This is Raam.
Life is extremely rough, hot and short for most. Though tempers flare as hot as the midday sun, the riots only seem to stoke further flames of rebellion before being quashed by the mansabdars. If not for the nawab warlords, surely the city would be run over; but a semblance or order remains. The scales may be tipping in one direction, but it only takes a sudden surge of weight to throw off that balance in one way or the other. Which way will it go? Our adventurers may have their thumbs on the scales.
________________________________________________________________________________________________
You responded to a simple parchment nailed onto the central trade board of the Market Square. It read, simply:
"House M'ke has a half-dozen opportunities available for able-bodied entrepreneurs, ruffians, scoundrels, historians, spelunkers and gifted. Seek the Offices of House M'ke in the C Quarter to meet your contact. The danger you face will be more than adequately compensated." -RM
________________________________________________________________________________________________
"Glad you lot could make it," rumbles the Mul sitting at the head of the table. He was introduced to you as Al'ichma, personal bodyguard of Rogil M'ke. "I'll be forthcoming with you: you are not the first group of sorry sots to accept this offer, and I do not expect you to be the last. However, if you do prove to be up to the task, there is wealth waiting for you. Perhaps even salvation, but I get ahead of myself. Before I give details of the task, I will give details of myself and receive details of each of you."
He stands, raises his fist to his chest and makes a shallow bow. A tattered leather patch covers his left eye, and the number of tattoos around his face, shoulders and forearms is matched only by the scars. "As the slave relayed to you, my name is Al'ichma, although the masses wouldn't really know me by that name. I was known as Gaj in my youthful days, in part for my eye, but mostly in part for my friendly countenance. I rose some hell before finally ending up on the wrong side of a templar's wrath, and was to be put down at the amusement of my fellow citizens. The rest of the story, I'm sure you know, is history. Except for the people that say I'm dead. I'm not, as you can clearly see. Now, I foresee some of the more dangerous tasks befitting House M'ke, such as protecting the higher-ups from rabble, finding reasonable talent to see some 'odd jobs' done (he motions around the table at this, suggesting this is exactly what is going on now), and sometimes even leaving the city to make sure our caravans don't encounter any...mishaps." With this, he slowly sits back in his wooden chair (wood! An entire chair of wood!). "Now, introduce yourselves, and let no foolishness of castes dull your opinions."
The stories behind the legendary gladiator, Gaj, range from him slaying a tembo by himself, thus earning his freedom, to some even less believable feats, like being able to make copies of himself in battle. The only one of the stories you're absolutely sure is true is that he is completely unrivaled in The Way.
White-robed slaves scurry about the table with trays of foods entirely unknown to you. They place bowls and plates onto the table, calling out what they are called as they are placed. You are able to make out some of the words, notably "apples," as a delicacy that grows in regions so lush not even the likes of Gulg should have access to it. But, here you are, in the lap of luxury, with perhaps the finest meal of your life lying on the table in front of you, with perhaps the greatest opportunity in your life mere steps behind it.
________________________________________________________________________________________________
Welcome, adventurers, to the oozing blister on the diseased tract of land known as Athas. Within, you will encounter a world of lies, tragedy, moral ambiguity...and Halflings. This adventure is going to take place in and around the city-state of Raam (obviously), in the heroic and paragon tiers (perhaps into epic) beginning at level 1. Your character is recommended to be a native of Raam, although immigrants, nomads and the like that have not been here long are also perfectly fine.
Some general rules, subject to change, addition/subtraction based on questions I receive:
Races allowed: human, elf (you may be a drow in mechanics, but for all intents and purposes you will be considered an elf), eladrin, dragonborn (dray), dwarf, mul, genasi (no corrupted forms, no watersoul), tiefling, half-orc (half-tarek), half-elf, halfling, thri-kreen, goliath (half-giant), minotaur, kalashtar, shifter (either type) and last but not least, revenant (provided your past life choice is of any of the above).
Classes allowed: any non-divine. I am going to stick pretty rigidly with the whole arcane magic is taboo thing, so defile at your own risk.
