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Ulthar88 10-07-2011 04:48 PM

[OOC] A Stranger Land
 
The Stranger Land game has come to an end. But I hope to reboot it in the future in a new thread and with a new name. Many thanks to all who played.

The player roster so far -- currently not seeking players, but ya never know, ya know?

Lamech as Martel
Skullcrusher as Rorik
momothefiddler as Astrid
Poonbahbah as Lom Footwo
chronus as Kiernan Wynter

inactive:
jmurrell as John Kenner
Hemlock -- in reserve due to technical difficulties
zoncxs as Gale -- left at a tavern somewhere
Dragyn as Siri -- left at the guild doing something mysterious
Stix4armz as Artemis
Gemini as Marcus

A Stranger Land - - a semi-realistic (as in not-too-cinematic) swords & sorcery GURPS4 game wherein the adventure is to figure out the new universe you find yourselves in and, possibly, return home.

Here's the setup: your characters are an intrepid band of veteran adventurers doing the hero thing on a world of swords & sorcery (Banestorm if you wish, or perhaps just Generic Fantasy World #47/d). You have set out today to knock heads with yet another batch of baddies and take their stuff. But suddenly, an utterly preposterous plot contrivance hurtles you through time and space onto an exactly similar yet completely different world of swords & sorcery.
You will have to come to grips with not only different beasts, but different cultures, moralities, and even magicks as well (hint: social skills are unlikely to be wasted).

A note on how I run a game -- The events and features of this world are not there just for your benefit; I try to run living worlds in which NPCs live their lives and pursue their ambitions regardless of what the PCs may be doing. I do not do scenarios, I do not write plots; that is your job. I will railroad you into position on the new world, but after that, you're on your own. There is a way home to be found; it is not terribly secret, but neither is it common knowledge -- there will be no bread crumb trail to follow.

I don't want to give too many spoilers, but I do want to be fair enough so you have the information you need to make a character. First, this new world may be full of magic & mystery, but it is what some may call low-magic, or perhaps a low implementation of magic – magic is known to few and cannot substitute for technology. In short, any spell or object that even suggests words like "enchantment" or "permanent spell" or even "magic item" will not survive transition to the new reality.
Secondly, this new world is a part of a multiverse, but it is not the IW setting. My worlds share a multiverse that is based on literary inspirations that predate IW, and operates under different rules. Your characters may start out with some knowledge of a multiverse, but it will not aid them in finding a way to navigate this one.

Ulthar88 10-07-2011 04:49 PM

Re: [OOC] A Stranger Land
 
Character Building
My apologies, but I am limiting all characters to humans only. The published racial templates are incompatible with the much more extreme biological and sociological differences that separate the species on this new world.

As veteran characters who will have to rely on their own skills to survive, I propose a somewhat different character guide: you have 200 points to build with, but a minimum of 100 points must be spent on skills (for by-the-book wizards, this is negotiable). The Disad limit is 4 ...as in no more than four disadvantageous traits (unless you convince me that you need more to roleplay your character according to your vision). Disad limit does not include reductions to attributes/characteristics. Perks & Quirks are limited to the usual 5 each.

Considering the setup, social traits like Status, Allies, Dependents, and even Wealth are just null & void. Points spent on languages, however, may not be wasted; according to the rules of interdimensional transport, they may be morphed into the nearest local equivalents. Also, the new world is not so alien as to change the survival skills; those will still apply normally.
I'm not a stickler for backstory, but it might be helpful if you included enough of a background to define your motivations for returning home (or not).

As for starting gear, simply take whatever your character would reasonably be carrying on a reasonably dangerous outdoor expedition; this is all you'll start with. Characters with a weapons skill of 14 or better may start with one Fine quality weapon for one of those skills.
I will assume that you have some coins in pocket. They won't be legal tender where you're headed, of course, but at some point they could be assayed for their metal content and converted into the local currency -- what that amounts to is down to sheer luck. Also, this world has its own price list based on early medieval precedents; you will find it has a wider range than GURPS standard. For instance, things like clothing and food will be very much cheaper, but swords and horses will be a LOT more expensive.

