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    Default Final Fantasy: Chaos Crystal [OOC]

    Characters, Links, and Such

    Spoiler: Character Creation
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    We're using things from my Final Fantasy Classes, Archetypes, & Races homebrew. (Except for Humans and Beastmaster and it's variants.)

    You can call your Background whatever you want since Background Features won't be used for this game. All that matters is what Skills, Languages, and Tool proficiencies it gives. Which you're free to pick whatever you want as long as it's 2 Skills & 2 Languages/Tools.

    Fighters and Paladins gain an extra Skill proficiency to keep them in line with the other classes.

    Alignment also isn't being used.

    Max HP at first level.

    Racial Ability Scores: Ignore whatever numbers the race normally gives. As long as you're taking the same amounts (+2 something, +1 something if that's how the race is set up) I'm fine. I've always viewed adventurers as exceptions to a race so it never made any sense to me that you have to abide by the general standards for it.

    Base Ability Scores: Pick one set from the following options. If you want to move a point around or two around for a particular build reason, let me know.

    Set 1: 18, 16, 15, 14, 12, 12

    Set 2: 18, 17, 14, 14, 13, 11

    Set 3: 18, 15, 15, 14, 13, 12

    Set 4: 18, 16, 16, 14, 13, 10

    Set 5: 18, 14, 14, 14, 14, 13


    As a general rule of thumb, a lot of this game will be fighting (or trying to stealth past) random encounters. Random both in the sense that they will depending on dice rolls occur or not as you guys do stuff like travel or try and gather ingredients for crafting while out in the wild or whatever you're up to (like resting), but also in the sense that the enemies you face will be a random mix of things that you'd normally never see fighting together in a regular game. The bodies and equipment, aside from what you get as rewards from the fight, vanish after these fights. Though in some cases the encounters won't be entirely random, in particular if it relates to a Quest.

    IC Thread

    Group Inventory

    Final Fantasy: Chaos Crystal World Anvil

    Combat Map

    Spoiler: Radius & Cones
    Show





    Player Character Race & Class PP Arcana History Nature Religion LR Roll
    doctorGunsforhands D'shi Noburu Red Mage (Mystic Knight) Miqo'te (Sun) 16/21 smell
    charleswest Moowgli Geomancer (Dancer) Moogle 16 +3
    Mai Zjrn Mime (Blue Mage) Viera 14 +3 +11
    gryffydd65 Three Claw Fighter (Dragoon) Galka 11
    OracleofSilence Hasi Khunbish Summoner Au Ra (Xaela) 14 +7 +7 +7 +7

    Spoiler: Character Tool Profs & Trainings
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    Spoiler: D'shi Noburu
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    Cartographer's tools

    Woodcarver's tools
    Wood


    Spoiler: Moowgli
    Show

    Glassblower's tools
    Sand

    Mason's tools
    Brick
    Stone


    Spoiler: Zjrn
    Show

    Leatherworker's tools
    Beasts

    Jewler's tools
    Copper, Tin, & Zinc
    Brass & Bronze


    Spoiler: Three Claw
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    Brewer's supplies

    Weaver's tools
    Beast Hair
    Bamboo, Cotton, Flax, Hemp, & Jute
    Silk


    Spoiler: Hasi Khunbish
    Show

    Cook's utensils

    Smith's tools
    Copper, Tin, & Zinc
    Brass & Bronze




    Spoiler: Bestiary
    Show

    Creature Type Number of Entries
    Total 0
    Aberrations 0
    Beasts 0
    Celestials 0
    Constructs 0
    Dragons 0
    Elementals 0
    Fey 0
    Fiends 0
    Giants 0
    Humanoids 0
    Monstrosities 0
    Oozes 0
    Plants 0
    Undead 0



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    Last edited by Ramsus; 2019-08-22 at 05:03 PM.

