invisiblejim
invisiblejim
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Marvel Comic Book Heroes Stickers (1975, Topps)
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got worms?
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Mongolian horse archer; pulled from Instagram from a repost account that did not include the og source
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invisiblejim · 2 months ago
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Snoopy Come Home (1972) dir. Bill Melendez
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The Golden Age of Sinbad (1973)
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invisiblejim · 2 months ago
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"The Nomenclature of Pole Arms" by Gary Gygax explained exactly what all those obscure names in the AD&D Players Handbook meant (article in Dragon magazine 22, February 1979). This expanded on a pair of articles that originally appeared in the first two issues of The Strategic Review in 1975. Unfortunately these issues came and went, leaving most AD&D players confused about many of these terms for another decade.
Note the heading for the "Partisans" section is missing, following the "Ranseur" paragraph. There the infamous "Bohemian ear spoon" finally is revealed to be a variant partisan with spikes instead of small side blades. Later the "Lucern hammer" (or "Lucerne") is illustrated and described as a very pointy piercing weapon with extra prongs, not the blunt bludgeoning weapon many cleric players assumed.
Gygax was a good researcher and synthesizer of secondary sources. He was dedicated to crafting diverse material into a single coherent rules system. Game rules generally are improved when terms are defined precisely and consistently.
But that goal sometimes made him prone to nerd rage when critiquing some else's different use of terminology. In reality these old names did not have precise meanings across all time and space. Given that "medieval" spans at least 500 years by some definitions, and Europe alone had many different nations, cultures, and languages, there's room to accept that primary sources didn't agree about all of these names.
(For that Will McLean comic, see previously)
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invisiblejim · 2 months ago
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the choctaw vampire hunters in sinners, photographed by eli joshua adé, smpsp.
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invisiblejim · 2 months ago
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25th Game - Fantasy AGE 2nd Edition
(Note, I posted this to the wrong blog at first... oops, you can find a link to my Gorgon Archer blog on my pinned table of contents post)
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So, I've done an AGE game in the past here with Modern AGE, which itself used a bit from Cthulhu Awakens. Fantasy AGE isn't the original game in the line, that would be Dragon Age TTRPG, but it is the first to take the engine in its own direction.
They've recently put on an update to Fantasy AGE, most of it is still compatible with 1st Edition, but they've had a few changes that are interesting. I really should do Cthulhu Awakens, because that game does a lot of interesting things with the basic assumptions. Anyway, I'm not going too deep into the differences between 1st edition and 2nd edition, but I will be using a 1st edition option called "Blooded" for producing characters with some influence from monsters in their ancestry. I've been assured this is no problem and fits in well with the balance of 2nd edition.
Fantasy AGE 2nd ed includes at least one concept from Modern AGE, levels adding to Defense directly. Aside from that though, there are significant differences in character creation from Fantasy AGE and Modern AGE.
Things in common:
Both use Talents and Specializations which are split into three ranks of accomplishment.
Both use the same set of nine Abilities.
Both use Ability Focuses in place of skills.
Both use Social Class and Backgrounds as a character creation element.
Where they differ:
Fantasy AGE 2e uses Classes Modern AGE doesn't unless you're using optional rules in the Companion. Modern AGE has Professions, but they're a character creation only thing and don't have near the impact as Classes do.
Fantasy AGE does not have a Drive like in Modern AGE.
Fantasy AGE 2e uses Ancestries where as Modern AGE only has that as an optional rule in the Companion called "People".
Fantasy AGE 2e's Ability Focuses improve from +2 to +3 automatically at level 11, with the option to bring them to +1 if you spend an extra Ability Focus resource on that Focus.
Fantasy AGE 2e provides a lot more chances to get Specializations than Modern AGE.
Fantasy AGE 2e has Class-specific Stunts.
Aside from the last three things, this is mostly the same set of differences between Fantasy AGE 1e and Modern AGE. The increased access to Talents feels a bit like what goes on with Cthulhu Awakens.
As a note, another change from Fantasy AGE 1e to 2e is that there are now four classes instead of three: Envoy, Mage, Rogue, and Warrior. Envoy is the new class.
Other than that, there is still a 9 step process but with some differences:
1: Concept
2: Abilities
3: Ancestry
4: Social Class and Background
5: Class
6: Equipment
7: Calculate Defense and Speed
8: Name
9: Goals and Ties
We've already got our concept in mind, a gorgon archer, anything more detailed will come later on as we move through the steps.
Step Two - Abilities
In 1st edition, the default method for determining Abilities was to roll for them. There was an optional method to buy them up. Now that has reverse, with the default being to have Abilities all start at 0 and then spend 13 advances to increase them up to a max of 3. The rolling method allows for a max of 4 if you roll an 18, but also allows for hitting -1 or even -2. I'm going to stick to the default and spend 13 advances.
The nine Abilities are as follows:
Accuracy - Skill with handling ranged combat and finesse weapons.