About wizards... as for any fantasy adventure, magical help could certainly make some things easier. However, spell-casters face a few difficulties. To simplify things, I will allow almost any RAW system from Magic or Thaumatology, but there will be some subtle (or not so subtle) mutations to how things work in a new reality. Still, your magic may be seen by the natives to violate known laws of magic; this may create some unique challenges. If someone is up for the role, feel free to negotiate :)

Skullcrusher 10-07-2011 04:51 PM

Re: [OOC] A Stranger Land
 
SO you are limiting us 2 only 4 disadvantages not 4 points of disadvantages correct.

zoncxs 10-07-2011 05:40 PM

Re: [OOC] A Stranger Land
 
will post character soon, I was thinking of using imbuements (I love them) as a form of my magic. it would be called "Iron Dragon magic". Imbues his body with magic and turns it into metal to attack with (telescoping reinforced cutting strike is 3 imbuement skills combined that could be colored as a sword). even though it is magic he is a hand to hand fighter. or I can go Fire dragon style.

ErhnamDJ 10-07-2011 07:20 PM

Re: [OOC] A Stranger Land
 
Would that be TL 3?

Ulthar88 10-07-2011 07:45 PM

Re: [OOC] A Stranger Land
 
Yes, TL3 -- sorry for omitting that.

And yes, Skullcrusher, 4 distinct disad traits -- I was hoping that would provide more freedom and less temptation than a flat point limit.

To zoncxs:
hm... martial arts are good, but something a tad more subtle perhaps. Magic weapons popping out of your hands probably violates the not-too-cinematic guidelines :)
I do allow martial artists with chi power techniques -- stuff like iron fist, quivering palm, etc., and maybe even some of the subtler supernatural abilities (the sort of thing that doesn't frighten the livestock & gentry).

You could also pursue tai-chi wizardry stuff, but keep it to things that wouldn't require elaborate special fx. If your abilities focus on imbuements/advantages, we can negotiate on the "100-points for skills" guideline. Alternately, I can allow the movie-kung-fu skills without the TbaM prerequisite.

And a clarification for all -- the 100-point skill requirement comes from my own experience at creating characters that I think would work (in my games :P ). I have always favored skill-based systems and trained skills count for more with me than innate traits. You know, default-level swimming rolls are just tragic...

For further suggestions...
http://forums.sjgames.com/showpost.p...8&postcount=21

zoncxs 10-07-2011 08:19 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1259393)
To zoncxs:
hm... martial arts are good, but something a tad more subtle perhaps. Magic weapons popping out of your hands probably violates the not-too-cinematic guidelines :)

for reference:Gajeel from fairy tail

that's who I was thinking about for use with imbuements. though not as strong. :D (though now I am thinking not so much in this world).


Quote:

Originally Posted by Ulthar88 (Post 1259393)
I do allow martial artists with chi power techniques -- stuff like iron fist, quivering palm, etc., and maybe even some of the subtler supernatural abilities (the sort of thing that doesn't frighten the livestock & gentry).

true, but I am not on for subtle (>.o) I do know what you mean....hmmm maybe not iron magic then?


Quote:

Originally Posted by Ulthar88 (Post 1259393)
You could also pursue tai-chi wizardry stuff, but keep it to things that wouldn't require elaborate special fx. If your abilities focus on imbuements/advantages, we can negotiate on the "100-points for skills" guideline. Alternately, I can allow the movie-kung-fu skills without the TbaM prerequisite.

