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The Talguta Syndicate OOC

Posted: Sat Oct 10, 2015 3:25 pm
by Namelessjake
The Scarlet Heron cuts through the water silently as the lights of Talguta come into view on the horizon. You quickly extinguish the ship's lanterns, disappearing into the dark of a moonless night. You left Wastrel's Wharf two days ago laden with Opium hidden in the bottom of barrels of fish. The journey would normally take under a day but you were spotted by a patrol. The Heron easily outran them but it took you far off course.

The plan is quickly discussed, but with no one wanting to back out the ship continues on towards the docks. Pulling up to one of the piers, two men quickly rush over to the ship and toss you ropes. "A patrol will be coming any minute, let's go," one says. You all work together to unload the barrels and as you roll them across the street a warehouse door is opened, bathing you in the warm glow of torches. You head inside to hand over the cargo to your boss, although should things go to plan the next shipment will be being delivered to you.


Setting

6E Y82 - You are part of an independent smuggling group who runs Opium from Wastrel's Wharf to Talguta, on The Scarlet Heron. Recently your cut has been getting smaller and you and the rest of the crew have decided to do something about it. You plan to take over your boss' operations, entering the world of organised crime in Talguta.

Talguta is one of the largest cities in the world. A sprawling mess of different cultures situated in the middle of almost every major trade route in the Forelle Sea. It is governed by a monarchy however the city has a history of gangs and mob like organisations running much of the city and holding most of the true power.

Character Creation Rules

System: 4e
Level 5
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.). Half-races are generally infertile, so you can't get down into quarters of a race.
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed and encouraged.
Background: +2 to a skill or add a language.
Equipment: Free level 4, 5, and 6 magic items. Free mundane items within reason. 840gp to spend on other magic items or to have on your person.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). In addition, every class starts with at least 4 trained (before accounting for race/theme/feats/etc.) regardless of what the builder says, and any that would otherwise have fewer gets more to make 4 as a base number.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn't have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Every character should know Common as the default language for this setting, and should they gain additional languages (from race, theme, feat, etc.) then simply choose additional ones from the list of custom languages provided below.
Languages
[SHOW]
Common - Common is a lingua franca in this world. Most people know at least some of the common tongue, and many speak it fluently, but it is not the primary language of any nation. People who only know Common are typically sailors, or other people who have spent most of their life traveling rather than in one place.

Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom.

Modern Serran – The primary language spoken by the small kingdoms of an expansive arid region known as the Serran Desert, which consist mostly of humans and orcs.

Old Serran - The language spoken in the old, now-collapsed Serran Kingdom. Very few people still speak it with any amount of regularity except for the priests and priestess of the Serran gods and the Tenants, who need to know it for many old texts.

Imardanian – The national language of the Imardin Thalassocracy, a naval nation bent on spreading its monotheistic religion to all of Voreld whether people want it or not. It is a very diverse nation, but humans still make up the majority.

Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula.

Andorian – A language that developed in the Andorian peninsula after it was settled by the Andor dwarves and became a prominent location in Voreld. It was originally a strange mix of Dwarven and Tulrissian, but has since grown into a distinct language of its own.

Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld.

Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east.

Gleiosian - A language spoken primarily on Gleios and the surrounding smaller islands it influences.

Brennisian - A language that originated on the Isle of Brennis, but spread after the small nation conquered a large region of the archipelago. It has since become much less prevalent than it once was.

Ghian - A language originating on Ghia, and spreading with its culture to the smaller nearby islands.

Chathran - A language spoken primarily on Chathra and Cianthum

Okani - A language spoken by the people of Mai'okon and the surrounding small islands under its influence.

Vishan - An odd language that evolved from from both Ghian and Chathran, spoken on the islands of Visha

Re: The Talguta Syndicate

Posted: Sat Oct 10, 2015 3:25 pm
by Namelessjake
Ten-Minute Background

Shamelessly stolen from here.

Since this game is more of a traditional campaign, where the characters guide the game and there is no real over-arching plot (unlike the Tulrisse game, where ultimately everything is moving toward the unification and repelling the invasion), I would like you all to complete the following either in place of a standard background write-up, or in addition to one; it is up to you which you go with. The purpose of this is to get some specific info to work with, as well as some meta-goals that you all as players would like to accomplish. Having them all here, rather than me asking you at various times, makes it easier for me to reference them and plan for future activities in-game.