Communication - Ability to interact with people. Includes both friendly and unfriendly interactions.
Constitution - Physical resilience. Helps determine hit points.
Dexterity - Agility, flexibility, and things like sleight of hand, stealth, and acrobatics.
Fighting - Skill with fighting in melee.
Intelligence - Logic, memory, and knowledge.
Perception - Awareness of the world around you.
Strength - Physical strength and feats such as climbing and lifting weights.
Willpower - Courage, self-discipline, faith. In addition this ability determines how many magic points casters get.
With that said, I'm going to hold off on finishing up this section until I've hit some of the later options and firmed up details on the concept.
Step Three - Ancestry
2nd Edition has a few Ancestries that are relatively new to the game. Some of them appeared in supplements to the 1st edition version of the game. Each Ancestry provides the following:
An option chosen from two Ability Focuses.
Whether or not they have Dark Sight or not.
Base Speed
Languages.
A chart the player will roll on twice to get additional benefits
It has basically the same Mixed-Ancestry rules as we saw in 1st Edition: Choose which ancestry is the dominant one, get those basic benefits. Then instead of rolling twice on the same chart, they roll once on each Chart. The game notes that Mixed Ancestry can be either a person raised in a culture unusual for the Ancesty, such a human raised by goblins, or a case of biological parents from two different Ancestries.
Mixed Ancestry also has you choose which of your Ancestries you count as for the purpose of Talent or Stunt prerequisites. I have some issues with this approach and would much rather allow the player to take from both sets of Talents and such. It feels a bit icky to make someone of mixed heritages choose which of their ancestries is their primary.
Regardless, this is a case where I'm going to dip into a 1st Edition supplemental option. Namely, the Blooded. Because if there is an official way to get something more specifically gorgon, I'll take it. Also, Green Ronin (the publisher) has said most of 1st Edition is compatible and the community has agreed this option is definitely in that category. I will note that a lot of the 2e benefit charts have special abilities for each ancestry that were not present on the 1st edition charts. So the chance of getting a special power out of the Blooded benefit charts is now a bit more even with the core ancestries.
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One thing different though, 1st edition Ancestries gave a base +1 bonus to one of your character's abilities. 2nd edition Ancestries don't do that, so I'm going to remove that from the base traits of Blooded. However, there is still the likelihood of rolling a bonus to an ability on the benefit chart.
As to the benefit chart, this is what the Blooded have:
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The stat block I'm definitely using the 2nd Edition Medusa stat block, which is given the alternate name of "Gorgon". I do wish they'd made "Gorgon" the default name rather than Medusa. Note, SP=Stunt Points.
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The game doesn't specify, but I'm going to approach this as if you can't get the same benefit twice.
So, first, I'm going to choose an Ability Focus and I'm going to avoid Weapon Focuses since no Ancestries give those in the base bonuses.
That leaves: Stealth, Stamina, Intimidation, Seeing, and Historical Lore.
I'm going with Seeing because the benefit of having multiple sets of eyes from the snake hair is often something I often represent as a bonus to perception checks.
Speed is a base 10 + Dexterity (minus armor penalty if applicable)
Languages will be Common and
Now, to fill out the chart....
Instead of the Highest ability being at 2, I'm putting it at 7-8. I believe it was at 2 before because the base, unrolled traits would give it a +1 in 1st edition, so I'm tweaking to adjust for 2e's ancestries.
2: +1 Accuracy +1
3-4: Perception (Smelling) - Scent is another snake thing.
5: Strength (Intimidation)
6: Weapon Group: Bows or Accuracy (Bows) if the class gives it.
7-8: Constitution +1
9: Constitution (Stamina)
10-11: Petrifying Gaze, but reducing the damage to 1d6+1 to account for the Penetrating nature of it and bring it somewhat in line with the Draak ability to breath fire for 2d6 damage.
12: Perception +1
For rolls, I get a 4 and an 11. Huh... Perception (Smelling) and Petrifying Gaze. And yes I rolled that. Was actually hoping for an Ability bonus.
I'm assuming that she represents a non-monstrous gorgon rather than a blend of gorgon and something else. So the monstrous varieties are corrupted in some way rather than naturally occurring species. Toward that end, I'm going to assume she tries to keep her petrifying gaze a secret when she can. My guess is it would be a trait associated with the corrupted gorgons and likely to get her badly looked at.
Step Four - Social Class and Background
This is also decided by die rolls and mostly determines some roleplaying bits and a single ability focus. It also heavily impacts starting wealth.
You roll 1d6 for Social class:
1: Outsider
2-3: Lower Class
4-5: Middle Class
6: Upper Class
And then you roll another 1d6 for one of the 6 presented backgrounds for each social class. For our character, the rolls are: 4 and 4... which after I set ahead of time which color die is which and rolled them together makes me feel a little silly.
That's Middle Class from a Merchant background.