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    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Rules


    The game is roughly divided into two phases. Questing (where you go out and do stuff outside of safe places) and Downtime. You gain 1 Downtime action (as a group, so one per player) for each non-Minor Quest you complete. You can do things like most Crafting and Gathering actions during Downtime. There may also be some Minor Quests you can do during Downtime.
    All Quests offer some kind of reward.

    Milestone leveling system (meaning you gain levels when I feel it's appropriate, rather than gaining xp from things like fighting monsters).

    When gaining levels, gain "average" hit points (unless otherwise specified).

    It's possible during some occasions that we may use skill or tool proficiency coupled with a different ability score than is the one typically used.

    I will roll for things like Initiative, Passive Perception/Investigation/Insight checks, and for post-battle monster knowledge checks.

    No Flanking.

    Potions on your person can be used on self as a bonus action or on other as an action.

    Items will very often have prices that don't match what's in the PHB or DMG.

    Ammunition will have break chances. Which is a percentage chance a piece of ammunition breaks after being fired.

    Studded Leather Armor isn't a thing because that was never a real thing. But it doesn't matter because you'll be able to craft better Leather Armor (which also wasn't much of thing irl but whatever) or Padded Armor.
    Padded Armor doesn't have Disadvantage on Stealth checks because how does that even make any sense?

    The party has a bottomless demiplane group Inventory that they can take items out of as an action. Currently it can only hold "small objects" (nothing much bigger than a scimitar). You will be able to increase the size of things that you can put in it as the game progresses, probably primarily through getting chocobos and vehicles. If something would normally need a container to not make a mess in a backpack, it needs a container to be put in the inventory. When you acquire such items and have appropriate containers available I will automatically use them (though you could always dump them out again later if you want to free up a container) to save time in people having to specify they use specific containers every time they gather ingredients or monsters drop something.
    You can of course also hold some items in a backpack or pouch or the like as makes sense (though this will be a little more within irl reasonable limits than a normal game since you already have an pocket dimension inventory available).
    I'll do my best to keep track of putting things in or removing them from the group inventory, but please everyone try to pay attention in case I miss things and make sure to edit it appropriately when you remove things from it (like when using items or putting them into your personal equipment on your character sheet). And try to avoid having "duplicates" by having an item both in the group inventory and on your character sheet's equipment list if there isn't actually that many of the item.

    We will be trying to avoid out of turn actions as much as possible. My current thinking for Opportunity Attacks is that a creature (player or otherwise) automatically just takes the first one they can. Which typically means I'll roll for it. But I'm open to other ideas.

    Group Stealth checks work as follows: If 3/5 (assuming 5 players, 2/4 for four players, 2/3 for 3 players and so on) character's Stealth checks beat the best active or passive Perception check from monsters (or an arbitrary DC in the case of avoiding random encounters) the group's Stealth is successful. Otherwise they get spotted. If spotted party members may still have Surprise against monsters if their individual Stealth check is better than that creature's Perception.
    This works the same way for monsters trying to Stealth against the party.
    (It's possible under some circumstances Investigation may be used instead of Perception.)

    Weapons, Armor (including Shields), Spell Foci, and perhaps some other items have Durability.
    An item with 0 Durability is broken and cannot be used until fixed.
    Repairing an item usually costs half its price if taken to an store or artisan during Downtime or half the ingredients required to craft it if done yourself.
    An item's Durability cannot exceed its maximum.
    Weapons and Spell Foci lose 1 Durability when they are used and you roll a Natural 1 on the attack roll.
    Spell Foci lose 1 Durability when a creature rolls a Natural 20 on a saving throw against a spell you cast using that Spell Focus.
    Armor (and Shields) lose 1 Durability when you are critically hit. If you have both armor and a shield equipped you may choose which loses Durability.
    (See below under Spell Modifications for how spells interact with this system.)

    Sharp weapons require a whetstone (or appropriate tool if made of materials other than metal or stone) for the purpose of maintenance. If you lack one, after a day of use sharp weapons you used have their damage die decreased by 1 until you can do proper maintenance on them. (Not one standard damage die size, but literally 1. So a d8 weapon would decrease to d7. In the case of weapons with two damage die it will decrease to a one damage die equivalent. So 2d6 becomes 1d12.)

