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[Hulks & Horrors] The Korathraz Conflict - recruiting

Started by J Arcane, March 19, 2013, 07:34:46 PM

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J Arcane

So how do you guys want to handle your ship acquisition?
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Drohem

#16
Name:  Kur'Uk (aka Smoke-Fire-Dancer; shortened to 'Smokey')
Class:  Bearman
Level:  Scout (1st)
Languages:  Rrethuff, Tradespeak, Sl'ettexik-sa

===  CLASS TRAITS  ===

Hit Die:  d10
Saving Throw:  +1 CON
Weapons:  None
Armor:  Light
Preferred Environment:  Oxygen, High Gravity
Starting Credits: 1,700

===  COMBAT STATISTICS  ===

Hit Points:  10
Armor Class:  8
Melee To-Hit:  +2
Ranged To-Hit:  +0
Claw Attack:  1d6 damage
Carrying Load:  65-lbs.

===  STATS  ===

STR: 13 (+1 to hit)
INT: 08
WIS: 12 (Psi +1)
DEX: 11
CON: 11
CHA: 14 (3 languages)

===  SAVING THROWS ===

DEX:  11
CON:  12
WIS:  12

===  PSI ABILITIES  ===

Psi Points:  3
Powers (1):  Pyrokinetic Assault

===  SPECIAL ABILITIES  ===

The Wisdom of the Forest:  The Bearmen employ psychic powers in much the way that Psykers do.  They have an innate Psi reserve, which they use to fuel the powers they learn over time.  To use one of these powers, determine the cost of the power, subtract that value from the Bearman's Psi, then make a concentration check: roll less than WIS minus the cost of the power to cast the ability.  Psi recovers after a night's rest and meditation.

Rage of the Hunter:  Once per day, the Bearman may call upon this great rage, granting him an additional +2 to hit and -2 to AC for the duration of the combat, and allowing him to continue fighting on even after his hit points have been reduced to up to -10 below zero.  Once all enemies have been destroyed, however, he must make a WIS check to contain himself once more.  If he succeeds the check, his rage is contained, but should he fail, he will continue to fight whatever target he can find until he can once again reign in his temper.  Should his hit points have fallen below zero during the fight, he will perish after his rage subsides.

Strength of Claw:  A Bearman has a natural unarmored AC of 8, improving at -1 per level, and his claws can deal 1D6 damage, plus an additional 1d6 at levels 3 and 6.  When wearing armor such as envirosuits, the bearman loses his unarmored bonus to AC, determining AC as normal by armor-type plus or minus DEX bonus.

Sense of Nature:  A Bearmen can detect Plague Horrors within 60 feet.

===  EQUIPMENT  ===

Fiberweave:  AC 7; 2-lbs; 100c.
Particle Shield:  AC -2; 2-lbs; 200c.
Filter Mask:  50c.
Rebreather:  1-lb; 100c.
EarPod:  100c.
Collapsible Pole:  1-lb; 25c.
Filter Bottle:  Holds 16-oz. water; 1-lb; 30c.
Pocket Knife:  1-damage; 1-lb; 20c.
Refillable Firelighter:  15c.
First Aid Kit:  1-lb; 100c.
Backpack:  Carries 50-lbs; 2-lbs; 40c.
Electronic Torch:  lights 60-ft area; 24-hr charge; 1-lb; 20c.
Field Ration (x5):  1-day meal; 1-lb; 10c.
Clothing:  1-lb; 20c.
Rope:  100-ft; 5-lbs; 30c.
Prybar:  5-lbs; 15c.

===  MONEY  ===

Current Credits = 785

===  APPEARANCE  ===

Kur'Uk stands 8-feet tall and weighs 685-pounds.  He has fiery cinnamon-colored fur.  He has a blue lightning bolt painted on each side of his face.  He wears a boar-headed golden torc around his neck and a smaller wolf-headed golden torcs on each of his upper arms.  He has a golden earring in each ear.  

===  BACKGROUND  ===

Kur'Uk was a star-gazer from the moment his eyes opened and he saw the pinholes in the curtain of the night sky.  He spent many nights on high peaks watching the stars and tracking their movements.  Although he is social as any other Bearman, he doesn't mind solitude and being alone with himself.  Three days before his ceremony of adulthood, there was a terrible fire in the village.  While many ran away from the fire overcome with a primal fear, Kur'Uk ran toward the fire and into burning buildings and saved nearly a dozen cubs and elders.  Despite being burned and having most of his fur singed off, Kur'Uk would not stop trying to save his tribesmen until he was restrained from going back by his tribesmen.  At his Rite of Ascension, Kur'Uk was given the honorific name which translates to 'Smoke-Fire-Dancer.'  He became a warrior and hunter of tribe, but his dreams were always rooted in the night sky and the twinkling stars.  Five years after reaching adulthood, his mother passed away and on her deathbed she bade him to follow his heart.  Kur'Uk followed his mother's advice to honor her and joined the crew of a starship and left his forested home world to dance among the stars.  Kur'Uk is a full Guild member. He served on a Hovering Squid ship previously and that's how he picked up the Sl'ettexik-sa language.

Drohem

Quote from: J Arcane;643733So how do you guys want to handle your ship acquisition?

