Player 5's Pc's
Player 4's Pc's
Player 3's Pc's In a nut shell
Player 2's three pc's for The Guild Game
Last two PC's to complete one players group of three for The Guild Game.
This orc rides into battle with the same ferocity as the Horseman of War.
There are plenty of resources available to help detail characters. I wanted a way to organize and present those details in play naturally.
" Not all arrows hit their target, and not all bows are designed to make the arrow flew farther, but not all targets can evade, if you do it right... " - Pra'Eimus
If the Misshapen have Arfthar, Bura and Xasmir. Then the human have Suhym, Sufyn and Suhyl, the Dragons of Ashantar...
A warrior that never tremble, a warrior that always line forward, a warrior that always spearheading the battle. His bravery is unimaginable... It's Valadaar, the Hand of Ashantar...
The Creator had created Impthus out of the very essence of light itself. And so do all of his fellow followers. The Athlran glow endlessly, no matter where they are. They have a pair of white wings and their form radiates bright light, as the High Heaven itself.
At the beginning of life, before the Living World was created, the Creator had created only Felenthur and Impthus, that he made them both as brothers. One with the heart of darkness and one with the heart of light. Impthus was given the High Heaven with the Orb of Light. While, Felenthur was given the scorching plains, where soon, he transformed the plains into the Burning Hell as soon as he managed to made a plea to the Creator. A plea which he asked to create an ally for him. Thus, the Demon Princess and Princesses were born into the Burning Hell.
A quote from my solo campaign that really got me thinking about how players perceive Npcs.
Does your players treat your precious Npcs like nothing but obstacles, exploits and cannon fodder, whether they are gelatinous cubes or humans?
And if so, what can we do to change it?
In a world where mutant powers are real, not everyone can be a Storm, Cyclops or Wolverine. Here's a list of super powers for those who were a little less lucky. They probably won't want to be sharing them anytime soon.
Armour should not just be for protection. It should tell a story, your story!
Seven things I've learned about NPCs
A collection of everyone's current characters!
Having remembered our first character’s, how many remember your favorite love? That character that will always travel with you in stories to every game session? The one that taught you how to role-play, or the one that brought the most laughs?
Love and the pursuit of love makes up a huge part of a person’s life, but it is often absent from game-play. Love is also often seen as a player‘s choice, but in drama and mythology love is often something that grips a character and can inspire them or cripple them. Perhaps love should affect a character’s dice roles and perception of reality.
Be it a tank, mech, aircraft, or warship, the same basic rules apply for writing speculative fiction about them.
The PCs find a strange helmet, when donned it will take control of that PC and speak and act trough him/her. It explains that it is benevolent and needs their help in a quest and that it will stop possessing the PC when the task is done. Great if a player is gone for a number of sessions.