Lethal Reword 2: Broken World

Discussion in 'THREAD ARCHIVES' started by Boss Frost, Nov 7, 2009.

  1. -Lethal Reword 2-
    Broken World

    It was quiet, for a while. The world, that is. For an entire month... nothing happened. At least, nothing threatening or otherwise interesting. The media found little to do - there was no more war, no more real reason to fight one another. Movie productions stopped, and eventually, so did television broadcasts.

    The reason for this was, of course, the meteor. The massive thing was quickly moving towards Earth, obliterating most in it's path, including several other planets. The Earth had an entire month as it's final days... and that was it. With a flash of light, the searing pain of fire, everything was gone.

    ...Not for everyone, though. The instant that a select few people's eyes closed, they immediately opened once more - as if in a blink. A heartbeat's time, in fact. To a room of white, a desk, several books, a pencil, a piece of paper, and a serene-looking old man in arcane, white-and-gold robes.

    "Ah. You've arrived... well, I apologize, but I must leave introductions short... you're familiar with the Dungeons and Dragons rules-system, right? The three-point-five edition, not that "Four-E" everyone's on about." He pushes the sheet forward. "If you would make a character, I would be most appreciative. See, there's a second world in the making... and I wish for you to play a role in it. You won't remember much of the other world, but... that might be a good thing." He nods. "Feel free to use whatever knowledge you wish - that is, whatever knowledge. Please do not just make things up."

    With that, you decide to write...


    -Creation Rules-
    System: 3.5 D&D
    Starting Level: 2, Max HP for current levels, 30 point buy (3.5 version point buy).
    Prohibited Books: None.
    About Flaws: You may have 2 flaws from the Unearthed Arcana book if you choose, in exchange for 1 feat each.
    About Traits: You may not choose Traits.
    Starting Gold: 1,000
    Backstory: Please.
    Style: Serious fantasy, with humor bits.
    Note: This is a Reword, you actually are playing yourself (which for most of you, is the humor bits).

    New Skill:
    Knowledge (Former Existence), Intelligence-based.
    -A skill used for remembering bits and pieces of your past life on Earth.

    GOOD NEWS! (Now with a character generator)
  2. With a soft sigh, the ex-mortal looks down on the blank page... ignoring the books, he writes down... taking a memory out from his past characters, he begins to write...

    Name: Frost
    Race: Draconic Human (LA +1)
    Class: Dragonblood Sorcerer
    Alignment: True Neutral
    Level: 1

    Str: 12 | +1
    Dex: 10 | +0
    Con: 16 | +3
    Int: 12 | +1
    Wis: 14 | +2
    Cha: 18 | +4

    HP: 28
    Fort: +5 | 3 | 2 | 0
    Ref: +0 | 0 | 2 | -3 | +1
    Will: +4 | 2 | 2 | 0

    Special Defenses: +5 on saves vs. Sleep or Paralysis effects, +5 on saves vs. Cold spells.

    Deity: Astilabor, the Hoardmistress
    Alignment: Chaotic Neutral
    Hair: Brown
    Eyes: Dark Green
    Skin: Pale white, with speckles of white scales.
    Height: 5'4"
    Weight: 89lbs.
    Languages: Common, Orcish

    Racial Traits:
    +2 Str, +2 Con, +2 Cha
    Dragonblood Subtype
    Bonus Feat
    Extra Skill Points
    +1 Natural Armor
    2 Claws: 1d3
    Darkvision 60ft.
    Low-Light Vision
    +2 Intimidate, +2 Spot
    Languages: Common, Orcish

    Class Features:
    -Arcane Insight (Ex): A 1st-level dragonblood sorcerer’s racial talent with magic grants him keen insights into arcane mysteries. Each time he selects a dragonblood sorcerer substitution level, he gains a cumulative +2 insight bonus on Knowledge (arcana) checks.
    -Draconic Heritage: A 1st-level dragonblood sorcerer gains Draconic Heritage as a bonus feat.

