Matt4
Paragon
Posts: 3,545
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Post by Matt4 on Aug 26, 2023 2:51:53 GMT -8
Daos, sorry, I was wondering... Is there a list of poisons and such that could be bought to coat a weapon?
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Post by Daos on Aug 26, 2023 11:40:48 GMT -8
Poisons can be purchased, although they are generally illegal so must be bought on the black market or similar means (thieves' guilds or other shady characters). Which means they tend to be really expensive. Depending on the potency, they can cost up to hundreds of gold pieces. Because of this, they don't have 'set' prices like items in the PHB, as haggling and such is usually needed depending on who you're buying it from.
I don't have a specific list, per se. Poisons in 2E are divided into several classes, which are named from letters (Class A, Class B, Class C, etc.), which determines how they are applied (injected, ingested, contact), their onset time (how long it takes to kick in), their strength (effects for both saving and failing to save against them) and what they actually do (deal damage, paralyze, put to sleep, debilitate, or outright kill).
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Matt4
Paragon
Posts: 3,545
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Post by Matt4 on Aug 26, 2023 12:40:58 GMT -8
Hmm... I see, thank you.
I'm writing Zemora's history/personality and I think I'll switch her to be a Radiant, actually. It fits more with her wanting to spare her sister and help any exiled drow (and maybe people from other races as well), like the one she recruits.
So I was thinking of what her weapons could be and if I could use some more traditional drow tactics with poisons and such, but I don't have the money for that sigh although I'd like to go that route in the future.
Can I have more informations about the Radiant sect and the New Dawn organization? Are the Radiants a secret order? Are they respected? Despised? What about the founders of New Dawn, what is known about them? It says they "want to bring freedom and peace to the sector" what sector? Etc... I was thinking she may be an agent of this organization, I think that could lend to some interesting storylines.
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Post by Daos on Aug 26, 2023 14:03:06 GMT -8
Ah, yeah, the New Dawn comes from an old campaign I ran back in 2005-2006. Horizons was in that one (she played Psyche Autumnleaf).
Back then, I called the Renosian nations 'sectors.' So the 'sector' that write-up refers to is Bloodtooth. Which was where the game (known officially as 'Renosia Campaign II' but colloquially as 'The Rebel Campaign') took place. The basic idea was that the party were members of a group of rebels that were fighting against the tyranny of the Bloodtooth state. Their group was nearly wiped out, and the sole survivors (the PCs) rebuilt a new one called the New Dawn.
The New Dawn were essentially a secret, underground Antifa organization that fought against the Overlord and his forces. The game petered out and never officially finished, but I did write up a big epilogue for it. Basically, the New Dawn became a force to be reckoned with, and even started their own town where slavery was outlawed.
So when I was writing up the priest classes for Renos, I decided one of them would be an off-shoot of that organization that had spread around the continent over the past decade or so. Thus, the Radiants.
The Radiants are unusual as a faction, because they are anti-slavery (unlike the Inquisitors), anti-war (unlike the Wildfires), and anti-undead (unlike the Apocalyptics). Their beliefs are like a weird mingling of Renosian and Octhanian--with emphasis on community over the individual, although still valuing strength and power. They are considered a heresy by many. They are very new and the other church sects don't recognize them as official. They aren't secretive (although they can be) and aren't persecuted (few are willing to mess with someone bearing Renos' symbol, regardless of their beliefs), but they aren't very influential, either. They are few in number, and lack the resources the other factions have. For instance, if they were to head to a local Renosian temple to ask for aid, they'd probably be laughed out. They have no dedicated temples to themselves.
That all said, they do have some in common with their brothers and sisters in the church. Like the Wildfires, they see themselves as agents of change, who are fighting against a stagnant system that needs to switch things up. Like the Inquisitors, they seek to make converts and grow their strength and power. Like the Apocalyptics, they are seen as a bit zealous/crazy by the others.
They have a very strong sun/dawn/light motif. They often look to the future, the 'new dawn' in which all will be part of the same community. Theirs.
They aren't pacifists or anything. They still hold to the Renosian values that might makes right and the strong should rule the weak. They just remap those values from individuals to communities. In other words, they think Renosians shouldn't be fighting each other--they should be doing that to others--the Octhanians, the Gontorians, etc.