Merchant provides either Communication (Bargaining) or Communication (Deception). I was going with Bargaining first, but instead I think a history of trying to conceal her gaze ability leans toward Deception.
Step Five - Determine Class
Okay, I'm wanting to lean into the Merchant background thing and towards that I just want to check one thing... and yep, the Envoy does get the opportunity to choose "Bows" as a weapon group. However, Accuracy is a "Secondary" ability for the Envoy so this would be an unusual approach.
You know what... I also want to play with the new class. Envoy it is. I mean, how often can I possibly have done Charisma-types in this Gorgon Archer blog?
Anyway, with that decided time to go back to do the Abilities.
Step Two, Redux - Abilities
All right, so we have 13 points to spread between nine Abilities. I'm going to list them as priorities for concept.
Communication
Accuracy
Intelligence, Willpower, Perception, Dexterity
Constitution
Strength (all bows have a minimum of Strength 1)
Fighting
So, with that said, and including focuses we've already gotten:
Accuracy 2
Communication 3 (Deception)
Constitution 1
Dexterity 2
Fighting 0
Intelligence 2
Perception 1 (Seeing, Smelling)
Strength 1
Willpower 1
Step Five, the Return - Determine Class
Okay, back to class. The Envoy gets the character the following:
Primary Abilities: Communication, Fighting, Intelligence, Willpower
Secondary Abilities: Accuracy, Constitution, Dexterity, Perception, Strength
Starting Health: 25 + Constitution + 1d6 (4)
Three Weapon Groups: Bows, Brawling, Light Blades (all of these use Accuracy as their attack stat)
Then we have the level 1 Class Powers:
Coordinate - You have the ability to give Stunt Points to allies
Dazzle - You can dazzle opponents with Charisma to improve your Defense.
Social Chameleon - You have a second Background and social class, and thus an extra ability focus. One is the society you were born to, the other is the society you integrated into.
Starting Specialization from the following list: Arcane Disciple, Aristocrat, Bard, Champion, Crime Lord, Diplomat, Heritage (Divine, Fey, or Infernal), Knight, Mariner/Pirate, Marked, Mystic Navigator, Spy, Skald.
Two Talents from the list: Animal Training, Carousing, Command, Contacts, Inspire, Intrigue, Linguistics, Lore, Oratory, Performance.
Social Chameleon says you choose the second class and background, but I'm going to roll for it, just for fun. However, I will re-roll if I get middle class again. Also, "Merchant" I'm saying is where she's ended up rather than where she was born. The result is a 2 and a 2, so she was born a laborer and ended up a merchant. The second focus she's getting out of this is a choice of Constitution (Stamina) or Strength (Might). I'm going with Stamina. The power indicates that when determining wealth, you use the higher of the two classes. So she'll have Middle Class starting wealth.
For specialization... I'm going to go with Marked, a person who has magical tattoos.
For her two Talents, I going to choose: Contacts and Linguistics.
She gets her Specialization and Talents at Novice rank which means:
Novice Marked Specialization: Choose one Mark. I'm choosing the Mark of War, allowing her to stow a two-handed weapon (like a bow) in a mark on her body. It will be the mark of serpent-tailed gorgon using a bow (she has legs, btw)
Novice Contacts Talent: The ability to make contacts out of NPCs you just barely met.
Novice Linguistics Talent: A third language, I'm going to say Goblin.
And that is her class.
Step 6 - Choose Equipment
We get some things automatically:
Backpack and waterskin
Traveler's Garb
As an Envoy, light leather armor and one weapon, it's going to be a longbow.
Due to taking a longbow, she also gets a quiver of 20 arrows.
And she has some starting wealth. As Middle Class she starts with 50+3d6 silver pieces. The roll is a 15, so 65 silver pieces.
With that, she's going to get herself the following:
Short Sword, Light Blades Group, 1d6+1, Min Str -1. 14 silver
Spyglass, 15 silver
Bedroll, 10 silver
Silk Rope, 10 silver
Lantern, 5 silver
Mirror (hand, metal), 3 silver
And that leaves 8 silver left over.
Step 7 - Calculate Defense and Speed
Light Armor gives her an Armor Rating of 3, which reduces the damage of incoming attacks by 3. But this is different from Defense.
Defense is 10 + Dexterity + a shield bonus, if you have one... which our character does not.
So her Defense is 12.
Speed is based on your ancestry and we already saw that as 10 + Dexterity. Light Leather Armor does not have an armor penalty.
So her Speed is 12.
Step 8 - Name
I'm going to go ahead and turn to Fantasy Name Generator for this as they have a gorgon name generator. A lot of those are somewhat unpronounceable, but I did see the name Kaelcia and I like that. And for a surname, I'm going to say Skyscale
So, her name is Kaelcia Skyscale.
