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Shield Wolf
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Karma: 49/2
1066 Posts


Chaos Incarnate

Two Hundred years have passed since the fabled Warriors of Light saved the world from the ravages of the Mad God, Chaos. Since that time the world has flourished, civilizations have reached new heights, and the world has known peace. However, an ancient prophecy speaks of a day when the world will once again need the aid of mighty heroes, a day when the moon would burn red and the Mad God would again begin his campaign against the worlds of man.

(I apologize now to my players for having taken so long to get anything started on this, I've just been very busy and have not had the time to get the prep work completed that I needed to get done. I'll be posting character sheets on here, for the most part omitting the backgrounds that were provided to me for the characters, the exception to this being our Ronso, who's story has itself become a bit of a legend that almost every citizen knows. The other characters however would not be so well-known and can determine for themselves just how much they want to share.)

To make matters as simple as possible in explaining why a group this diverse is traveling together I have decided that you are all members of a newly formed, and as of yet unnamed, Adventuring Guild. You have all worked with each other for about 6 months now, so you are familiar with each other and have not just met, though it is up to you just how much of your personal information you give out. Even with the Ronso, you may know nothing of his life outside of what is well-known, as he may not like to talk much about the past or his family, or anything like that. You'll also notice that there are no values attached to the Trait bonuses and penalties in each of the character traits, that is intentional, as the amount of the modifier will fluctuate depending on the circumstance and the way the matter is handled in the story by the character, this will encourage you to embrace the traits I have assigned, and incorporate them into the characters in order to get a higher bonus or lower penalty.



Posted on 2013-06-23 at 18:21:11.
Edited on 2013-06-23 at 19:23:25 by Shield Wolf

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Character 1: Salvator Navaar

Ronso Brawler; (Unarmed Fighter)

Name: Kal'Ar Ronso
Ht: 5'10"
Wt: 190 lbs
Hair Color: Blue/Black Hair
Eye Color: Yellow
Wears a warrior's braid down to waist, rest of hear tied back, reaching only his shoulder blades.

STR 18 [+4] HP: [ 46/46 ]
DEX 18 [+4] AC: [ 18 ] = 10 + 3 + 4 + 1
CON 14 [+2] BAB: +4
INT 13 [+1] F: 6 R: 4 W: 4
WIS 16 [+3] Init: +8
CHA 10 [+0]

Racial Traits: Arctic Fur: Immune to environmental cold damage. Extreme cold affects as if normal cold weather would other races.
Survivalist: +2 Survival (included in skills below)
Mountaineers: immune to altitude sickness. Retain Dex to AC when CLimb/Acrobatics to cross narrow or slippery surfaces.
Gore/Powerful Charge: See attacks
Stand on Your Own Feet: -2 Fly and Ride checks

Class Features: Limit Breaks: (Limit breaks are special abilities that all base and prestige classes get at 1st level. To activate a limit break, most require a standard action (though some limit breaks allow swift actions to be used) and you can only activate a limit break while your health is 50% or less. At 1st level, you get 1 limit break usage per day, and every 4 levels thereafter, you gain an additional limit break usage.)
--Mighty Strikes: Duration 2 rounds (1 round +1 round per 4 fighter levels). +2 Attack and Damage and all attacks Crit. Requires Swift Action.
--Omnistrike: +2 attacks at highest attack bonus. Requires Swift Action.

Chosen Weapon: Unarmed Strike (+2 attack and damage with chosen weapon)

Fighter Talents:
--Martial Arts Training: Improved Unarmed Strike and unarmed damage as a 1st level monk.
--Fast Movement: +10 Speed

Overhand Chop: Single attacks get double str with chosen weapon.

Attacks: --Gore +8 attack 1d6+4 (2d6+6 if charging)
--Unarmed Strike (MW Combat Gloves) +11 Attack 1d4+7
--Javelin (5) +8 attack 1d6+4

MW Studded Leather +3AC Max Dex: +5

Pathfinder's Kit
--This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.
Traveler's Outfit
50' coil of silk rope
10 Torches
Climber's Kit
136gil

Feats:
Improved Initiative
Dodge

Skills:
Acrobatics 2 +4 +3 [+9]
Climb 2 +4 +3 +2 [+11]
Intimidate 2 +3 [+5]
Know (Dungeoneering) 1 +3 +1 [+5]
Survival 2 +3 +2 +3 [+10]
Swim 1 +4 +3 [+8]
Perception 2 +3 [+5]

Backstory: Kal'Ar Ronso is known across the various kingdoms of the world as one of the greatest Pit Fighters to ever step into the ring. For nearly a decade he remained undefeated, toppling foe after foes with naught but his own strength. His fan base was spread far and wide, with posters, action figures, and other admittedly cheesy merchandise being sold in the aftermath of his rise to fame.