(All examples are taken from my own post for the game linked above, and are using an entirely different setting than the one we will be in.)

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged but not required. Don't feel pressured or at a loss due to unfamliarity with the Ganoltir campaign world! I'm more than happy to provide elements and more to assist in the process.
Example
[SHOW]
1) Birth - Karth was born as the offspring of Queen Gwarta of Bridged City and one of her many guards. During her pregnancy it was assumed she would be giving birth to another of her husband's children, but when the child turned out to be a half-elf this was quickly proven to be false. The king consort, enraged by the discovery, demanded his wife reveal who the father was. Not wishing for controversy, she quickly revealed who the information and Karth and his father were banished and sent away in secret. The royal family told the public that the pregnancy resulted in a miscarriage and held a grand funeral for the supposed deceased prince. Meanwhile, Karth's father travelled with his newborn son to the city of Mithril to start a new life.

2) Early Life - Karth's father settled in the Harbor City section of Mithril and began taking whatever odd jobs he could find. As Karth got older he would sometimes help, but he usually caused more harm than good and was sent away. It was these times that he first began following the other boys around town, participating in various acts of thievery and creating bonds of friendship.

3) Later Life - As he got older, Karth began to grow bored with petty thievery. After all, it was his destiny to become king of Bridged City and he wasn't going to do that by pickpocketing the various merchants who came to Harbor City. He wanted more, but he didn't exactly know how to get it. Lucky for him his old friend Faust was an ambitious one, and when he stole a ship from the harbor he invited Karth and the other thieves who grew up together to join as his crew. Karth saw this as an opportunity, not only to relieve his boredom but also to gain more riches than he'd ever be able to scrounge alone.

4) The Magnificent Manslayer - As is custom among the Conspicuous Oils, Karth has a nickname that he goes by. When thinking up the names with the others he initially came up with such ideas as "Karth the Glorious", "The Radiant Ruffian", and "The Most Gorgeous Pirate Known to Man." These were all quickly shot down by the others, who said the point of the nicknames were to strike fear. Faust suggested he go by "The Manslayer" since he was always a ruthless fighter when the need arose, and reluctantly Karth accepted. However, it quickly came to everyone's attention that he was reffering to himself as "Karth the Magnificent" outside of their presence. They tried to get him to follow the captain's suggestion, only to be told that "the title simply does not express my greatness as well as it should." After some discussion they finally all came to a compromise, and Karth's nickname was officially made to be "The Magnificent Manslayer."

5) Appearance - Karth is somewhat tall, standing 6'3", with a fairly slender build. He has long, silver hair due to his elven heritage and he is very protective of it - many men have scars (or worse) to show as a result of touching Karth's hair. His manner of dress is never very fancy as he has always been of the lower class, but whatever the clothing he always wears it in a way that gives off an air of nobility. Even while at sea he makes a point to look his best, and can often be found tending to his precious hair. On his belt hangs a mirror that, while useful for some raids, spends most of its time reflecting Karth's face back at him.

6) Personality Traits - As a narcissist Karth tends to be very confident in his abilites, and his self-esteem is never low. He goes into every battle without fear, completely assured of his victory from the start. He is always looking to make friends with new people (no one should miss the opportunity to gaze upon his gorgeous face, after all), though this is often made difficult due to the arrogance that often manifests in social situations due to his narcissism. He is extremely loyal to the few people he truly respects, and despite his overconfidence he is still a formidable opponent on the battlefield, so to some it might be worth earning that respect.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Example
[SHOW]
1) Karth ultimately desires to become the king of Bridged City. He feels he was wrongly banished, and that as retribution he deserves to gain the throne in place of his half-sister Hannatha.

2) I'd like Karth to get a chance to return to Bridged City so that I can develop that part of his story. He need not actually ever gain the throne as he wants, but I'd at least like to have him come to terms with royalty who are against him in some way, and perhaps meet his mother for the first time.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected.
Example
[SHOW]
1) Karth is actually the son of Queen Gwatra of Bridged City, making him royalty in the city-state. He ultimately plans to use this to become king and rule the city-state as he feels he deserves.

2) Karth was made a divine champion of Enkili without his knowledge, and most of his success and combat skill is a result of this. Enkili chose him for his personality, and as such the divine powers he possesses are triggered by him acting in line with his natural narcissism. Acting against this can sometimes have negative effects.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Example
[SHOW]
1) Karth's father is his only real family, and he cares deeply about his only son. He is the one who filled Karth's head with the idea of becoming king, and thus is directly responsible for Karth's narcissism.