I like both ideas, its hard to raise ST so he can do damage and carry things like I want him to (He is strong ^,^). and allowing the not needing TbaM helps. with the link above you should have a better picture of what I am talking about with imbuements. basically all the "powers/spells" he knows are just combination imbuements:

Telescoping reinforced cutting strike: Iron blade

Telescoping reinforced impaling strike: Iron Spear/spike

Telescoping reinforced forceful blow: Iron Hammer

Reinforced Weapon: Iron skin

thats the only 4 Imbuements he would know (maybe plus penetrating strike to get pass DR better)

so those plus imbue advantage makes a minimum of 44pts (40 for imbue 4 for the 4 skills)



Quote:

Originally Posted by Ulthar88 (Post 1259393)
And a clarification for all -- the 100-point skill requirement comes from my own experience at creating characters that I think would work (in my games :P ). I have always favored skill-based systems and trained skills count for more with me than innate traits. You know, default-level swimming rolls are just tragic...

For further suggestions...
http://forums.sjgames.com/showpost.p...8&postcount=21

and I now put at least 1 point in all of those.

Lamech 10-07-2011 08:24 PM

Re: [OOC] A Stranger Land
 
Hmm... looks cool. Depending on what happens with that Gate game, I might like to play. Mage character maybe? For making a mage, what about Monster Hunter magic? Or perhaps modular abilities?

Ulthar88 10-07-2011 08:50 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by zoncxs (Post 1259399)
thats the only 4 Imbuements he would know (maybe plus penetrating strike to get pass DR better)
so those plus imbue advantage makes a minimum of 44pts (40 for imbue 4 for the 4 skills)

It occurs to me that much of the function you're looking for can be done with more traditional movie-kung-fu and less Dragonball-ism :)

If you have Martial Arts, peruse the adaptation of advantages there, particularly the chi-based innate attacks. There is also the Striker enhancement for a limbs, Regeneration, and Enhanced Dodge, etc. Even a simple adjustment can have you doing impaling damage with a spear-hand thrust.
And Power-Ups 2: Perks has some nice ones for martial artists:
Combat Vaulting perk
Focused Fury perk
Huge Weapons perk
Improvised Weapons perk

Ulthar88 10-07-2011 08:58 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Lamech (Post 1259401)
Hmm... looks cool. Depending on what happens with that Gate game, I might like to play. Mage character maybe? For making a mage, what about Monster Hunter magic? Or perhaps modular abilities?

Modular abilities seem like they would be a bit off the scale -- as for MH magic, I haven't looked into that yet. However, I'm not opposed to a little homework myself, and they were on my list of "stuff I want next from e23". Let me look into it.

zoncxs 10-07-2011 09:21 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1259414)
It occurs to me that much of the function you're looking for can be done with more traditional movie-kung-fu and less Dragonball-ism :)

If you have Martial Arts, peruse the adaptation of advantages there, particularly the chi-based innate attacks. There is also the Striker enhancement for a limbs, Regeneration, and Enhanced Dodge, etc. Even a simple adjustment can have you doing impaling damage with a spear-hand thrust.
And Power-Ups 2: Perks has some nice ones for martial artists:
Combat Vaulting perk
Focused Fury perk
Huge Weapons perk
Improvised Weapons perk

I agree with you on those points but thats what I use to do before Imbuements. the problem I had was I needed to do weird combos, but imbuements solves all that. I like it because the power of my attacks are based on my ST not swing ST+1d6 (which is what it would be with innate attacks with the ST based enhancement). the other thing is that imbuements add enhancements to my attacks which is what I am aiming at with this concept. did you check the link?

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)

Lamech 10-07-2011 10:01 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1259415)
Modular abilities seem like they would be a bit off the scale -- as for MH magic, I haven't looked into that yet. However, I'm not opposed to a little homework myself, and they were on my list of "stuff I want next from e23". Let me look into it.

kk, If I did do a MH style mage it would probably be heavy on buffs... I think it has a really cool magic system if you want people to do long rituals and such.

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.

zoncxs 10-07-2011 11:38 PM

Re: [OOC] A Stranger Land
 
Another question, what will we use for armor? are you using LT or basic?