    -Draconic Power: Your caster level increases by one, and you add 1 to the save DC of all arcane spells with the descriptor or subschool associated with your draconic heritage.
    -Draconic Skin: Your natural armor bonus increases by 1.
    -White Dragon Heritage: As a swift action, you can spend an arcane spell slot to enter a state similar to that of a barbarian’s rage. You gain temporary hit points and resistance to cold equal to 5 × the spell’s level. Unlike rage, this state doesn’t restrict you from casting spells or performing any other actions, though you can’t activate the ability again while it is already active. The effect lasts for a number of rounds equal to 1 + your Charisma bonus.
    -Draconic Toughness: When you take this feat, you gain 2 hit points for each draconic feat you have, including this one. Whenever you take a new draconic feat, you gain 2 more hit points.
    +Draconic Heritage (White): When you declare your draconic heritage, you gain the skill indicated on the table as a sorcerer class skill. In addition, you gain a bonus equal to the number of draconic feats you have on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with a descriptor that matches the corresponding entry in the accompanying table.

    -Murky-Eyed: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
    -Poor Reflexes: You take -3 on all Reflex saving throws.

    Bluff (Cha): +5 | 4 | 1 | 0
    Concentration (Con): +5 | 3 | 2 | 0
    Craft: Cooking (Int): +4 | 1 | 3 | 0
    Craft: Weaponsmithing (Int): +4 | 1 | 3 | 0
    Knowledge (arcana) (Int): +4 | 1 | 3 | 0
    Knowledge (religion) (Int): +2 | 1 | 1 | 0 (Cross-Class)
    Profession (Wis): +2 | 2 | 0 | 0
    Spellcraft (Int): +4 | 1 | 3 | 0
    Hide (Dex): +2 | 0 | 2 | 0
    Sense Motive (Wis): +3 | 1 | 2 | 0 (Cross-Class)
    Intimidate (Cha): +6 | 4 | 0 | 2 (Cross-Class)
    Spot (Wis): +4 | 2 | 0 | 2 (Cross-Class)
    Appraise: +2 | 1 | 1 | 0 (Cross-Class)

    Spells: 5/4 per day
    Cantrips: Prestidigitation, Mage Hand, Message, Ray of Frost

    1st level: Lesser Orb of Cold, Mage Armor

    Equipment: 39gold
    -Shortspear: 1d6 damage, x2 Crit, 3lbs, Piercing
    -Clothes of Agility: Adds +1 to reflex saves.
    +Least Crystal of Adamant Armor: +2 to hardness of armor.
    -Potion of Cure Light Wounds (3): Heal 1d8+1 points of damage.
    -Spell Component Pouch

    Backstory: Born to a married woman in a northern, frostfell village, her obvious draconic traits cast many aspersions to her mother's faithfulness. Even though the birth of a draconic youth would normally be raised with great honor, Frost's mother instead felt the sting of her husband's fists and hands, until eventually she took her young daughter and ran...

    Her mother had the advantage of placing the young Frost in the arms of a young couple before she succumbed to the cold, dying there on the streets of a slightly northern village. Frost's adoptive parents were good, kind people - patient with their new daughter's rages and tantrums - and eventually, Frost had a sibling, though not of blood.

    Frost and her sibling had a strong bond - as few other children wanted to join in and play with the strong draconic youth. The two siblings did not mind, though... since they were both strong outcasts. Frost's adopted father was human - but his adopted mother was orcish, making young Sturm - Frost's brother - half-orc. The half-orc and draconic youth grew up strong, and raised in a loving environment... they grew up to be good.

    Accepted by the city they lived in, Sturm ended up joining the city's guard, while Frost struggled with the sorcerous ability in her blood. Until, eventually, she felt she might become a danger to her family and community, and after a few heartfelt farewells and long talks, made her way off into the world as an adventurer - to better get a grip on his sorcery and eventually come back and shower her loving family with many riches!
  3. Name: Myrydn the Marked
    Race: Gnoll
    Class: Cleric
    Level: 1

    Str: 20 | +5
    Dex: 10 | +0
    Con: 13 | +1
    Int: 8 | -1
    Wis: 16 | +3
    Cha: 9 | -1

    HP: 29
    Fort: +6 | 1 | 5 | 0
    Ref: +0 | 0 | 0 | 0
    Will: +5 | 3 | 2 | 0

    Racial Traits:
    • Strength +4, Constitution +2, Intelligence –2, Charisma –2.
    • Medium size.
    • A gnoll’s base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice; a base attack bonus of +1; and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
    • Racial Skills: A gnoll’s humanoid levels give him skill points equal to 5 × (2 + Int modifier). His class skills are Listen and Spot.
    • Racial Feats: A gnoll’s humanoid levels give him one feat.
    • +1 natural armor bonus.
    • Automatic Language: Gnoll, Common
    • Favored Class: Ranger.
    • Level adjustment +1.