2) Captain Faust is an old friend and Karth has a great deal of respect for the quirky man. He is one of the few people Karth views as an equal.

3) Queen Gwatra, Karth's mother, has a somewhat neutral opinion of him. As her own child she cannot hate him, but she was not sad when he was banished from Bridge City with his father. She wants to avoid a succession dispute just as much as the other royals who know of his existence, but would be torn somewhat if that were ever to happen.

4) The king consort of Bridged City was furious when he learned that Karth was not his son, and when he found out he immediately had the boy and his father banished from the city. He loved his wife enough to forgive her for her affair, but he hates Karth and his father and would likely go to any means to keep them from returning or gaining any sort of prominince in Bridged City.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Example
[SHOW]
1) Karth is very much a narcissist, and can sometimes be quite arrogant due to his self-absorption. Ironically, these personality traits are the direct cause of his successes in life, as well as his skills in combat, due to them triggering his divinely-granted abilities.

2) He has a very fuzzy memory of the palace interior from the time he was born. Occasionally it is the setting of his dreams, where he is revered by the citizens of Bridge City as a great leader.

3) He absolutely hates for anyone to touch his hair unless they are a very close friend, and even then he is not completely comfortable with it. Touching Karth's hair is one of the few ways to anger him (and the quickest), and has occasionally resulted in the injury or death of the unfortante offender.
Background - Family/Class/Profession/Institutions

Who raised you and how did they shape your life? What social class do you belong to, and how did that change your opportunities and your outlook? What do you do for a living, and have you changed careers in the past? What social institutions (religions, governments, civil society, businesses) are you a part of or interact with? Do you have a spouse? Children? Did you at one time?

I add this last bit because I like to tie characters into the world around them. Often, people go for very individual or personal stories - long-lost love, bad guy killed my parents, mysterious birth, etc. But I find that this can make characters somewhat disconnected from the world around them, and the world becomes rather too much of a two-dimensional backdrop. Both in reality, you'd expect people to be profoundly shaped by their society and the institutions around them.
Example
[SHOW]
Family - Karth's only real family is his father, and older elven man who was once a guard at the Queen's palace in Bridged City. While he is related by blood to the Bridged City royalty, most of them are unaware of his existence. The ones who do know of him want him kept a secret, so as not to cause a succession dispute.

Class - On his mother's side he is a member of the Bridged City royalty, on his father's side he is a common peasant. He was raised by his father in Mithril as a simple commoner, but his royal blood cannot be denied.

Profession - Karth is a pirate and he is good at it. He has been First Mate of the Quina Vjeta for a long time under Captain Faust, and not without reason. He was one of the few to survive the fateful encounter with the guarded merchant ship, and one of the even fewer to survive who was also a companion of Faust in his youth.

Institutions - he is a member of Faust's Crew, the Conspicuous Oils.
Drives - Primary/Secondary/Tertiary

Here's where I like to get a bit more personality than backstory, because an overly historical concept only really gives you a good grounding in what your character did, what happened to them, rather than what they'll do in the future. So I generally try to ask what motivates a character at any given moment: Revenge? Wealth? Fame? Personal Excellence? Curiosity? Survival? Instinct? Reason? Power? Emotions? Loyalty? Etc.
Example
[SHOW]
Primary - Karth's feeling of entitelement towards the throne of Bridged City is his primary motivating factor. He deserves to rule the city as he sees it, and he will do everything in his power to obtain the position he views as rightfully his.

Secondary - His years as a pirate have also fostered in him a desire for wealth. He has incorporated this lesser desire into his ultimate goal of becoming King of Bridged city by deciding that he will not yet return to the city-state until he has first amassed considerable wealth. This amassing of wealth will surely make it easier for him to obtain the influence he needs gain the throne, but he also wants it for the luxury as well.

Tertiary - Karth is always looking to make new friends, having grown up with very few. His personality tends to hinder him in his pursuit for companions, so one could say it is a never-ending search for those patient and accepting enough to handle his presence on a regular basis.
Goals - Short-Term/Medium-Term/Long-Term

Similar to your Step 2, I think that goals give a character a higher order of drive, and can make for a nice character arc that gives level progression some meaning beyond mechanics. In addition, as you point out, it can also be a good hook for DMs.
Example
[SHOW]
Short Term - Meet and befriend the new crewmembers. More friends are always nice.