Weapon breakage: reckless. In short, if you roll a 1, you can accept the miss, or you can reroll. Regardless of the result on your reroll, your weapon breaks, unless the weapon is metal, in which case it only breaks on a natural 1-5.
Magic items are scarce, but you will be getting a somewhat reasonable amount. It's not going to be like FR or Eberron, but I'm not going to withhold things when there is some awesome roleplay potential in magic items.
Themes allowed: any. Athasian themes are preferred, but not every outlaw is a wasteland nomad.
Standard level 1 rules apply: 22 point buy, 100 gold to start, inherent bonuses, and everyone can add three survival days to their supplies for free. You may only take an athasian psionic 'talent' if you are a psionic or martial class. Mixing power sources is wishy-washy in my eyes, and I'd prefer to keep the waters clear.
Each player will have a color they use when speaking in character. I don't care what color you use in your application, but do note that when the game is actually underfoot, these should be decided with amongst the players. Bolding is preferred. Slate grey will be used for out of character. Host your characters on Orokos, please, if you can, though myth-weavers is an acceptable substitute. Rolls should be made on Orokos or invisible castle.
Some general info about the setting:
Traveling will use your supplies. Nature, endurance etc. will be important for staying alive. The wilderness is harsh.
There will be talking. Big stupid Hurfdurf the half-giant fighter with no noncombat skills can and probably will be a not-insignificant weight on your party in times of information gathering, survival and other noncombat situations. That is not to say do not be Hurfdurf the fighter, just that the party can only really sustain one of him.
Know your character. Know how he would respond to harsh choices, as there will be some damned-if-you-do/damned-if-you-don't situations, and I would really appreciate some realistic role-playing here. If you have to do some heinous deeds for the greater good, I want to know how this is affecting your character both short- and long-term.
Things I want in the application:
A basic introduction, in character, to the others at the table.
A token or picture for a token to be used in maptools (I'll be taking screencaps periodically. I can make a token for you, so don't feel that you have to spend hours scrounging for a perfect token). Basic race portraits are fine.
The usual as far as background, what you do in Raam, personality, appearance, etc. Two specific things I want to know are your character's greatest strength and defining characteristic, and the opposite side of the coin, being his greatest fear/weakness, which should also be a defining characteristic.
One set of tandem applicants. This is something I am not set in stone in, but I would really like two of the characters to not be strangers, to provide a sort of sticking point for the rest of the party. Siblings, parents, husband and wife, a pair of slaves that escaped the salt mines together, what have you. Note that your decision to brief with other players on how to build a joint story is not going to be held against you. If this does not seem like a reasonable thing to want or expect, I can drop it very easily, it is just a thing I have not had the privilege to DM for and would like to see it.
So, that's it. This will be a 6 player game, and one thing to note is that the sixth slot may already be occupied by a friend of mine who can't get into a real life game and time constraints prevent him from playing in a live maptools game with me. As soon as I have a character draft for him, I will make it public here. Any questions, concerns or suggestions are welcome.
I will accept submissions up until August 14th, whenever I wake up. I will announce my selections at some point on that day, and will make a post declaring recruitment closed at such time.
PS: Please try to use decent grammar. It is a shortcoming of mine that I just get eye-twitching, low boiling anger at people who don't take the time to capitalize things, use 'to' instead of 'too' when they want the synonym for 'also', and things along that nature.
PPS: Post any other PBPs you are either playing in or DMing. I will try to give priority to people not in any PBPs, but standout characters will receive extra clout.
Posts
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Ah, right, of course. That's a yes on inherent bonuses. Forgot to add that, thanks.
I may be contractually obliged to app for this.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Yes, page 173, section 8, subsection 13, paragraph 3, line 4 states, "OptimusZed shall app to any games on the Penny-Arcade forums resembling any real life games he/she may be running." It appears you have no choice.