Skullcrusher 10-08-2011 07:57 AM

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.

barna10 10-08-2011 08:30 AM

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:

Ulthar88 10-08-2011 09:22 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Lamech (Post 1259429)
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.

Yes, it appears more clarification is in order :) -- sorry about any confusion.

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.

zoncxs 10-08-2011 09:37 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1259574)
Yes, it appears more clarification is in order :) -- sorry about any confusion.

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.

okie dokie then, will post concept soon. even for me, "the One" is too much lol

Ulthar88 10-08-2011 10:19 AM

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').

barna10 10-08-2011 10:35 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1259590)
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').

No problem, and sorry about the skills. Meant to post a question asking if Languages could count as skills. I'll switch out the weirdness magnet. I'll repost him soon

zoncxs 10-08-2011 10:58 AM

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

Ulthar88 10-08-2011 11:36 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1259601)
Meant to post a question asking if Languages could count as skills.

Actually, I'd buy that.

Lamech 10-08-2011 02:27 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1259590)
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.)

barna10 10-08-2011 02:37 PM

Re: [OOC] A Stranger Land
 
Is anyone playing a mage? If not I'klaus scrap mine and make a mage. Got a concept brewing:-)

barna10 10-08-2011 02:38 PM

Re: [OOC] A Stranger Land
 
Lol, guess I shouldn't try refreshing browser every once in awhile.

Lamech 10-08-2011 02:48 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1259701)
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.

Ulthar88 10-08-2011 04:00 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Lamech (Post 1259697)
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.

Lamech 10-08-2011 06:01 PM

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...)

Skullcrusher 10-08-2011 09:06 PM

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?

barna10 10-09-2011 01:33 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1259714)
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?

barna10 10-09-2011 01:34 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Lamech (Post 1259703)
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.

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.

barna10 10-09-2011 02:20 PM

Re: [OOC] A Stranger Land
 
How much gear are we allowed to start with?

Ulthar88 10-09-2011 03:08 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1260061)
How much gear are we allowed to start with?

As stated -- don't worry about cost (much); just take whatever you would normally be carrying on the average outdoor adventure. If you have a melee weapon skill of 14+, you can also take one Fine quality weapon for one such skill.

Lamech 10-09-2011 03:22 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1260060)
Working As Intended -- sorry



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



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.

Certainly looks like it... I also here are the rituals that I was going to place in the ritual mastery perks for.
Spoiler:  

Mainly you need to be okay with what I am having the lesser effects doing. As a heads up I do intend to buff the party long term when possible. Edit: The area of effect is intended make the spell grant the advantages to everyone in the area, and then those people get the advantage for the duration NOT make an area where people get certain traits when they enter and lose them when they leave.

The character sheet is mostly done, I just need to fill in little details like age, weight ect.

barna10 10-09-2011 03:32 PM

Re: [OOC] A Stranger Land
 
If you really want me to make the wizard with ritual magery I will. One thing though, the rule of 20 applies to skills defaulting to attributes, not other skills(basic set p. 344).

I will revise him and repost shortly.

Lamech 10-09-2011 03:41 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1260081)
If you really want me to make the wizard with ritual magery I will. One thing though, the rule of 20 applies to skills defaulting to attributes, not other skills(basic set p. 344).

I will revise him and repost shortly.

Its the "extended rule of 20". Its in thaum somewhere. Basically it says "the rule of 20 applies to the core skill in ritual magic" So if you have 20 thaumatology that gives you a starting point of 14 in all your core skills before you spend skill points.

Ulthar88 10-09-2011 04:16 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Lamech (Post 1260077)
Mainly you need to be okay with what I am having the lesser effects doing. As a heads up I do intend to buff the party long term when possible.

