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JFSOCC

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Everything posted by JFSOCC

  1. Fastir Goddess of enterprise, hard work and muscle Patron of athletes, butchers, and anyone who has a labour intensive job. Anything worthwhile costs effort to attain, so Fastir teaches. And ain't that the truth? A popular (though maybe less so amongst children) folk goddess, hers is a tale of someone who attained ascension through hard and dutiful work. A conservative goddess, she hates gamblers with a passion, has no time for the lazy, and wants nothing to do with luck. That there are those who make their living without physical labour doesn't bother her, hard work can be mentally demanding as much as physically. Anyone who works hard without reward has her pity, and she protects those who give their all even when society does not appreciate or reward them. Her modest clergy is dedicated to hard work, and they are all required to practise a craft or a trade, and accept no donations but only what they earn through their work. They're farmers and butchers and ranchers and gardeners, they're cobblers and smiths and builders. They're not allowed to rest each night unless there is sweat dripping from their brows, and no arrangements are made for the elderly. It's do or die. A follower of Fastir rises at dawn and rests when they're done. On the festival of Fastir, no work required and the clergy is allowed to rest and spend the day however they wish. It's said that all muscle is a gift from Fastir to help your work, and all work is a gift from you to Fastir. Fastir doesn't walk the earth, but her Clergy finds tough jobs to do, which no-one wants or can do, and then finds someone to do it. This is the most likely way your party will interact with the clerics of Fastir, other than finding them hard at work. her Symbols are a muscular arm on a plane, A woman with a bowed back hauling something heavy, and a bundle of wood.
  2. The Colourists The Colourists are a strange but eh... colourful group. The Colourists are a group of artists who wish to do away with all drabness in society. No more brown and grey, They wish to see a riot of colours. Oh sure, the colours may complement and compliment each other. But the time has come for colour. Generally seen as a minor nuisance, these eccentric pranksters are considered vandals by some, as their graffiti is considered to deface some of the buildings. And finding your home painted orange and blue overnight might come as a shock to some. Society has varied views on the Colourists, some find their eccentric pranks to be amusing, others hate them with a passion, some find them merely annoying, and others consider their work to be art. Although sometimes arrested for vandalism, the Colourists don't see what they're doing as criminal, but rather as "sprucing up the place" And as a public service. There's a group of them that hangs around in one of the Big Taverns, There they discuss art, with each other and anyone who gets dragged into the conversation, it's where they tease each other with friendly challenges, and tell tales of their exploits. This includes the frequent prison visits some members seem to be willing to suffer for their art. The quality of the Colourists' "art" varies by member. Some create intricate paintings on the walls of a building, while others merely find buckets of paint, and pour it from the roof of an unsuspecting victim's house. Mostly they do target the uglier areas in town, but not every members seems to 'get it', which is why the reputation of the Colourists is so varied. Most recently, one of the less appreciated deeds was to repaint the expert friezes of the Temple of Hocard. This did not go down well. And while the merry band of Colourists have debated to keep some of their members in check, there's no real leadership and they can't stop any of their members from doing what they want. Besides, your standing and reputation in the Colourists is determined by your guts. And it takes a lot of guts to paint that hideous town hall overnight, more so than some house in the slums Joining the Colourists is as easy as painting a building in bright colours. (preferably one you don't own) and then bragging about it in the tavern, where a constant game of inebriation and one-upmanship is taking place. Colourists are dressed in bright and mostly fine clothes of superior quality, though the poor are just as welcome as the rich. They're an eccentric and friendly bunch, prone to mischief and trouble. Currently the debate is about what colour is superior, Red and Blue are dominating the discussion, and allegiances within the group are shown on your sleeve, literally, since the colour you dress in denotes the allegiance (Bloods and Crips) The player may encounter the Colourists by helping one of them find a patron while working for the church of Goh, By getting drawn into the pointless debates while visiting the tavern they frequent, by hearing "it's the guards! RUN!" and seeing a few colourful idiots run past you streaming paint and leaving behind a partially painted wall, by being asked to investigate the vandals who defaced the temple of Hocard, or by finding your player-house suddenly more colourful than you left it. The Colourists could perhaps benefit from a better leadership structure, rules and regulations, a patron, or a real job. Or perhaps their art flourishes only without societal constraints. Joining the Colourists, the player could influence the future of the organisation, and it's eventual power.
  3. I like minigames as long as they're fun and not superfluous
  4. A cursory google image search shows that brigandine might work. (I mean, it's not exactly pretty, but it'll work) I imagine there would be quite the difference in quality too, with some just having some metal plates sewed in, while others having them overlap slightly. Thanks FlintlockJazz I can already see ways to improve upon the design.