Step 9 - Goals and Ties
For goals, you choose a mix of any number of short and long term goals to describe your character's motivations. And for ties, we create a bit of history with the other characters... and for that, I need to create some other characters. To avoid a whole other character trait, I'm going to roll some random traits for three other characters, one of each of the other three classes:
Wulfram Hayward. Mage: Halfling Scribe (Middle Class), Specialization: Arcane Scholar. Talent: Chirurgy. Arcana: Divination, Healing.
Naesala Keyzeiros, Rogue: Elf Sailor (Lower Class), Black Powder weapons, Specialization: Spy, Talent: Thievery
Ettioc Macebearer, Warrior: Goblin Squire (Upper Class), Weapon Groups: Dueling, Slings, Staves. Specialization: Champion. Talents: Unarmed Style, Weapon and Shield, Armor Training.
I'm going to say the following:
Long-Term: Discover would caused some of her people to be corrupted and become terrifying monsters.
Long-Term: Purify herself.
Short-Term: Establish contacts where she travels.
Short-Term: Turn a local profit.
Short-Term: Give back to the people when she can.
For ties, I'm going to say the following:
Ettioc was the patron that originally invested in her and allowed her rise to being a merchant.
Naesala decided travelign with Kaelcia was a great cover.
Wulfram is an arcane historian that she approached about info on the corrupted gorgons.
And thus we have the following completed character.
Kaelcia Skyscale - 1st Level Envoy
Origin
Ancestry: Blooded (Gorgon)
Original Background: Laborer (Lower Class)
Current Background: Merchant (Middle Class)
Abilities
Accuracy 2
Communication 3 (Deception)
Constitution 1 (Stamina)
Dexterity 2
Fighting 0
Intelligence 2
Perception 1 (Seeing, Smelling)
Strength 1
Willpower 1
Traits
Health 30
Defense: 12 (14 with Dazzle)
Speed: 12
Armor Rating: 3 (Light Leather)
Dark Sight: 20 yards
Language: Common, Serpentine, Goblin
Weapon Groups: Bows, Brawling, and Light Blades
Class Features
Coordinate
Dazzle (+2 Defense)
Social Chameleon
Stunts
All basic Stunts
Petrifying Gaze (2 SP)
Specializations and Talents
Novice Marked
Novice Contacts
Novice Linguistics
Marks: Mark of War (stash weapon in extradimensional pocket)
Gear
Light Leather Armor, (AR: 3)
Long Bow, 20 Arrows
Spyglass
Bedroll
Silk Rope
Lantern
Hand Mirror (metal)
8 Silver Pieces
Goals
Long-Term: Discover would caused some of her people to be corrupted and become terrifying monsters.
Long-Term: Purify herself.
Short-Term: Establish contacts where she travels.
Short-Term: Turn a local profit.
Short-Term: Give back to the people when she can.
Ties
Ettioc (Goblin Warrior) was the patron that originally invested in her and allowed her rise to being a merchant.
Naesala (Elf Rogue) decided traveling with Kaelcia was a great cover.
Wulfram (Halfling Mage) is an arcane historian that she approached about info on the corrupted gorgons.
I plan to do an advancement on this character, but I'll edit that in later... and I'll do it full to 20th level because I've heard commentary that there's not enough variety of Specializations and Talents to fit all the options you get and I want to see. But for now, I need to take a break.
Okay, time to level things up
First, let's establish some things. A theorycraft like this cannot replace an actual campaign as you will encounter things in gameplay that change up your ideas of what sound good. Also, I do not have a particularly good way to simulate rewards outside of leveling such as wealth, gear, social contacts (important to an Envoy), achievement of goals, or character interaction.
Also, let's summarize some things here.
Kaelcia's Primary Abilities: Communication, Fighting, Intelligence, and Willpower
Kaelcia's Secondary Abilities: Accuracy, Constitution, Dexterity, Perception, Strength
Health increases as follows:
From levels 2-10, Kaelcia gains 1d6+Con Health
From levels 11-20, Kaelcia gains only her Constitution each level.
Even-Numbered Levels provide the following:
One Ability Advancement to a Primary ability.
One Stunt Advancement. At levels 6, 12, and 18 these can be from any class.
One Talent Advancement.
One Ability Focus to a Primary ability
Odd-Numbered Levels provide the following:
One Ability Advancement to a Secondary ability
One Specialization Advancement. Specialization advancements can be spent on regular Talents if desired with some restrictions.
One Ability Focus to a Secondary ability
Levels 4,8, and 12
Gain one Ability Focus of your choice.
Then we have the following individual improvements:
Level 4 - Pick up the Doubletalk class feature.
Level 6 - Gain +1 Defense and Add Weapon Focus to damage.
Level 8 - Pick up the Stunning Repartee class feature.
Level 11 - Gain +1 Defense, Dazzle improves, Focuses improve to +3, ability to double focus
Level 16 - Gain +1 Defense, May add Stunt die to damage against some enemies.