    Class Features:
    -Turn/Rebuke Undead
    -Domains: Death, Travel
    -Death Domain Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save)
    -Travel Domain Power: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). Add Survival to your list of cleric class skills.

    -Warrior Born: You gain a +1 racial bonus to all weapon damage rolls.
    -Martial Weapon Prof. (Warhammer): You make attack rolls with the selected weapon normally.

    Concentration (Con): +1 | 1 | 0 | 0
    Craft (Int): -1 | -1 | 0 | 0
    Diplomacy (Cha): -1 | -1 | 0 | 0
    Heal (Wis): +0 | 3 | 0 | 0
    Knowledge (arcana) (Int): -1 | -1 | 0 | 0
    Knowledge (history) (Int): -1 | -1 | 0 | 0
    Knowledge (religion) (Int): +0 | -1 | 1 | 0
    Knowledge (the planes) (Int): -1 | -1 | 0 | 0
    Profession (Wis): +3 | 3 | 0 | 0
    Spellcraft (Int): -1 | -1 | 0 | 0
    Survival (Wis): +3 | 3 | 0 | 0
    Listen (Wis): +6 | 3 | 3 | 0
    Speak Language: 2 points (Learn Common)

    Prepared Spells: 3 Orisions prepared, 2 first level spells prepared, plus one domain spell. (Spell list: http://www.dandwiki.com/wiki/SRD:Cleric_Spell_List )
    Orisions: Create Water, Heal Minor Wounds, Inflict Minor Wounds
    1st-level: Bless Water, Cure Light Wounds

    Equipment: 0 gold.
    +1 Warhammer, 1d8+1 damage, +1 on attack rolls, x3 Criticals, 5lbs, Bludgeoning
    Chainmail Armor, +5 Armor Class, 20ft speed.(-5 penalty on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble)
    Adventuring Supplies

    Background info:
    Personality Traits: Myrydn has suffered a more human temprament ever since he was cursed by a Human Cleric, many years ago, that same human took him in, teaching him the ways of religion and civilisation. Often harassed and Insulted due to his race, Myrydn has adopted a more passive approach to dealing with others, whereby he will offer advice and support, but more often than not he is reproached by those he is trying to help, and he has gotten used to hearing comments about his 'flesh eating kin' and their barbarity, so much so that he no longer retorts other than to say 'I am not my Kin, nor are they Myself' in a clear calm voice. As such, he is rather adept at controlling his agression, although on the battlefield even his allies are sometimes intimidated by the ferocity with which Myrydn throws himself at the foe, Especially the Undead, for whom the Gnoll has a special hatred bordering on genocidal rage. As such he makes an Excellent Warrior Priest of Kelemvor, though he leaves the comforting of the families of the deceased to others, feeling, perhaps rightly, that no matter how sound the advice, because of his birth he would be an unwelcome cause of pain. However his msot notable and Warlike traits are revealed when he faces his own kind, his hatred for which is only surpassed by his hatred of the Undead, In Battle against his Kind Myrydn is a whirlwind of vengeful violence, though he never quite shows the same lust for battle as his savage, Yeenoghu worshipping kin.
    Mannerisms and Traits: Myrydn Wears a large crimson robe, over which he wears his chainmail armor, the Symbol of Kelemvor hangs at chest level from a chain that the Gnoll wears around his neck, His Visage is as bestial as the rest of his kind, but a sort of savage nobility is evident in all of his expressions, and his eyes glow with wisdom and benevolence. His chosen Weapon, His Warhammer, has a longer handle than an average one handed hammer, and the weight of it's head neccesitates a two handed grip on the weapon. on it's face the weapon brandishes Kelemvor's symbol and the inscription 'For the Dead' is etched in Abyssal just under the Symbol. Kelemvor's symbol its also etched on the othe three faces of the hammer's head, though much smaller. His stride is that of an individual convinced of the rightiousness of their cause, though often he makes an effort to appear more humble and much less threatening, especially when attempting to enter any villiage, town or other place where many innocents are found.
  4. Right, since Angela is part cleric, I need to figure out her deity. I'd like to talk to you about that, since it'll have an effect on her abilities.