Medium Term - Continue earning coin with Faust, until Karth as enough to return to Bridged City in style and live there comfortably.

Long Term - Win the hearts of the people of Bridged City and take over as monach instead of his half-sister Hannatha.
Gang Relations - PC relations

For this I'd like you guys to write your opinions/relationship status of the other PCs.
Example
[SHOW]
Captain Blackwood - Karth has never met Blackwood, but has heard tales of the man's deeds. He respects and admires the man he imagines accomplishes those deeds, and would one day like to meet him (under peaceful terms, of course).

Mad Marian - Karth knows nothing but rumors of the buccaneer known as the 'Mad' Marian, but if the rumors are true then he would probably prefer to keep his distance.

Ser Percival Melchett - Karth is not a huge fan of national militaries, and Melchett reminds him of his mother's husband. Were the two to ever interact, it would likely not go well.

etc...
Wishlist - NPCs and Magic Items

Here you should make two lists in the same block:

1) a list of NPCs you'd like to exist in the world that are not directly related to your character. This could be other important figures, future PCs, or anyone else not covered in the section for related NPCs .

2) a list of magic items you'd like to obtain at some point in the future. Just put whatever it is you like and I will see if I can work it in at some point.

Note: Please include information on the level, item slot, and tier (if applicable) of the items included. This makes it easier for me to find them in the builder later.
Example
[SHOW]
NPCs
Raoul - a hair stylist of some renown who Karth would like to visit sometime.

Paul Bumble - a man adept at feigning incompetence, who has amassed a large fortune by preying on the gullible in this manner.


Items
Ice Dagger +1
Boots of Bounding

Re: The Talguta Syndicate

Posted: Sat Oct 10, 2015 3:25 pm
by Namelessjake
Talguta

The city of Talguta can be divided into 38 loose districts or neighbourhoods, while not all of them are official, this is generally how most people view the city. The gangs of the city fight to control these districts so they can exploit them to make money, through means such as selling contraband and running protection rackets.

Map
[SHOW]
Image

Gangs of Talguta

Ágrypno

One of the oldest and most established criminal groups in Talguta. Hailing from Gleios, Ágrypno is based primarily in the districts Gleosians call home. The organisation conducts itself in a gentlemanly manner and shows disdain towards the newer and more aggressive players in Talguta who seek to upset the status quo.

Leader: Kyros Matullus - An aging but powerful man. Well respected by the rest of Ágrypno, he has very little in the way of internal problems to deal with. Instead he is focused on keeping Ágrypno the most powerful criminal enterprise in the city for when his eldest son inherits his position.
Base: Arcturus

The Blood Lions

The extension of a larger organisation based in Amkhara, The Blood Lions have had a presence in the North of the city for some time. They have a reputation of being very aggressive, especially when it comes to Kyung Min who they have feuded with since the beginning. They are known for their weapon of choice, the katana, from their homeland.

Leader: Hirata Takanibu - The son of the leader of the Amkharan Blood Lions, Hirata is young and eager to prove himself. This makes him reckless and unpredictable.
Base: Sejung

Kyung Min

From Ya-Jarang, Kyung Min is less aggressive than their Amkharan neighbour. They share similar values to Ágrypno and the two working together is not unheard of, both seeking to contain The Blood Lions. They are the second oldest enterprise in the city after Ágrypno.

Leader: Tsui Liling - A calm and calculating woman. She knows what she wants and is willing to play the long game to get it. It is said she has never so much as hurt another person, although without a doubt many have been killed on her orders.
Base: Qresh

The Backwater Company

The Backwater Company mostly consists of Orcs from the Kurnish Peninsula. They are relatively new to Talguta, aggressively appearing on the scene a few years ago. Backwater was originally supported by the Wroclast crime family in Groznid Bay, however Boss Dulak is an ambitious man and quickly cut ties with the Wroclasts once Backwater was well established in the city.

Leader: Boss Dulak - An ambitious Orc with a reputation for violence and being quick to anger.
Base: Vafard

The Magisters

Outcasts from Cru'un, The Magisters appeared on Talguta fairly recently. Their unorthodox methods and arcane abilities stopped many from trying to interfere with them for some time. They have a reputation for torture and needless cruelty. Also they are the only gang in the city to employ the use of slaves.