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Matt4
Paragon
Posts: 3,545
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Post by Matt4 on Aug 26, 2023 14:27:20 GMT -8
Hmm okay thank you for the info-dump. I'm still conflicted because basically the ideas I'm having for my character falls in between the two factions.
Is New Dawn still active, and if so is it still secretive? I suppose not in their own town, but for example do we know of their activies in Daemon?
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Post by Daos on Aug 26, 2023 14:48:32 GMT -8
Can you elaborate on what you had in mind? I might be able to help.
As for the New Dawn, they are still active in Bloodtooth. Outside of Bloodtooth, I imagine they would have to be more careful, more secretive. Their town is protected by magic, high level adventurers and a massive gold dragon. Anywhere else, and they'd risk getting in trouble if they were open about their values, as they wouldn't have the resources to protect themselves.
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Post by Igordragonian on Aug 27, 2023 13:45:14 GMT -8
rolling for money j6jHoZfU2d6 x 10 sorry. maybe someone has asked already and I have missed- do we have starting gear, or what ever we can take with the starting money? Ah also traps! 1d4started working og.myth-weavers.com/sheet.html#id=28290572d6·1d4
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Post by Daos on Aug 27, 2023 15:06:47 GMT -8
You use your starting gold to purchase your starting equipment.
By the way, Duergar have their own thief skill adjustments found in The Complete Book of Dwarves. They are: +5% Pick Pockets +10% Find/Remove Traps +10% Move Silently +5% Hide in Shadows +10% Detect Noise -10% Climb Walls -15% Read Languages
Dwarves also get one crafting NWP for free, so I assume that will be Blacksmithing for him.
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Post by Igordragonian on Aug 27, 2023 21:46:03 GMT -8
Ah. I got confused the racial adjustments, it seems.
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Post by Igordragonian on Aug 28, 2023 8:59:48 GMT -8
og.myth-weavers.com/sheet.html#id=2829057I think I am ready. And {backstory} Tukgruff was born at the lame duergar clan of the Toebiters. The Toebiters since the fall of the empire, the very least lived at the hinges of society, surviving on the least respected jobs. Viciouse, jealuse and frusrated, they were a toxic household even for duergar standards- For poor people in other societies there were at least a hope for a better life after death- but in duergar's faith, wealth has determined your station in the afterlife as well. Desprate the Toebiters often have turned to crime and their women often sold their bodies. Tukgruff wasnt sure if his father was his father. As a child, he enjoyed of inflicting pain on weaker beings then himself- pest, just to feel he has power over something. And naturally turned toward pest controling, which usually it meant working alone, which was perfect for him to avoid his family most of the day. His life would have probably just continued as another pathetic Toebiter if not for meeting Glaprum Crownfall.
Glaprum in another universe, in other age would have been defined as mentally challenged, or maybe "on the specturm", or would have been viewed with understanding and sympathy. But in this age, world and society the word "fool" was the kindest to describe him And Glaprum went lost in the tunnels and stumbled upon Tukgruff falling into one of his traps. Tukgruff has releasd Glaprum and guided him- back home- even if relucnatly.
Glaprum was beyond the normal duergar intrigues and right away has called Tukgruff "buisness partner'- the kindest title in their launguage. And was strangely friendly. Tukgruff was shocked by this exprience, and even more when he has returned Glaprum home to discover he is a member of the Crownfall clan. A rich and powerful clan- they have paid him off, so he wont tell about Glaprum, who was legally wise one of the main heirs and a big shame to the clan. Glaprum kept coming to the tunnels where Tukgruff has worked- as Tukgruff was relativly not offensive to him- and Tukgruff kept getting him back home, only after a long while accepting him as a friend/buisness partner. Eventually the Crownfalls have hired Tukgruff as caretaker of Glaprum. For a short while, life was good. He was slowly but surely gaining wealth and even enjoyed Glaprum's friendship. Then Tukgruff has made his first mistake- Tukgruff has bragged to his family, about roaming freely in the household of Crownfall- the rich and powerful clan who can track their bloodline to the Emperors of Farikak. His father Khuldruff Toebiter had a scheme, that Tukgruff haf a key part in.