    Ideally I can grab a sub-sect of Bahamut, so she can spend one feat for weapon proficiency (bastard sword), get focus for it from the war domain, and have the Law domain for future class qualifying goodness.

    Normally, the War domain gets you free proficiency and focus, but that's for Martial weapons. Really, it's so that she gets a attack roll of not-suck, and worships a dragon whilst in the same party as a dragon-person.
  5. There's a huge list of deities for this world - as it's been touched by a great deal of them. So far, the list includes every deity in the D&D system, including the ones from Deities and Demigods and unique settings.

    The entirety of the Dragon Pantheon exists, including Bahamut. Frost worships Bahamut as well, so it'd be an interesting addition.
  6. So, if I take exotic weapon proficiency (Bastard Sword), and put down my deity as Bahamut, I can get the weapon focus from the war domain and get acess to the law domain?
  7. You would be able to, if Bahamut had access to the War domain. As it is in 3.5, he doesn't.


    Though it IS possible to be a Pantheon Cleric and choose out of the domains of the pantheon, but you'd have to respect and sends prayers and such to the entire pantheon.
  8. Which is why I was asking about an aspect of him or something.
  9. Out of the Dragon Pantheon, none of them or their minor sects have War as a domain, on account of dragons not taking place in large-scale wars (tussles between good and evil within their own kind is common, and the Bahamut vs. Tiamat thing could be considered a skirmishing war, but it's not enough to be considered War domains).

    Not even 'Paladine', Bahamut's aspect from Dragonlance - and by far his most warlike manifestation, has the war domain. I wouldn't be able to pull a Homebrew out of it either - I'm Homebrew about the world, but not about the rules for it.
  10. darn.

    Know of any deities around LG with the Bastard Sword as their favored weapon and access to War and Law?
  11. Let me dig through my big ol' list, here...

    Heironeous has the proper domains and alignment, but he prefers the Longsword...

    In a Pantheon, you could worship the Core (Western) Pantheon - which includes both Bahamut and Heironeous in it, in order to grab the favored weapon and Law domain of Bahamut along with the War domain from Heironeous. You'd just have to roleplay reverence to the other deities when appropriate, as well.

    This does not mean you couldn't oppose the evil gods or feel strongly against a few of the gods you worship, you just have a more open mind than "1" patron. This also means, at higher levels, more than just your patron will ask you for favors, so there's a lot to consider, there.
  12. So I could pull it off, if I went for the western pantheon? Because being devoted to more than one god sounds like it would fit pretty well.
  13. Yup, that's what I'm saying. The Western Pantheon - of the Western Continent, you could probably guess. It's a multi-terrain continent much like Earth's own continent, and the wide range of deities fits that. It's also where the beginning of the game will take place, so there's that, too.
  14. Sweet, that works out great.
  15. Awesome. As soon as your sheet is up, we can probably start the game. ^_^

    We'll still be accepting other sheets, but we can still start.
  16. Any room for a fourth character?
  17. [​IMG]
    By: Kevin McCullen

    In what appeared to be a coordinated attack, suspected gang members and the criminal mercenary known as "Firefly" attacked and burned down the famous Iceberg Lounge last evening. Nine people lost their lives to the attack that reports say included not only flamethrowers, but incendiary devices. The gang members had access to advanced weaponry, and as of this time the GCPD is not disclosing if they know just how so many of the devices fell into the hands of alleged criminals.
    "This is a tragedy and as far as I'm concerned, a disaster scene. Our immediate focus is on helping our first responders provide their needed services to the victims of this tragedy." Said Police Commissioner James Gordan, who refused further comment, pending investigation.

