dragon Slayer in the forest.  He's very adamant about killing something, and you don't have the heart to tell him the local Dragons moved on after their divorce.  Also, he is crazy. 



TURTLE SPECIES SUBSTITUTION LEVELS

DRAGON SHAMAN
 Level 19: Replace Draconic Wings with Draconic Armor.
  Draconic Armor::  At 19th Level you gain DR 10/-.

ARCHIVIST
 Level 10 and 20: WHen choosing a Bonus Feat at these Levels, you can choose a Species Feat instead.


TURTLE FEATS

Digger
You were trained to dig into the hideouts of opponents during the war.
 Prerequisites: Ferret or Turtle, Str 15+
 Benefits: You gain a Burrow speed of 10 feet.

Draconic Knowledge
You were trained to fight enemy dragons.
 Prerequisites: Dark Knowledge Class Feature
 Benefits: You may use your Dark Knowledge against Dragons.

Extend Aura
Your range increases.
 Prerequisites: Draconic Aura class ability, Level 12
 Benefits: The range of your Draconic Aura increases to 60 feet.

Hard Shelled
You can be tough.
 Prerequisites: Turtle, Con 15+
 Benefits: Your Natural Armor Bonus to AC increases to +8.

Improved Touch of Vitality
You excel at healing.
 Prerequisites: Touch of Vitality class feature
 Benefits:  This Feat may be taken multiple times.  Each time you take it the number of hit points you may heal per day increases by 10 points.

Persistent Aura
You powers do not require conscious thought.
 Prerequisites: Draconic Aura class feature, Level 6
 Benefits: Your Aura works even if you are unconscious.

Titan Wrassler
You wrassle anything, no matter how big.
 Prerequisites: Platypi or Turtle, Clever Wrestling
 Benefits: Your Clever Wrestling Feat no longer has Small or Medium Size as a Prerequisite.  Also your Bonus applies to all Grapple Checks, not just the escape attempts.

Turtle Up
You have a mystic shield.
 Prerequisites: Turtle, Cha 13+
 Benefits: You can cast Shield 1/day as a Spell-Like Ability.

Water Wrasslin'
You are well trained at fighting underwater.
 Prerequisites: Platypi or Turtle, Improved Unarmed Strike
 Benefits: You don't take melee attack penalties when fighting underwater, and can Hold your breath for (12 times Con Modifier rounds) before you risk drowning.

7
CHICKEN FOLK


   
"Sins, like chickens, come home to roost."

 Small, lively anthropomorphic chicken people.  They tend to be loud, chatty, and devoted to causes of their choice (said causes tend to be of the Lawful sort).

CHICKEN FOLK SPECIES TRAITS
·   +2 Dex, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 30 ft.
·   Chickens have a Primary Peck Attack doing 1d3 plus one and a half times Strength Modifier.
·   Chickens have a +4 Species Bonus to Jump and Spot Checks.  Chickens gain Dodge as a Bonus Feat.
·   Automatic Languages: Chickens speak Feathery and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +0
·   Favored Class: Paladin

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

CHICKEN CHARACTERS
 Chickens are fast moving for their size, and will excel at quick, mobile fighting styles.
 Adventuring Race: Chickens adventure for a wide variety of reasons, much like humans.
 Character Development: If you're going with a melee build, base it off of Dexterity.
 Character Names: Chickens tend to use the naming conventions of whatever society they're living in.

ROLEPLAYING A CHICKEN
 Your allegiance is to your religion, the law, and your fellow Chickens before all else.  And that is a hill you will gladly die on.
 Personality: You are generally obsessed with your social station, and trying to improve it.  You also are a bit of a tattle tale when it comes to rulebreakers..
 Behaviors: You spend much time socializing.  Other species don't get it, but you are definitely not introverts, and social mingling is like oxygen for you.
 Language: Chickens speak Feathery and Common.  If there are other commonly spoken languages where they live, they will learn those as well.

