Re: [OOC] A Stranger Land
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imbuements also give me the greatest versatility. the telescoping reinforced cutting strike (which cost 3FP to use) can be used with a punch or kick (or elbow or knee). I see in most anime and cartoons with "powers" that most of it is the same thing with different names (dragon ball ki blast are just project blow + some other imbuement skill to give it a different effect, project penetrating annihilating strike + power blow = kamehameha wave) I always forget about focused fury perk ^,^ the other character I was thinking of would be a gaint sword user. and I mean a really big sword. (ST18+ needed lol) |
Re: [OOC] A Stranger Land
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P.S. Out of curiosity what scale? (Balance, cinematic-ness, different things to deal with, all three, something else entirely) Just confused by what you meant. |
Re: [OOC] A Stranger Land
Another question, what will we use for armor? are you using LT or basic?
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Re: [OOC] A Stranger Land
Hi guys just putting in my interest to play a generic warrior perhaps a barbarian. Will have a character soon.
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Re: [OOC] A Stranger Land
I've got an idea for a character:
Donovan Skain (GCA file) Donovan Skain (text) He's a bard, but he's more of a talker and a thief than a singer. Name: Donovan Skain Race: Human Attributes [110] ST 10 DX 12 [40] IQ 13 [60] HT 11 [10] HP 10 Will 13 Per 13 FP 11 Basic Lift 20 Damage 1d-2/1d Basic Speed 5.75 Basic Move 5 Ground Move 5 Water Move 1 Social Background TL: 3 [0] Cultural Familiarities: Western (Native) [0]. Languages: Elven (Accented) [2]; English (Native) [0]; Orcish (Accented) [2]. Advantages [38] Appearance (Attractive) [4] Charisma (2) [10] Language Talent [10] Voice [10] Perks [5] Alcohol Tolerance [1] Convincing Nod [1] Disarming Smile [1] Gangster Swagger [1] Haughty Sneer [1] Disadvantages [-45] Overconfidence (12 or less) [-5] Trickster (12 or less) [-15] Weirdness Magnet [-15] Xenophilia (12 or less) [-10] Quirks [-5] _Unused Quirk 1 [-1] _Unused Quirk 2 [-1] _Unused Quirk 3 [-1] Congenial [-1] Imaginative [-1] Packages [0] Bard (Fantasy) [0] Skills [97] Acting IQ/A - IQ+1 14 [4] Body Language (Human) Per/A - Per+0 13 [2] Carousing HT/E - HT+1 12 [2] Climbing DX/A - DX+0 12 [2] Diplomacy IQ/H - IQ+1 14 [2] includes: +2 from 'Voice' Escape DX/H - DX+0 12 [4] Expert Skill (Bardic Lore) IQ/H - IQ+0 13 [4] Fast-Draw (Knife) DX/E - DX+1 13 [2] Fast-Talk IQ/A - IQ+3 16 [4] includes: +2 from 'Voice' Filch DX/A - DX+0 12 [2] First Aid/TL3 (Human) IQ/E - IQ+0 13 [1] Forced Entry DX/E - DX+1 13 [2] Forgery/TL3 IQ/H - IQ-1 12 [2] Gambling IQ/A - IQ+0 13 [2] Gesture IQ/E - IQ+0 13 [1] Holdout IQ/A - IQ-1 12 [1] Intimidation Will/A - Will+0 13 [3] Knife DX/E - DX+3 15 [8] Leadership IQ/A - IQ+1 14 [1] includes: +2 from 'Charisma' Linguistics IQ/H - IQ-1 12 [2] Lip Reading Per/A - Per-1 12 [1] Literature IQ/H - IQ-2 11 [1] Lockpicking/TL3 IQ/A - IQ-1 12 [1] Merchant IQ/A - IQ+0 13 [2] Musical Instrument (Mandolin) IQ/H - IQ-1 12 [2] Observation