  5. Voices with annoyed quotes usually got annoying after you heard them say the same damn "get of my back" for the millionth time. I mean, I just clicking on the ground to go somewhere. I'd like the next noble voice to be less pissy.
  6. Two factions merging for greater power, and their affiliates suffering for it.
  7. Yes! I hate not being able to avoid traps which I am so certain I'm walking into. It's like, it's a trap... what shall we do? trigger it. that's nonsense.
  8. that's my thought, yet that's what shows up if I google for light armour. Clearly if it were this it would beed to be sleeved, and have some additional protective plate worked in.
  9. Could be an interesting addition. I'm in love with this arrowhead: I always thought it was the coolest. (Warcraft II was my first game on the first computer I could call my own. So I played it extensively)
  10. How so? Perhaps we might not be able to select the exact dimensions of our house/tower/fortress or the color of every stone or floor, but I feel we'll be given a reasonable amount of control over the aesthetic choices and layouts. I think that even when it comes to offering multiple preset configurations for strongholds, there may be justifiable concern that the investment of time and effort would be better suited to some other aspect of the game. No, Stronghold was a stretch goal and it's owed to the backers that the developers spend time and effort trying to make it a fun and not insignificant part of the game. There's 200k specifically for this.
  11. thanks hurshot, I was going to watch it but then a friend of mine said "crap" and then I didn't dare anymore. Now I might just try it.
  12. Familiarity is not teh same as enchantment. Let me give you an example/possibilities. - PC gets awarded an old family sword as a reward by a vilalger he saved. High quality steel. - PC uses sword for a while, gets X kills, gains familiarity bonus +1 - PC helps a master blacksmith that re-forges the sword for him. The sword gets +1 bonus for being masterwork - PC further pays/quests to get enchantments for the sword. The sword now radiates fire or something - the PC customizes his sword further, adding a jewled pommel and a ricasso. - the PC bonds with the weapon further, inbuing it with a tiny piece of his soul ( more power) Now the PC gives the weapon to someone else, because he found the ultimate sword of badassery. Since all of the above properties are part of the sword, the new user would get them all EXCEPT familiartiy bonus..he needs to get familiar with the weapon himself. Possibly, the soul binding may or may not work for him (or work only to a specific extent), but that is a design/balance decision. excellent example. And I do hope that many customization options will be available like this, so that we can make our weapons to suit our fighting styles.
  13. Yes, but since we have an adventurers hall, we could create our own, should you so desire
  14. Steelback boar. This animal, due to living near suicide flies has over time developed a strong metallic shell on most of his body, shedding it every winter when suicide flies are less prevalent and aggressive. A physically strong animal, the boar attacks his prey by rushing at it and knocking it down, usually from behind since most prey knows to run. After knocking prey down it will gore it on it's horns. This is a special attack, and automatic on any knocked down opponent. Because of his metallic hide, the Steelback boar hardly takes any damage, save from piercing weapons, and his rear is practically impenetrable. With only his face relatively exposed. A simpler opponent, a steelback boar tackles the weakest member of your party, and mostly attacks by charging in(bull rush) and out of the party, bowling a member over every time he does. He's considered heavily armoured and can't be attacked from the rear, where the plate is thickest.
  15. I really want to see a festival, religious or otherwise.
  16. I love puns, even the terribly obvious ones. keep em coming
  17. Your boundless wit has once again served you well in showing how inferior we are for wishing to roleplay shady badasses with self insert characters. But I was hoping you'd contribute something more serious. Your mocking tone suggests you know better, so show it. ------ The Horticulturists A bit of a misnomer, but the name stuck. A group of rich second and third sons travelling the world seeking butterflies and orchids for their gardens back in the old world. Styling themselves quite the naturalists, the horticulturist work alone, hiring locals in a constant quest for one-upmanship in collection specimen of species not seen in the old world, and crating them back to their homeland. Love of adventure, a romantic world view, more money than sense, and an overbearing parent to escape from and desire to make proud is all you need to join. But mostly it's a small club of gentlemen who know each other and are in friendly competition for finding the most exotic animals and plants. They've established an institute for flora and fauna near Big Big city 1, where a fine, large and well tended garden and greenhouse is built as the centrepiece of the Institute. All these old boys have their finds delivered here, where they are catalogued, studied and released into the ever growing garden complex. Eventually the animals and plants are intended to be moved back to old country. but until then, the institute is growing, as is our knowledge of these magnificent lands. That the locals look at the horticulturists with amused curiosity seems to be lost on them. Ooh-ing and ah-ing at critters even a child knows are as common and quite possibly, part of a plague. That said, the institute has some exceptional specimen, and exquisite drawings of plants and animals encountered in the wild, a taxidermy department which would humble the most devout hunter, and they're paying the bills of these expeditions without any complaints or even questions. You gotta love old money. The player might encounter the Horticulturists in the middle of the wilds, on an expedition, or in a small frontier town, trying to hire the locals, or hearing of their desire for unique specimen, might provide them at their Institute building. The player might be hired as protection for these expeditions, especially rangers and druids are popular candidates, as they can help like no other. A player can join the faction of Horticulturists freely, if they can cough up the annual fee for the Institute to help pay for the maintenance of the grounds, which requires a fair amount of gardeners, the salaries of the experts and taxidermists and the like. And is required to provide the insitute with at least one unique specimen of animal and plant each year. Expeditions you'll have to fund yourself. Standing within the institute is purely based on merit, with the standing determined by total number of species brought into the organisation. Because of their old-world money, the organisation has many high-society connections and anyone desiring to climb the social ladder could consider the institute as an opportunity to do so. As the old-boy network maintains cordial relations with many high born nobles and some powerful organisations patronise the institute.
