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#31 | |
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Join Date: Feb 2007
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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. |
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#33 | |
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Join Date: May 2011
Location: high desert plains
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No, RPM charms are a bit like, well, spell-grenades -- you break them to release a spell previously cast into them. |
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#34 |
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Join Date: May 2011
Location: high desert plains
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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. |
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#35 |
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Join Date: Oct 2010
Location: earth....I think.
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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 |
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#36 | |
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Join Date: Feb 2007
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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. |
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#37 | |
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Join Date: May 2011
Location: high desert plains
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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.) |
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#38 |
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Join Date: Mar 2011
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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. |
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#39 |
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Join Date: Feb 2007
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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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#40 | ||
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Join Date: May 2011
Location: high desert plains
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Working As Intended -- sorry
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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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