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Drakeburn

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  1. With the attention that Game Master Emulators are getting, I'm wondering about systems that emulate players instead of GMs. So far the one player emulator that I'm familiar with is Player Emulator with tags, though I can't quite wrap my head around how the whole thing works. So I'm creating this thread to see what everybody's thoughts are on Player Emulators, and to find out if there are other (and maybe better) ways of emulating players in solo games.
  2. Popping in to say that I'm still here as well! I've been busy with IRL stuff. I'll try to finish my character sheet soon.
  3. I'm not married to the Arabian Nights setting. So I'm okay with playing in a wild west style game if you're okay with it. I've been thinking about the world of the setting, and here are a few ideas I've come up with: There was a continent that has a lot of fertile land and a prosperous civilization. Some ambitious magic user did something that angered the gods. The gods caused a disaster to destroy continent's civilization. The gods also cursed the continent so nothing can grow on it. Every living thing on the continent either died or left for greener pastures. After thousands of years, the curse expired, making some of the continent's lands fertile again. A while after settlers arrive on the continent. News of gold in the mountains and treasures sealed away in secret dungeons brings in an influx of settlers, miners, prospectors, treasure hunters, and adventurers to the continent. A corrupt organization (perhaps a guild) is formed to heavily tax the people of the gold they've mined and treasure that they found. Those are just some ideas I'm throwing out there.
  4. That’s good to know. For some dumb reason, I got the impression you didn’t like the cardslinger from that tidbit about the smell of rotten eggs after what you said about the cardslinger.
  5. @SMARTAgentKC Though if you're still not enthusiastic about the homebrew subclass, would it be cool if I try the Physician class instead?   @Thistledown I did have a wild west setting in mind, but I'm open to any kind of setting. A heist in an Arabian Nights style setting sounds fun.
  6. I hope its cool if I sign in as well.   Is it ok if I play a Cardslinger sub-class for Sorcerer? The character concept I have in mind is a card sharp on the run after he cheated a devil in a game of cards. As for playing solo or with a group, I'm fine with either one.  
  7. Devereux Galerne Former knight of House Bolmairn     "If you watch, and you listen, all secrets will be revealed."   FIGHTER 1 Medium humanoid male (variant human), lawful neutral Armor Class 13 (15 mage armor) Hit Points 68 ( 6d8 + 2d6 + 8 ) Speed 35' ft. Senses darkvision, passive perception 20' ft. Languages common, dwarvish, elvish, void speech Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 10 (+0) Save +1*  Athletics +2** Dexterity 16 (+3)  Save +7*  Acrobatics +5** | Sleight of Hand +5** | Stealth +7** Constitution 12 (+1) Save +2*  No skills associated. Intelligence 16 (+3) Save +4*  Arcana +7** | History +5** | Investigation +7** | Nature +5** | Religion +5** Wisdom 16 (+3) Save +4*  Animal Handling +5** | Insight +7** | Medicine +5** | Perception +10** (E) | Survival +7** Charisma 20 (+5)  Save +9*  Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E) * Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Calligrapher's  Instruments Bagpipes, lutes, viols  Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves  Armors Light WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Arcane Tradition (Void Savant)Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a void spell into your spellbook is halved. When you gain a level, one of the two spells you learn for gaining a level can be a void magic spell, even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be a void magic cantrip, even if you’ve never previously encountered it. | Whispers of the VoidStarting at 2nd level, as a bonus action immediately before you cast a spell of 1st level or higher, you can utter a few words of void speech and weave its dark magic into your spell. The tainted spell disorients one creature you can see that the spell affects when you cast it. The creature has disadvantage on the next attack roll or ability check it makes before the start of your next turn. You can’t use this feature if you are unable to speak. BARD CLASS ABILITIES Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. | Jack of All Trades (+1)Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. | Song of Rest (d6)Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points. | Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. | Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. | College of CriminologyWhen you join the College of Criminology at 3rd level, you gain proficiency in the Insight skill and you choice of two or Acrobatics, Deception, Investigation, Performance, Sleight of Hand and Stealth. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Keen SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | Elf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow | CantripYou have proficiency with the longsword, shortsword, longbow, and shortbow FEATS TelepathicYou awaken the ability to mentally connect with others, granting you the following benefits: •Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. •You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. •You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. | ASIWisdom +1 Dexterity +1   WEAPONS WEAPONS +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)   SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th) Bard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5 CANTRIPS (Bard) Cl * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL   * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.08 lbs.) Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0 (304 Coins x .02 lbs. = 6.08 lbs. Total Weight) EQUIPEMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs. Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.   Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs. EQUIPMENT STORED (27 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (3/3) +1 Elven Spell CubeSource: Tasha's Cauldron of Everything (Arcane Grimoire) Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spell cube, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this cube as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. | +1 Rhytym Maker's DrumSource: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. | Stone of Goodluck (Luckstone)Source: Dungeon Master's Guide Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a + 1 bonus to ability checks and saving throws.   APPEARANCE Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair She stood before the mirror in her room above This is the Way, as she did every morning. Her pale blue eyes, the color of a frozen lake, stared back at her. Andzelika Matylda Omazeiros stood there wondering. Wondering when she would be able to afford an apartment and not a room. Wondering when her partner would realize they need to charge full price to every customer for their services. Wondering when she would stop focusing on Zobeck so she could bring answers to her family and prove to the River Court that there was something to investigate regarding her sister’s death. Wondering when the Void would open up all its mysteries to her.   "Ugh." She moaned to herself as her thin hands reached up to her face in frustration. Her bony fingers pushed through her long brown hair, the color of ash trees. Loose strands fell to the sides, but she pulled most of the mass of thick locks into a short braid before tying it at the nape of her neck, letting the tendrils of waves loose to fall upon her back or over her shoulder.   The scent of bacon, sausage, eggs, butter, bread, and cheese wafted through the floorboards, causing her nose to wrinkle. Matylda enjoyed all those items, but humans liked far heavier meals than she had ever been able to get used to. Her lithe frame spoke of her eating habits. Many small meals throughout the day, not two or three large ones. But she knew Sture would have her usual waiting, a simple piece of toast, a few slices of sausage and fresh fruit, along with a cup of hot tea.   The elven woman slipped on her customary olive green pants. The color and fit were uniquely hers, they draped loosely from her hips waving in the wind as she walked. So very different from the tight-fitted attire most women wore. Her black long-sleeved shirt, however, was a snug fit, revealing her curves, but the high-neck hid the valuables from prying eyes. Finally, before leaving for her morning meal, Matylda secured the silver clasp and chain to her ear. Although she had left the River Court, some traditions remained. This was one.   BACKGROUND ARBONESE EXILE Source Custom Personality Traits: something Ideals: something Bonds: something Flaws: something Background Feature: something BACKSTORY Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask.   For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her.   The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands.   For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing.   The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten.   Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them.   She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers.   The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path.   Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be.   Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies.   While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying!   Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth.   Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away.   Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.  
  8. Michaellengelo, Jennifer, Carl ”Ah, you’re here to see Mr. Wright.” The bartender says.  “The guy is a regular here, but I don’t think he’s here yet.”  The bartender then turns to Carl. ”Eh, none taken. This is the kind of place is part of the norm in The Fens.”
  9. Michellangelo Mills "Sure thing." The bartender replies, getting to work on making your drink. "Mm-hmm. It's hard to compete with all the other bars around here, and it doesn't help that a fight broke out last night and ruined a few things here." Tom Freeman There doesn't seem to be very many decorations around here at all. And one thing you notice on the wall behind the bar counter is bare spot with a mount that appears to be for mounting a tv on the wall. And yet, not tv in sight. Carl Conner "I'll get that for you in a jiffy." The bartender replied. In a short moment the bartender has made and given a dry martini to one of the patrons at the bar. The bartender then gets out a bottle of beer and grabs a bag of chips. He walks out from behind the counter and puts them on your booth's table. "Here ya go. Enjoy!" The bartender says before walking back to his post. Jennifer Jones Mister Wright is said to be a tall man with blonde hair and glasses, a description that nobody in the bar matches. Upon asking the bartender as he gets back behind the bar counter after serving one of the bar patrons, he answers: "Sure. Whats your friend's name?"  