That all came crashing down around him though on the day She stepped into the arena with him. At first the proud Ronso thought it must be some joke the fight promoters were playing on him, because standing here in the ring with him was a petite Mithra in a flowing dress, looking more like a dancer than a warrior. When the bell rang for the match to begin he quickly learned that this was no joke. While he was usually as fast or faster than most of his opponents he could not match the speed and fluid grace of this opponent, and blow after blow her sharp feline claws tore into his skin. Each of his mighty swings always seemed to connect with nothing more than the flowing fabric of her skirt as she masterfully dodged each blow, striking back at his as if he were a clumsy untrained oaf. With one especially fierce strike to his face, just barely missing his eye, she dropped the mighty Ronso warrior to one knee, and to the shock of his fans he did not get back up, instead the proud warrior bowed to his superior, realizing that he had been defeated.

As if the shame of finally losing had not been enough, he had lost to a small unarmed woman! His pride wounded, his championship lost, and his fans abandoning him the Ronso left the fighting scene and began a hard plummet into depression and alcoholism. Only sobering up again after stumbled drunkenly off a pier, making a laughing stock of himself once again. After that he decided to dedicate his full efforts into improving, becoming the best fighter he could be, and he decided that the way to do that was to join one of the many Adventuring and Monster Hunting Guilds that dotted the world. If he could best the mightiest beasts the world had to offer then he could re-enter the arena and reclaim his Dignity and the Glory he had lost.

Character Trait: Fallen Champion Since he is so well known and he does still have fans out there that keep waiting for his triumphant return Kal'Ar receives a bonus to Diplomacy and Intimidation checks when dealing with humanoids, diplomacy and information gathering is easy when there is always a diehard fan willing to help, and when you're a world famous Brawler people tend to respect your strength and are more easily intimidated by you. On the flip-side, since he is so well known it is harder for him to travel without being recognized and as such he takes a penalty to any attempts to blend in with a crowd and is easily identified if he is caught doing anything he should not be doing. Also since his pride is wounded, he can be easily goaded into making foolish moves if taunted with the details of his humiliating defeat in his final match. (Much of the rules-based impacts of this trait will be handled behind the scenes, the last aspect will mostly be handled in RP, with little impact to the rules and dice rolls unless I deem that a penalty should be assessed to a roll based on the intensity of the taunting.)




Posted on 2013-06-23 at 18:21:37.
Edited on 2013-06-23 at 19:01:26 by Shield Wolf

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Character 2: Kamina

Nia Leichstin Level 4 Hume Thief Chaotic Neutral

Description: Nia is 19 years of age. She' considered quite short by many being only 5'6". Her sandy blonde hair is made up of shoulder length curls that tend to bounce when she moves about. Her eyes are a pale blue and quite large in comparison to most others. Nia has a bubbly personality, constantly smiling, always wanting to make friends, and constantly getting into things she probably shouldn't. She is however, known to have a silver tongue when the need arises, and is quite adept at escaping situations unnoticed. Many people she's been with have complimented her cooking as amazing, considering it's usually cooked over a fire on the side of the road. Her loyalty to her friends is paramount, but if she is crossed, all the bubbly, happiness that person once knew is replaced by a fiery anger and an urge to get payback on the wrong-doer.

Str: 12 +1 BAB: +3 Init: +4
Con: 13 +1
Dex: 20 +5 Fort: +2 AC: 18
Int: 18 +4 Ref: +8 HP: [ 40/40 ]
Wis: 14 +2 Will: +3
Cha: 14 +2

Special:..........Limit Breaks:.....Thief Talent:
Dual Talent.......Perfect Dodge.....Finesse Thief
-----------------------Vanish...............Canny Observer
Mark
Trapfinding
Sneak Atk (+2D6)
Evasion
Trap Sense
Measure the Mark
Uncanny Dodge

Skills:
Acrobatics +12
Bluff +9
Climb +8
Disable Device +12
Diplomancy +9
Escape Artist +14
Knowledge (Local) +11
Perception +9
Profession (Cooking) +9
Sense Motive +9
Sleight of Hand +12
Stealth +14
Swim +8

Feats:
Dodge
Stealthy
Weapon Finesse (Bonus Feat)


Equipment:
Leather Armor
Short Sword
Short Bow
Arrows x80
Dagger x4
Backpack-
-Bedroll
-Blanket
-Flint & Steel
-Common Lamp
-Iron Pot
-Rations x14 days
-Thieve's Tools
-Climber's Kit
-Grappling Hook
-Hempen Rope
-Firewood x7 days
Basket
Bucket
Waterskin x2
Belt Pouch~
~489gil

Character Trait: Living in Daddy's Shadow Intent on proving she is more than a common thief, Nia takes great pains to avoid using her more underhanded skills while being watched by those she does not know or trust yet. She is also quick to argue that she is not a thief, and this habit has gotten her in trouble on more than one occasion, though her silver tongue has been known to get her out of trouble just as often as her argumentative nature gets her in trouble.
(I had a hard time coming up with actual bonuses for the character based on what I was given for her story, so the majority of this trait will be handled strictly through RP, but I may deem bonuses and penalties be assessed to certain rolls depending on how things unfold for her.)