CHICKEN SOCIETY
 Chickens are fairly conformist, and go along with whatever society they find themselves living among.
 Alignment : Chickens are overwhelmingly Lawful, and most are Neutral as well.
 Lands : Chickens live just about everywhere.
 Settlements : Again, Chickens live just about everywhere..
 Beliefs : Aside from Boris, the Chicken Folk prefer Lawful Gawds.
 Relations: How Chickens treat you largely depends on how well you follow the rules.

CHICKEN ADVENTURES
·   What is clearly a Gawd appears before you, and beseeches you to go on a quest to SAVE THE WORLD!  You aren't buying it, you don't know him or his place in the scheme of things.  At which point they turn to "I'm a Gawd, do it or I make your life Hell" as a way of selling it.
·   Your position in the pecking order has suddenly changed, along with a great many others.  You need to find out what's going on.
·   Thpptt, the Slug God, is drunk and high, and sleeping it off in your bedroom.  Much against your will.  He claims he's been kicked out of Heaven, so for your own peace of mind you have decided to find out how to get him reinstated.


CHICKEN SPECIES SUBSTITUTION LEVELS


PALADIN
 Level 1: Replace Detect Evil and Smite Evil with Detect Chaos, and Smite Chaos.  These abilities work the same, but they target Chaotic individuals instead of Evil ones.

FAVORED SOUL
 Level 1+: At each Level that you gain access to a new Level of Spells (1st, 3rd, 5th, etc.) you can choose one spell from any spell list from the Abjuration or Divination schools to replace one of the spells you know on your spell list.  This must be a spell of a level you can cast.

CLERIC
 Level 1: In addition to the normal Domains, you can also choose the Community Domain (see Spell Compendium).


CHICKEN FEATS


Defender
You are a protector of others..
 Prerequisites: Chicken
 Benefits: You gain a Resistance Bonus on Willpower Saves equal to your Hit Dice divided by 4.

DEFEND THE COLONY!
You are loyal to your neighbors.
 Prerequisites: Chicken, Glider, Gopher or Rabbit
 Benefits: When you use Aid Another to boost an Ally's attack roll, it is a Move Action instead of a Standard Action.

Quick Charge
Your prodigious leaping abilities make you dangerous.
 Prerequisites: Quick Charge
 Benefits: When making a Charge Attack, difficult terrain doesn't affect your movement speed.

Puff Up
You are quite intimidating.
 Prerequisites: Chicken or Ferret, Cha 13+
 Benefits: If you successfully Demoralize an opponent via the Intimidation skill, they are Shaken for 1d4 rounds.

Quick Charge
You are less open during charging attacks
 Prerequisites: Chicken, Dex 15+
 Benefits: You take no Penalty to AC when performing a Charge Attack.

Rooster
You are quite inspiring.
 Prerequisites: Defender
 Benefits: All allies who can see you share you're Bonus to Willpower Saves from the Defender Feat.

Shared Grace
You are quite helpful.
 Prerequisites: Divine Grace class feature, Chicken, 12th Level
 Benefits: At the beginning of the day, you may choose one willing creature within 30 feet.  That creature shares your Bnus to Saving Throws for 24 hours.

Spurs
You have developed leg spurs you wield in combat.
 Prerequisites: Defender
 Benefits: You gain 2 Rake attacks when performing a Charge doing 1d3 plus Str modifier (use highest BAB).

Terrifying Charge
You are less open during charging attacks
 Prerequisites: Puff Up, any one Feat that modifies Charge attacks
 Benefits: When you make a Charge Attack, you can make an Intimidation Check to leave them Shaken as per the Puff Up Feat as a Free Action.

8
September 1776 / Re: Chapter 2: Haxan
« on: May 07, 2024, 07:16:10 PM »
The days pass uneventfully, and it is time.  James has the human population locked up tight indoors, with his men along the routes the ghouls will be leaving by.  Mostly to protect the peace, but just as likely to gun them down if things pop off.

When you arrive there are several Haxan (including Isabella), the leader of the ghouls, and a massive pack.  Perception rolls plz.

9
CYBERIAN  nother request


   
"That does not compute."

 Cyberians are draconic looking humanoids, with wings, a tail, and double jointed legs.  As they age they incorporate ever more cybernetics into their bodies.