Tukgruff has befriended/allied with other servants and have opened the door for intrigues from a secret alliance of clans: Toebiter, Venommug, Crackskull and Hellmine. Main heirs have fallen quickly, one by one in mysteriouse circutmances- some agents were caught, but not Tukgruff, who was most of the time, playinf and taking care of Glaprum. With the guidance of his fathee, Tukgruff has manipulated Glaprum into signing a certain contract, which became valid quickly- as Glaprum became legally the head of the clan, and as such... he has passed all of the clan's fortunes to Tukgruff, who has promised to handle it for him. He has distribiuted the wealth to the Toebiter clan and their allies, Crownfall clan has fallen from grace, and Tukgruff finaly got respect from his family, and even gotten marriage pact to marry Glaprum's sister Barndeth, who were considered one of the fairiest duergar maidens of the land.. Glaprum died in accident when Tukgruff wasnt watching over him- died without any wealth.
At their engagment Barndeth has asked Tukgruff a simple question:"Are you proud?"
Tukgruff felt monstrouse guilt- what he has done was worse then a murder.- he doomed the afterlife of the only person who actually cared about him and trusted him with a pure heart. Tukgruff just took whatever was on him- and ran off to Daemon. He has sworn to live the rest of his life by the example of Glaprum
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Post by Daos on Aug 28, 2023 13:08:45 GMT -8
I can't get his Thief Skill points to add up right.
Base scores are: Pick Pockets: 15% Open Locks: 10% Find/Remove Traps: 5% Move Silently: 10% Hide in Shadows: 5% Detect Noise: 15% Climb Walls: 60% Read Languages: 0%
Being a Duergar adds 5% to PP and HS, adds 10% to F/RT, MS and DN, subtracts 10% from CW and 15% from RL.
Having a DEX of 16 adds 5% to OL.
Being a Pest Controller adds 5% to MS and F/RT but subtracts 10% from PP.
And having Locksmithing NWP adds 10% to OL.
Before adding the 60 free points from 1st level, that should put the scores at:
Pick Pockets: 10% Open Locks: 25% Find/Remove Traps: 20% Move Silently: 25% Hide in Shadows: 10% Detect Noise: 25% Climb Walls: 50% Read Languages: -15%
As mentioned, you get 60 points to spend (with the caveat that no more than 30 can be put into any one skill). The scores you gave are:
Pick Pockets: 10% Open Locks: 40% (+15) Find/Remove Traps: 50% (+30) Move Silently: 20% (-5?) Hide in Shadows: 35% (+25) Detect Noise: 25% Climb Walls: 50% Read Languages: -15%
Move Silently lost 5 points somehow, and your total added (+15+30+25) equals 70 points, not 60. What am I missing here?
Aside from that, I also need his age, height, weight, birthday, patron deity, languages (you list Duergar and Common, but he gets three and Common isn't a language in this setting; I assume you meant Daemon), and a write up of his appearance and personality.
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Post by Igordragonian on Aug 28, 2023 13:18:53 GMT -8
I got confused probably again, I'll restart my calcualtions of the percentage.
the additional 10 was because of taking locksmithing NWP- the book say it add 10% to lock picking.
And instead of adding launguages, I added NWP, as I underatood it a thing thieves can do?
First time making a thief for 2e
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Post by Daos on Aug 28, 2023 13:30:19 GMT -8
Yeah, I took the Locksmithing into account.
Players get free proficiency slots equal to the number of their languages. Your character has an INT of 13, so they know three languages. That means they get three bonus proficiency slots, as well. So you get both, it's not one or the other.
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Post by Igordragonian on Aug 28, 2023 14:01:37 GMT -8
ah. Neat. Alright. Then my math just sucked. I'l recalculaate and give the finishing touches
Also is the backstory ok, or too much for a level 1? I can tone it down- the concept- he did well for a duergar, but it costed a dark deed.. which he regret to the point he has changed his life.
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Post by Daos on Aug 28, 2023 14:18:07 GMT -8
No, the backstory is fine. The whole concept of seeking redemption will work well with the overall themes of the game, too.
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