Leader: Cabeus - While technically run by a council of six, most of the true power in The Magisters lies with a man known only as Cabeus. Rumoured to be from a wealthy family on Cru'un, it is said he bankrolls much of the group's activities. He is know to be a paranoid man, employing spies to spy on his other spies.
Base: Sentosa

The Maluhi

From Mai'okon. The Maluhi power structure operates much like a traditional tribe would in their homeland. This makes many of their members fiercely loyal.

Leader: Cheif Kaleo Amalu - A large man covered in tribal tattoos. Proud of his heritage, he only speaks Okani and refuses to even learn common.
Base: Ka'imi

The City Guard

The City Guard are not a gang in the traditional sense however in many ways they function like the gangs. Based out of The Citadel, The City Guard exerts influence it every district (except for Wastrel's Wharf), however there are several districts where The City Guard holds full control. Their strong presence in these districts, often the wealthier districts of the city, makes it practically impossible to conduct large scale criminal activities.

Leader: Commander Evrart Trager - Appointed by the King in the last year, Commander Trager is a seasoned member of the City Guard. He abhors the corruption which runs rife throughout the organisation and has vowed to put an end to it, although his efforts have not been met with much success so far.
Base: The Citadel

The Pirates

As with The City Guard, The Pirates are not like the other gangs. Less of an organised gang, they represent the crews and captains of the various pirates who call Wastrel's Wharf home. Unlike the other gangs, they aren't interested in taking territory from the other gangs of the city, instead they are content with staying in their safe haven with all the rum and prostitutes they could want.

Leader: None
Base: Wastrel's Wharf

The Syndicate

You.

Leader: You guys
Base: Nowhere (you ain't got shit)

Districts of Talguta

Arcturus - The heart of the Gleiosian area of the city, this district is the base of Ágrypno's operations. Situated along the coast, it is home to several piers and docks, although the rest of the district is made up of homes and shops packed together in tall cramped buildings. Despite the high density, the area is not a slum and is in fact reasonably wealthy. $$$$ PPPP

Arkyn - A mostly residential district which is part of the Gleiosian area of Talguta. It is comparable to Arcturus in wealth and population, although it is of lower density due to the lack of docks and warehouses. $$$ PPPP

Aronui - A large district near the edge of the city, it is a sprawl of small houses owned by a poor and predominantly Mai'okon population. $ PPPPP

Arseia - A rich area and one of the few in the city lacking a majority nationality. It is mostly residential. $$$$ PP

Baunate - $$ PPPP

Diosceus - One of the least wealthy parts of the Gleiosian area of the city. $$ PPP

Dwarvern Quarter - Home to most of the city's dwarves, this district is home to many craftsmen. $$$ PPP

East Gardens - A rich district at the edge of the city. It is known for its large houses and parks. $$$$$ P

Eastern Plantations - Outside the city walls, this is where jungle has been cleared to plant crops such as tobacco and sugar. $$$$ P

Eleutos - A mostly mercantile district with a Gleiosian majority. $$$ PPP

Elven Quarter - Home to a large Eleven population, this district is a poor slum, rife with disease. Life for the elves hasn't gotten better under the influence of The Backwater Company. $ PPPP

Ka'imi - $$ PPP

Khulan - $$$ PPP

Leith - A reasonably wealthy district, it was originally its own town and was engulfed by the growing city. Remnants of this, such as walls, still stand today. $$$$ PPP

Lowshore - $$ PPP

Lowshore Warehouses - $ P

Marble Gate - A very rich area known for the large marble gate which provides it with access to the Citadel. $$$$$ PPPP

Northern Docks - $$ PP

Outskirts - A large area which has yet to be fully enveloped by the sprawl of the city. Small clusters of buildings are dotted about this mostly empty wasteland. $$ P

Qresh - $$$ PPPP

Roseley - Similar to Sentosa, this district has a higher than normal concentration of magic users and Cru'un natives. $$$ PPP

Royal Docks - The docks where the Talgut navy moors. $$$$ PP

Sejung - The Blood Lion's headquarters. Home to a large number of Amkharans. $$$ PPPPP

Sentosa - The base of operations for The Magisters, this district is known for being home to a large number of magic users. $$$ PPP