CYBERIAN SPECIES TRAITS

Class Skills
 The Cyberian's class skills (and the key ability for each skill) are Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Investigate (Int), Knowledge (any, Int), Navigate (Int), Pilot (Dex), Repair (Int), Research (Int), and Treat Injury (Wis).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +0    Cyberian Body, +1 Con
2. +1    +3     +0     +0    Flight, +1 Int
3. +2    +3     +1     +1    Technological Training, +1 Wis
4. +3    +4     +1     +1    Body Modification, +1 Con
5. +3    +4     +1     +1    Flight, +1 Int
6. +4    +5     +2     +2    Technological Training, +1 Wis
7. +5    +5     +2     +2    Breath Weapon, +1 Con
8. +6    +6     +2     +2    Body Modification, Flight, +1 Int
9. +6    +6     +3     +3    Technological Training, +1 Wis
10.+7    +7     +3     +3    Improved Breath Weapon, +1 Con
11.+8    +7     +3     +3    Flight, +1 Int
12.+9    +8     +4     +4    Body Modification, +1 Wis     

Weapon Proficiencies: Cyberian's are Proficient in Simple and Martial Weapons, and Light, Medium and Heavy Armor (but not Shields).

Cyberian Body: The Cyberian loses all other racial bonuses, and gains Construct traits, with the Living Construct and Dragonblood Subtypes, and 30 feet base speed, medium size. The Cyberian has wings, but they're too weak to do anything for now. It has a Natural Armor Bonus to AC equal to it's Con modifier.  It has a Primary Claw attack doing 1d6 plus Str modifier.  It also has a Secondary Bite (1d6 plus 1/2 Str modifier), a Secondary Wing Buffet (1d4 plus 1/2 Str modifier), and a Secondary Tail Slap (1d6 plus 1/2 Str Modifier).  It gets 2 Claws, 1 Bite, 2 Wing Buffets and 1 Tail Slap with a Full Attack.  It has Energy Resistance to Electricity equal to it's Con score.

Flight (Ex): At 2nd Level you gain a Fly speed with a Maneuverability of Clumsy.  At 5th Level this increases to a speed of 40 ft., with Average maneuverability.  At 8th Level this increases to 60 ft., with Good maneuverability.  At 11th Level, maneuverabilty becomes Perfect.

Technological Training: At Levels 3, 6 and 9 choose any one skill to become a Class Skill, or gain a +2 Competence Bonus in a skill you already have ranks in.

Body Modification (Ex): At Level 4 you may switch one of your hands for a cybernetic attachment, replacing one claw attack with a weapon of another sort.  You get an additional attachment at Levels 8 and 12.  At 4th Level this is any one weapon you are proficient with.  At Level 8 this is upgraded to a +1 weapon.  This is further upgraded to a +2 at Level 12.

Breath Weapon (Ex): At 7th Level, you gain a Breath Weapon that can do 4d6 electricity damage every 1d4 rounds in a 30 foot Line.  Creatures within the aarea if effect can make a Refkex Save for half damage (Save DC is Con based).

Improved Breath Weapon (Ex): At 10th Level, your Breath Weapon does 6d6 damage in a 60 foot Line.

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 240 lbs.   Female: 170 lbs.
 Weight Modifier: x(2d8) lbs.

CYBERIAN CHARACTERS
 Given that they're a technological species the Cyberians have access to D20 Modern skills.  You might want to see if you can convince your DM to take Class levels from there as well.
 Adventuring Race: Cyberians adventure to gain new information, or to 'guide' adventurers into a less dangerous way of doing things.
 Character Development: Your weapons add-on's may need enchanted to be effective at higher levels.
 Character Names: Cyberians usually have names linked to their area of technological study.

ROLEPLAYING A CYBERIAN
 You wish to know more.  About everything.  Seriously, it keeps you up at night.
 Personality: Cyberians are curious and analytical, eagerly devouring new knowledge.  They also see themselves as the only adults in the room, so to speak.
 Behaviors: Cyberians are mostly known for their curiosity.
 Language: Cyberians speak their own language (Droid) and Common.

