Re: [OOC] Worlds of Fire
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Re: [OOC] Worlds of Fire
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That's why I picked ten rings. |
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Re: [OOC] Worlds of Fire
Hmm... John will try and requisition/purchase a 30 point powerstone that sucks FP off him. I'm sure this can't possibly end poorly.
Other than that I assume I should update the character sheet? |
Re: [OOC] Worlds of Fire
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Further stuff to follow. |
Re: [OOC] Worlds of Fire
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I think, given the lack of requisition so far, that it would be reasonable for Jorin to get a "Thumb" ring of 24 points ($510) and four "Finger" rings of 6 points each ($600) for a total of $1110. This would allow the fingers to recharge in two hours and the thumb overnight. I acknowledge that this is going to be a distressing amount of bookkeeping, and if you'd rather I do something else, let me know. |
Re: [OOC] Worlds of Fire
Jorin's Apprentice. My proposed character sheet anyway. Feel free to play around with the stats and whatnot, but do it quickly if you want him involved in this mission.
Name: Terry Callin Terry grew up in Gideon's Landing, a port town famed for producing certain brands of beer in the previous century and not much since then. It had kept going largely because it made a convenient stopping point along the route between the capital and the next major harbour located in a more strategic location along the coast (Gideon was an explorer famed more for being slightly off course than anything else). Terry had two passions when growing up: acting (on the stage) and weirdness. The first he made a small living from as he grew up which allowed him to indulge the second; he would research late into the night on topics of any kind of weird happenings, magic, occultism, and so forth. It is hard to say how much of this was influenced by his own magical gift, and how much by his own random interests. When he did discover his own ability to use magic, Terry wasn't particularly impressive with it, but he was incautious; the Council of Seven (who amongst other things policed the use of magic in a world that didn't publically know of its existence) came down hard on him a short while later. Lacking patience with his attitudes they set a watch upon him and surgically implanted the Flames of Haste; this magical artefact cannot be removed without crippling his magical talent, and forces him to restrain himself, doing physical damage to him if he tries to use magic too quickly. He was found by a survey team from the Rabbit Hole (a Harbour involved in the war against the Blazen) and eventually transferred over to the Western Harbour. Now seeking someone to train him in magical arts, and some kind of adventure, he enters play. Point Limit 221 Points Spent 220 Disadvantages -47 Unspent Points 1 Total Points 221 DX 11 [20] HT 11 [10] IQ 13 60 ST 11 10 PER 13 [0] WILL 13 [0] FP 11 [0] HP 11 [0] Basic Lift 24 Basic Speed 5.5 Basic Move 5 Encumberance Basic Lift Basic Move Dodge None 24 5 8 Light 48 4 7 Medium 72 3 6 Heavy 144 2 5 X-Heavy 240 1 4 Languages Spoken Written English Native Native 0 German Native Native 6 Latin Native Native 6 Advantages/ Disadvantages Magery 2 [25] Magery 4 (Limited 1 College (Enchantment) -40%) [24] Ambidexterity [5] Compartmentalised Mind (limited: Maintaining only) [20] Photographic Memory [10] Magic Resistance (Improved +150%) 1 [5] Incompetence (Climbing) [-1] Minor Obsession (Research Magical Stuff) [-1] Nightmares [-5] Jump sickness [-10] Past Record (Unhealthy interest in Things Man Was Not Meant To Know; researches a lot, isn't entirely trusted as a result) [-5] Flames of Haste (roll 1d-4 (minimum 0) damage for every FP spent per second after the first) [-20] TL 7 [-5] Skills Brawling DX+2 = 13 [4] Carousing HT+ = 11 [1] Driving (Car) TL/7 DX+ = 11 [2] Hiking HT+ = 11 [2] Fast Talk IQ+ = 13 [2] Axe/ Mace DX+ = 11 [2] Scrounging PER+ = 13 [1] Search PER+ = 13 [2] Staff DX+ = 11 [2] Stealth DX+ = 11 [2] Streetwise IQ+ = 13 [2] Throwing DX+ = 11 [2] Magic! IQ-3 = 12 [3] Hidden Lore (Magic) IQ+1 = 14 [4] Hazardous Materials (Magical) IQ+1 = 14 [4] Law (Magical, Council of Seven) IQ+0 = 13 [4] Occultism (Demons) IQ+1 = 14 [4] Thaumatology IQ+0 = 13 [8] Weird Science IQ-3 = 10 [1] Area Knowledge (Western Harbour) IQ+ = 13 [1] Area Knowledge (Gideon's Landing) IQ+ = 13 [1] Disguise IQ+ = 13 [2] Performance IQ+1 = 14 [4] Group Performance IQ+0 = 13 [2] Research IQ+1 = 14 [4] |
Re: [OOC] Worlds of Fire
That looks great!
It seems an 11-point Rathnell ring would largely (though definitely not completely) mitigate that disadvantage. I really don't understand why these things aren't a bigger deal among mages, especially research and enchanting ones. |
Re: [OOC] Worlds of Fire
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Also, the Flames of Haste take into account any magic that Terry channels. Doesn't matter about the source; if it passes through him, then he has to watch out. |
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Does Compartmentalized Mind (Maintaining Only) mean he can ignore penalties from spells on? |
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