Shaofu - A fairly densely populated Amkharan district. $$$ PPPP

Shipyards - The location of most of the city's shipyards. $$ PP

Southeastern Docks - $$$ PP

Southern Docks - $$$ PP

Sujin - $$$ PPPP

Sujin Stockyards - An area mostly used for storing goods arriving into the city via the docks in the Sujin district. It is know for several large open air storage facilities. $$ PP

Temple District - While there are temples dotted around the entire city, this district houses most of the largest temples for many of the more common religions. Ágrypno tend to allow anyone access to this district so long as they don't cause any trouble. $$$$ PP

The Citadel - Named after, and home to, Talguta's largest fortification. It is the centre of authority in Talguta with both the monarchy and The City Guard based here. $$$$$ P

Vafard - Base of operations for the Backwater Company, it naturally has a high Orc population. $$ PPP

Wastrel's Wharf - The most wretched hive of scum and villainy in the known world. Watrel's Wharf is an anarchic shanty town beyond the reaches of any government. It is regarded as a safe haven for pirates and smugglers. $ PP

West Garden District - Similar to the East Garden District, however this district contains many more people. There are a number of parks but none are the estate of just one house. $$$$$ PPP

Western Docks - $$ PPPP

Western Plantations - Outside the city walls, this is where jungle has been cleared to plant crops such as tobacco and sugar. $$$$$ P

Windark - $$$$ PPPP

Re: The Talguta Syndicate

Posted: Sat Oct 10, 2015 3:25 pm
by Namelessjake
The Syndicate

Members: 5?
Gold: 0

Base: None
Districts Controlled: None

Buildings Owned: None
Ships Owned: The Scarlet Heron (20 tons)

Re: The Talguta Syndicate

Posted: Sat Oct 10, 2015 3:25 pm
by Namelessjake
Game Rules

Turns last 1 week.

1 action per turn per PC
- Recruit members
- Expand protection racket
- Expand drug operation
- Expand prostitution ring
- Rout out other gang influence in an owned district
- Undermine gang influence in unowned district

something something this is more complicated than I thought it'd be

Re: The Talguta Syndicate

Posted: Sat Oct 10, 2015 3:25 pm
by Namelessjake
mine

Re: The Talguta Syndicate

Posted: Sat Oct 10, 2015 3:25 pm
by Namelessjake
mine

Re: The Talguta Syndicate

Posted: Sat Oct 10, 2015 3:27 pm
by Scratcherclaw
Jiro Amkhara, 67th in Line for the Amkharan Throne

Image
Cat Form
[SHOW]
Image
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
Goals
[SHOW]
1)

2)
Secrets
[SHOW]
1)

2)
People Tied to Jiro
[SHOW]
1)

2)

3)
Memories, Mannerisms, and Quirks
[SHOW]
1)
2)

3)
Background - Family/Class/Profession/Institutions
[SHOW]
Family:
Class:

Profession:

Institutions:
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary:

Secondary:

Tertiary:
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term:

Medium-Term:

Long-Term:
Character Sheet
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Combat Block
[SHOW]
Jiro Amkhara

Male Hengeyokai Monk 5
Languages: Common, Ghian
Age: 20
Height: 5'11"
Weight: 150 lbs.

Speed: 8
Climb speed: 8
Initiative: +7
Passive Perception: 12
Passive Insight: 12
Senses: Low-light Vision

AC: 22
Fort: 14
Reflex: 18
Will: 17
HP: 45/45
Bloodied: 22
Surge Value: 11
Surges left: 8/8
Action Points: 1

MBA: +8 vs AC, 1d8+3 damage. (+1 damage to bloodied targets)
RBA: +7 vs AC, 1d4+5 damage. (+1 damage to bloodied targets)

Resistances: 5 Fire
Vulnerabilities: None
Saves: +2 vs Immobilize, Restrain, or Slow

Active Effects:
+2 to checks to escape grab
+5 to Bluff vs Insight to discover I'm not human

Powers:

Desert Wind Flurry of Blows
Fire Storms
Blistering Flourish
Nature's Mask
Agile Recovery

__________________________________

Second Wind [_]
Light the Fire [_]
Burning Brand [_]
Sarifal's Blessing [_]
Flowform Cloth Armor (Basic Clothing) [_]
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Masterful Spiral [_]
Water Gives Way [_]
Blurred Strike Accurate Ki Focus +1 [_]

Consumables:

None.
Important Features:
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Re: The Talguta Syndicate