  18. undulating staff Deals either fire damage, acid damage, cold damage, piercing damage, slashing damage, blunt damage, vampiric damage, spirit damage or magic damage. This is completely random between each strike On a critical hit instead of doing extra damage, the staff has one of the following results, also completely at random Knockdown, disarm, stun, slow, daze, blind, damage armour, interrupt on the next two hits, summon lesser ally (random animal) If held by a druid, all critical hits also produce summer lesser ally (random animal) (on top of the special effect) If held by a ranger chances for a critical hit triple. If held by a barbarian All critical hits cause knockdown (on top of the special effect) If held by any other class, no critical hits can be made.
  19. I dunno, concealable armour? things sown into your clothing. I imagine you could make a fine ring mail armour from titanium, with it being both durable, and lightweight. Maybe something like this: Though, with sleeves and armpit protection if it could exist. I might see some thin metal plate between the layers of leather. But yeah, ring sown into clothing: I mean today we have that new thing, Dragonskin armour which is apparently very lightweight for good protection and can be won under clothing. so it does exist. I just don't believe that there couldn't be exquisite lightweight armours. Pretty and functional. If a lordling is rich and eccentric enough, he might contract an armourer to so some exquisite detailed work, both pretty and hidden, and decent at protecting. I mean sure it won't ever be the same as full plate, but say you'd make a fine ring mail suit of titanium: ridiculously expensive, needing specialist tools (because it needs so much higher temperatures) but very light and harder than steel. but it won't be as tiring and slow to wear either, and it won't jump into everyone's eye as a gaudy and obvious protection. I dunno, maybe I'm just whining, but I can't imagine that those who have to move in the shadows or in social circles would never have thought to invest in their own defence.
  20. have you even read the suggestion? I think it may not mean what you think it means.
  21. As long as you need to stay in range of the spell, otherwise something so powerful becomes fire and forget.
  22. I'm going to go with "Mentor and Student of the Obsidian Order"
  23. Moonblooms Moonblooms are large plants, slightly bioluminescent, and generally harmless. They're long-lived slow growing, plants which are slightly poisonous to touch. They're completely stationary. When it's night, they open their flowers and bloom When it's full moon, they start growing rapidly, only to shrink back to normal size during day. Should a party be nearby during a full moon night, they might see their path closed off as the plants grow to cover most of the terrain. This draws the attention of some of their pollinators, a certain type of fly. The Hazard for the party comes when it wishes to proceed through the plants. Easily damaged and killed, whenever the plant is damaged, it releases a mixture of various poisons into the air. (depending on the type of flower) Red blooms induce hallucinations and the party might find itself fighting imaginary monsters and sidestepping into more blooms, damaging them and releasing more poison. Blue blooms release a contact poison which slowly drains health and slows and paralyses the muscles. The Green blooms release a toxin which stings the eyes and makes them water, blurring vision (maybe the screen) making avoiding the plants even harder, and making it nearly impossible to hit anything targeted, these also cause minor attribute damage. The orange blooms smear those who touch it with a marker which insects dependent on the flower would attack. Yellow and Purple blooms are and are fairly harmless, but are tough and and will block the way until they are destroyed. and are prickly, doing slight damage to anyone in contact with them. Rare Brown Blooms entangle and strangle animals in contact of them, but these are not natural flowers. Killing these plants is fairly easy but that's not the point. If your party doesn't pay attention it will find itself laid low by the most harmless of plants. Vast expanses of forest are filled with these blooms, and provide a serious delay to travel, unless you would risk brushing and bruising the delicate monsters
  24. leave the credit card at home
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