Level 20 - Pick up the Epic Envoy class capstone
Ability Advancements
These get more expensive as the ability gets higher.
Ability up to 5, 1 advance equals +1
Ability from 6-8, 2 advances equal +1
Ability 9 or higher, 3 advances equal +1
So you can get superhuman in one stat at a cost of being average to decent in everything else, or you can be strong in several stats.
Stunts
Stunt points are generated sometimes when you roll dice. This game uses 3d6+Ability+Focus (if you have it) to test success. One of your dice is designated the stunt die, it will be a different color. If you roll doubles on a successful test, you also generate stunt points equal to whatever you rolled on the stunt die.
You can also take a special "Stunt Attack" that deals no damage itself but automatically generates at least 2 stunt points and these will be added on top of any stunt points generated by rolling doubles.
Kaelcia's Levels 2-5
Level 2
+1 Willpower
For the Stunt Advancement, she chooses the Envoy option to make a basic social Stunt cheaper and chooses "Crowd Appeal", making it cost 1 SP per extra target rather than 2 SP.
For the Talent Advancement, she takes the Archery Talent at Novice level.
She takes the Communication (Etiquette) focus
She rolls a 2 and gains 3 Health.
Level 3
+1 Perception
Picks up the Novice Diplomat Specialization (She meets the requirements) and for the two focuses the Novice rank affects she chooses Communication (Etiquette) and Intelligence (Cultural Lore), so she'll pick up the second one in a moment.
She takes Accuracy (Bows)
This time she gains 4 Health.
Level 4
+1 Communication
For the Stunt, she picks up "Rouse", it costs 5 SP so it won't happen often, but it's a chance to get someone from 0 Health back into the fight... as long as they're not unconscious.
For the Talent Advancement, she improves Contacts to Expert. This makes it easier to get favors from Contacts.
She takes the Intelligence (Cultural Lore) focus
She also takes the Communication (Bargaining) focus as her Envoy level 4 bonus focus.
She gains the Doubletalk feature. A once per social encounter chance to reduce the cost of a Stunt and possibly even get a free use of a stunt.
And this time, she gains 7 Health.
Level 5
+1 Constitution (this improves her Health retroactively)
Advance Marked Specialization to Expert and gains the "Spidermark" option to walk on walls. In her case, her left arm is marked to appear as a tree branch with a serpent climbing up it.
The Dexterity (Stealth) focus.
Rolled a 4, so gains 6 Health, plus 4 more due to Constitution improving for a total of 10.
Kaelcia Skyscale - 5th Level Envoy
Origin
Ancestry: Blooded (Gorgon)
Original Background: Laborer (Lower Class)
Current Background: Merchant (Middle Class)
Abilities
Accuracy 2 (Bows)
Communication 4 (Bargaining, Deception, Etiquette)
Constitution 2 (Stamina)
Dexterity 2 (Stealth)
Fighting 0
Intelligence 2 (Cultural Lore)
Perception 2 (Seeing, Smelling)
Strength 1
Willpower 2
Traits
Health 54
Defense: 12 (14 with Dazzle)
Speed: 12
Armor Rating: 3 (Light Leather)
Dark Sight: 20 yards
Language: Common, Serpentine, Goblin
Weapon Groups: Bows, Brawling, and Light Blades
Class Features
Coordinate
Dazzle (+2 Defense)
Social Chameleon
Doubletalk
Stunts
All basic Stunts
Petrifying Gaze (2+ SP)
Reduced cost stunts: Crowd Appeal (1+ SP)
Rouse (5 SP)
Specializations
Expert Marked
Novice Diplomat (Communication (Etiquette) and Intelligence (Cultural Lore))
Marks
Mark of War, snake-tailed woman wielding stowed weapon on her back.
Spidermark, right arm sleeve stylized as a tree branch with a python climbing up it.
Talents
Expert Contacts
Novice Linguistics (Goblin)
Novice Archery
Gear
Light Leather Armor, (AR: 3)
Long Bow, 20 Arrows
Spyglass
Bedroll
Silk Rope
Lantern
Hand Mirror (metal)
8 Silver Pieces
Goals
Long-Term: Discover would caused some of her people to be corrupted and become terrifying monsters.
Long-Term: Purify herself.
Short-Term: Establish contacts where she travels.
Short-Term: Turn a local profit.
Short-Term: Give back to the people when she can.
Ties
Ettioc (Goblin Warrior) was the patron that originally invested in her and allowed her rise to being a merchant.
Naesala (Elf Rogue) decided traveling with Kaelcia was a great cover.
Wulfram (Halfling Mage) is an arcane historian that she approached about info on the corrupted gorgons.
Kaelcia's Levels 6-10
Level 6
This level, her Stunt can be from any Class list.
+1 Communication
She'll pick up the "Evade" stunt from the Rogue list to allow her to move away from attackers.
She'll take the Inspire talent at Novice level.