    Uncorroborated reports show anywhere between three and five known vigilantes on the scene, two of whom are known proteges of the Batman. The vigilantes, although they helped bring the violence under control, may have contributed to it in some way. An anonymous tip received by the Post states that there are bounties on the heads of all such masked vigilantes in Gotham.

    One question looms in the wake of these attacks - Just where is the Batman?

    - Continued on B12 -
  18. Name: Reia - Inari
    Age: 14
    Appearance (open)
    Reia’s character in Life is based quite close to her real self in Reality. Understandable since she made the character when she was young thus didn’t really change much from her real self. So she has long dirty blond hair, which has less split ends in Life than it does in Reality. In Reality she has dark blue eyes, though in Life she went with purple because she finds them more pretty to look at. Clothing wise, in Reality she is always wearing the haptic suit, only really taking it off with help from her parents to bathe. In Life she wears her schools uniform, a white button up shirt, bow, and a mini skirt. She does not wear a bra but does wear panties. The exception to the uniform are the two hair pieces she has, a male and female symbol, she bought them because they were cute, though they were also her subtle way of telling others that she is at least bi-sexual.
    She has lovely A cup breasts, and a tight vagina, she does not have a hymen in Reality or Life. Reality losing it from physical labor, Life losing it from masturbation.

    In the Game Reia made a character, named Inari, who she finds attractive and can be sexy for others to see. She has short white hair with long bangs covering her right eye and two longer strands reaching her hips. Two long fluffy ears and an extremely fluffy tail, her eyes are both violet in color. Clothing wise Inari wears red wrapping top, red loincloth, both accented with black cloth and red bindings. She also wears a choker and gloves.
    Her general body shape is quite similar to her Life character, with A cup breasts and a tight vagina. However she did make this character a complete virgin, hymen and all, she figures if she ever finds someone in the Game that would be nice to see.

    Bio (open)
    Reia was born not long before the apocalypse so she doesn’t remember the world from before. Her city was not one of the lucky three to remain standing however, so the world she grew up in was a collapsing building. Her home is the sixth and up floors of a skyscraper where three other skyscrapers had fallen around it and currently lean against this one. The building is not in the greatest condition, the three other skyscrapers probably being the things that is keeping this one up. However leaving the building is not possible thanks to the destroyed stairs.

    The stairs down from the sixth floor is destroyed and the stairs up are dangerous. Her family make their home on the thirtieth floor, three floors down from the roof. This allows them to go up and grab the supplies that drop food but provides protection from the leaks.

    Life (open)
    Life was the only interaction with people outside Reia’s family she’s ever had. The program was created prior to the apocalypse as a way for the more antisocial people to make money and help maintain the world. Within Life you could make money by doing jobs that would carry over to robots in reality. Life was also used as a hub for various virtual reality games, though those all went down after the apocalypse.
    With the fall of humanity every survivor found that Life was the only way to know others were still alive. Most were too spread out to do much in reality, and if no one in Life knew you were alive there was no way to get food delivered. However the trade off was that in Life you worked for 14 hours in order to make sure that the world kept going. Luckily for most people internet, and thus a direct connection, had been fixed and was found pretty much everywhere.

    To access Life there was several methods depending on your income, though currently its all a matter of finding one of these since you can no longer buy the better methods unless your in one of the cities.
    The cheapest method was the goggles and keyboard, or goggles and controller, this however was sub optimal, gave very little control, almost no features were included so you couldn’t even ‘feel’ anything.
    Then came the next step up, goggles and gloves. This was the consumer route, granting features like haptic feedback so you could feel what was happening, and most features were active. However the controls were awkward since you used your fingers to control everything, luckily it was extremely customizable so even if you lost a glove (or can only find one) you can still play.
    Up next was the goggles and haptic suit, typically used along side a 360 treadmill (though nowadays finding a working one of those is rare) This was considered by many to be the best way to play since you were completely active in the simulation and could feel literally everything. However after the apocalypse this is now considered a waste since most of the time your working so you’ll just get tired. Nowadays most that manage to find this just use the suit for feedback but leave the controls in glove mode.
    The final way to play is actually fairly common…but not many places have the power to run more than one of these at a time. Pods. The virtual reality pods are a practically direct connection into the virtual reality system, you feel everything perfectly as if it was your own body (you can deactivate certain things) However now a days you could have the ancient v1 which is common but requires its own generator to run. Or you could be lucky and find the v7 which takes almost no power and is super comfortable. Though most v7’s are only in the cities.