My current games are in my sig, though the game I GM seems to be fading, and susans game never really got of the ground. (sadly)
Character info:
Summary:
Lendara Eagleeye, level 1
Elf, Shaman
Build: Eagle Shaman
Companion Spirit: Watcher Spirit
Background: Geography - Desert (+2 to Endurance)
FINAL ABILITY SCORES
Str 11, Con 14, Dex 16, Int 10, Wis 18, Cha 10.
STARTING ABILITY SCORES
Str 11, Con 14, Dex 14, Int 10, Wis 16, Cha 10.
AC: 15 Fort: 13 Reflex: 13 Will: 15
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Nature +11, Endurance +9, Perception +11, Insight +9
UNTRAINED SKILLS
Acrobatics +4, Arcana, Bluff, Diplomacy, Dungeoneering +4, Heal +4, History, Intimidate, Religion, Stealth +4, Streetwise, Thievery +3, Athletics
FEATS
Level 1: Light Step
POWERS
Shaman at-will 1: Protecting Strike
Shaman encounter 1: Stormhawk's Fury
Shaman daily 1: Great Watcher Spirit
ITEMS
Leather Armor, Adventurer's Kit, Totem
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
The thing Lendara is most proud of is her ability to survive. She can find food or water where many creatures have already died from a lack of either. Enemies rarely surprise her, and few deceive her. If Lendara does nothing else, she lives.
Her greatest fear...has happened already. She is in Raam because her caravan is gone. No, not just gone. Destroyed. Devoured. Along with everyone else in it. She curses the fact that she lives, the fact she survives. More than that, she curses the bastards that caused her to be so alone. So now, her greatest fear is to lose anyone. To this extent she tries not to form close bonds, lest they be broken.
Lendara is helpful, but not one to make friends. Not being close to people is one of her ways of protecting them. Unless her more recent past is brought up, she is usually cheerful enough to not seem moody. She is usually cautious and on gaurd, using her spirit companion to keep an eye out.
Just sayin'.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
@ Zed
I think you are contractually obligated to apply. But, more importantly, however similar you think our campaigns are, I assure you, you are the bagel to my squagel.
The tall nomad looks strikingly unimpressed with the mul. He stands, having refused a seat, and stares somewhat uncomfortably at each other occupant in turn. His hands move constantly, flitting in and out of his cloak as though checking to confirm that various objects are where he thought they were. Sandled and swathed feet scuffle uncomfortably against the packed earth floor.
"If we're to be doing this, let us be doing it. This... motionlessness is infuriating. We should be out in the wind, so that it might cleanse us of the smells of this place."
Blurb:
Personality:
Appearance:
Combat:
Special Note:
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Or simply less maddening?
I can never remember these things.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Also, did Raqib want to address the table, or were you waiting to flesh out the story some more?
I'm also main-handing a khopesh now. Like a boss.
Edit: Added something real quick so that others can get an idea as to his characterization.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Background
In a narrow canyon, on the northern side of the Stormclaw Mountains, there was a hidden village. Shielded from greedy eyes by its sheer remoteness and the magical skills of its protectors, the dwellings dug into the side of the cliffs were home to a community of escaped slaves from Nibenay. The people had access to water from deep springs, enough to drink and tend their gardens, and they counted themselves lucky. The first generation of escaped slaves was led by group of preservers, members of the Veiled Alliance, and their magic warded the village from both (relative) want and discovery.
It was here that Erdan was born, part of the first free-born generation. His parents died when he was still an infant, but like all the rest of his year mates, as he grew he took his place in the small society. His "uncle", Rankyl, was a monk, and brought him up, teaching him discipline by quiet example, and guiding him to seek the balance between mind, body, and soul that would give him the skill and wisdom to take his place as an adult, providing for and protecting their community. As he grew, Erdan learned these lessons well. Instilled as well with a reverence for life and the preserving path that sustained his community, all seemed well for him until his 21st year.
