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Old 10-07-2011, 08:21 PM   #11
zoncxs
 
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Default Re: [OOC] A Stranger Land

Quote:
Originally Posted by Ulthar88 View Post
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)
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Old 10-07-2011, 09:01 PM   #12
Lamech
 
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Default Re: [OOC] A Stranger Land

Quote:
Originally Posted by Ulthar88 View Post
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.
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Last edited by Lamech; 10-07-2011 at 09:12 PM.
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Old 10-07-2011, 10:38 PM   #13
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Default Re: [OOC] A Stranger Land

Another question, what will we use for armor? are you using LT or basic?
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Old 10-08-2011, 06:57 AM   #14
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Default 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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Old 10-08-2011, 07:30 AM   #15
barna10
 
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Default 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:
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Old 10-08-2011, 08:22 AM   #16
Ulthar88
 
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Default Re: [OOC] A Stranger Land

Quote:
Originally Posted by Lamech View Post
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.
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Old 10-08-2011, 08:37 AM   #17
zoncxs
 
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Default Re: [OOC] A Stranger Land

Quote:
Originally Posted by Ulthar88 View Post
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
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Old 10-08-2011, 09:19 AM   #18
Ulthar88
 
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Default 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').
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Old 10-08-2011, 09:35 AM   #19
barna10
 
Join Date: Feb 2007
Default Re: [OOC] A Stranger Land

Quote:
Originally Posted by Ulthar88 View Post
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
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Old 10-08-2011, 09:58 AM   #20
zoncxs
 
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Default 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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