    Currently Life is run by the three remaining cities. Seikatsu, the technological city operating in the middle of an ocean, originally the city where most of the robots that the people in Life now operate were made. It is the hardest to get into, but where most of the Game players wind up being moved to thanks to its large amounts of power and excellent connections to the systems.
    Rosewind, the largest population city which operates and maintains the internet connections for most of the world. Thanks to their larger size most people simply need to make it to the city to be allowed in, however it is also located in one of the coldest locations so most are unable to make it and thus don’t even bother trying.
    Vales, a vastly easier city to get to and is by far the city with the biggest ‘area’, however it is where most of the food for the worlds population is grown. So getting in is not easy since space is such luxury and they are mostly afraid that people will try and raid them for food. The guard robots (and by extension those in Life running the robots) around its border often won’t even think twice about shooting intruders. The food grown here is sent to the other cities first, then the left overs is turned into paste and sent to the people stuck outside the cities.

    Within Life you still make money working, however most of what you make goes toward paying for the food drops that keep you alive, the server expenses, and the in Life apartments. Any extra money you make will typically wind up being taken away by fees for breaking rules. One such rule is logging out in unspecified areas (which is pretty much anywhere except an apartment) So if you were thinking you’d save money by not buying an apartment you’ll be hit by a fee every time you leave to go pee or eat or sleep, or anything else really.

    So Reia grew up with most of her time spent in Life, she only really left in order to help her family when they wanted to try and search some other floors or go up to get the supply drop. This was fine with her, she didn’t like how dreary real life was, Life was far more colorful and nice…if abit boring because you worked all the time.

    Game (open)
    One of the old MMO’s was recreated when the cities realized that people were becoming less likely to stay connected, less likely to work. So the MMO was remade into a sort of entertainment show and work incentive. A way to break the monotony, you could tune in while you work, or during your relaxation time, or anytime really. You pay some of your money to watch people within the Game, or you can watch the ‘free’ one which showed random week old videos at a lower quality and typically cutting to a different video before anything amazing happens.
    The Game is a large ‘fantasy’ world where players travel through doing quests, fighting monsters and leveling up. However ‘fantasy’ still has technology elements though most are simply reskins of medieval weapons. But on the bright side you can pretend your a Jedi or a Sith.

    Now in order to be in the Game you have to either pay a lot of money and ‘buy’ your way into the Game. Or you could win a tournament, one is often held whenever someone in the game loses too many viewers and is removed from the Game with typically the winner and runner ups getting into the Game.
    Once in the Game your goal is to get and keep a lot of followers, the more people watching you the better. But because of this if your in the Game you do not have privacy, not even for a moment. So if you wish to ‘do’ anything you will have a lot of people watching you. On the bright side though no one knows who you are in Life, so some people make porn from their Game character.

    Now the top channels are usually Player Killer channels, however these have actually started to fall in popularity since most Player Killers nowadays seem to simply wish to hunt down weaker players.
    Up next, and rising rapidly in popularity, are the Player Killer Hunters (or Killer Hunters) These people hunt down PKers and because of this are often going up against fairly strong opponents thus are exciting to watch.
    The Questers are next, with people enjoying that many Questers play roles so its like watching a tv show. Many Questers avoid areas that other Questers are in or have done a lot in order to keep from seeming like they are simply copying someone.
    Then come the Risk takers, these are people who tend to hunt down the tougher NPC’s, the world bosses. They are called Risk takers because of the fact that many of these NPC’s are designed purposefully dangerous and can kill players very quickly. However there are also Risk takers that simply find risky or exciting things to do in the game itself, like base jumping, or stunts. Typically Risk takers die…a lot.
    Lewd or porn channels use their characters looks to keep views, often wearing almost nothing. These channels typically don’t leave the safe areas of the Game. Though often the ones not doing porn are actually doing professions since those channels don’t really get views but doing them almost nude does.
    The last ones of the ‘safe’ channels are the dungeon divers, the people who explore the Game for dungeons and run them showing off the loot they won or the hidden secrets of the game.