CYBERIAN SOCIETY
 The Cyberian empire focuses on developing new lands, or improving old ones.
 Alignment : Most are Lawful and/or Neutral.
 Lands : Cyberians originate on Cyberia Prime.
 Settlements : When not at home, they prefer more technologically advanced areas.
 Beliefs : Cyberians prefer Gods of the forge, or of shelter.
 Relations: Other species view them as slightly annoying, but well meaning.

CYBERIAN ADVENTURES
· You've received a distress signal from an uninhabited planet.
· An energy being appears, and demands you worship 'him' as a God.  This is a bad sign.
· You have somehow come into possession of an artifact that 90% of the known world is willing to kill for.



10
September 1776 / Re: Chapter 2: Haxan
« on: May 05, 2024, 11:53:15 AM »
You doing anything beforehand?

11
September 1776 / Re: Chapter 2: Haxan
« on: May 03, 2024, 06:36:39 PM »
"I presumed we would be standing guard to make sure there are no...incidents.  I'm sure there are those on both sides who want more blood."

12
September 1776 / Re: Chapter 2: Haxan
« on: May 02, 2024, 06:52:10 PM »
"So we start the exodus in a day from now, as soon as it is fully dark.  Agreed?"

13
September 1776 / Re: Chapter 2: Haxan
« on: May 01, 2024, 06:37:38 PM »
If you had to guess they're closer to being human---like you.  You'd guess Isabella has cast enough spells she's lost a large portion of her humanity, and may think in ways you no longer do.  She's less a woman than a woman shaped predatory thing.

ooc: I'll be doing 60 hour weeks through November unless things change, so my posting will be more sporadic.

14
SPINY TEMPLE MOUSE FOLK


   
"And there came an Angel a-hah!  And he spoke to me a-ha!  And he said 'Johnny a-ha.  You need to spread the word a-ha! And the word is disposable crossbows a-ha!"

 Spiny Mice are likely closer to Gerbils than mice, and are called that because they have stiff guard hairs similar to hedgehogs.  These are pretty much the teensy, anthropomorphic version of those.

SPINY TEMPLE MOUSE SPECIES TRAITS
·   +6 Dex, +2 Wis, -6 Str (minimum of 3)
·   Size Class: Tiny.  +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 15 ft.
·   Climb land speed 15 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Fast Healing (Ex): You heal 1 point of damage each round as long as you have at least 1 hit point.
·   Spiny Mice Folk have a Primary Bite Attack doing 1 point of damage plus one and a half times their Strength Modifier.
·   Spiny Mice Folk receive a +4 Species Bonus to Hide and Move Silently Checks.  They also have a +8 Species Bonus on Balance, Climb, and Listen Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Spiny Mice Folk automatically speak Furry, and Common.  Bonus languages include Buggy, Sylvan, and nearby species.
·   Level Adjustment: +2
·   Favored Class: Archivist

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 1'7"  Female: 1'5"
 Height Modifier: +1d4"
 Base Weight: Male: 4 lbs.   Female: 3 lbs. 5 ounces
 Weight Modifier: x (2d6) ounces)

SPINY TEMPLE MOUSE CHARACTERS
 Most of your people are a divine caster of some sort.  Try to gravitate towards the ones that offset your weaknesses.
 Adventuring Race: Temple Mice usually go on religious crusades, missions for their Church, or because their Gawd appeared to them in a vision.
 Character Development: Spellcasting will offset your lack of reach, but you'll still need to deal with that if you want to be a healer primarily.
 Character Names: Spiny Temple Mice take names from whatever society they dwell among.

ROLEPLAYING A SPINY TEMPLE MOUSE
 Overall, you have a fairly decent reputation, and you don't get much flak from anyone, unless they really dislike religion.  But you aren't usually the pushy religious type.
 Personality: Temple Mice tend to be devoted to their own pet cause, ideology or religion, but not usually to the point of exclusion and fanaticism.  They often strive to be a force for Good.  Or at least 'not Evil'.
 Behaviors: Temple Mice are curious, and often hoard religious texts and artifacts, some of which would probably be better left alone...
 Language: You primarily speak Furry, though you make an effort to learn any other local languages.