    Spoiler: Monster Knowledge Checks
    Show

    As an action during combat (or out of combat if circumstances allow) you can make an appropriate check to learn information about a monster you can observe. You can only make a check if you have proficiency in the appropriate skill. As a group you can only make one such check per specific creature type per day. The character rolling gets a +1 to the roll for every other party member who also has proficiency in the appropriate skill.

    In addition to this, at the end of combat I will make a monster knowledge check using the highest bonus in the party (as long as at least one member is proficient in the appropriate skill) and give the check a +1 to the roll for every other party member who also has proficiency in the appropriate skill.

    In general you gain 1 piece of information for 1/5th the roll result (round down).

    This information is then added to the Bestiary.

    Arcana: Aberrations, Constructs, Dragons, Fey, Monstrosities

    History: Giants, Humanoids

    Nature: Beasts, Elementals, Plants

    Religion: Celestials, Fiends, Oozes, Undead


    Long Rests, Eating, and Exhaustion will also have a custom system as detailed below.

    Spoiler: Eating, Exhaustion, & Long Rests
    Show

    At the end of a Long Rest, if you did not eat during the previous day you gain 1 Level of Exhaustion.

    If you do not take a Long Rest once every ~24 hours you gain 1 Level of Exhaustion.

    After finishing a Long Rest roll 1d100 plus/minus any modifiers you may have (bonuses commonly provided by Tents, Bedrolls, Blankets, Pillows, etc. and penalties commonly provided by weather or local phenomena) and consult the following table.

    Roll Result Exhaustion Hit Dice Recovery Healing
    191-200 (or Above) Reduce Exhaustion 2 Levels Regain 1/2 (round up) +1 To Max HP
    181-190 Reduce Exhaustion 2 Levels Regain 1/2 (round up) To Max HP
    171-180 Reduce Exhaustion 2 Levels Regain 1/2 (round up) To Max HP
    161-170 Reduce Exhaustion 2 Levels Regain 1/2 (round up) To Max HP
    151-160 Reduce Exhaustion 2 Levels Regain 1/2 (round up) Roll Hit Dice + 3X Con mod
    141-150 Reduce Exhaustion 1 Level Regain 1/2 (round up) Roll Hit Dice + 3X Con mod
    131-140 Reduce Exhaustion 1 Level Regain 1/2 (round up) Roll Hit Dice + 3X Con mod
    121-130 Reduce Exhaustion 1 Level Regain 1/2 (round down, min 1) Roll Hit Dice + 3X Con mod
    111-120 Reduce Exhaustion 1 Level Regain 1/2 (round down, min 1) Roll Hit Dice + 2X Con mod
    101-110 Reduce Exhaustion 1 Level Regain 1/2 (round down, min 1) Roll Hit Dice + 2X Con mod
    91-100 Reduce Exhaustion 1 Level Regain 1/2 (round down, min 1) Roll Hit Dice + 2X Con mod
    81-90 Reduce Exhaustion 1 Level Regain 1/2 (round down, min 1) Roll Hit Dice + 2X Con mod
    71-80 Reduce Exhaustion 1 Level Regain 1/2 (round down, min 1) Roll Hit Dice + Con mod
    61-70 Reduce Exhaustion 1 Level Regain 1/2 (round down, min 1) Roll Hit Dice + Con mod
    51-60 Reduce Exhaustion 1 Level Regain 1/3rd (round down, min 1) Roll Hit Dice + Con mod
    41-50 No Change Regain 1/3rd (round down, min 1) Roll Hit Dice + Con mod
    31-40 No Change Regain 1/3rd (round down, min 1) Roll Hit Dice
    21-30 No Change Regain 1/4th (round down, min 1) Roll Hit Dice
    11-20 Gain 1 Level of Exhaustion Regain 1/4th (round down, min 1) Roll Hit Dice
    0-10 (or Lower) Gain 1 Level of Exhaustion Regain 1/4th (round down, min 1) Roll Hit Dice

    If you rest at an Inn or Home (typically during Downtime), do not roll on the table above an instead use the results on the table below.
    Inn rooms typically come with a meal (no effect) included.
    (The following prices may change, I really have no idea how fast you guys will build up money.)