Erdan had left the village for several weeks, foraging for what little the largely self-sufficient village couldn't produce from their sheltered canyon. Upon his return, he was horrified to find the only home he had ever known devestated. It looked as though fire had swept through the gardens, turning them to ash and dust, and the homes were filled with blood and mangled bodies. Of his closest friends, and of Rankyl, there was no sign, but he held out little hope. Fearing that whatever had ravaged the village might soon return, Erdan quickly set out, gathering what he could carry of the remaining supplies.
But where to go? Erdan knew that without the support of his community and its sheltered home, he would not last long on his own. Over many dangerous days, he made his way to the only city he knew of, Raam, to hire out. In the Coin Quarter, he took the best position his skills could land him: three years indenture as a caravan guard.
Over his indenture, Erdan built upon the survival and combat skills he had honed since his youngest days, learning to move within the lower echelons of a merchant house as well as building his knowledge of the wilderness. The stories his elders had told of their days as slaves left him with a loathing of the institution as whole, but he quickly learned that lashing out at each injustice would lead to little more than his swift end. After seeing some slaves treated decently, he has tried, with difficulty, to temper his hatred, saving it for those who horribly mistreat their slaves. His real goal is to someday find any survivors of his home, and bring justice to those who destroyed it. He also yearns to reconnect with the Veiled Alliance, both to aid the cause and for any information another cell might have about his village's fate. As of yet, he has had no luck with either.
Intro
Initially, Erdan confined himself to the fine tea, elegantly poured by the white-robed slaves. As the group settles and Gaj finishes his speech, though, he reaches forward and selects a handful of sliced fruits that he has never sampled. "Moderation in all", he thought, Rankyl's words echoing in head. With a contented sigh, he turns over his shoulder at the standing nomad's words.
Turning back to the table, he speaks with a quiet calm, saying "Let us first learn more of those that may be joining us; we know not what the winds may be blowing."
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rainbow
"I am Pak'cha," the short thri-kreen's voice hisses slightly as he falters for a moment, "I am... pleased to meet you." He continued to make eye contact with his compatriots, his lower arms shifting nervously under the table. He had kept his travelling pack strapped securely to his back, the worn leather bulging. He was extremely uncomfortable, but this was the best shot he had of establishing a new clutch.
Personality/Appearance
Background
He spent more than a month trying to find any survivors, but was unable. In despair, he threw down the weapons of his people and began to train with the weapons of the people who killed them, practicing tirelessly to escape the raging and overwhelming guilt. He spent further months living on his own, growing extremely malnourished as he was still a rather pitiful hunter, especially with unfamiliar weapons. He was accosted three times by hostile hunting elves and humans and forced to fend for his life with use of natural magics and bow. He was able to disable his enemies, or escape from each of the encounters though by the very skin of his teeth the latest time.
It was that final encounter, made late in the night when he stumbled upon a camp set up by two ranging elven hunters, that convinced him he needed a new clutch as soon as possible. He was injured, and looking for shelter when he saw Raam in the distance. With so many peoples congregated into one place, he knew it as his best and final chance to find allies. Or die trying.
Defining Characteristics
Shame and survivor's guilt drive him to take unnecessary risks and push him to prove his worth again and again. He is unable to escape the spectres of his past, the death of his clutch, and its driving him increasingly into a depressive spiral without any support.
Currently playing in Curse of the Crimson Throne and Death's Veil: King of the Trollhaunt Warrens
Picture:
Introduction:
Appearance, Mannerisms and Personality:
He's brash and excitable in a way that can only be attributed to a combination of the blind enthusiasm of youth and the arrogance of being an exceptionally talented and poorly-trained psionic. Born out of wedlock, abandoned in an alley at birth, raised by a steady rotation of elderly foster parents and left to his own devices more often than not, his prematurely-manifested talents - as well as a general lack of stability in his life and a dearth of proper tutelage - have left him reckless, unappreciative of his gifts and prone to fits of ill-guided whimsy. Zerris is very personable in a way that is genuinely and unmistakably false; honeyed words and charm have gotten him far in life, but anyone immune to flattery can see through him as though he were a sheer curtain.