Intelligence (Evaluation) focus
+1 Defense
Weapon Focus is added to damage
Gains 4 HP
Level 7
+1 Accuracy
Diplomat advances to Expert
Accuracy (Light Blades) focus
Gain 3 HP, she's rolling badly.
Level 8
+1 Willpower
Her stunt will be "And Another Thing" which is an exploration or social stunt that lets her follow up a test with a free action doing something else.
Advance Archery to Expert
Communication (Persuasion) focus
Dexterity (Calligraphy) focus for the free level 8 focus
Stunning Repartee
Gain 6 HP
Level 9
+1 Perception
Marked advances to Master, Warding Mark (Cobra on her throat and chest). Also gains 2 innate armor rating that stacks with worn armor (all Master Marked get that)
Getting the Dexterity (Acrobatics) focus
Gains 8 HP
Level 10
+1 Communication, not planning to do much of this, but making her very charismatic.
"Create Opportunity" is her new stunt, which is another expensive one that can give an ally a free attack.
Advance Linguistics to Expert, gain Sylvan as a language. She can also now imitate specific dialects.
Pick up Willpower (Courage) as a focus
Huh, another 8 HP, the dice are compensating for earlier rolls.
Kaelcia Skyscale - 10th Level Envoy
Origin
Ancestry: Blooded (Gorgon)
Original Background: Laborer (Lower Class)
Current Background: Merchant (Middle Class)
Abilities
Accuracy 3 (Bows, Light Blades))
Communication 5* (Bargaining, Deception, Etiquette, Persuasion)
Constitution 2 (Stamina)
Dexterity 2 (Acrobatics, Calligraphy, Stealth)
Fighting 0
Intelligence 2 (Cultural Lore, Evaluation)
Perception 3 (Seeing, Smelling)
Strength 1
Willpower 3 (Courage)
Traits
Health 83
Defense: 13 (15 with Dazzle)
Speed: 12
Armor Rating: 5 (2 Innate + 3 Light Leather)
Dark Sight: 20 yards
Language: Common, Serpentine, Goblin, Sylvan
Weapon Groups: Bows, Brawling, and Light Blades
Class Features
Coordinate
Dazzle (+2 Defense)
Social Chameleon
Doubletalk
Stunning Repartee
Stunts
All basic Stunts
Crowd Appeal (1+ SP) - Reduced cost basic Stunt
And Another Thing (2 SP)
Evade (2 SP)
Petrifying Gaze (2+ SP)
Create Opportunity (5 SP)
Rouse (5 SP)
Specializations
Master Marked (+2 innate Armor Rating)
Expert Diplomat (Communication (Etiquette) and Intelligence (Historical Lore))
Marks
Mark of War, snake-tailed woman wielding stowed weapon on her back. (Stow one 2H weapon, two 1H weapon, OR, one 1H weapon and a shield)
Spidermark, right arm sleeve stylized as a tree branch with a python climbing up it. (Climb Walls)
Warding Mark, a rearing cobra defensive but not aggressive, the hood and head are her throat, the rest is over her chest.
Talents
Expert Contacts
Expert Linguistics (Goblin, Sylvan)
Expert Archery
Novice Inspire
Gear
Light Leather Armor, (AR: 3)
Long Bow, 20 Arrows
Spyglass
Bedroll
Silk Rope
Lantern
Hand Mirror (metal)
8 Silver Pieces
Goals
Long-Term: Discover would caused some of her people to be corrupted and become terrifying monsters.
Long-Term: Purify herself.
Short-Term: Establish contacts where she travels.
Short-Term: Turn a local profit.
Short-Term: Give back to the people when she can.
Ties
Ettioc (Goblin Warrior) was the patron that originally invested in her and allowed her rise to being a merchant.
Naesala (Elf Rogue) decided traveling with Kaelcia was a great cover.
Wulfram (Halfling Mage) is an arcane historian that she approached about info on the corrupted gorgons.
Kaelcia's Levels 11-15
Level 11
She stops rolling for Health at this point.
+1 Accuracy
Diplomat Specialization to Master
Double focus Accuracy (Bows) focus
Focuses improve to +3 and can be doubled to get to +4.
+1 Defense
Dazzle improves
+2 Health
Level 12
Her stunt choice this level can be from any list.
+1 Communication
For her Stunt, she takes the Warrior option to reduce a combat stunt's cost and chooses "Pierce Armor"
Archery Talent advances to Master
Take Communication (Seduction), I'm actually imagining this comes from an SO teaching her how to flirt.
Strength (Jumping) as her free level 12 Focus
+2 Health
Level 13
+1 Accuracy
I'm taking the option to advance a Talent. For levels 8-15, when you take this option, you can't take a new talent. You have to advance a Novice talent to Expert. So, I'm advancing the Inspire Talent.
And, a bit late, but Perception (Empathy) as a focus.