    Room Type Cost Per Person Exhaustion Hit Dice Recovery Healing
    Cheap Room 7 Copper 50% to Reduce 1 Level Regain 1/3rd (round down, min 1) Roll Hit Dice + Con mod
    Modest Room 3 Silver Reduce 1 Level Regain 1/2 (round down, min 1) Roll Hit Dice + 2X Con mod
    Comfortable Room 1 Gold Reduce 1 Level & 50% for 2 Regain 1/2 (round down, min 1) To Max HP
    Luxurious Room 15 Gold Reduce 3 Levels Regain 1/2 (round up) To Max HP
    Royal Suite 5 Platinum Clear All Exhaustion Regain 1/2 (round up) +2 To Max HP

    Inns with Royal Suites often will accept payment for them only in Platinum.



    Some spells will have modified effects. This is not a complete list, so spells will probably be added as the game progresses.

    Spoiler: Spell Modifications
    Show

    Create Food and Water: Food provides sustenance, but no Cook's Utensils Recipe effects. Created food does not count as ingredients for crafting.

    Creation: Objects made have half normal Durability values. High value materials may count as a different material type for the purposes of Duration.

    Fabricate: Breaks the Crafting system, so you can't take it. If for some reason you have no option but to have this let me know and we'll work out an alternative.

    Guards and Wards: +15 to Long Rest rolls of those who take a Long Rest inside of the area.

    Heroes' Feast: If desired, you may prepare a Downtime Cook's Utensils Recipe as if it were Downtime during Questing and (on a successful check) add its effects to the spell.

    Hallow: +20 to Long Rest rolls of those who take a Long Rest inside of the area.

    Hallucinatory Terrain: +8 to Long Rest rolls of those who take a Long Rest inside of the area (as long as the illusion is one that is comforting or defensive in nature).

    Legend Lore: Can be used to make a Monster Lore check with advantage.

    Leomund's Tiny Hut: +10 to Long Rest rolls of those who take a Long Rest inside of the area.

    Mage Armor: Lasts 24 hours, but has 1 Durability per spell slot and only 11 + Dex AC at base. (Can be improved by Materia or Robes.)

    Meld Into Stone: +3 to Long Rest rolls of those who take a Long Rest while under the effects of the spell. (It's safe, but not particularly comfortable.)

    Mending: Behaves normally for items without Durability. For items with Durability it grants them a temporary +1 to their Durability (possibly allowing you to use weapons at 0 Durability) for a duration of 1 hour per caster level. Items that have a temporary increase to their Durability still lose Durability rather than losing the temporary increase.

    Mighty Fortress: Bedrooms inside count as Luxurious. You can prepare Downtime Cook's Utensils Recipes in the kitchen as if it were Downtime during Questing.

    Mordenkainen's Faithful Hound: +6 to Long Rest rolls of those who taking a Long Rest within 30 feet of the hound.

    Mordenkainen's Magnificent Mansion: Bedrooms inside count as Luxurious. You can prepare Downtime Cook's Utensils Recipes in the kitchen as if it were Downtime during Questing.

    Mordenkainen's Private Sanctum: +8 to Long Rest rolls of those who take a Long Rest inside of the area.

    Plant Growth: Can be used to lessen penalties for sleeping on rough or otherwise unpleasant terrain. Generally useful for Gathering.

    Symbol: +20 to Long Rest rolls of those who take a Long Rest in an area protected by the spell.

    Temple of the Gods: Advantage on Long Rest rolls of those who take a Long Rest inside of the area and they regain hit points from the spell as if a 1st level healing spell was cast on them.



