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-   -   [OOC] A Stranger Land (https://forums.sjgames.com/showthread.php?t=83822)

barna10 10-09-2011 01:35 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Skullcrusher (Post 1259790)
I just wanted to get it straight...are we all form the same fantasy world? Or from different worlds brought to this world somehow?

I believe we are an adventuring party that gets transported while adventuring.

On that, how will replacement characters be handled? I like to have one ready and will prep my mage to have in reserve.

barna10 10-09-2011 02:14 AM

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

character

Ulthar88 10-09-2011 09:53 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Skullcrusher (Post 1259790)
I just wanted to get it straight...are we all form the same fantasy world? Or from different worlds brought to this world somehow?

The launch will have you all part of the same team suffering the same displacement. This sort of set-up does make replacements a tad problematic. Early on, replacements will likely be brought in via Yet Another Preposterous Plot Contrivance (TM). But if we get to a point where you've learned enough about the world, new recruits might be 'natives'.

Quote:

Originally Posted by barna10 (Post 1259849)
Are we at all talking about the Charm perk?

No, RPM charms are a bit like, well, spell-grenades -- you break them to release a spell previously cast into them.

Ulthar88 10-09-2011 10:08 AM

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.

zoncxs 10-09-2011 10:21 AM

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

barna10 10-09-2011 10:25 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1259996)
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.

The reason his Thaumatology skill is so high is because of the massive penalties imposed to cast even a simple spell. the rules are in the Characters books and in Magic (p. 200). Some sample castings with a 27 Thaumatlogy:

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.

Ulthar88 10-09-2011 11:04 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1259999)
The reason his Thaumatology skill is so high is because of the massive penalties imposed to cast even a simple spell.

I think that's WAI -- it encourages specialization, which makes characters more interesting. In any college for which you don't take the particular skill, you'll only be able to cast the "apprentice" level spells.
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.)

Lamech 10-09-2011 01:09 PM

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.

barna10 10-09-2011 01:21 PM

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?

Ulthar88 10-09-2011 02:16 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Lamech (Post 1260033)
What is WAI?

Working As Intended -- sorry

Quote:

Originally Posted by Lamech (Post 1260033)
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.

Ah, yes -- I'd forgotten about that. Good point.

Quote:

Originally Posted by barna10 (Post 1260041)
No problem, I'll just drop the ritual magery. When is the start?

Too bad -- I was kinda looking forward to coming to grips with yet another magic system :)

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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