When the artifice of his persona is peeled away, Zerris is exposed as immature and insecure. Being able to probe the minds of others with little more than a thought hasn't made him any more privy to the complexities of his own conscience, and having grown up without the strong hand of familial discipline (or any kind of discipline, really) to guide him he is no stranger to self-doubt, confusion and indecision. He is absolutely not someone you would leave in charge of tactical or otherwise important decision-making.
lemme know if i left anything outttt
edit: not in any pbps at the moment~!
tumblr | instagram | twitter | steam
Lounging in his seat in an attempt to mask his eagerness, Hashiq poked at the strange dishes placed before him curiously. Rolling his eyes at his brother's comment, he reassures the others "Forgive my brother, we Dervish enjoy all of your smells." Lifting a fingerful of something bright green from a plate he adds "Oh! Especially this one."
Background:
Appearance:
Personality:
In case it's not obvious, I'm teaming up with zed for some hot background action.
I'm in the Trollhaunt,Mal'dun and Odam pbps, but I've never played Dark Sun so pleasepleaseplease
Dal, Half-Elf Ardent
Tavern Introduction:
When the table introductions turn to him, he stands up theatrically, and with a single look the room grows silent. "My names Dal, and I'm decent in a fight, though I'd rather avoid them. My main asset is that I've lived on the streets of Raam for a long time. I know what's dangerous, I know who's dangerous, I know how far you can haggle without angering a trader, and I know who and where to ask, and not to ask, interesting questions. Not talking is at least as important, if you value your health in these parts. Oh, and I have a bit of experience leading merchant guards, and got out of that business alive. Not everyone can say that." He ends his little speech with a wink and disarming smile.
Physical Appearance:
Dark hair, dark eyes, suntanned and average height, Dals main trait is that he doesn't stand out at all, unless he wants too. Then suddenly he shines, with a great smile, and he always seems to get someone to buy him a drink, cut him some slack, or get a good deal if he wishes it.
Personality:
Weakness:
Doesn't like heroics, and tends to play it safe if violence becomes a possibility. Doesn't know who was behind the attack on House T'Lem, nor who House T'Lem gathered information for in the first place (Though he has heard rumors of something called "The Way.") Someone may come after him for his past. Has a soft spot for anything he can do against slavery, or helping former slaves. He also has never really set foot outside Raam, so he isn't that accustomed in either the desert or other cities.
Background
It turns out that the buyer had a knack for recognizing certain gifts, because even then Dal had a bigger psychic potential than most. Dal worked in service of a small intra-city Trading House named T'lem, which had one dangerous specialty: Delivering goods where others weren't willing to go, in the city or at the Nawab estates. Meanwhile, they were fed extra if they were able to supply their overseers with any interesting information about their customers, and were trained by an anonymous man to develop latent gifts.
Dals gifts proved exceptionally useful, as he developed the talent to listen in conversations, and peek around corners and second story buildings. Add to that a natural charm which greatly helped his survival, decent skill with weaponry where charm isn't enough, and he ate well for a slave. By the age of fifteen he was released from slavedom in order to negotiate deals and contracts as a member of the merchant class. It went without saying that using his freedom to change employer or tell anyone of the sidebusiness of House T'lem would be very unhealthy.
Four years later, a fire broke out at their headquarters, just as Dal was returning from a delivery in the slums. When he got close, the rumors were already spreading that everyone in charge had been found tied down, and burned alive, and that was the end of House T'lem. Very few people seemed to care, and noone would talk who did it. So for the last 3 months, he's been oddjobbing around the city instead, careful to never mention his past employer, doing alright for himself on his charms, and when he dares cheating at cards with his abilities, to make ends meet. This advertisement looks good though. Perhaps a bit too good, but at least there's a free meal.
Stats:
Dal, Half-Elf Ardent
Init +1 HP 15/15 Bloodied 7 Healing Surge 3 (0 used /10)
AC 16 Fort 14 Reflex 11 Will 15 Speed 5
Str 8 (-1) Con 16 (+3) Dex 12 (+1) Int 10 (0) Wis 13 (+1) Cha 19 (+4)
Trained Skills: Bluff +9, Diplomacy +11, Intimidate +9, Streetwise +9
Abilities
Demoralizing Strike (At Will)
Standard Action - Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8 + 5 damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Augment 1:
Hit: 1d8+5 damage, and the target takes a penalty to Will equal to 4 until the end of your next turn.