    Some quests may reward a Hearthstone. This is a Crystal of lesser power than a Spirit Crystal but somewhat similar in nature. It can be used as a sort of magical founding stone (and literal hearth) for the home of heroes. In any settlement where the heroes have activated a Hearthstone they may teleport their house from whatever Hearthstone it may currently be anchored at. This allows the heroes to build a home that travels with them from place to place and work on building it up however far they travel from wherever they began work on it (so long as they're at a settlement with a Spirit Crystal).

    Crafting activities are generally divided into Crafting (making items from ingredients), Gathering (acquiring ingredients), Learning (making progress on learning a specific recipe). How each crafting tool's crafting system works and what they can do varies. Some skills can also apply to various parts of the crafting process.

    Learning consumes minimal (sometimes no) crafting ingredients but usually doesn't produce any items.

    Tools whose Style includes "Recipes, often learned through experimentation." typically do not learn recipes through the Learning action. Instead they make progress on recipes through Experimenting (which is technically a Crafting action). This will often result in failures, weaker items, or unexpected items.

    When Crafting a Recipe a possible result is gaining progress in learning a different one. This will usually not be granted to recipes learned through experimentation.

    Recipes are shared for the party, but Training is not. (And of course neither is proficiency in a tool.)

    Spoiler: Crafting
    Show

    Terms
    Recipe: A list of ingredients and their average expected amounts for a set DC required to create a specific item.
    Experiment: Creating through declaring desired result and amounts of ingredients planned on using.
    Training: Becoming qualified in use of a material.
    Style: What of the above options used in crafting.
    Repairs: What kinds of items the tool can be used to repair during Short or Long Rests during Questing.
    Materia: Magic-infused gems with various (often limited use) effects that often are attached to or part of creating other items. Rarely found in the wild.

    Alchemist’s supplies
    Used to make various potions and other things like soaps.
    Repairs: Nothing (probably?)
    Style: Recipes, often learned through experimentation.
    Gathers: Non-solid ingredients (helpful with strange things like elemental or ooze creature ingredients)

    Artist's supplies
    A combination of Calligrapher's supplies, Painter's supplies, and Potter's tools.
    Used to make art, inks, paints, dyes, and clay objects.
    Repairs: Clay items
    Style: Learns some recipes but otherwise experiments.
    Gathers (with aid of Shovel): Clay (makes containers that are essential to gathering)

    Brewer’s supplies
    Used to make beverages. (Which may used to supplement Cook's utensils recipes.)
    Repairs: Nothing
    Style: Recipes, often learned through experimentation.
    Gathers: Nothing

    Carpenter's tools
    Used to make wood or bone buildings and furnishings.
    Repairs: Structures made of wood or bone (though it'll require a good amount of time usually)
    Style: Requires Training in certain material types and experiments. A few recipes.
    Gathers: Wood or bone

    Cartographer’s tools
    Used to Capture Resources for settlements.
    Spoiler: Capturing Resources
    Show

    The fluid nature of the world means that it is possible with the right method to intentionally move parts of it around. Capture Resource Quests (often Minor Quests since they are their own reward) allow the party to go to a location with one or more useful crafting ingredients in numerous supply and make a series of tests to permanently add that Resource to a settlement so that they can safely make Gathering checks at it during Downtime. This can also unlock new goods at stores if the settlement has an appropriate artisan or trades with a settlement with one.

    A typical Capture Resource Quest involves traveling to a location and making at least three Cartographer's tools checks using different ability scores (with monsters spawning after each check) until a total combined number has been reached.