Posted: Sat Oct 10, 2015 3:27 pm
by ratwizard
GROMthief

Re: The Talguta Syndicate OOC

Posted: Sat Oct 10, 2015 6:16 pm
by Fialova
Deranged Mage

Image

Re: The Talguta Syndicate OOC

Posted: Tue Oct 13, 2015 12:21 pm
by Fialova
Kaori Amkhara, the Rebellious Royal

Image
Character Sheet
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Kaori Amkhara, level 5
Elf, Rogue
Rogue Tactics: Cunning Sneak
Rogue: Rogue Weapon Talent
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Fey Panther)
Elf Subrace: Wood Elf
Select option: Elven Accuracy
Select option: Wood Elf Reactive Stealth
Background: Occupation - Criminal (+2 to Stealth)
Theme: Fey Beast Tamer

FINAL ABILITY SCORES
Str 13, Con 11, Dex 21, Int 8, Wis 17, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 11, Dex 18, Int 8, Wis 14, Cha 10.


AC: 21 Fort: 14 Reflex: 20 Will: 16
HP: 43 Surges: 6 Surge Value: 10

TRAINED SKILLS
Stealth +17, Thievery +12, Insight +10, Athletics +9, Acrobatics +13, Perception +12

UNTRAINED SKILLS
Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +5, Endurance +2, Heal +5, History +1, Intimidate +2, Nature +7, Religion +1, Streetwise +2

FEATS
Feat User Choice: Light Blade Expertise
Level 1: Backstabber
Level 2: Mark of Shadow
Level 4: Criterion of Balic Practice

POWERS
Rogue at-will 1: Piercing Strike
Rogue at-will 1: Acrobatic Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Press the Advantage
Rogue utility 2: Tumble
Rogue encounter 3: Low Slash
Rogue daily 5: Go for the Eyes

ITEMS
Equipped
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Code: Select all

Main Hand: Challenge-Seeking Dagger +2
Offhand:   Shielding Blade Dagger +1
Body:      Battle Harness Leather Armor +1, Hidden Item Compartment

Head:      ---
Neck:      Essence of the Scout +1
Arms:      ---
Hands:     ---
Waist:     Waterskin, Empty Coinpurse, Belt Pouches
Feet:      Footpads (+1 stealth)
Symbol:    Holy Symbol of [god she worships]
Ki Focus:  ---
Ring:      Arcane Signet Ring of House Amkhara
Ring:      ---
Tattoo:    ---
Hidden Item Compartment
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Shuriken (10)
Belt Pouch 1
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Ball bearings (2)
Belt Pouch 2
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Caltrops (2)
Backpack
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Fine Clothing
Grappling Hook
Silk Rope (50 ft.)
All Items
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Challenge-Seeking Dagger +2, Shielding Blade Dagger +1, Battle Harness Leather Armor +1, Essence of the Scout +1, Shuriken (10), Arcane Signet Ring, Backpack (empty), Ball bearings (2), Belt Pouch (empty) (2), Caltrops (2), Fine Clothing, Footpads, Grappling Hook, Holy Symbol, Hidden item compartment, Silk Rope (50 ft.), Waterskin
Ten-Minute Background Response Format
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Background and Concept Elements
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1)

2)

3)

4)

5)
Goals
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1)

2)
Secrets
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1)

2)
People Tied to Character
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1)

2)

3)
Memories, Mannerisms, and Quirks
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1)

2)

3)
Background - Family/Class/Profession/Institutions
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Family:

Class:

Profession:

Institutions:
Drives - Primary/Secondary/Tertiary
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Primary:

Secondary:

Tertiary:
Goals - Short-Term/Medium-Term/Long-Term
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Short-Term:

Medium-Term:

Long-Term:
Combat Block
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Kaori Amkhara

Female Elf Rogue 5
Languages: Common, Ghian
Age: 18
Height: 5' 6"
Weight: 142 lbs.

Speed: 7
Initiative: +8
Passive Perception: 22
Passive Insight: 20
Senses: Low-Light Vision

AC: 21
Fort: 14
Reflex: 20
Will: 16
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 6/6
Action Points: 1

Shuriken: 10/10

MBA: +10 vs AC, 1d4+3 damage. +1 damage if I have CA, and can add +2d8 more damage once per turn (i.e. on every OA, or granted attack) from Sneak Attack in such cases. +1d6 to enemies at max HP.
RBA: +14 vs AC, 1d4+7 damage. +1 damage if I have CA, and can add +2d8 more damage once per turn (i.e. on every OA, or granted attack) from Sneak Attack in such cases. +1d6 to enemies at max HP.