SPINY TEMPLE MOUSE SOCIETY
 Spiny Temple Mice are a fairly religious folk, and not just one religion.  They serve just about any Gawd who is helpful to the community.  To this end they don't so much as have a society, as they blend in with whatever local community they are among, and try to minister to them.
 Alignment : Most Temple Mice are some flavor of Neutral, although the various forms of Good are also strong pluralities.
 Lands : Your people's original home was a warm desert.
 Settlements : Spiny Temple Mice can be found wherever there are churches.
 Beliefs : The Temple Mice worship an astonishing variety of Gawds, sometimes to the point that individual family members all have separate religions.
 Relations: Temple Mice get along with the more religious species, but not so well with people who are cruel, vulgar or disruptive to the community.

SPINY TEMPLE MOUSE ADVENTURES
·   Plorg, the Gawd of Subtlety, has demanded you go on a mission for him.  You think.  You can't understand him.  Actually, no one can understand him, and your entire religion is basically a precariously balanced house of cards.  But he sure seems to want you to do something.
·   Someone has offended Mary Lou, the Gawdess of Vengeance, and she has demanded you go hand him his own butt.  The problem?  You aren't a member of her clergy.  You serve the Gawd of Tinkering.  Not that you're going to tell her that...
·   The Pantheon of Vice is holding a party on your front lawn.  At 3 am.  On a weekday.  Without bothering to be so kind as to ask you.  So how do you get an entire pack of Gawds and hundreds of their drunk and stoned followers to "Git off mah lawn!" without being smited?


SPINY TEMPLE MOUSE SPECIES SUBSTITUTION LEVELS


ARCHIVIST
 Level 4: Replace Still Mind with Protected.
  Protected::  At 4th Level you gain a +2 Bonus on Saving Throws versus spells or effects from the Necromancy school.

FAVORED SOUL
 Level 20: Replace Damage Reduction with Spiny!!
  Spiny!! (Ex):: Opponents who hit you in melee combat (including Grapples) take 1d6 plus their own Strength Modifier in magical Piercing damage.

CLERIC
 Level 1: Instead of being able to spontaneously cast Heal spells, you may choose to instead cast spells from the Abjuration school (these must still be spells of a level you can cast).



SPINY TEMPLE MOUSE FEATS


Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Capybara, Gopher, Mouse, Rat or Spiny Temple Mouse; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt.
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 19-20. Your Bite now ignores the first 5 points of Hardness or DR/-.

Not So Little Now Am I?
You have spiny hairs in your fur to provide defense.
 Prerequisites: Spiny Temple Mouse, Con 13+
 Benefits: You gain a Natural Armor Bonus to AC equal to your Con modifier.

Trap Shy
You are used to dodging Traps.
 Prerequisites: Must be a Mouse, Rat, Packrat or Spiny Temple Mouse.
 Benefits: You gin a +2 Bonus on Reflex Saves against Traps.

Improved Trap Shy
You are used to dodging Traps.
 Prerequisites: Trap Shy.
 Benefits: You gin a +2 Dodge Bonus to AC against Traps that make an attack roll.

Greater Trap Shy
You are used to dodging Traps.
 Prerequisites: Improved Trap Shy.
 Benefits:  If you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead.  If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4).  If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal).  If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward.

Anklebiter
You is one sneaky critter.
 Prerequisites: Tiny Size (or smaller) or the ability to gain it somehow
 Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

Regeneration
Your Healing factor is dramatically improved.
 Prerequisites: Must be a Spiny Temple Mouse, Con 15+, Level 6+, Must be Good
 Benefits: Your Fast Healing 1 becomes Regeneration 1.  You take regular damage from evil-aligned weapons and from spells and effects with the evil descriptor.



SPINY TEMPLE MOUSE FOLK
Before fleeing to the Jester's Realm, the Furry species (including Spiny Temple Mouse Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

DEDICATED TO VARIOUS CAUSES
The Spiny Temple Mouse Folk are anthropomorphic Spiny Mice about the size of small Gnomes.  They are often dedicated to some cause (usually a Church), or looking for the right one to dedicate themselves to.  Preferably a cause that is noble and just.  Despite being predators in their dim past, they aren't murderhobos, and aren't common adventurers.