Hmm -- to me, Lesser would mean enhancement, not addition. Meaning that I feel adding new physical or mental traits (such as Fit or Flexibility) amounts to a Greater effect.
I'll exempt things like Luck or Serendipity from that, because those are the sort of iffy things the "might happen anyway". Also, I'm good with Lesser for Hard to Kill because it is a highly specific buff that (hopefully) won't come into play too frequently. I guess you can talk me into allowing additional DR as Lesser, as well, as long as we define it to mean a mystic layer of protection rather than an actual physical augmentation.

barna10 10-09-2011 04:17 PM

Re: [OOC] A Stranger Land
 
revised character

revised character

Ulthar88 10-09-2011 04:21 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1260081)
If you really want me to make the wizard with ritual magery I will. One thing though, the rule of 20 applies to skills defaulting to attributes, not other skills(basic set p. 344).

Well, I may have to make rulings about the way you build a character, but don't let me tell you which character to play :) -- go with what feels fun.

Having said that, I do have to agree with Lamech about the Rule of 20 thing (Thaumatology p73). Without that, it's too easy to turn ritual magery into a demigod-power for alarmingly low point cost.

barna10 10-09-2011 04:24 PM

Re: [OOC] A Stranger Land
 
Check out the new guy, lowered Thaumatology to 20. It's turning into too much work, so I will stick with the bardish guy for now. I'll have equipment posted tonight.

Lamech 10-09-2011 04:35 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1260089)
Hmm -- to me, Lesser would mean enhancement, not addition. Meaning that I feel adding new physical or mental traits (such as Fit or Flexibility) amounts to a Greater effect.
I'll exempt things like Luck or Serendipity from that, because those are the sort of iffy things the "might happen anyway". Also, I'm good with Lesser for Hard to Kill because it is a highly specific buff that (hopefully) won't come into play too frequently. I guess you can talk me into allowing additional DR as Lesser, as well, as long as we define it to mean a mystic layer of protection rather than an actual physical augmentation.

Cool, I'll change those. Oh BTW what are you using for a "hour of game time" or "session" since those don't really work well for luck/serendipity.

And yes, the mystical layer of protection was what I was thinking. Something that would drain energy from incoming attacks. I put a little description of what I was thinking.

Spoiler:  

Ulthar88 10-09-2011 04:35 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1260095)
Check out the new guy, lowered Thaumatology to 20. It's turning into too much work, so I will stick with the bardish guy for now. I'll have equipment posted tonight.

Okay... but I gotta ask a question about that latest build. It appears you put at least one point into every college skill; therefore, you wouldn't have to depend on any defaults from the Core skill. So couldn't you then reduce Thaumatology even further and free up a bunch of points there?

barna10 10-09-2011 04:37 PM

Re: [OOC] A Stranger Land
 
I suggest we use "Game Time +0%" from Powers

Ulthar88 10-09-2011 04:52 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1260101)
I suggest we use "Game Time +0%" from Powers

Neat -- thanks for pointing that out.

But I feel that fails to take into account the time dilation that occurs with tabletop combat. So how about something a bit more generous: For each "per hour" usage, you get two potential uses per game-day, but one can only be used in-combat, the other can only be used out-of-combat.
Fair?

barna10 10-09-2011 05:00 PM

Re: [OOC] A Stranger Land
 
Sounds good

barna10 10-09-2011 05:06 PM

Re: [OOC] A Stranger Land
 
I've got a meta-game suggestion that might help ensure the game survives, a weekly character point award. Give everyone that posts at the required interval (I vote for daily) a bonus character point each week and then possibly give out an additional bonuses for stuff like "post of the week".

This incentivizes player participation and keeps the game fresh by allowing character growth weekly like would happen in a table top game instead of having to wait possibly months in the online environment.

What do you think?

Lamech 10-09-2011 05:30 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1260119)
I've got a meta-game suggestion that might help ensure the game survives, a weekly character point award. Give everyone that posts at the required interval (I vote for daily) a bonus character point each week and then possibly give out an additional bonuses for stuff like "post of the week".