Augment 2:
Close burst 1
Target: Each creature in burst
Hit: 1d8+5 damage, and the target takes a penalty to all defenses equal to 4 until the end of your next turn.[/OOC],
Energizing Strike (At Will)
Standard Action - Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8 +5 damage. and one ally
within 5 squares of you gains temporary hit points equal to 4 .
Augment 1 (Healing)
Hit: 1d8+5 damage. and one dying ally within 5 squares of you regains hit points equal to your 4.
Augment 2 (Healing)
Hit: 2d8+6 damage. and you or one ally within 5 squares of you can spend a healing surge.
Far Hearing (At Will)
Minor Action - Personal
Effect: Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.
Sensing Eye (At WIll)
Minor Action - Personal
Effect: Choose one square you can see that is within 5 squares of you. Until the end of your next turn, you can determine your line of sight from that square.
Thought Projection (At Will)
Minor Action - Close burst 5
Target: One or more allies in burst
Effect You convey either an image or a message of 10 words or fewer to each target.
Ardent Outrage (Encounter)
No Action - Close burst 5
Trigger: You are bloodied by an attack
Target: Each enemy in burst
Effect: Each target grants combat advantage until the start of your next turn.
Ardent Surge (Encounter)
Minor Action - Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain 1d6 additional hit points. The target gains a +1 bonus to attack rolls until the end of your next turn.
Special: You can use this power twice per encounter. but only once per round.
Virtuous Strike (Encounter)
Standard Action - Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+5 radiant damage, and you gain a +2 bonus to saving throws until the start of your
next turn.
Special : This power can be used as a melee basic attack.
Quick Formation (Encounter)
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+5 damage, and either you shift 4 squares, or each ally within 5 squares of you can shift 2 squares as a free action.
Implanted Suggestion (Daily)
Standard Action - Melee weapon
Target: One creature
Attack: +7 vs. Will
Hit: 2d8 + 6, and the target is dazed (save ends)
Miss: Half damage.
Effect: The target is affected by your suggestion (save ends). Until the suggestion ends, whenever the target makes an attack, one ally adjacent to the target can make a melee basic attack against it as a free action after the target's attack is resolved.
Equipment and Wealth:
Alhulak
Adventurers Kit
Disguise
3 Survival Days
15gp
Liking the submissions so far, guys! Hope to get more, though!
Or maybe I just did something wrong and everyone hates me. Guess I'll just go eat worms.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Quality takes a dive, though.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
A petite young woman in light robes, a veil obscuring all below the bridge of her nose, sits attentively with her hands on her lap. She has scarcely touched the food, occasionally sipping from a cup of tea. "I am Samira, a student of the Way." Her piercing gaze meets the eyes of all present, before she looks back to Al'ichma. "Though not as ... advanced ..." she pauses, a smile in her voice, "as some, my talents will be of use, I'm sure."
Background
Personality
Appearance
I'm not currently in any PBPs. I'll update shortly with a CB summary and fix some things. Might be some cross-background potential for Sakutian and I?
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Agree with you on the acquainted party. I'd say that Erdan has at least put out feelers of some kind searching for the VA, but having been out of town so much during his indenture would have prevented anything more. A preserver looking for some muscle as backup would make sense as someone that would respond to what he put out. Works for either you or Northguard.
Very true. Also, is it me or is there a lack of healing around? Maybe Pinfeldorf's friend is thinking about a class that could fill that role?
One Defender, 3 strikers, 3 controllers.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Yeah, I haven't even seen a Controller get picked for any of the PbP's I've applied to.
^^^ Also, weirdly low Defender count.
My mistake. Totally blanked on the Shaman and I'm not all that familiar with Ardents.