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Old 10-08-2011, 10:36 AM   #21
Ulthar88
 
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Default Re: [OOC] A Stranger Land

Quote:
Originally Posted by barna10 View Post
Meant to post a question asking if Languages could count as skills.
Actually, I'd buy that.
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Old 10-08-2011, 01:27 PM   #22
Lamech
 
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Default Re: [OOC] A Stranger Land

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Originally Posted by Ulthar88 View Post
to Lamech -- just glanced through RPM, it does look very cool. Just keep in mind what I said in my first post -- there may be some unanticipated changes in the way your magicks work out.
Cool I'll start assembling that then. From the starting post I assume charms are likely out? The main plan was to buff the party. Also since part of the plot was travelling between worlds I was planning on adding timesickness (or a quirk level version) to prevent "Well, we could look for the way home OR I could cast gate." (Or we can just I agree I don't have the gate skill.)

But on to making the character!
P.S. IQ and magery will eat up a lot, you mentioned something about mages needing less skill points? (Although I'm sure the character will still end up working.)
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Old 10-08-2011, 01:37 PM   #23
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Default Re: [OOC] A Stranger Land

Is anyone playing a mage? If not I'klaus scrap mine and make a mage. Got a concept brewing:-)
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Old 10-08-2011, 01:38 PM   #24
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Default Re: [OOC] A Stranger Land

Lol, guess I shouldn't try refreshing browser every once in awhile.
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Old 10-08-2011, 01:48 PM   #25
Lamech
 
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Default Re: [OOC] A Stranger Land

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Originally Posted by barna10 View Post
Is anyone playing a mage? If not I'klaus scrap mine and make a mage. Got a concept brewing:-)
Its a MH mage, they have powerful magic, but it also takes a while to cast. If I dredge up the points for ritual adept casting will take a half a minute to a minute, otherwise more like half an hour to an hour. So its main use is non-urgent things, divinations, buffs, healing, more buffs, scrying, ect.

So depending on the flavor of mage you want it might not really overlap much at all.
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Old 10-08-2011, 03:00 PM   #26
Ulthar88
 
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Default Re: [OOC] A Stranger Land

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Originally Posted by Lamech View Post
Cool I'll start assembling that then. From the starting post I assume charms are likely out? The main plan was to buff the party. Also since part of the plot was travelling between worlds I was planning on adding timesickness (or a quirk level version) to prevent "Well, we could look for the way home OR I could cast gate." (Or we can just I agree I don't have the gate skill.)

But on to making the character!
P.S. IQ and magery will eat up a lot, you mentioned something about mages needing less skill points? (Although I'm sure the character will still end up working.)
At first, charms sounded like enchanter's talismans or the like -- those are certainly out. But RPM charms as described are not too dissimilar from things available to certain specialist mages on my world. You might find some new restrictions on their scope, but they're not strictly disallowed.

You can have Gate if you like, no problem. At least not until you cast it. Trust me, attempting to gate out of this world is not going to take you anywhere you'd rather be :)

Magery contributes to skills more indirectly in RPM than in standard magic, but it still acts as a skill cap. So, yes, I can see dipping into the skill-point allotment for some Magery.
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Old 10-08-2011, 05:01 PM   #27
Lamech
 
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Default Re: [OOC] A Stranger Land

[Enter Name Here] At 200 points.
Spoiler:  
Yes, I'm terrible with coming up with names.

For the story, I was going to have the character be a priestess. The religion (in addition to being the generic religion of my characters generic fantasy world), will have put lots of effort into training all their priests to use magic, and making sure they are good at it. It will be better when its fully written up.
Also, I'll write up the rituals for the ritual mastery perk, soonish. They need aproval for things like greater/lesser. (Mainly greater/lesser...)
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Old 10-08-2011, 08:06 PM   #28
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Default Re: [OOC] A Stranger Land

I just wanted to get it straight...are we all form the same fantasy world? Or from different worlds brought to this world somehow?
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Old 10-09-2011, 12:33 AM   #29
barna10
 
Join Date: Feb 2007
Default Re: [OOC] A Stranger Land

Quote:
Originally Posted by Ulthar88 View Post
At first, charms sounded like enchanter's talismans or the like -- those are certainly out. But RPM charms as described are not too dissimilar from things available to certain specialist mages on my world. You might find some new restrictions on their scope, but they're not strictly disallowed.

You can have Gate if you like, no problem. At least not until you cast it. Trust me, attempting to gate out of this world is not going to take you anywhere you'd rather be :)

Magery contributes to skills more indirectly in RPM than in standard magic, but it still acts as a skill cap. So, yes, I can see dipping into the skill-point allotment for some Magery.
Are we at all talking about the Charm perk?
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Old 10-09-2011, 12:34 AM   #30
barna10
 
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Default Re: [OOC] A Stranger Land

Quote:
Originally Posted by Lamech View Post
Its a MH mage, they have powerful magic, but it also takes a while to cast. If I dredge up the points for ritual adept casting will take a half a minute to a minute, otherwise more like half an hour to an hour. So its main use is non-urgent things, divinations, buffs, healing, more buffs, scrying, ect.

So depending on the flavor of mage you want it might not really overlap much at all.
I would play a more traditional mage but use the ritual magic rules (one skill magic). base everything on Thaumatology.
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