This incentivizes player participation and keeps the game fresh by allowing character growth weekly like would happen in a table top game instead of having to wait possibly months in the online environment.

What do you think?

Sometimes it doesn't make sense for people to post though. See Worlds of Fire, my character is out, and hence not posting.

Also
Spoiler:  

The rituals for the ritual mastery perks
Spoiler:  


Equipment
Traveling clothes, Holy Symbol, Pack with tent and rations, quarterstaff, shortbow ST8, knife, Lockpicking Tools, quiver and 25 arrows. Also a first aid kit. (Probably not much more than bandages at TL3). Personal Basics 11.72+.24

Back-story
Spoiler:  


Physical Description
Spoiler:  


Links to spells that might still be active:
Spoiler:  

zoncxs 10-09-2011 10:23 PM

Re: [OOC] A Stranger Land
 
Since we have a few different magic systems going on I might as well through in imbuements :) I will use the mystic Knight template for this character (taking what I had made so far and shifting it)


Character
Spoiler:  


Items on person
Spoiler:  


and I found a pic of what he looks like!

Gale

barna10 10-09-2011 10:26 PM

Re: [OOC] A Stranger Land
 
Yeah, I'll let you guys do your magic thing. Bardy is sounding good, but I'm gonna shift some skills around (want to include Bow).

Ulthar88 10-10-2011 07:34 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1260119)
I've got a meta-game suggestion that might help ensure the game survives, a weekly character point award. Give everyone that posts at the required interval (I vote for daily) a bonus character point each week and then possibly give out an additional bonuses for stuff like "post of the week".

I like the basic concept a lot... but if this were applied strictly people would feel forced to post daily even when there was nothing their character could do. We'd have to come up with a method that was fair to all.

And, of course... I never did allow weekly character advancement anyway :)

Ulthar88 10-10-2011 07:40 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Lamech (Post 1260132)
Name: Martel of the First Temple

cool character -- by "path of gate" I assume you mean Crossroads?

Also, regarding equipment...
Might I suggest Personal Basics just to cover your behind?
And I never go camping without a knife, but that's just me.
And I notice you didn't take any tools to go with that high lockpicking skill... you shifty priestess, you :P
And, um... you might wanna pick up some arrows & a quiver to go with that bow.

barna10 10-10-2011 07:48 AM

Re: [OOC] A Stranger Land
 
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 (Broken) [2]; English (Accented) [-2]; Orcish (Broken) [2].

Advantages [26]
Appearance (Attractive) [4]
Charisma (2) [10]
Voice [10]

Perks [5]
Alcohol Tolerance [1]
Convincing Nod [1]
Disarming Smile [1]
Gangster Swagger [1]
Haughty Sneer [1]

Disadvantages [-47]
Kleptomania (12 or less) [-15]
Overconfidence (9 or less) [-7]
Trickster (12 or less) [-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 [111]
Acting IQ/A - IQ+1 14 [4]
Body Language (Human) Per/A - Per+0 13 [2]
Bow DX/A - DX+1 13 [4]
Brawling DX/E - DX+0 12 [1]
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+0 12 [1]
Fast-Talk IQ/A - IQ+4 17 [8]
includes: +2 from 'Voice'
Filch DX/A - DX+2 14 [8]
First Aid/TL3 (Human) IQ/E - IQ+0 13 [1]
Forced Entry DX/E - DX+2 14 [4]
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+0 13 [2]
Intimidation Will/A - Will+0 13 [2]
Knife DX/E - DX+2 14 [4]
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+1 13 [8]
Poetry IQ/A - IQ+0 13 [2]
Public Speaking IQ/A - IQ+3 16 [1]
includes: +2 from 'Charisma', +2 from 'Voice'
Savoir-Faire (High Society) IQ/E - IQ+0 13 [1]
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 13 [4]
Streetwise IQ/A - IQ+1 14 [4]
Swimming HT/E - HT+1 12 [2]
Throwing DX/A - DX+0 12 [2]
Traps/TL3 IQ/A - IQ+0 13 [2]