    Cook's utensils
    Used to make food.
    Repairs: Nothing, that's not how cooking works at all.
    Style: Style: Recipes, often learned through experimentation. Recipes divided into Questing and Downtime. Questing recipes being things you can make without the resources of a proper kitchen and Downtime recipes being ones that require a kitchen. Most created foods must be eaten within 24 hours/the same Downtime or spoil, but some may have durations (typically listed in days). Foods such as Rations that last an exceptionally long time will have a duration of Indefinite.
    Gathers: Meats

    Glassblower's tools
    Used to make objects out of glass.
    Repairs: Glass objects
    Style: Requires Training in certain material types and learns recipes. Some experimentation.
    Gathers (with aid of Shovel): Sand (makes containers that are essential to gathering)

    Jeweler's tools
    Used to make jewelry, furnishings, and adornments from precious metals, to cut and polish gems, to make Materia from gems. Can Silver (and I guess gild) items.
    Repairs: Jewelry
    Style: Requires Training in certain material types and learns recipes. Some experimentation.
    Gathers: Nothing

    Leatherworker's tools
    Also includes Cobbler's tools. Used to make objects from animal or monster hides, scales, or chitin.
    Repairs: Items made of leather, hides, scales, or chitin
    Style: Requires Training in certain material types and learns recipes. Some experimentation.
    Gathers: Creature ingredients

    Mason's tools
    Used to make brick and stone items, buildings, and furnishings.
    Repairs: Structures made of brick or stone (though it'll require a good amount of time usually)
    Style: Style: Requires Training in certain material types and experiments. A few recipes.
    Gathers (with aid of Miner's pick or Shovel): Stone, Metals, Gems, Clay

    Smith's tools
    Used to make metal items, buildings, and furnishings.
    Repairs: Items made of metal
    Style: Requires Training in certain material types and learns recipes. Some experimentation.
    Gathers (sometimes with aid of Crowbar): Scavenging machinery (from constructs or strange machines)

    Tinker's tools
    Used to make complex machines or magi-tech items. (For example crossbows.)
    Repairs: Machines and magi-tech (though some things may be too complex to repair in short time periods)
    Style: Recipes, often learned through experimentation. Requires Training in Magi-tech for magi-tech items (commonly powered by Materia).
    Gathers (sometimes with aid of Crowbar): Scavenging machinery (from constructs or strange machines)
    (This is maybe not the best thing to start with as I imagine there's a good amount of gap between early useful things like crossbows and later useful things like magi-tech items.)

    Weaver's tools
    Covers tailoring and anything involving threads or weaving.
    Repairs: Items made of thread, woven, etc.
    Style: Requires Training in certain material types and learns recipes. Some experimentation.
    Gathers: Plant ingredients, creature hair, silks, etc.

    Woodcarver's tools
    Used to make wooden or bone items.
    Repairs: Items made of wood or bone
    Style: Requires Training in certain material types and learns recipes.
    Gathers: Wood and bone

    Herbalism kit
    Used to make a very small range of things all covered by other tools. Healing potions, plant based poisons, soaps, etc.
    Repairs: Nothing
    Style: Recipes, often learned through experimentation.
    Gathers: Plant ingredients

    Navigator's tools
    Used to navigate. Also may sometimes be used in place of Cartographer's tools for Capture Resource Quests.

    Poisoner's kit
    Used to make poisons.
    Repairs: That's REALLY not how poisoning works, c'mon now!
    Style: Recipes, often learned through experimentation.
    Gathers: Toxic plants and creature ingredients

    Arcana Skill
    May be used to gather arcane ingredients, with an appropriate tool if lacking proficiency in it using half proficiency bonus.

    Nature Skill
    May be used to gather plants and creature parts, with an appropriate tool if lacking proficiency in it using half proficiency bonus.

    Religion
    May be used to gather bones, with an appropriate tool if lacking proficiency in it using half proficiency bonus.


    Spoiler: Other Tools
    Show

    Disguise kit: Same as what it's normally good for.

    Forgery kit: Uh..... could possibly be useful at some point? No ideas currently. If someone takes it I'll at least try and work it in on occasion but you're probably better off taking almost anything else really. (Unless you've somehow gotten everything else already I guess?)

    Gaming Sets: Can use them to make (or lose) money at Taverns or other reasonable locations. I'll probably throw a Minor Quest in involving this is someone picks one up as that shouldn't be too difficult to work in.