I'm cool with either the ship being inherited by one of the other characters or getting a used ship.  Also, I am cool with it being owned by a single character or it being jointly-owned by the crew (or just a few characters).  I think that a mortgage should be a last resort as I have one in real life and they suck. ;) :)

Vargold

Used or inherited is fine by me. Can't get my activation key from Invisible Castle so I can't roll a character up there yet.
9th Level Shell Captain

"And who the hell is Rod and why do I need to be saved from him?" - Soylent Green

J Arcane

You're welcome to use something else, I'm really not picky.

It'll be pretty transparent if you wind up with all 16s or something. ;)

Though nobody asked me what stat gen method we were using yet, but I guess 4D6-L works if that's what you all have been using.
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Drohem

Quote from: J Arcane;643882Though nobody asked me what stat gen method we were using yet, but I guess 4D6-L works if that's what you all have been using.

I used 3d6 in order per the book.  The link to my stat rolls are in a post #12 and I stated in post #14 that I used 3d6 in order to generate my Stat rolls.

Here's the link to the Stat rolls again.

J Arcane

Ahh, OK. I just got a little confused with Butcher's post.
Bedroom Wall Press - Games that make you feel like a kid again.

Arcana Rising - An Urban Fantasy Roleplaying Game, powered by Hulks and Horrors.
Hulks and Horrors - A Sci-Fi Roleplaying game of Exploration and Dungeon Adventure
Heaven\'s Shadow - A Roleplaying Game of Faith and Assassination

Drohem

I made all 3 dice rolls on Invisible Castle.  I made all the rolls under the Campaign name 'Hulks & Horrors.'  I made the Stat generation roll under the name Drohem because I wasn't sure if the Stats generated would qualify to pick the Bearman class.  Once I made the Stat roll and qualified for the Bearman class, I created the character's name and then made his Hit Die roll and Starting Credits roll under the character name of Kur'Uk.

Here is a link to the Hulks & Horrors Campaign page on Invisible Castle:  http://invisiblecastle.com/campaign/view/31672/.

You can click on the links to see all individual rolls.

The Butcher

Quote from: J Arcane;643882You're welcome to use something else, I'm really not picky.

It'll be pretty transparent if you wind up with all 16s or something. ;)

Though nobody asked me what stat gen method we were using yet, but I guess 4D6-L works if that's what you all have been using.

Actually, I did.

I'm OK with going back and rerolling, BTW.

J Arcane

Quote from: The Butcher;643899Actually, I did.

I'm OK with going back and rerolling, BTW.

I'm cool with either method (I'm sorry I missed your question. :( ), just so long as everyone's using the same thing. :)

With PbP though it's a little easier to smoothly drop in replacement characters because of the game pace, so they don't necessarily have to live that long. :)
Bedroom Wall Press - Games that make you feel like a kid again.

Arcana Rising - An Urban Fantasy Roleplaying Game, powered by Hulks and Horrors.
Hulks and Horrors - A Sci-Fi Roleplaying game of Exploration and Dungeon Adventure
Heaven\'s Shadow - A Roleplaying Game of Faith and Assassination

Vargold

Well, here's what I got with 4D6-L in order:

STR 10, INT 16, WIS 16, DEX 10, CON 11, CHA 10

This roll points in the Scientist, Psyker, or Reticulan directions.

Here's 3D6 in order:

STR 12, INT 12, WIS 10, DEX 9, CON 11, CHA 13

This roll is pretty much mediocre anything.

Since I wanted to play either a Soldier or a Psyker, I'd prefer the 4D6-L option. But I'll go with what the group says.
9th Level Shell Captain

"And who the hell is Rod and why do I need to be saved from him?" - Soylent Green

Drohem

OK, I know that tone doesn't convey well over this medium and things often get misconstrued so please take this message at face value.  I'm going to put at smiley face at the end to signify that I'm in a good mood and happy in writing this post so please don't take the smiley face as snarky or a hidden jib or anything...

I have already made my character and I am pleased with it.  Honestly, it wouldn't bother me if the other players wanted to use 4d6-L to generate their characters.  Personally, I like to hue as close to the RAW as possible when trying a new system and that's why I went with 3d6 in order to create my character.

If using an alternate method to generate their characters will make them happy and engaged with their characters, then I am happy because that means that we'll have some good play and immersion all around.

To my fellow Players:  Get those characters made and posted!

To the GM:  Roll the game out!

Let's play! :D

The Butcher

#27
My bad for causing confusion.

Here's 3d6 in order:

Str 17, Dex 11, Con 10, Int 12, Wis 9, Cha 13

Ah well. So much for the Scientist! Still, it's a good set. I'm going with a Soldier, obviously.

Starting funds: 3d6 x 100 = 1000 credits

Looking through equipment right now. Should I go with jump armor, or is rebreather-equipped armor a must-have?

Weru

I'll roll 3d6 in order with real dice if that's okay . . .

St: 7
Dex: 14
Con: 6
Int: 10
Wis: 12
Chr: 13

Hmm, I hope there's a dex based class!

Drohem

Quote from: Weru;644420Hmm, I hope there's a dex based class!

Well, a human Pilot would be a good match for a high DEX.  However, a high DEX and low STR is a good fit for a Hovering Squid too.