  10. Update: For this month I got some of the books I got were UNE, The Universal NPC Emulator, The Adventure Crafter, Mythic Game Master Emulator Second Edition, Irornsworn, and The Book of Random Tables: Modern. With the Mythic GME Second Edition, I bought both the PDF and a physical copy. My entire order along with a discount code totaled up to almost $75. Thanks @GreysonWulffe for the suggestions!   Edit: My physical copy arrived yesterday of when I made this edit.
  11. And the IC thread is up! Sorry for not putting it up on Thursday like I said I would. I got preoccupied with some tests I had to study and take this week.   Your characters are going to meet in-game.   Sure thing!
  12. A brick building in the corner of a city corner with boarded up windows that have graffiti on them, and a sign above the door that says The Cheap Shot Bar. You came across information that a man named "Mister Wright" will be here. Apparently he's looking for base raiders for a job, and has accurate intel on the location of a secret super base. The inside of the bar is a bit cramped; two or three people side-by-side could barely fit between the booths and the stools and bar counter. Past that is a hallway, with a door at the right before the hallway turns to the right. The only person you can see in the bar is the bartender behind the bar counter; a man in his mid-twenties with shoulder-length brown hair and a black t-shirt.  
  13. This is the moment we've all been waiting for. It was not an easy decision to make, but I've made up my mind.   @JubalBreakbottle @cbenny @Sir Lazeabout @coreal @Xerin I'll have the IC up by Thursday. Thank you, and have a wonderful day! 🙂  
  14. Everyone should be able to post in the game forum now. I set the game to "Public" because I didn't realize that Open games wouldn't allow anyone to post here. Sorry about that. 😳
  15. I’m going to postpone my decision to the next weekend (the one after this upcoming weekend at the time of this post).   Thank you for your patience, and have a wonderful day. 🙂
  16. I apologize for the inconvenience. I'm still inexperienced with Baldr, and I didn't realize that setting the game to "Closed" would prevent non-members from seeing the game forum. So I set it back to "Open" so hopefully you'll be able to see the game forum again.
  17. I'll do just that. Thanks for the advice. Good to know, thanks! Update: So not only did I buy the ICONS Superpowered Roleplaying: The Assembled Edition and The Super Villain Handbook Deluxe Edition, but I also got a bunch of Tabletop Gaming Guide to ______ books about the Celts, Feudal Japan, Five Points, Knights Templar, Mongol Empire, Pinkertons, Pirates and Privateers, Renaissance France, Roman Legions, the Three Kingdoms of China, and Vikings (I'm a bit of a history geek). I got all these books for around $25. While it is half of the intended budget I set for myself, I'm going to stop there and wait till next month to get more TRPG PDFs.
  18. On 3/17 tomorrow, the game will be closed to new interest. I'll have my decision on who gets picked be made by 3/25 or 3/26. Thank you for your interest, and have a wonderful day. 🙂  
  19. Hello, and welcome to the OOC thread.
  20. Player Name Character Name Character Concept Completed? Enkhoffer Blair "Bricks" Rickland Construction worker / thug? No Sir Lazeabout Michellengelo Mills Con artist Yes coreal Carl Conner Unemployed photojournalist Yes cbenny Jennifer Jones Aspiring Actress Yes JubalBreakbottle Tom Freeman Henchman Yes eltorin Johnny C Financial analyst/accountant and former recon marine Yes Xerin Kari Erwood Stuntman and stage magician Yes  
  21. Keep in mind, each base would normally have 7 elements for the players to research, but for this one-shot I reduced that number to six. That is, six elements to research for one base. These elements are the builder/owner (whether the base's owner built the base themselves or if they had somebody else build it for them), the purpose of the base (the reason the base was created), the inhabitants of the base (like if the base had any or not, if there were henchmen or security personnel, if the inhabitants there are robots or golems, etc), the contents within the base (the stuff that is stored in the base), its defenses, and the history of the base. Honestly, I would prefer if the party decided to begin to explore the first base they researched because I'm not sure if everyone has the patience to research a bunch of potential lairs to have multiple options to pick from. Though I have no objection against making preparations for the base (though the character creation rules state that the Player Characters have Benefit (Wealth) at the start of the game. I'll probably have a benefactor provide the party with these things upon request). As per the Base Raiders/Mutants and Masterminds 3e Conversion Guide, you get more accurate information with higher grade successes while you get partially incorrect information from lower grade successes when rolling skill checks against secret Difficulty Classes set by the GM.   I hope that answers your question, and sorry to take so long to reply.   Edit: I was in a bit of a rush writing this post, and now that I've taken the time to reread what I wrote, I realized I may have given a long-winded half-answer. So the party gets a general idea of what to expect of the base (based on their research and the roll of the dice), but you don't actually know about the layout of the base.