Per/A - Per+0 13 [2] Pickpocket DX/H - DX-2 10 [1] Poetry IQ/A - IQ+0 13 [2] Public Speaking IQ/A - IQ+4 17 [2] includes: +2 from 'Charisma', +2 from 'Voice' Rapier DX/A - DX-1 11 [1] Savoir-Faire (High Society) IQ/E - IQ+1 14 [2] Scrounging Per/E - Per+1 14 [2] Search Per/A - Per-1 12 [1] Sex Appeal (Human) HT/A - HT+2 13 [1] includes: +2 from 'Voice', +1 from 'Appearance' Shadowing IQ/A - IQ-1 12 [1] Shield (Buckler) DX/E - DX+0 12 [1] Singing HT/E - HT+3 14 [2] includes: +2 from 'Voice' Sleight of Hand DX/H - DX+0 12 [4] Smuggling IQ/A - IQ-1 12 [1] Stealth DX/A - DX-1 11 [1] Streetwise IQ/A - IQ+1 14 [4] Swimming HT/E - HT+1 12 [2] Throwing DX/A - DX+2 14 [8] Traps/TL3 IQ/A - IQ-1 12 [1] Stats [110] Ads [38] Disads [-45] Quirks [-5] Skills [97] = Total [200] Hand Weapons 1 Large Knife (Fine) LC:4 $160 Wgt:1 swing Dam:1d-1 cut Reach:C,1 Parry:9 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 thrust Dam:1d-1 imp Reach:C Parry:9 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1] 6 Small Knife LC:4 $180 Wgt:3 swing Dam:1d-3 cut Reach:C,1 Parry:9 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 thrust Dam:1d-3 imp Reach:C Parry:9 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1] Ranged Weapons 1 Large Knife (Fine) LC:4 Dam:1d-1 imp Acc:0 Range:8 / 15 RoF:1 Shots:T(1) ST:6 Bulk:-2 Rcl: $160 Wgt:1 6 Small Knife LC:4 Dam:1d-3 imp Acc:0 Range:5 / 10 RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl: $180 Wgt:3 Armor & Possessions 1 (Fortify Costs) $200 Wgt:0 Location: 1 Backpack, Small $60 Wgt:3 Location: 1 Blanket $20 Wgt:4 Location: 1 Gold Coins $157 Wgt:1 Location: 1 Leather Cap (Fortify +1) $32 Wgt:0 Location:skull 1 Leather Gloves (Fortify +1) $30 Wgt:0 Location:hands 1 Leather Jacket (Fortify +1) $50 Wgt:4 Location:arms, torso 1 Leather Pants (Fortify +1) $40 Wgt:3 Location:legs, groin 1 Lockpicks, Good $250 Wgt:.5 Location: 1 Personal Basics $5 Wgt:1 Location: 1 Rope, 3/8'' (per 10 yards) $5 Wgt:1.5 Location: 1 Wineskin $10 Wgt:.25 Location: |
Re: [OOC] A Stranger Land
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By "semi-realistic" let's say that I'm fine with Hollywood-style realism for this world. Aside from spell-casting, characters should limit themselves to "exaggerated human" capacity. Since your characters aren't actually native to this new world, I'm willing to give a bit of leeway, but this isn't an Anime world, it isn't even a DF world. I won't balk at a few cinematic fighting skills, or even some of the subtler supernatural traits like Medium or Oracle -- but a GM's gotta draw the line somewhere. zoncxs may be able to talk me into something close to Jet Li from The One, but fireball-spitting and weapon-sprouting are well beyond the line this time. Sorry, zoncxs, but your Gajiru character will have to wait for a more appropriate game-reality. If you can tone it down to something approximately human, that'd be cool :) And for armors, I prefer LT myself, but if you'd rather simplify things and go Basic, that's fine, too. |
Re: [OOC] A Stranger Land
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Re: [OOC] A Stranger Land
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.
