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Old 04-13-2013, 02:31 PM   #11
Dalillama
 
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Default Re: Dormouse Adventurer

Quote:
Originally Posted by Kenneth Latrans View Post
I googled for about 15 minutes and I could only find for regular mice going around 7.5 mph, so I'll take this.
Here you go. Right side of the page, about a third of the way down.
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Old 04-13-2013, 06:14 PM   #12
simply Nathan
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Default Re: Dormouse Adventurer

Here's what I have for a racial template so far:
Quote:
Fey Dormouse[-20]
ST-9[-90]
DX+2[40]
Basic Move-1[-5]

Advantages:
Acute Hearing 3[6]; Deep Sleeper[1]; Double-Jointed[15]; Fur[1]; Huge Weapons(SM) 2[2]; Magery 0[5]; Vibration Sense[10]

Disadvantages:
Sleepy(1/2 of the time)[-8]; Susceptible(Sleep Effects) 5[-5]

Features:
SM-8; Born Biter 1
So it looks like I'm going to be leaving his DX alone by leaving him at his racial norm rather than raising it. If I can give them Susceptible to Will-resisted sleep effects instead of just those resisted by HT, that would bring the template down to -25.
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Old 04-13-2013, 06:43 PM   #13
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Default Re: Dormouse Adventurer

Dormice likely have Colorblindness. Most non-primate mammals do.
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Old 04-14-2013, 04:33 PM   #14
simply Nathan
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Default Re: Dormouse Adventurer

Added Social Stigma(Inconvenient Size)[-5] to the racial template; I figure even though there are a few out there, races this much smaller than humans are regularly inconvenienced by the way things are built (but not actively discriminated against).

Also Feature: Dark-Adapted Eyes(-3) - Torchlight is normal lighting to him, just like it should be to most adventurers.

So here's what I have for my second draft of the character:
Quote:
Nathan Daniel Dormeus, Dormouse Dungeoneer (174 points)

Attributes and Characteristics[110]
ST 1 [0]
DX 12 [0]
IQ 13 [60]
HT 15 [50]

HP 1
Per 12 [-5]
Wil 14 [5]
FP 15

Basic Speed 7.00[5]
Basic Move 5[-5]


Advantages[75]:
Combat Reflexes[15]
Enhanced Dodge 1[15]
Named Weapon: Fetch the Magic Boomerang[1]
Signature Gear: Fetch the Magic Boomerang[1]
Signature Gear: Adventurer's Pack of Hoarding[1]
Weapon Master (All Throwing Weapons)[40]


Disadvantages[-54]:
Dormouse[-30]
Honesty(15)[-5]
Truthfulness(9)[-7]
Vow: Own No More Than Can Be Carried[-10]
Unnatural Features 2[-2]


Quirks[-5]:
Actively Seeks Mate(Prefers SM-1 to SM+1)[-1]
Cannot Learn Spells[-1]
Devout Roman Catholic[-1]
Fond of Alliteration, Puns, and Rhyme[-1]
Fur Tastes of Candy[-1]


Skills[48]:
Acrobatics(DX)[4]-12
Artist(Digital)(IQ-2)[1]-11
Armoury(Melee Weapons)/TL~fantasy[1]-12
Brawling(DX+2)[4]-14
Climbing(DX+4)[1]-16
Computer Operation/TL~fantasy(IQ)[1]-13
Escape(DX+3)[1]-15
Hiking(HT-1)[1]-14
Housekeeping(IQ)[1]-13
Lockpicking(IQ-1)[2]-12
Scrounging(Per+1)[2]-13
Search(Per-1)[1]-11
Shield(DX+2)[4]-14
Stealth(DX-1)[1]-12
Survival(Domestic)(Per-1)[1]-11
Throwing Art(DX+4)[20]-16
Wrestling(DX-1)[1]-11
Writing(IQ-1)[1]-12
So he's still a little bit better than a standard starting adventurer of 150 points (if I were making him for such a campaign, I'd drop his IQ and HT a little and keep a few points in reserve; this is mostly a character design exercise).

I should probably raise the cost of his Signature Gear by a point; $5,000 is likely a better price for his awesome magic boomerang than under $2,500.
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