Stats [110] Ads [26] Disads [-47] Quirks [-5] Skills [111] = 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
1 Short Bow LC:4 Dam:1d-2 imp Acc:1 Range:100 / 150
RoF:1 Shots:1(2) ST:7† Bulk:-6 Rcl: $50 Wgt:2 Notes:[3]
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 Alchemist's Matches $15 Wgt:.25 Location:
1 Backpack, Small $60 Wgt:3 Location:
1 Blanket $20 Wgt:4 Location:
1 Cornucopia Quiver $100 Wgt:.5 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:
2 Torch $6 Wgt:2 Location:
2 Torch, Waterproof $24 Wgt:2 Location:
1 Wineskin $10 Wgt:.25 Location:

Ulthar88 10-10-2011 07:53 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by zoncxs (Post 1260276)
Since we have a few different magic systems going on I might as well through in imbuements :)

Come on, zoncxs, you're killin' me here. You've given me another superhero anime character; I am failing to define what I mean by 'semi-realistic'...

I do admire your creative characters and your use of imbuements, I honestly do. But despite my admiration, you're giving me a Phobia about imbuements :)
I'm gonna have to be a hard-ass and just disallow them entirely.

Please remember that this won't be a DF game. Stop testing me and come up with the believable and capable character that I know darn well you can make... Pretty Please??

barna10 10-10-2011 07:59 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1260457)
I like the basic concept a lot... but if this were applied strictly people would feel forced to post daily even when there was nothing their character could do. We'd have to come up with a method that was fair to all.

And, of course... I never did allow weekly character advancement anyway :)

Never said it had to be daily. I just said it would be a bonus for posting at the required rate. If the game requires a post every other day, then posting a significant post when their character was involved in the action. If their character is unconscious, dead, on another planet, etc., the wouldn't be penalized for not posting.

Plus, the points wouldn't have to be put towards advancement every week, but they could still be rewarded.

barna10 10-10-2011 08:03 AM

Re: [OOC] A Stranger Land
 
Also, just curious, why don't you allow weekly advancement? Character points and advancements reward the player, not the character. Shouldn't a player be allowed some sort of weekly reward for good role playing? What's the downfall of allowing it? Never had a problem with it myself.

Ulthar88 10-10-2011 08:06 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1260463)
Name: Donovan Skain

Impressive character... you've got 3 unused quirks to fill in yet.

And just a reminder that most of your gear enchantments (including cornucopia) won't survive the transition (although alchemist matches will work fine).
So... you might want to pick up some real arrows :)

Skullcrusher 10-10-2011 08:10 AM

Re: [OOC] A Stranger Land
 
Question on the limited disadvantages: Would gigantism be counted towards the 4 since it is really a zero point feature?

zoncxs 10-10-2011 08:15 AM

Re: [OOC] A Stranger Land
 
Ok then lol, just for the record Imbuements is balanced against magery and all the other stuff, its not over powering like you are thinking.


He is now the combat ready spartan! (he is french though)

Character
Spoiler:  


and I found a pic of what he looks like!

Gale

Ulthar88 10-10-2011 08:27 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by barna10 (Post 1260470)
Also, just curious, why don't you allow weekly advancement? Character points and advancements reward the player, not the character. Shouldn't a player be allowed some sort of weekly reward for good role playing? What's the downfall of allowing it? Never had a problem with it myself.

See this thread for some various thoughts on the subject. Don't get worried that those rules are in force for this particular game... I would have stated so at the beginning if I were intending that.

Skullcrusher 10-10-2011 08:31 AM

Re: [OOC] A Stranger Land
 
Here is my character

Rorik

Spoiler:  

Ulthar88 10-10-2011 08:35 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Skullcrusher (Post 1260472)
Question on the limited disadvantages: Would gigantism be counted towards the 4 since it is really a zero point feature?

hmm.. it makes sense to call that a feature for this purpose; it won't count against your disad limit.

