Re: [OOC] A Stranger Land
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On that, how will replacement characters be handled? I like to have one ready and will prep my mage to have in reserve. |
Re: [OOC] A Stranger Land
Here is the mage I will use for a replacement character or as my main character if we need another mage
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Re: [OOC] A Stranger Land
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Re: [OOC] A Stranger Land
To Lamech -- I just thought I'd clarify that Crossroads might still be useful in the campaign, just not to get home with ;)
To Barna10 -- I confess to being a bit confused by all the various uses of the "path" keyword; it looks like your mage character is based on the ritual magery rules on page 72 of Thaumatology (and not being confused with anything in the Path/Book section), yes? Regardless, I might be concerned that he's heavily dependent on spell-slinging. Outside of some social skills, he has no practical ways to contribute to a combat or a campsite outside of magic. I might invoke the Rule of 20, or you could voluntarily knock Thaumatology down 2 or 3 pips and use those points for some practical skills. |
Re: [OOC] A Stranger Land
ok got a name. he is an outdoorsmen type. hunting creatures and also a bounty hunter of sort. still thinking up the items he has.
Name: Gale 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 |
Re: [OOC] A Stranger Land
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Light - effective skill 21 Continual Light - effective skill 20 Darkness - effective skill 19 Fireball - effective skill 18 Resurrection - effective skill 12 But I'll rework him. |
Re: [OOC] A Stranger Land
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Besides, seeing as how 17+ is always a failure, effective skill levels above 16 are theoretical anyway, aren't they? (At least for things that aren't always facing Magic Resistance or something.) |
Re: [OOC] A Stranger Land
What is WAI?
Anyway I do think the rule of twenty is needed for the ritual magic from basic. Otherwise you can cast every spell ever at a high skill level. Which is a little silly. And the bigger problem is that buying a skill gives +1 to all spells, which means you effectively have a 4 point magery advantage. Oh and high skill levels do wonderful things, mainly reduce the maintenance cost. Furthermore each "on" spell you have gives a -1 to all castings. So skill over 16 means you can have more "on" spells and the "on" spells can be more powerful. |
Re: [OOC] A Stranger Land
No problem, I'll just drop the ritual magery. Not going to worry about it too much right now, sticking with other character for start of campaign. When is the start?
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Re: [OOC] A Stranger Land
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It looks like we'll have four . . . Skullcrusher, Lamech, Barna10 & zoncxs -- everybody in? As soon as everyone posts their final CRS with gear & all, I'm ready to start whenever you are. |
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