    However there are other channels, but most are risky, boring even. Professions are very risky since no one really wants to watch someone make boots or daggers all day. However the most risky is the ‘pacifist’ route, the non lethal ones. This means that healer classes or support classes are rarely chosen since most people avoid watching people healing others.
    But there are some who make these work, though they are few and far between.

    Something else to note about the Game is that there are specials within, extremely powerful moves that can change the outcome of fights in an instant. Most simply stick with the basic ones the game gives you. But a good programmer can create their own, and once the Game accepts it (as in it doesn’t break rules) then they can use those specials in the game. Visually amazing specials get views.

    One last thing about the Game you should know. If your character in the Game dies your character in Life dies thus forcing you to completely restart with no money at all. But successful players in the Game receive regular payments for their work entertaining people and can even be moved into the cities if they are considered ‘profitable’ by those cities.

    Now Reia’s favorite person in the game is a warrior woman who dresses up like an ancient samurai and wields a massive katana. This woman travels the land questing, but not NPC quests. She does the harder ‘player’ quests. Players can give another a quest which are often more difficult since if worded wrong these quests can be almost impossible. She protects NPC’s and weaker players, even fighting PKers. However she does not kill, instead she plays to have fun. Because of this she has pretty much been on the line of views for most of her time.

    Reia has always wanted to get into the game, but has never been confident enough in her self to do this. She’s never needed to, sure going in seems fun, and she’s even made a few Specials she thinks would be fun to use but thats about it. Yes Reia knows how to program, she also knows some things about the Game that no one else does. How? Her mother was one of the original programmers of the Game back when it was an MMO prior to the Apocalypse. She was told about hidden stats that most don’t know about, secret locations, and tips.

    However one day while helping her family clear some debris with the hopes of finding a way to get into one of the towers leaning against their tower there was a sudden collapse. Her family suffered some broken bones but nothing that wouldn’t heal. Reia however received a piece of rebar through her left arm, shattering bones. She survived, but was in a lot of pain.

    Her family nursed her back as best they could, but now spend most of their money on antibiotics, and pain killers. Reia was placed in a suit and forced to learn how to control her character with just her right hand. She lives mostly fine, but when the painkillers wear off she is in extreme pain. Her family reassures her constantly that she will be fine, but she knows that they are just trying to make her feel better. She knows that if she can’t get into a city and receive medical attention she will probably die, just like she knows she won’t have her left arm anymore, though she does sometime imagine herself with a robot arm.

    In any case Reia decided to get into the Game with the hopes of becoming popular enough to get into the city. Unfortunately being in extreme pain herself she doesn’t like making others feel pain, it makes her uncomfortable to do so. So she made herself new non-damaging specials, her old ones she keeps around just in case she finds a use for them. She figures she will probably be one of the only people in the upcoming Game entry tournament to even have a special since no one has classes yet. But she knows there could be other programmers entering. She also realizes that she will need something to make her more awesome to watch so…maybe some quests, non lethal quests.
  19. Name: Angela
    Race: Lesser Aasimar (LA+0)
    Class: Cleric 1/Totemist 1
    Alignment: Lawful Good
    Level: 2

    Str: 16 (+3)
    Dex: 10
    Con: 14 (+2)
    Int: 10
    Wis: 18 (+4)
    Cha: 10

    HP: 20
    Ref: +2
    Will: +6
    Attack (sword): +5 to hit, 1d10+4 damage.
    Special Defenses:
    -Resistance to acid 5, cold 5, and electricity 5.
    Racial Traits:
    -Resistance to acid 5, cold 5, and electricity 5.
    -Darkvision (60ft)
    -Daylight (Spell-like ability), 1/day with CL equal to class levels.
    -Stats:+2 Wisdom, +2 Charisma.
    -Angela is affected by abilities that target Outsiders and Humanoids as if she were both Human and an Aasimar. So if she goes up against a ranger with a hatred for Humanoids (human) and Outsiders (native), it promises to be a very messy affair. Charm Person and it's relatives do affect her.

