You guys go ahead, I'm not really interested in competing for one of the three slots. Best of luck!
Ok. No problem. Best of luck to you too.
<Snipped quote by Milkman>
Awesome. So...just to make sure my character concept is a good fit: She is from a tribe that has lived in the desert for generations, and therefore, is hearty and adaptable to the conditions. Her tribe are very spiritual people, and healing (minor wounds, nothing fatal) is a skill she possesses through her connection to the spiritual realm (i.e. "magic" in the game).
She is also well verse in melee and hand-to-hand combat as it typical of her people to defend themselves, and a hunter/tracker.
The magic aspect isn't much, and pretty much augments her ability to heal using herbs/bandages, etc.
Does this seem acceptable?
Yes, sounds good to me. I like the going (half)orc or goliath too for someone from the desert. There aren't that much races in fantasy settings that are particulary associated with deserts. Yuan-ti comes to mind but being snake-people and riding a horse is not such a good fit :D
The concept I am considering at the moment is a Changeling traveling actress with some probably less than legal dealings (thinking some manner of thievery).
That sounds great.
I've got a thought about an undead gunslinger, very personable and easygoing, bit of an adrenaline junkie
I haven't really thought about undeads, or at least not in a player character sense :D My only concern regarding undead is in how does the desert enviroment affect him/her as the scarcity of resources is often what determines decision making. If you can come up with some ways on how the desert makes its existance a bit more challenging that would be great. We can always drop ideas and spar a bit :)
Pity. I thought up a medicine man who's a divvy, paired up with a gnome (if allowed). He can do some doctoring, some dentistry, make up pills using the ingredients in his medicine cabinet, and prepare special magical ammo. A jack of all trades, although he likes to avoid manual labor. uses drowsing rods to find water, can sense the presence of antiques, or a glimpse of the history of an object by touch. Wears a lot of gloves. has spent some time locked up, seems his wagon helps him to keep moving to avoid the law.
The gnome's a pint-size thief, second-story work, picking pockets or locks, or shilling his patent medicine. She's a scavenger of the desert who knows how to survive. This includes corpses - since they're not gnomes, technically it's not cannibalism. Leathery undead gunslingers may be gnawed on.
βπππ: Elfir Jacob Horne πΈππππ€ππ€:Jake, The Medicine Man πΈππ: 29 ππ‘πππππ€: Half-elf (half-human) πΎπππππ£: Male ππππ¦π‘ππ₯ππ π: Doctor, Handyman, Antiques, Divvy πΈππππππππ₯: Chaotic Good
πΈπ‘π‘πππ£ππππ
βπππππ₯: 5' 7" (67 inches) πΉπ¦πππ: Wiry πΌπͺππ€: Gray, like two silver coins. βπππ£: Black, although in bright sunlight one can see a blue sheen ππππ ππ ππ: Tanned πππ₯π₯π π π€/ππππ£π€/βπππ£πππππ€: Birthmark on their back, small splotches that collectively looks like a dragon in a s-curve, many assume it's a tattoo because of the details.
Soft spoken * keeps his back to the wall * Pessimist * Honor before reason * can build or put together just about anything * Scruffy
βππππ₯ππ ππ€πππ‘ ππ₯ππ₯π¦π€: Single βππ£π€π πππππ₯πͺ: As the fatherless half-human child of a lady of the evening, Jake's been looked down at for much of his life by all the "decent people." He pays them little mind, usually, so it doesn't interrupt his sleep for taking them for a small ride with a pretty picture or a lovely 'antique' that's only a month old, still smiling that same small smile.
That being said, he has a fondness for the ones like himself on the other side of the street, trying to scratch out a living by any means they can.
But the one true light in his life are the genuine artifacts, the true antiques. A rare bit of honesty in a world full of pain and lies.
βππππ₯π€:
Slouches
Avoids eye contact (bordello clients don't like to be stared at)
βπ πππππ€:
Woodcarving
Painting
Reading
π½πππ£π€:
Flying (it's not the fall that kills you, it's the ground)
Can heal by touch by imagining the injury and reversing it in their mind. - A minor to moderate injury or defect will tire them out, requiring at least 4-5 hours of sleep to recover. - A major injury or defect can exhaust them to the point of unconsciousness, lasting up to eight hours.
Identify an antique (but not why) within the same room (10-15'), know the history of an object by touch, especially if marred by some violent event. - a dinner plate made a month before and put in a shop window last week has almost no perceptible history - a knife made a month ago and used to repeatedly stab someone has a perceptible history. - a table made over a century before by children sanding each piece smooth until their fingers bled has a very perceptible history.
