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Post by zipp on Dec 29, 2008 20:03:16 GMT
Looks like a good start. I need some breakfast and I have to work out, but in a couple hours I'll sit down and work out the mechanics for those spells, and post the details. Then, tomorrow probably, we'll finish up the fleshing out of secrets and what not.
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Post by zipp on Dec 30, 2008 0:02:49 GMT
Okay, I assume you've decided to stick with your stats, then? Skills at 3 sounds good?
If so, we can move on to other things.
First off, proficiencies. We'll give you proficiency in the quarterstaff and in the medium armour, then.
For the equipment you've choosen, the following stats:
Quarterstaff +2 to damage or +1 die rolled in combat (decide each combat) Chain shirt: lowers the number you need to roll to resist damage to 17 (usually it's 18). Potion of Laumspur: prevents up to 5 damage during combat. Otherwise, heals 2 damage outside of combat.
Now abilities. First off, this system differs from the D20 in that skills aren't choosen. I've added a note to this effect in the rules in the main thread.
To start us off, I'll give you a couple simple abilities. These can (and should) get stronger as the game progresses.
Gift of the Healer: anytime you use a recovery item on yourself or another, the effect is increased by 1. So your laumspur now prevents 6 damage or heals 3, when you use it. If you wish, you can roll mental to increase this effect. Each 19 or 20 rolled increases it by 1.
Bark skin: This spell hardens the skin of you or a fellow adventurer. When you cast it, roll mental. For each 18, 19, or 20 rolled, the target gets to roll one extra die when resisting damage. The spell ALWAYS grants at least one extra die, and lasts until the end of combat.
How does all that sound to you? Good? Or do you have some changes you'd like to suggest?
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Post by Brother Owain on Dec 30, 2008 0:18:10 GMT
Gift of the Healer sounds great, less sure about Bark Skin. It sounds like it belongs on our druid. Maybe we could call it Faithshield or something. Will Skills allow creation of healing items for use with GotH? I'd like Owain to be able to gather herbs to treat diseases, that kind of thing. I'm a little concerned about skills overlap between Owain and Michael though.
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Post by zipp on Dec 30, 2008 0:30:22 GMT
Don't worry about ability overlap, I'll make sure everyone has different sets of abilities. Also, remember that you may not always be able to count on your fellows (some are probably out to kill you, remember), so you'll want well rounded abiltiies yourself.
I like the Faith Shield idea. Let's say it's a small form of divine intervention. By praying fervently, you can call down a bit of Ishir's favour to protect you and your companions.
About finding herbs and what not, I'm sure you'll come across a number of healing items. Maybe not all of them as good as laumspur (healing is very good in this game), but plenty of damage preventatives, for sure.
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Post by Brother Owain on Dec 30, 2008 0:32:39 GMT
As for Gift of the Healer, I guess the item enhancement is also achieved through some sort of blessing.
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Post by zipp on Dec 30, 2008 1:15:18 GMT
I think that you simply know how to apply medicines better than other people. Anyone can drink a potion, but you know how to best keep them stored, what little herbs can be added to increase effect, or whether it is more effective if poured directly on a wound.
This represents that. Feel free to role play this, if the fancy takes you.
Alright, go ahead and add that stuff to your character sheet, and I'll post your secrets later tonight.
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Post by Brother Owain on Dec 30, 2008 9:05:12 GMT
Sorry to keep you waiting, I had to go to bed. Character sheet edited.
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Post by zipp on Dec 30, 2008 9:21:10 GMT
made one change. Changed Mental to Skills in your healing ability. Now you roll Skills for the increase in healing. It makes more sense.
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Post by Brother Owain on Dec 30, 2008 10:00:52 GMT
Given your clarification that the ability is practical rather than divine I agree. It's also good from a game balance point of view, as it gives me more reasons to spread my points around rather than having Mental as my "god stat".
It does make me want to switch my Mental and Skills scores after all though, as healing should be Owain's primary expertise. Does that cause any problems for you?
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Post by zipp on Dec 30, 2008 10:12:36 GMT
No, go for it.
I also adjusted armour as per my rules revision (see forum).
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Post by zipp on Jan 30, 2009 23:37:01 GMT
Bonnie gives you a bit of Herbdash, which if you take, will remove your one point of poison. You'll still have the damage, though.
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Post by zipp on Jan 31, 2009 8:38:12 GMT
To note, under the new Mental Score, Faithshield is the only one of your abilities that uses up magic. The other abilities are used for free.
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Post by zipp on May 1, 2009 19:09:07 GMT
Gertwiller: his skin is cold and disgustingly clammy. And when I say cold, I mean ice cold. You don't know what this means, but you guess it probably has something to do with the infection and the plague. It's very possible that Gertwiller is under the effects of the plague.
With that thought, you suddenly realize that any of you might be infected. It might be a good idea to find some way to check everyone's health. You don't want someone to turn on the party unexpectedly. The thought of a zombie Aram chills your blood.
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Post by Brother Owain on May 1, 2009 19:17:22 GMT
Hmm. I think the "first aider" way of reviving the unconscious would be something like mouth-to-mouth resuscitation. Don't really want to do that with a plague victim. I rolled before I read the secret post. Just one success: invisiblecastle.com/roller/view/2053019/
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Post by zipp on May 1, 2009 23:55:54 GMT
Well, you could also use pressure points, kind've along with the whole monk class. Or you could go more of a knight class and beat the shit out of them until they come to ^_^
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