Posted on 2013-06-23 at 18:21:50.
Edited on 2013-06-23 at 19:38:29 by Shield Wolf

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Characer 3: I-Binary

Name: Nefrelle Mezzet
Race: Nu Mou

Class: White Mage
Level: 4
Allignment: Neutral Good

Age: 68
Size: small
Gender: female
Fur: Light Grey
Hair: White; rather long, tied back in a braid

Abilities:
Str 13, mod. +1
Dex 15, mod. +2
Con 15, mod. +2
Int 17, mod. +3
Wis 20, mod. +5
Cha 14, mod. +2

Fort +3
Will +6
Ref +6

Hp 32, Initiative +2, AC +14
Base Attack +2; Melee +4; Ranged +5
MP: 18, Hit Die 3d6

Nu Mou Talents:
Enchantment Resistance
Lorekeeper (+2 to knowledge)
Well-Spoken (+2 to diplomacy and handle animal)
Overwhelming Caster
Low-light Vision (x2 as far as hume)
Poor Swimmer (-4 to swim)

Mage Talent:
Healing Spell

White Magery:
Increased Healing
Spell Mastery

Special: Limit Breaks
Breath of the Earth
Healing Wind

Special: other
Holy Burst (2d6)
Divine Caress
Divine Seal

Skills:
Heal +12
Knowledge (Arcana) +12
Spellcraft +10
Diplomacy +8

Feats:
Mental Toughness
Widen Spell (Metamagic)
Precise Shot (bonus)

Weapons:
Quarterstaff, small (1d4/1d4)

Armour:
Silk Robe (+1 armour defence)

Cantrips:
Mend, Purify, Detect, Flare,
Identify, Resist, Torch

Spells:
1st level: Cure, Wind Armour,
Wind Shield, Wind Runner,
Endure Elements (bonus)

2nd level: Light 2

Languages: Common, Numish,
Celestial, Vieren, Moogle

Equipment:
Quarterstaff
Silk Robe
Backpack
Scholar's Outfit
Bedroll
Blanket, winter
Rations x5
Waterskin
Sewing needle x3
Fishhook x3
Map
Ink (black) x2
Parchment x16
Inkpen (includes 10)
Basket
Mirror (small steel)

Total Weight: 35 lbs (light load)
Remaining Gil: 705

Character Trait: Small Town Gal Having grown up in the countryside away from many of the advances of the modern world, Nefrelle is easily distracted when in any settlement larger than a small town, her eyes constantly follow the airships flying over the sky-ports of larger cities, automatons catch her attention, and even passing vehicles have been known to startle her. As such she takes a small penalty to perception checks due to being awestruck by her surroundings. On the flip-side, since she did grow up without many of the modern luxuries that people take for granted now she gains a bonus to survival checks while in wilderness areas.
(Again, much of this is going to take place behind the scenes when I make the rolls, but it also plays into the RP aspect of the game as well.)


Posted on 2013-06-23 at 18:22:03.
Edited on 2013-06-23 at 19:20:23 by Shield Wolf

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Character 4

[Insert sheet here]


Posted on 2013-06-23 at 18:22:21.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Character 5

[Insert sheet here]


Posted on 2013-06-23 at 18:22:39.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Character 6

[Insert sheet here]


Posted on 2013-06-23 at 18:22:52.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


The World

Having gotten limited input on the world preference I decided to stick with what I personally prefer and will be using a somewhat modified and updated version of the map from the Original Final Fantasy, I'll post the map shortly. I'll also be including facts about each of the major locations and will update this post as information is uncovered and/or gathered through your travels.

Try as I might I could not locate a good map, so we'll have to settle for this one.


Of course given that so much time has passed since the events of the first game and the game where we're starting there are some changes to note aside from the advances in technology and the expansion of many cities.

The Western Keep, where in the game you had to defeat Astos the Dark Elf, has been reclaimed, remodeled, and a nice town has risen up around it. This town, simply dubbed Westia after the Western Keep it was founded around, is where our game will begin. It's a fairly advanced area, though nowhere near as busy as some of the other population centers like Cornelia.