    Musical Instruments: Make pretty noises. Also maybe money or discounted/free room at an Inn or such.

    Thieves' tools: Same as what it's normally good for. Up to you guys how much you want to guess I'll bother with traps and locked stuff.

    Land or Water vehicles: Water vehicles might be useful in getting places eventually, though probably not immediately. Then again who knows?
    Land vehicles will along with Animal Handling function for checks involving mounts who have a vehicle attached.
    Both could probably get some kind of Quests worked out for if people take them.
    May need to add in Air vehicle proficiency at some point, but there's no way anyone could reasonably start with that anyway so don't worry about it for now.
    Last edited by Ramsus; 2019-08-04 at 11:22 AM.

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    Default Re: Final Fantasy: Chaos Crystal [OOC]

    [Reserved in case needed.]

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    Barbarian in the Playground
     
    NecromancerGirl

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    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Any ideas what people have in mind class wise? I'm most interested in red mage or geomancer, though there is some fun jumplomancer ideas I doubt i'd use, ie remaking freya from ff9.

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    Barbarian in the Playground
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    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Dragoon of some undetermined race.
    Last edited by gryffydd65; 2019-08-15 at 02:23 PM.

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    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Leo, Ajax, Deshy.
    Avatar by the Ninja Chocobo.

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    Barbarian in the Playground
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    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Ok see below
    Last edited by gryffydd65; 2019-08-08 at 07:21 PM.

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    Barbarian in the Playground
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    Default Re: Final Fantasy: Chaos Crystal [OOC]


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    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Starting Gear

    Zjrn
    Waystone Inn Tent
    Rusty Greatsword (1d10-3 damage, -2 to hit, Durability: 1)
    Tattered Chain Shirt (AC: 11 + Dex (max 2), Durability: 1)
    Backpack
    Waterskin
    Rations (10)
    Torch (2)
    Rags (clothes) (Disadvantage to most Charisma checks)
    Worn Shoes (-5 walking speed)
    Makeshift Leatherworker's tools (Disadvantage on Leatherworker's tools checks)
    Makeshift Jeweler's tools (Disadvantage on Jeweler's tools checks)

    Deshy
    Fishing Tackle
    Warped Wood Longbow (-2 to hit, short range: 125, long range: 250, Durability: 1) (note: has loading property if you don't have a Quiver)
    20 Headless Wooden Arrows (Break Chance: 75%, Decrease die size of weapon by 2, -3 damage (minimum 1) )
    Worn Leather Glove (2) (1d3-3 damage (minimum 1), -2 to hit, finesse, light, Durability: 1)
    Backpack
    Waterskin
    Rations (10)
    Torch (10)
    Rags (clothes) (Disadvantage to most Charisma checks)
    Worn Shoes (-5 walking speed)
    Ritual Book
    Quiver
    Makeshift Woodworker's tools (Disadvantage on Woodworker's tools checks)
    Makeshift Cartographer's tools (Disadvantage on Cartographer's tools checks)

    (Note: When using weapons as foci ( unless otherwise noted) their penalty to hit also is their penalty to Save DC.)

    Moowgli
    Barret's Brown Branch (Quarterstaff/Staff: 1d5/1d7, -2 damage, -1 to hit, -1 to Save DC, Durability: 5)
    Moth Eaten Padded Armor (AC: 11 + Dex, Durability: 1, Structure Points: 15. Each time the wearer takes damage it loses 1 SP. When at 0 SP, it loses 1 Durability)
    Backpack
    Waterskin
    Pouch
    Rations (10)
    Torch (2)
    Rags (clothes) (Disadvantage to most Charisma checks)
    Shoes (no change to walking speed)
    Makeshift Glassblower's tools (Disadvantage on Glassblower's tools checks)
    Makeshift Mason's tools (Disadvantage on Mason's tools checks)