- Knowledge and trained in the medical arts of the 19th century
- Knowledge and trained in the medical use of plants.
πππ§πππ₯π π£πͺ:
Daisy, cart horse
Delivery cart with harness
Medical kit
Apothecary chest
Tool chest (with block and tackle)
Bed roll with two changes of clothes, jacket, gloves.
The Devil's Journal of Andre Robertson's travels
The Bullet Catcher's Daughter - manual of stage magic, illusion, lock picking, fakery, chemistry formulas (fireworks, gun powder, small explosives, smoke bombs, fireproofing).
A week's supplies for Jake and Daisy
A library box with an assortment of books, including medicine, dentistry, black smithing, history, carpentry, an atlas, seamanship, furniture, a mail-order catalog, and some penny dreadfuls.
Knife
Shotgun with cartridges
money hidden in the linking of the medical kit and in secret compartments of the chests and wagon.
Lock picks hidden in the seams of his clothes.
βππ€π₯π π£πͺ:
ππ¦ππππ£πͺ:
Elfir Jacob Horne is the bastard child of Fannie Horne, a scarlet woman at the Rotwater's Desert Flower Saloon and Bordello, renowned for her adventurous pursuit of pleasure. He was three when he made friends with the neighboring shopkeeper's daughter, Daisy - although her family never approved of him. It irked him that many of the children grew faster than he did, even Daisy, but Doc Rose assured him and Fannie this was normal. Besides his size, the kids would pick on him for not knowing more than a few words of Elvish, so he made up his own version.
Following a fight in the gambling parlor, Dusty Pete the bartender snagged one of Jake's pointed ears and told him to grab a bucket of water and a scrub brush to clean up after a dead patron whose draw wasn't as fast as the other guy's. Under the table, he found a journal belonging to "Andre 'The Devil' Robertson," full of illustrations and strange tales of lost cities, maps, hidden knowledge, strange rites and odder creatures. There was also a tarot card of a grinning devil with a cane, wearing a black tailcoat, top hat and a monocle in between the pages. Since he was deceased, Jake kept the journal and would read it regularly with a weird fascination.
He was twelve when a visiting fortune teller offered to tell him his future in exchange for a silver, which he slipped over. The strangely-dressed woman took his hands, her eyes rolled back in her head, and in a weird sing-song voice told him he had very special gifts that would serve him well. He would become a doctor, she said, then frowned, warning him that he would not see success as one for many years, and would need to take up a different trade for a while, spending some time on the road. After scolding the fortune teller, Fannie made an arrangement with Doc Rose for him to take Jake on as his apprentice. And Jake did have the healing touch, although it left him exausted. However, patients were reluctant to see him even in mundane matters, preferring the experienced Doc Rose than this "young kid." The fortune teller was right.
Following a shoot out in the Desert Rose that killed his mother Fannie, Jake took off, leaving Rotwater behind. He eventually found a job in Rich Springs, in a second-hand furniture store, restoring old furniture and even pictures for resale. Edward Day quickly noticed Jake had a knack, able to tell the genuine apart from the fakes - even if he didn't know why. Edward sought to improve Jake's knowledge of furniture and antiques so he'd have something other than a feeling. Word of Jake's gift reached the leader of a burglary gang, who needed an appraiser. He agreed to help them after they threatened to go after Edward if he didn't. It took a while, but he discovered the actual head of the gang was the mayor of Rich Springs, Jordan Russell, or "the Reverend" as he was affectionately known. Some of the stolen items wound up in the store, where they were discovered. When Edward was threatened, Jake told them about the mayor's gang, and a riot soon followed.
Edward told Jake to grab his few things while he hitched Penny the mare to the store's delivery cart, and told him to get out of town quickly before the gang came looking for him. Since then, Jake's been making a living in the cart as a tinker, handyman, sometimes doctor, traveling from place to place, not without a few brushes with the law.
@Milkman I've explained it further, I've also reduced his medical knowledge to journeyman status. Mostly he needs practice, which looking like a kid isn't going to help him with despite his age.
@Expendable Looking good. Just expand a bit on Jake's personality and if you want on personal style. Then you can move him to characters tab.
The psychometry thing is interesting. Haven't encountered it before. Now I have to create objects with history. There might be instances where I as GM introduce objects and Jake might not get the full history and run into some sort of magical block for plot reasons. If there is information to be learned through psychometry I'll add it to the post in a hider. It is up to you then to decide to what extend you want Jake to learn and if you want to share it with the rest of the party :)