  22. I have not. I’ll be sure to do that when I get the chance.
  23. I'm working on building up a library of TRPG books and PDFs, limiting myself to a budget of around $50 per month. Here's what I'm contemplating on buying this month and the next three months (not in any particular order): Stars Without Number Revised Edition + Starvation Cheap + Darkness Visible ICONS Superpowered Roleplaying: The Assembled Edition + The Super Villain Handbook Deluxe Edition GURPS Basic Set: Characters and Campaigns Supernatural Handbook (M&M 3e) Numenera Mythic Game Master Emulator Second Edition While I'm indecisive on which item or items from the list I should get for this month, I'd like to ask for suggestions for what I should add to the above list and why.   My TRPG Library Player's Handbook (Dungeons & Dragons 4th Edition) Player's Handbook 2 (D&D 4e) Monster Manual (D&D 4e) Dungeon Master's Guide (D&D 4e) Base Raiders, Superpowered Dungeon Crawling Base Raiders Exemplar Base Raiders Boiling Point Base Raiders Boost Patches Base Raiders Death Traps Volume 1 Time Traveler's Codex (Mutants & Masterminds 3e) Deluxe Hero's Handbook (M&M 3e) Deluxe Gamemaster's Guide (M&M3e) Power Profiles (M&M 3e) Gadget Guides (M&M 3e) Cosmic Handbook (M&M 3e) Hero High Revised Edition (M&M 3e) Superteam Handbook (M&M 3e) ICONS Superpowered Roleplaying: The Assembled Edition The Super Villain Handbook Deluxe Edition     Pathfinder Second Edition Beginner Box (PDF)     Pathfinder Second Edition Core Rulebook (PDF)     Pathfinder Second Edition Bestiary (PDF)     Pathfinder Character Sheet Pack (PDF)     Pathfinder Player Character Pawn Collection (PDF)     Pathfinder Lost Omens World Guide (PDF)     Pathfinder One-Shot #1: Sundered Waves (PDF)     Pathfinder Bestiary 2 (PDF)     Pathfinder Lost Omens Character Guide (PDF)     Pathfinder Lost Omens Ancestry Guide (PDF)     Pathfinder Adventure: Troubles in Otari (PDF)     Pathfinder Flip-Mat: Troubles in Otari (PDF/JPG)     Pathfinder Society Intro #1: The Second Confirmation (PDF)     Pathfinder Society Intro #2: United in Purpose (PDF)     Pathfinder Flip-Mat Classics: Ancient Dungeon (PDF/JPG)     Pathfinder Flip-Mat Classics: Swamp (PDF/JPG)     Pathfinder Flip-Mat: City Sites Multipack (PDF/JPG)     Pathfinder Adventure: Little Trouble in Big Absalom (PDF)     Pathfinder Secrets of Magic (PDF)     Pathfinder Gamemastery Guide (PDF)     Pathfinder: Abomination Vaults Pawn Collection (PDF)     Pathfinder Gamemastery Guide NPC Pawn Collection (PDF)     Pathfinder Society Intro: Year of Boundless Wonder (PDF)     Pathfinder Flip-Mat: Arcane Library (PDF/JPG)     Pathfinder Pawns: Traps & Treasures Pawn Collection (PDF)     Pathfinder Adventure: A Fistful of Flowers (PDF)     Pathfinder Adventure Path: Abomination Vaults (Foundry VTT)  
  24. Pretty much, though the roll of the dice do factor into the type of base you'll be exploring. 😈   Going into lairs to gain powers and loot is what the one-shot revolves around, though I'm not sure if I understood the question.  
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