to Barna10 -- some initial thoughts: You're a smidgen shy on skill points, but I won't be picky about that because you've got a good selection of practical skills there. You can spend as much as you like on gear enchantments because, um... see my first post :) Finally, those Disad's have a lot of personality and I'm not going to disallow them outright, but I have to say that an Overconfident Trickster seems doomed to a short lifespan. Also, from a GM's point of view, nothing says "Please screw with me!" like Weirdness Magnet; I will probably have more fun with that one than you will :) However, in fairness to the other players who may have to deal with said weirdness, I have to give them the right to vote out Weirdness Magnet if they think it'll be too troublesome (it seems almost to be a 'group disadvantage'). |
Re: [OOC] A Stranger Land
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Re: [OOC] A Stranger Land
Name: (thinking of one)
Race: Human Attributes [120] ST 13 [30] DX 12 [40] IQ 11 [20] HT 12 [20] HP 13 Will 11 Per 12 [5] FP 12 Basic Lift 34 Damage 1d/2d-1 Basic Speed 6 Basic Move 7 [5] Ground Move 7 Water Move 1 Social Background TL: 3 [0] Cultural Familiarities: Languages: Advantages [25] Ambidexterity [5] Combat Reflexes [15] Fit [5] Disadvantages [-40] Bloodlust (12 or less) [-10] No Sense of Humor [-10] Sense of Duty (Good entities) [-10] Vow (Never refuse a challenge to combat) [-10] Quirks [-5] Alcohol Intolerance [-1] Attentive [-1] Broad-Minded [-1] Horrible Hangovers [-1] Imaginative [-1] Skills [100] Acrobatics DX/H - DX+1 13 [8] Architecture/TL3 IQ/A - IQ-1 10 [1] Axe/Mace DX/A - DX+1 13 [4] Bolas DX/A - DX-1 11 [1] Bow DX/A - DX+1 13 [4] Brawling DX/E - DX+2 14 [4] Cartography/TL3 IQ/A - IQ-1 10 [1] Climbing DX/A - DX-1 11 [1] Cooking IQ/A - IQ-1 10 [1] Crossbow DX/E - DX+0 12 [1] Diplomacy IQ/H - IQ-1 10 [2] Fast-Draw (Sword) DX/E - DX+1 13 [1] includes: +1 from 'Combat Reflexes' Fast-Draw (Two-Handed Sword) DX/E - DX+1 13 [1] includes: +1 from 'Combat Reflexes' First Aid/TL3 (Human) IQ/E - IQ+0 11 [1] Fishing Per/E - Per+0 12 [1] Forced Entry DX/E - DX+0 12 [1] Gesture IQ/E - IQ+0 11 [1] Hiking HT/A - HT+0 12 [2] Holdout IQ/A - IQ-1 10 [1] Jumping DX/E - DX+0 12 [1] Knife DX/E - DX+0 12 [1] Knot-Tying DX/E - DX+0 12 [1] Lifting HT/A - HT-1 11 [1] Navigation/TL3 (Land) IQ/A - IQ-1 10 [1] Observation Per/A - Per-1 11 [1] Riding (Equines) DX/A - DX-1 11 [1] Running HT/A - HT+0 12 [2] Scrounging Per/E - Per+0 12 [1] Search Per/A - Per-1 11 [1] Shadowing IQ/A - IQ-1 10 [1] Shield (Shield) DX/E - DX+2 14 [4] Spear DX/A - DX+0 12 [2] Staff DX/A - DX+0 12 [2] Stealth DX/A - DX+0 12 [2] Survival (Mountain) Per/A - Per+2 14 [8] Throwing DX/A - DX-1 11 [1] Thrown Weapon (Axe/Mace) DX/E - DX+0 12 [1] Thrown Weapon (Knife) DX/E - DX+0 12 [1] Thrown Weapon (Spear) DX/E - DX+0 12 [1] Tracking Per/A - Per+2 14 [8] Traps/TL3 IQ/A - IQ-1 10 [1] Two-Handed Axe/Mace DX/A - DX+0 12 [2] Two-Handed Sword DX/A - DX+4 16 [16] Wrestling DX/A - DX+0 12 [2] Stats [120] Ads [25] Disads [-40] Quirks [-5] Skills [100] = Total [200] Hand Weapons Ranged Weapons Armor & Possessions |
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