Gaia is where the vast majority of the Ronso population can be found since they are a mountain dwelling people, and their non-appearance in the game itself can be explained easily enough by saying that the original Light Warriors never bothered to explore the mountains around Gaia and never came across the Ronso.

Lufenia is a busy Academic State, most formally trained Magi spend at least some time there, and it is a center for many of the magically inclined races such as the Nu Mou and Taru Taru.

Bahamut and his Dragons have left the Dragon Isles, tiring of adventurers constantly coming to him seeking new power. They have retreated to the Floating Fortress where the Light Warriors defeated Tiamat and have barred the way there, an ancient dragon guards the secrets to reaching the Dragon King at the Mirage Tower. With the abandonment of the Dragon Isles many Galka and Dwarves have made their home in the caves, believing that some of the Dragon's might still lingers in the caves.

The Caravan in the dessert on the Northwestern Continent has expanded, and a small Oasis town has sprung up in the dessert offering various rare goods, services, and entertainment to travelers who brave the dessert heat.

The Witch Matoya still inhabits her cave, though if this is the same Matoya that helped the Light Warriors save the Elven Prince none can say for sure.

The Chaos Shrine has fallen even further into ruin than it was all those many years ago, much of the ceiling having collapsed and the walls crumbling, few dare to venture too close these days.

The Marsh Cave still remains a dangerous place, but despite this the Qu wander the march nomadically, setting up camps at various locales within the marsh, and even using the dangers of the Cave as a Rite of Passage at times.

Viera inhabit the darker unexplored regions of the forests of the world, wandering into "civilization" from time to time to trade or make a name for themselves.

Mithra can be found just about everywhere, though no one is quite sure where their homeland is, as it is a carefully guarded secret kept to safeguard the few males that are born to the feline race.

Moogles are just as widespread as Mithra, often acting as couriers and traveling merchants, few settle in one place for too long unless they find themselves in a profitable position.

Cornelia remains the busiest and by far most beautiful of the kingdoms of men, and Provoka is as busy a port as ever, Crescent Lake and Elfheim remain much the same as well; not much has changed with these 4 City-States other than natural growth and expansion.

Other smaller, less well-known, towns and villages exist in the world ranging from small communities of farmers and craftsmen, to fishing towns along the coasts and rivers.





Posted on 2013-06-23 at 18:25:36.
Edited on 2013-06-23 at 20:25:49 by Shield Wolf

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Notable NPCs

This post will be updated with information about important people met through your travels, be they friend or foe or just plain annoying but harmless.

Alru Vahnen: An Al Bhed engineer and founder of the Adventuring Guild the PCs are members of. He has a deep fascination with technology and has a bit of a reputation as a loud mouth and a flirt, though he remains professional (most of the time) with those he works with.

Queen Sara Alexandros IV: Current reining Monarch of Cornelia, and a direct descendent of the very same Princess Sara that the Light Warriors rescued from Garland 200 years ago. You have yet to meet her, but EVERYONE knows who she is.

Esmaru: The name of the Mithra that finally toppled the undefeated champion. Only the Ronso will have met her, and he hasn't seen her since their match.


Posted on 2013-06-23 at 18:26:35.
Edited on 2013-06-23 at 20:37:54 by Shield Wolf

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Place Holder 1

X


Posted on 2013-06-23 at 18:26:52.

Shield Wolf
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Karma: 49/2
1066 Posts


Place Holder 2

X


Posted on 2013-06-23 at 18:27:06.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Place Holder 3

X


Posted on 2013-06-23 at 18:27:21.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Place Holder 4

X


Posted on 2013-06-23 at 18:27:36.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


Place Holder 5

That should be plenty, post as you see fit, whether it be sharing what information the group may already know of your character, (or any lies you may have told them along the way if that is how you want to play) or any general questions.

I will try to post the Game Thread itself later tonight, but I have to take a break.


Posted on 2013-06-23 at 18:28:59.
Edited on 2013-06-23 at 20:51:39 by Shield Wolf

Kamina
Resident
Karma: 18/0
415 Posts


.

Well since Nia has known the others for 6 months now, it'd be obvious she is indeed skilled as a thief. She's told them bits of the story of how she's trying to prove she's more than a common thief, hence joining the guild. She's more than willing to bend laws and rules if it benefits the group, or someone in need. Nia also enjoys talking to the others whenever she gets the chance, and a majority of the time is spent talking about nothing except current happenings, rumors, "cute" boys, cooking, fighting and sneaking techniques and just about anything else she can talk about. Sometimes it seems as if she just talks because she can, but she usually tries to get others in on the conversations so it's not just her voice all the time.

Looking forward to starting!


Posted on 2013-06-23 at 22:54:42.

   
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