SURPRISINGLY VICIOUS FOR LITTLE CRITTERS
The Spiny Mice are renowned for their healing abilities, some of them being able to regenerate heart tissue, and regrow large patches of skin without scarring.  They see it as a gift from the Gawds, and thusly they devote themselves to many a Gawds cause (as long as it isn't skeevy or cruel).  They often go on missions to recover lost texts and artifacts, which can be a dangerous proposition indeed.  It can be very dangerous to deal with Gawd created items, because (let's be hones) most Gawds are not the most mature, level headed beings in the Jester's Realm.  A fact which has disappointed many a mouse, but they always find another good cause to attach themselves to.

SPINY MOUSE FOLK NAMES
Spiny Mouse Folk borrow the naming conventions of whatever society they live among.

SPINY MOUSE FOLK TRAITS

Ability Score Increase. Increase your Dexterity by +2, and your Constitution score by +1.

Age. Spiny Mouse Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Spiny Mouse Folk are Neutral.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 3 1/2 feet tall and weigh around 30-35 pounds

Speed. Your walking speed is 30 feet, as is your Climbing speed.

Guard Hairs: You are tough enough that your Armor Class improves by +1 (natural armor).

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Self-Healing. When expending Hit Dice to heal during a short rest, you gain one extra die for free. 

Languages. You speak, read and write Furry, and any one other language of your choice.



Regeneration   (Prerequisite: Must be Spiny Temple Mouse Folk)
You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the missing part regrows and returns to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.


Spiny Temple Mouse Folk
"Good morning sirs, I am the Wizard Harlan Jurgens, and  this is my assistant Jim."

DO YOU BELIEVE!
"Hello."

"This fellow is Father Thomas, High Priest of Hiss, the Gawd of Wizards!"

"Praise be!  Is Jim your Familiar?"


"Father Thomas funds many archeological expeditions to find lost knowledge."

"I am not a familiar, I am his friend."

"His church also funds the local library!"

"I don't much care for Familiars."

"But Familiars are a wizarding mainstay!"

"And, I might add, not Humanoid."


Don't Touch Anything In This Room

"Not true sir!  Even in our small town one may contract with the Familiars Guild."

"I care for the Guild even less."

"They are rascals aren't they?"

"Familiars have a Guild?"

"More like a semi-legal union that strong arms casters."

15
CAPYBARA FOLK


   
"ooooohhmmmmm."

 Cute little Capybara folk.  Much like their real world counterparts they are known for their mellow.

CAPYBARA SPECIES TRAITS
·   +2 Wis, +2 Cha
·   Size Class: Medium
·   Monstrous Humanoid, giving you Darkvision 60 ft..
·   Base land speed 30 ft.
·   Base swim speed 20 ft.
·   Hold Breath (Ex): Capybaras can hold their breath underwater a number of rounds equal to 4 times their Constitution Score before they risk drowning.
·   Scent (Ex)
·   Capybaras have a Primary Bite Attack doing 1d6 plus Strength Modifier.
·   Capybaras have a +8 Species Bonus to Swim Checks, and can always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.  A Capybara gains a +4 Species bonus on Hide checks when in the water. Further, a Capybara can lie in the water with only its nostrils showing, gaining a +10 cover bonus on Hide checks.
·   Automatic Languages: Capybara speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Cleric

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

CAPYBARA CHARACTERS
 Since your species prefers to avoid violence, a divine spellcaster is a good option, especially with your ability scores.
 Adventuring Race: Capybaras usually go on adventures to help others or to defeat Evil.  They care not for fame or gold.
 Character Development: Your species carries with it an expectation of being excellent de-escalators, so you may want to buy some Diplomacy if you wish to live up to that reputation.
 Character Names: Male: Alfredo, Brayan, Carlos, David, Frank, Gael, Hector, Jefry, Jose, Paul. Female: Andria, Fabiella, Fiorella, Jacinta, Katia, Laka, Lucero, Luz, Maria, Paola. Surnames: Quispe, Flores, Rojas, Salazar, Medina, Aguilar, Palomino, Campos, Apaza, Carrasco.