+2 Health
Level 14
+1 Intelligence
For the stunt, she is going to reduce the cost of the "Sway" stunt
Taking the Observation talent at Novice level and matching it with Empathy.
Taking the Intelligence (Historical Lore) focus
+2 Health
EDIT: I originally took the Intrigue talent to here but realized that would overlap a bit much with the spy rogue, so have reworked this.
Level 15
+1 Constitution
Improves the Observation talent to Expert instead of a new specialization and matching the second Focus to Seeing.
Taking the Dexterity (Initiative) focus
+17 Health, 3 for this level, +14 for raising Constitution
Kaelcia Skyscale - 15th Level Envoy
Origin
Ancestry: Blooded (Gorgon)
Original Background: Laborer (Lower Class)
Current Background: Merchant (Middle Class)
Abilities
Accuracy 5 (Bows*, Light Blades))
Communication 6 (Bargaining, Deception, Etiquette, Persuasion, Seduction)
Constitution 3 (Stamina)
Dexterity 2 (Acrobatics, Calligraphy, Initiative, Stealth)
Fighting 0
Intelligence 3 (Cultural Lore, Evaluation, Historical Lore)
Perception 3 (Empathy, Seeing, Smelling)
Strength 1 (Jumping)
Willpower 3 (Courage)
Traits
Health 108
Defense: 14 (17 with Dazzle)
Speed: 12
Armor Rating: 5 (2 Innate + 3 Light Leather)
Dark Sight: 20 yards
Language: Common, Serpentine, Goblin, Sylvan
Weapon Groups: Bows, Brawling, and Light Blades
Class Features
Coordinate
Dazzle (+3 Defense)
Social Chameleon
Doubletalk
Stunning Repartee
Stunts
All basic Stunts
Pierce Armor (1 SP) - Reduced cost basic Stunt
Crowd Appeal (1+ SP) - Reduced cost basic Stunt
And Another Thing (2 SP)
Evade (2 SP)
Lightning Attack (2 SP) - Reduced by Master Archery
Petrifying Gaze (2+ SP)
Sway (3 SP) - Reduced cost basic Stunt
Create Opportunity (5 SP)
Rouse (5 SP)
Specializations
Master Marked (+2 innate Armor Rating)
Master Diplomat (Communication (Etiquette) and Intelligence (Cultural Lore))
Marks
Mark of War, snake-tailed woman wielding stowed weapon on her back. (Stow one 2H weapon, two 1H weapon, OR, one 1H weapon and a shield)
Spidermark, right arm sleeve stylized as a tree branch with a python climbing up it. (Climb Walls)
Warding Mark, a rearing cobra defensive but not aggressive, the hood and head are her throat, the rest is over her chest.
Talents
Expert Contacts
Expert Linguistics (Goblin, Sylvan)
Master Archery
Expert Inspire
Expert Observation (Empathy, Seeing)
Gear
Light Leather Armor, (AR: 3)
Long Bow, 20 Arrows
Spyglass
Bedroll
Silk Rope
Lantern
Hand Mirror (metal)
8 Silver Pieces
Goals
Long-Term: Discover would caused some of her people to be corrupted and become terrifying monsters.
Long-Term: Purify herself.
Short-Term: Establish contacts where she travels.
Short-Term: Turn a local profit.
Short-Term: Give back to the people when she can.
Ties
Ettioc (Goblin Warrior) was the patron that originally invested in her and allowed her rise to being a merchant.
Naesala (Elf Rogue) decided traveling with Kaelcia was a great cover.
Wulfram (Halfling Mage) is an arcane historian that she approached about info on the corrupted gorgons.
Kaelcia's Levels 16-20
Level 16
+1 Communication
She's taking the "Encourage" stunt which improves on her Coordinate ability.
Advancing the Contacts talent to Master
Taking Willpower (Self-Discipline) as the focus.
+1 Defense
Stunt die can sometimes add to damage
+3 HP
Level 17
+1 Dexterity
Improving the Inspire talent to Master instead of taking a Specialization. At 16-20, she has to advance Expert talents to Master, when she takes this option, she can't add a new talent or improve a Novice one.
I'm going to take the Strength (Intimidation) focus
+3 HP
Level 18
This level, the stunt can be from any list.
+1 Communication
I'm taking another Warrior option and taking the "Dual Strike" stunt.
I'm advancing Linguistics to Master. She gets Dwarven and Orcish as languages and now speaks Goblin with a native accent.
She's taking the Communication (Investigation) focus.
+3 HP
Level 19
+1 Dexterity
Improving the Observation talent to Master
Adding the Dexterity (Crafting) focus
+3 HP
Level 20
+1 Willpower
She is taking "The Good Word" Envoy stunt
Taking the Oratory talent at Novice
Taking Intelligence (Arcane Lore)
Epic Envoy, I'm choosing Combat stunts because she has a number of expensive Combat stunts and this would make them more reliable to show up. Plus she has ways to increase generated Stunt Points in other cases through her Talents.