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects:
Ignore difficult terrain when shifting.
Alert Companion (see pet block)
CA against enemies in pet aura
Other situational stuff (see important features)

Powers:

Acrobatic Strike
Piercing Strike
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Second Wind [_]
Elven Accuracy [_]
Dazing Strike [_]
Tumble [_]
Low Slash [_]
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Press the Advantage [_]
Go For the Eyes [_]
Essence of the Scout +1 [_]

Consumables:

None
Important Features:
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Class Features
First Strike: At the start of an encounter, I have CA against any creatures that have not yet acted in the encounter.

Cunning Sneak: I do not take a penalty to stealth checks for moving more than 2 squares. Penalty to stealth checks from running is reduced from -10 to -5.

If I end my movement at least 3 squares away from my starting position, I can make a stealth check to become hidden if I have any cover or concealment (as opposed to needing total cover/concealment), except cover provided by intervening allies.

Rogue Weapon Talent: Damage die for shurikens increases to 1d6 from 1d4. +1 to weapon attack rolls with daggers.

Sneak Attack: Once per turn, when attacking with CA (with certain weapons), I can add 2d8 extra damage to the attack.

Racial Features
Wild Step: I ignore difficult terrain when shifting.

Wood Elf Reactive Stealth: If I have any cover or concealment when rolling initiative, I can make a stealth check to hide at the same time.

Theme Features
Level 1 Fey Beast Tamer Feature: Gain Trained Fey Panther companion, see CB or Heroes of the Feywild for detailed breakdown of what this entails. See sblock below for pet stats.

Level 5 Fey Beast Tamer Feature: I have CA against any enemy in my beast companion's aura.

Feat(ures)
Backstabber: Sneak Attack damage dice increase from default d6s to d8s.

Light Blade Expertise: +1 damage to creatures I have CA against with a light blade.

Mark of Shadow: Whenever I miss every target with an attack while hidden/invisible, I remain hidden/invisible. Can master and perform certain rituals.

Criterion of Balic Practice: +1 to acrobatics and athletics. When I hit with Piercing Strike I can shift 2 squares as a free action, ignoring difficult terrain

Item Features
Challenge-Seeking Weapon +2: I deal +1d6 damage to enemies at max HP with this weapon.

Shielding Blade +1: +1d6 damage on crit with this weapon. +1 shield bonus to AC.

Battle Harness +1: Can draw sheathed weapons and retrieve stowed items as a free action. +1 initiative.

Essence of the Scout +1: +2 to stealth.
Summary
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Stealth Benefits:
* If I have any cover or concealment when rolling initiative, I can make a stealth check to hide at the same time.

* I do not take a penalty to stealth checks for moving more than 2 squares, and the penalty to stealth checks from running is reduced from -10 to -5.

* If I end my movement at least 3 squares away from my starting position, I can make a stealth check to become hidden if I have any cover or concealment (as opposed to needing total cover/concealment), except cover provided by intervening allies.

* Whenever I miss every target with an attack while hidden/invisible, I remain hidden/invisible.

Combat Advantage:
* At the start of an encounter, I have CA against any creatures that have not yet acted in the encounter.

* I have CA against any enemy in my beast companion's aura.

* +1 damage to creatures I have CA against with a light blade.

* Once per turn, when attacking with CA, I can add 2d8 extra damage to the attack.
Pet (Fey) Panther
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Banlu

Trained Fey Panther * Fey Beast Companion
Medium fey beast
Age: 6
Height: 2' 2"
Length: 4' 9"
Weight: 163 lbs.

Speed: 8
Climb Speed: 6
Initiative: +8
Passive Perception: 24
Senses: Low-Light Vision

AC: 18
Fort: 18
Reflex: 20
Will: 16
HP: 21/21
Bloodied: 10
Surge Value: 10
Surges left: Same as Kaori's

Claw * Melee 1 (one creature)
Attack: +10 vs AC
Hit: 1d8+2 damage, and the target grants CA to Kaori until her EONT

Alert Companion * Aura 1
While in the aura, enemies cannot gain combat advantage against the fey panther's allies. This effect is always active so long as Banlu is alive.

Str 15 Dex 20 Wis 13
Con 15 lnt 1 Cha 6