ROLEPLAYING A CAPYBARA
 People tend to find you cuddly, or at least inoffensive.  Even Evil Overlords are known to go easy on the Capybaras.  In the old world you tried your level best to be peacemakers, and when that wouldn't work in the end, you were first to the front to assist your fellows.
 Personality: You tend to be thought of as quiet, modest and unassuming.  This doesn't mean you can't raise Hell if the situation calls for it.
 Behaviors: Capybaras are often found in their saunas, heated pools, or meditating.  They believe mental and emotional health is just as important as physical.
 Language: Capybaras speak Common  and Furry.  They often know another local language.

CAPYBARA SOCIETY
 Capybaras tend to keep to themselves.  They will participate in society, but they often find the other races too quarrelsome to put up with, and need some moments away from them to meditate and relive stress.
 Alignment : Virtually all Capybaras are Neutral, and a clear majority are also Good.
 Lands : Capybaras live in warm forests, marshes and plains.
 Settlements : Capybaras will insist on being near water.
 Beliefs : Capybara tend to go for Rabbit, the Nature Pantheon, or sometimes the Gawds of Concepts.
 Relations: Capybaras get along with everyone.  They just seem so nice.

CAPYBARA ADVENTURES
·   A local race for Postal Office Supervisor has spiraled wildly out of control, and you have been called in to bring peace before another hundred or so people die.
·   The local BBEG has adopted you.  As a pet.  You think.  She just wants to hug you and cry.  So do you try to talk her down so she goes back to committing evil?  Or do you take on the more arduous task of reforming her?
·   The local nobles don't want you 'scruffy' rural types living near them, and are conducting a campaign to get you tossed off your land.  You have been sent to seek assistance.  And by assistance we mean 'murderhobos'. 


CAPYBARA SPECIES SUBSTITUTION LEVELS


CLERIC
 Level 1: You can choose to cast one of the following spells spontaneously, instead of healing spells (you must still be the appropriate Level to cast the spell): Atonement, Calm Emotions, Helping Hand, Sanctuary, Tongues.

ROGUE
 Levels 10+: Gain a new option with the Rogues Special Ability.
  Friendly (Ex):: Regardless of what you roll on Diplomacy Checks, NPC's attitudes can never be worse than Indifferent towards you.  Attempting to change others attitudes can be done as a Full Round Action, instead of a Minute. 

FAVORED SOUL
 Levels 3 and 12: Replace Deity's Weapon Focus and Deity's Weapon Specialization with Divine Cleansing (Complete Warrior), and Divine Ward (see PHBII).



CAPYBARA FEATS

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Capybara, Gopher, Mouse, Rat or Spiny Temple Mouse; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt.
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 19-20. Your Bite now ignores the first 5 points of Hardness or DR/-.

Improved Dodge
You can really move when you have to.
 Prerequisites: Capybara, Dodge, Mobility
 Benefits: Any Dodge Bonuses you get from Feats improves by  +1.

Calming Effect
You're good at talking people down.
 Prerequisites: Capybara, Cha 15+
 Benefits: You may Take 10 on all Diplomacy Checks.  Additionally, if you are a spellcaster, add the spell Calm Emotions to your spell list (it does not count towards the maximum number of spells known if you have that limitation).

Meditation
You may clear your thoughts, and your mind of distractions.
 Prerequisites: Capybara, Wis 15+, 3rd Level
 Benefits: You may cast Lesser Restoration 1/day as a Spell-Like Ability, on yourself only.

Improved Meditation
You may Meditate while acting now.
 Prerequisites: Meditation, 9th Level
 Benefits: When meditating, you now cast Restoration instead of Lesser Restoration.

Greater Meditation
You are strong of spirit.
 Prerequisites: Improved Meditation, 15th Level
 Benefits: When meditating, you now cast Greater Restoration instead of Lesser Restoration.

DEFEND THE COLONY!
You are loyal to your neighbors.
 Prerequisites: Capybara, Glider, Gopher or Rabbit
 Benefits: When you use Aid Another to boost an Ally's attack roll, it is a Move Action instead of a Standard Action.