+3 HP
Kaelcia Skyscale - 20th Level Envoy
Origin
Ancestry: Blooded (Gorgon)
Original Background: Laborer (Lower Class)
Current Background: Merchant (Middle Class)
Abilities
Accuracy 5 (Bows*, Light Blades))
Communication 7 (Bargaining, Deception, Etiquette, Investigation, Persuasion, Seduction)
Constitution 3 (Stamina)
Dexterity 4 (Acrobatics, Calligraphy, Crafting, Initiative, Stealth)
Fighting 0
Intelligence 3 (Arcane Lore, Cultural Lore, Evaluation, Historical Lore)
Perception 3 (Empathy, Seeing, Smelling)
Strength 1 (Intimidation, Jumping)
Willpower 4 (Courage, Self-Discipline)
Traits
Health 123
Defense: 17 (20 with Dazzle)
Speed: 14
Armor Rating: 5 (2 Innate + 3 Light Leather)
Dark Sight: 20 yards
Language: Common, Serpentine, Goblin (Native), Sylvan, Dwarven, Orcish
Weapon Groups: Bows, Brawling, and Light Blades
Class Features
Coordinate
Dazzle (+3 Defense)
Social Chameleon
Doubletalk
Stunning Repartee
Add Stunt die to damage when Communication is higher than target Willpower
Stunts
All basic Stunts
Pierce Armor (1 SP) - Reduced cost basic Stunt
Crowd Appeal (1+ SP) - Reduced cost basic Stunt
Encourage (1+ SP)
And Another Thing (2 SP)
Evade (2 SP)
Lightning Attack (2 SP) - Reduced by Master Archery
Petrifying Gaze (2+ SP)
The Good Word (3 SP)
Ready For Action (3 SP) - Reduced by Master Observation only when using Perception (Empathy) or Perception (Seeing)
Sway (3 SP) - Reduced cost basic Stunt
Dual Strike (4 SP)
Create Opportunity (5 SP)
Rouse (5 SP)
Specializations
Master Marked (+2 innate Armor Rating)
Master Diplomat (Communication (Etiquette) and Intelligence (Cultural Lore))
Marks
Mark of War, snake-tailed woman wielding stowed weapon on her back. (Stow one 2H weapon, two 1H weapon, OR, one 1H weapon and a shield)
Spidermark, right arm sleeve stylized as a tree branch with a python climbing up it. (Climb Walls)
Warding Mark, a rearing cobra defensive but not aggressive, the hood and head are her throat, the rest is over her chest.
Talents
Master Contacts
Master Linguistics (Goblin, Sylvan, Dwarven, Orcish)
Master Archery
Master Inspire
Master Observation (Empathy, Seeing)
Novice Oratory
Gear
Light Leather Armor, (AR: 3)
Long Bow, 20 Arrows
Spyglass
Bedroll
Silk Rope
Lantern
Hand Mirror (metal)
8 Silver Pieces
Goals
Long-Term: Discover would caused some of her people to be corrupted and become terrifying monsters.
Long-Term: Purify herself.
Short-Term: Establish contacts where she travels.
Short-Term: Turn a local profit.
Short-Term: Give back to the people when she can.
Ties
Ettioc (Goblin Warrior) was the patron that originally invested in her and allowed her rise to being a merchant.
Naesala (Elf Rogue) decided traveling with Kaelcia was a great cover.
Wulfram (Halfling Mage) is an arcane historian that she approached about info on the corrupted gorgons.
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Okay, so, I don't agree with the complaint that it didn't have enough variety to justify the increased number of Talents and Specializations, but I can see where it's coming from.
I didn't feel like adding any other specialization in here, but that's mostly because I completed the first two before adding a third. That firmed up an image in my head as to what this character was that didn't fit the existing specializations. If I had taken three Specializations to Novice right off the bat, it would have fit in quite easily. I do wish the Sharpshooter specialization had been available, but I can see why they want to keep that with Rogues.
My main complaint is the same complaint I have with most level based games where the later levels always feel a bit anti-climatic and a bit uninteresting. This is a complaint I have with D&D as well. Pathfinder 2e has managed to make interesting, story-completing capstones, but most games that work in this design space fail to reach the proper balance of making the end of a character's story both dramatic and mechanically interesting.
These are powers that a character is only going to use a handful of times, so they need to be exceptional.
In the Envoy's case, the Epic Envoy increasing the number of Stunt points you get in one category of action has the capacity to do that because stunts can do a lot. But this did leave me with picking up a Novice talent at the end. Depending on the end of the story,
Overall, it's fairly interesting and I like the changes from 1st edition so far. Would still like to play the game a bit more.
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invisiblejim · 2 months ago
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The Valley of Gwangi (1969)
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invisiblejim · 2 months ago
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WOLFE VON LENKIEWICZ
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