    Three Claw
    Priya's Pretty Puncturer (Fully Brass Spear. -1 to hit, Decrease die size of weapon by 2, Durability 3)
    Rusty Ringmail (AC 14, Disadvantage on Stealth checks, Durability 1)
    Grass Shield (+1 AC, Durability 1)
    Backpack
    Waterskin
    Rations (10)
    Torch (2)
    Rags (clothes) (Disadvantage to most Charisma checks)
    Worn Shoes (-5 walking speed)
    Makeshift Brewer's supplies (Disadvantage on Brewer's supplies checks)
    Makeshift Weaver's tools (Disadvantage on Weaver's tools checks)

    Hasi Khunbish
    Reed Whip (1d2-3 (min 1) damage, -2 to hit, Durability 1)
    Coal Focus (-2 to hit and to Save DC, -3 damage, Durability 1)
    Novice Mage Robes (Wearer Knows/Has Prepared Mage Armor which gains +1 AC, Wearer can cast Mage Armor as a 1st level spell 1/Day without expending spell slots)
    Backpack
    Waterskin
    Rations (10)
    Torch (2)
    Rags (clothes) (Disadvantage to most Charisma checks)
    Worn Shoes -5 walking speed)
    Makeshift Smith's tools (Disadvantage on Smith's tools checks)
    Makeshift Cook's supplies (Disadvantage on Cook's supplies checks)
    Last edited by Ramsus; 2019-08-13 at 09:25 PM.

  10. - Top - End - #10
    Ogre in the Playground
     
    GreenSorcererElf

    Join Date
    Jun 2011
    Location
    California

    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Sheet is being posted here. Obviously, all spells and skills are up for debate. No Gear posted as of yet given chargen rules.

  11. - Top - End - #11
    Troll in the Playground
     
    Dr.Gunsforhands's Avatar

    Join Date
    Jul 2008

    Default Re: Final Fantasy: Chaos Crystal [OOC]

    (It’s going to be a long night for me, so I might not have a post up until later tomorrow)
    Leo, Ajax, Deshy.
    Avatar by the Ninja Chocobo.

  12. - Top - End - #12
    Ogre in the Playground
     
    GreenSorcererElf

    Join Date
    Jun 2011
    Location
    California

    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Quote Originally Posted by Mai View Post
    I suggest we save the Millers, so they can look after the kids, or Robert Martin. The Millers for a more moral reason, Robert Martin so that we have armor, and can Survival more question.
    The Miller's would be a decent starting point for efficiencies sake as well, since they give us a small immediate bonus and then make the Inn significantly better when we rescue the owner as well. At teh very least we should get them before that.

  13. - Top - End - #13
    Barbarian in the Playground
    Join Date
    Oct 2017

    Default Re: Final Fantasy: Chaos Crystal [OOC]

    I vote the millers as well.

  14. - Top - End - #14
    Troll in the Playground
     
    Dr.Gunsforhands's Avatar

    Join Date
    Jul 2008

    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Character Intros In a Nutshell

    Zyrn: "Why are you dancing? And who are you?"

    Moowgli: "Kuuupooo."

    Hasi: "Seems like crazy gets us fed here at the moment."

    Deshy: "My boots are soaked through as it is..."

    Three Claw: "Who hoo look at me."
    Last edited by Dr.Gunsforhands; 2019-08-22 at 05:45 PM.
    Leo, Ajax, Deshy.
    Avatar by the Ninja Chocobo.

  15. - Top - End - #15
    Ogre in the Playground
     
    GreenSorcererElf

    Join Date
    Jun 2011
    Location
    California

    Default Re: Final Fantasy: Chaos Crystal [OOC]

    Seems about right.

  16. - Top - End - #16
    Barbarian in the Playground
    Join Date
    Oct 2017

    Default Re: Final Fantasy: Chaos Crystal [OOC]

    (1d20+5)[6]
    (1d4+6)[8]
    Attack and dam one handed attack plus fighting style

    Natural one to hit
    Last edited by gryffydd65; 2019-08-24 at 12:07 PM.

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