CAPYBARA FOLK
Before fleeing to the Jester's Realm, the Furry species (including Capybara Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

BELOVED BY (ALMOST) ALL
The Capybara Folk are anthropomorphic Capybaras about the size of small Gnomes.  They are mild mannered, and good to a fault, to the point that even evil folk don't like to see them to come to harm.  This makes them the perfect negotiators, as they are widely held in great esteem.

ON CALL AS DIPLOMATS AND PEACEMAKERS
The Capybaras are peacemakers, diplomats, negotiators, judges, clergy and healers.  Unlike other species which seem driven to prove how good they are, the Capybaras simply ARE nice people.  It seems to come to them naturally and without effort.  Indeed, seeing a Capybara raise it's voice in anger is so odd as to bring everything nearby to a screeching halt.

CAPYBARA FOLK NAMES
Capybaras use traditional names.

Male Names. Alfredo, Brayan, Carlos, David, Frank, Gael, Hector, Jefry, Jose, Paul.

Female Names. Andria, Fabiella, Fiorella, Jacinta, Katia, Laka, Lucero, Luz, Maria, Paola.

Family Names. Quispe, Flores, Rojas, Salazar, Medina, Aguilar, Palomino, Campos, Apaza, Carrasco.

CAPYBARA FOLK TRAITS

Ability Score Increase. Increase your Wisdom by +2, and your Charisma score by +1.

Age. Capybara Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Capybara Folk are Neutral or Good.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 3 1/2 feet tall and weigh around 30-35 pounds

Speed. Your walking speed is 30 feet, as is your Swim speed.

Hold Breath: You can hold your breath for 15 minutes.

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You speak, read and write Furry, and any one other language of your choice.



Meditate.   (Prerequisite: Must be Capybara Folk)
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You have Advantage on Saving Throws against spells or effects from the Enchantment or Illusion schools.

Capybara Folk
"Pardon me sir, is this the local Inn?"

Building A Better World Through Kindness
"We need a room for the day."

"Yes sirs! Welcome to Guinea Bigs! You're just in time for lunch, and the weekly church social!"

"Lunch is good, but we can do without the social."

"Nonsense!  Everyone will want to meet you!  It's not often we get visitors!"

"We...are adventurers..."

"Well, we'll try not to hold that against you.  Ma is making peach cobbler today if you gentlemen want any!"

"If it wweren't for the legions of enemies I've made who would track me down, I'd say this was a great place to retire."

"They aren't hunting you right now are they?"

"We never know really."


Gentle By Nature

"Good thing a lot of the local priests are here..."

"No one knows we came this way if it helps."

"It does help set my mind at ease."

"Oh my, your patio is full."

"Our cobbler is famous!  Let me introduce you to everyone."

16
September 1776 / Re: Chapter 2: Haxan
« on: April 27, 2024, 07:06:18 PM »
People clearly know something is going on, as they are giving you a wider berth, and clutching their guns tightly as they move by.  The other 'sisters' look a bit nervous whenever Isabella speaks.

17
September 1776 / Re: Chapter 2: Haxan
« on: April 21, 2024, 07:24:00 PM »
"Here will do."


You are of the opinion she is suffering corruption from too much spellcasting.

18
September 1776 / Re: Chapter 2: Haxan
« on: April 15, 2024, 07:34:24 PM »
"Of course."

(Her facial expressions and tone are odd.  She comes across as someone in a mask pretending to be human.)

19
September 1776 / Re: Chapter 2: Haxan
« on: April 13, 2024, 10:21:45 PM »
"Haha! So many questions! My family has always been a part of the Sisters.  You might say we were there from the beginning."

sense motive plz

"But to business.  Our former servants are almost ready to be on the move.  We need to set a time, and the place of egress."

20
September 1776 / Re: Chapter 2: Haxan
« on: April 11, 2024, 10:05:08 PM »
"Ha!  No, my family fled from Spain and it's patriarchy.  This new land is dreadfully drab, and seems to have a lot of the problems of the old one.  But with Washington's folly, we may find a freer life yet.  Have the sisters made you an offer yet?"

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