Ulthar88 10-10-2011 08:38 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by zoncxs (Post 1260473)

He is now the combat ready spartan! (he is french though)

Thank you, thank you, thank you [bows]

Skullcrusher 10-10-2011 09:00 AM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1260488)
hmm.. it makes sense to call that a feature for this purpose; it won't count against your disad limit.

Ok I might add it to him...obviously I would ahve to tweek him a little since he is saving on strength and hps point level. Let em work through it and see.

Skullcrusher 10-10-2011 09:57 AM

Re: [OOC] A Stranger Land
 
Ok edited him without gigantism...did not save me too many points to warrant the bonus for his opponents to hit. So he is just normal sized.

Lamech 10-10-2011 12:19 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Ulthar88 (Post 1260462)
cool character -- by "path of gate" I assume you mean Crossroads?

Also, regarding equipment...
Might I suggest Personal Basics just to cover your behind?
And I never go camping without a knife, but that's just me.
And I notice you didn't take any tools to go with that high lockpicking skill... you shifty priestess, you :P
And, um... you might wanna pick up some arrows & a quiver to go with that bow.

Right, Crossroads. Knife good call, the tools good call, I'll get lockpicks (makes sense when adventuring in generic fantasy world), and arrows are most important :)

(Those will be edited in directly...)
Edit: Also added the traps default

Skullcrusher 10-10-2011 12:21 PM

Re: [OOC] A Stranger Land
 
Quote:

Originally Posted by Lamech (Post 1260578)
Right, Crossroads. Knife good call, the tools good call, I'll get lockpicks (makes sense when adventuring in generic fantasy world), and arrows are most important :)

(Those will be edited in directly...


Ugh i forgot a knife too. Oh well back to GCA to add it.

Lamech 10-10-2011 02:28 PM

Re: [OOC] A Stranger Land
 
Also added a first aid kit. Those are important. :)

Ulthar88 10-10-2011 03:11 PM

Re: [OOC] A Stranger Land
 
We may have a fifth player, if no one has a firm objection. She PM'd me yesterday and is a relative newbie (hasn't GURPSed since 3e). If she can get her character up here quickly (nudge, nudge) we can launch this thing in a day two.

Some general thoughts on character details (these don't necessarily apply to everyone, but they occurred to me while reviewing the characters):

Review your skills and think about the tools & materials you might carry along with you to go with those skills... bandages or a kit for 1st aid, hook & line for fishing, etc.

Don't forget arrows/bolts... I try to be generous when tracking ammo usage, but I do insist on you at least having some :)

Remember that the Throwing skill does not cover knives or other weapons; Thrown Weapon (specify) is a separate skill.

Skullcrusher: Your Ad's may be messed up -- I'm getting 205 total when I enter Rorik into GCA; what are you getting? Also, I'm reading Temperature Tolerance to state that you should specify where your extra 24 degrees of comfort are distributed.

zoncxs: what's the tale behind Frightens Animals? (just want to know if it's supernatural, psychic, or whichever, so I know how & why it works). Also, you have a few 'weapon systems' available; I assume based on your skills that the 2H sword is your default, and the shield is attached to your pack for a backup when using the spear or knife. Is that right?

Lamech 10-10-2011 04:10 PM

Re: [OOC] A Stranger Land
 
Fifth player sounds good. Also added personal basics (somehow I didn't realize it was a full-fledged item.) I may also look into armor if it doesn't weigh to much...

barna10 10-10-2011 05:13 PM

Re: [OOC] A Stranger Land
 
Switched out Throw weapon (knife) for Throwing.

Also, any problems with my equipment?

Donovan Skain

barna10 10-10-2011 05:29 PM

Re: [OOC] A Stranger Land
 
just read older posts and noticed one about equipment. will revise.


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