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Envoy of Phynia

Race: Half-Elf
Age: 23
Alignment: Neutral Evil
Skills: Carousing, Deception, Insight, Disguise, Performance (Dance, Flute, Dombra)
Flaws: Sarmuta is a coward. She eschews violence and prefers to let, or trick, others into fighting for her. Sarmuta is also avaricious, her entire life she has been barely ekeing out an existence. She wants more.

Background: Sarmuta's beginnings are quite common as half-breeds go . She was abandoned by her parents who she never knew and was raised in a brothel. They had a number of young girls who did the menial chores like cooking, washing and cleaning until they were of age to assume working.

It was during this time she discovered a talent for magic. The matrons were quite pleased. Selling Sarmuta suddenly became a great idea and a much faster turnaround at the investment they made in the young girl and so it was Sarmuta was sold to Yarys the magician.
For ten long years Sarmuta cooked and cleaned, prepared ritual components, and slept in his bed but received very little training. Eventually she gave up and planned her escape. The man could track her anywhere she went with his ability to scry so she knew what she had to do. She plunged a dagger into his chest while he slept and left, taking a spell book with her and leaving his other students to inherit his legacy.

In short order she fell in with a group of thieves, her magical abilities a boon to their operations. More than once a seeming saved them all from dancing on the end of a rope. Unfortunately, as is often the case with such alliances a large score proved to be their undoing. The warrior priest of their group, their muscle, Angrim, who was a follower of Otarr the Foul, faked his own death and ratted them out to the local guardsmen. There were only two survivors of the debacle, Sarmuta and an assassin calling himself "The Silence". Unfortunately, since Silence knew of no other survivors he assumed that Sarmuta was the one that betrayed them. He murdered Sarmuta and dumped her corpse in one of the pits outside of town where they tossed all their human waste.

This was when Phynia claimed her. Sarmuta's reliance upon deception and doubletalk appealed to the dark goddess and she chose to spare the woman, making her one of her own. Repairing the body was child's play, then came the exaltation, blending the woman's soul with divine essence. Sarmuta awoke in the privy pit with a start, lungs heaving. She climbed out and made her way back to her vardo wagon.

Class : Enchantress and Spy. Sarmuta is a wizard specializing in wyrding and illusion. She has very few combative spells and instead uses summons, beguilement, buffs and debuffs when necessary.

Gear: Vardo Wagon, Jambiya, Reference library, Summoning circle rug,

Comment: Not sure if that entirely works. Let me know if anything needs work. I'll also be tweaking it a bit more and adding a couple more images.

I had a few questions but, you know what, I deleted them. Upon reflection I think it better not knowing.

I'm debating between Qhalus or Phynia. My concept had some crossover between the two. Though I am leaning towards the childling of Phynia overall.

How prevalent are magical paraphernalia that aren't related to adventuring like illusory flames in street lamps and things like magical combs that clean and restore hair vitality and volume?
"Too easy to cheese"... *Thinks *

Oh... You're referring to those annoying guys that min-max with racial adjustments like wookies with lightsabers that have no intention of doing anything but bashing. Yeah, we had one of those in our Shadowrun game back in the day. Those are actually a boon. *Lol *. That makes it far too easy to identify problem players.

D6 is super easy. There's only one type of roll, unlike anything related to D&D.

I really should look into The fantasy flight series at some point. Love heard mixed reviews from friends. Some adore it; others depise it; There are no impassionate responses.

On a different tangent, what was the story Concept? Sahren would never work in a dice game without a crapload of playtesting but Vindica and Arla are ready to go.
I must admit I far prefer the d6 system for Star Wars. I always found the Saga system to be a bit confining. For the life of me I don't know why there isn't a "bounty hunter" class in Saga. Do you go soldier, scout or scoundrel? Bounty Hunter bottles a bit from all three.

Star Wars d6 System Link

Edit: It also has the advantage of being free! Not everyone may have access to the old Saga book.
Psst... The thread specified that it's a "Jump-in". You just go post. No approval necessary.
The old nag plodded along, her hooves clopping along the first trail. The vardo wagon, with its large diameter wheels and springs enabling it to carry itself over gnarled roots and scree. It could go places regular wagons could not.

Atop the wagon sat an elven woman, her tresses long and golden. Ensconced in loose black silks she cast her gaze through the deep shadows of the surrounding forest. She was laid back, reclining upon her cushions, bare toes wrapped around the edge of the foot rest. She held the reins loosely in her hands as the horse found her own way through the verdant forest.

She had been traveling for some time, too long, and she was getting nearly so weary as her horse. She had no idea where she was exactly, didn't care really, so long as she was headed north and west. What she really wanted was an inn. Her vardo was comfortable enough but what she really wanted was to spend some coin on a hot bath.

Assallya Kressair

Elven Enchantress

Personality: Assallya Kressair is a charlatan, con-artist, dancer, courtesan, and really whatever role she can think of that gets her by. She is exceedingly good at lying and feigning emotion. Generally, there are two ways to look at any good deed. One could perform such an act out of honest good will but others look upon it as an investment by establishing a bond that can be exploited at a later date. Assallya is of the latter. She is a coward, a braggart and a bully but what she isn't is needlessly cruel nor traitorous. She would not betray her fellows, not unless the reward involved a sum large enough to alter her life substantially. After all, What use is scoring a gem or two in return for a half dozen angry and resourceful adventurers eager to tan your hide?

She also has something of a phobia of the undead which are largely immune to her magical abilities. She, thanks to her upbringing, most unlike an elf, despises all things related to nature.

Abilities: Sorcery, Carousing

Weaknesses: No close combative ability. No armor. Cannot cast most combat spells like fireballs or lightning bolts. Must be able to speak, or at the very least whisper, and move her hands to cast most spells.
Finally, with a cartoon like pop, Pyre was pulled free. Immediately the pair were deafened by the ongoing shrieking of raw and utter terror.

"Ohmigod ohmigod," she squealed, breathing heavily.

Then she looked into Maisy's face and screamed all over again. It was after all the face of one of those people the rogues were fighting with.
The fire sorceress continued to struggle as Jace ended his spell in hopes of freeing her. As fast as the forest floor became quicksand the quick sand returned to being forest floor with Pyre's legs sticking out of it.

Pyre suddenly found herself pinioned, her legs still bicycling uselessly in the air. She wasn't sinking anymore but she couldn't move either.
Pyre ran. Golden anklets clinked and chimed. She peered backwards over her slender shoulder, looking to see if Maisy was lending chase. As a result she don't see the small root that Jace grew up out of the ground in front of her. One foot stuck it and she tripped. Pyre hurtled through the air, arms flailing, squealing in shock and plunged head first into the waiting quicksand that the druid had placed.

Everything went dark. Pyre couldn't see anything. She wriggled and struggled. Above ground the only thing of Pyre Jace, Maisy and Jono could see were her legs sticking up out of the ground. Her legs windmilling uselessly.
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