    Languages: Common, Celestial

    Class Features:
    -Aura (Ex)A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
    -Spells (See Cleric page)
    -War Domain: You gain Martial Weapon proficiency and Weapon Focus with your deity's favored weapon.
    -Law Domain: You cast Law Spells at +1 Caster Level.
    -Wild Empathy: Functions exactly like the Druid ability
    -Turn Undead: Angela can turn undead 7 times a day.
    -Spontaneous healing: Angela can convert already prepared spells into Cure spells of the same level.
    -Meldshaping: Angela can shape any soulmeld from the Totemist list. She must have a good night's rest and meditate for 1 hour in order to shape them. Soulmelds can have essentia investments swapped between them as a swift action. She must shape all her soulmelds at the same time, and cannot change what soulmelds she has shaped until she spends the time to unshape them and shape new ones. Soulmelds cannot be removed from her body.

    -Healing Devotion: Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed). As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
    -Extra Turning: Angela gains 4 additional turn undead attempts each day.
    -Exotic Weapon Proficiency (Bastard sword)
    -Weapon Focus (Bastard Sword, war domain): Angela receives a +1 bonus to attack rolls with a bastard sword.
    -Martial Weapon Prof (2-handed Bastard Sword)

    -Murky-Eyed: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
    -Feeble:You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

    Skills: (her first level was as a cleric)
    Heal: 2
    Concentrate: 2 (Modifier is +2 total)
    Knowledge (religion): 4
    Knowledge (Arcana): 4 (Totemist)
    Spells Per Day:
    1-1+1 (domain)

    Essentia pool is 1
    Max Essentia invested in a Soulmeld is 1
    2 soulmelds can be shaped at once

    +1 Magic Bastard Sword
    Heavy Steel Shield
    Scale Mail
    Spell Component Pouch
    5 days trail rations
    Wooden Holy Symbol
    Cleric's vestments.
    Before a rather traumatic event in her past, Angela's memory is lacking. It will occasionally come by in brief, hazy flashes, but it soon fades back into darkness. A monastary? Some castle somewhere? A cold river? It's all very vague and somewhat frustrating.

    What she does remember clearly is when she almost died. Angela was running across the snow somewhere, bleeding. A monster was chasing after her, though she couldn't tell if it was what hurt her first. She ran out of energy and fell over, the massive creature about to swallow her whole...

    ..when it screamed in pain and turned to face a dwarf in heavy armor who had just cut one of it's many legs off. The monster attacked the dwarf, only to get a cut on it's side. Deciding that dealing with this annoying metal-clad sharp piece of meat wasn't worth it, the monster turned back to eat Angela. It had managed to nearly tear her legs off before the dwarf got over there and scared it off.

    She lay there, dying in the snow for what felt like an eternity, before the dwarf managed to patch her up. He gave her food, helped her camp out, and eventually brought her to the temple of the Sapphire Eidolon. While he didn't talk much, Angela did learn some things. The monster was something called a Rhemoraz, and the Dwarf had been on a misson for the temple when he took some time out to save her life. Since she wasn't near any real settlements and had no idea where she lived, he decided that the temple might be a good place for her to stay.

    Angela's encounter and subsequent stay at the Temple has led to her pursuing meldshaping and religion. She took up the path of a totemist, as it came most easily to her and offered her a chance to perfect control over herself by first controlling the spirits of magical beasts. Her choice of a deity, whilst rather general and unconventional, has given her more freedom than other clerics might have.

    She eventually found the temple to be rather oppressive, and left it at the first chance. Whilst she supports it's cause of Law and Order, she would much rather pursue those outside of the temple bureacracy. Besides, it offers a chance for her to search for her memories. The temple expects little of her, since she did not stay that long, but would be more than glad to see her join it's formal ranks.

    Angela appears to be in her early 20s. Specifically, 24.
  20. Alrighty, the IC is up. Those of you with a character, feel free to begin.