Post by zipp on Dec 30, 2008 7:58:51 GMT
Okay, so these are my thoughts/organizations-of-your-thoughts.
Your stats, then, will be as such:
Combat: 3/3
Mental: 2/2
Toughness: 1/1
Skills: 4/4
Your skills you don't need to worry about so much, at least not in the usual sense of keeping track of what skills you are good at. This is more a role playing thing. For instance the following things...
- Commanding others and leadership. She will most likely rub people the wrong way if forced into this role.
- Easily gets moody if she gets pressed to continue onwards when she thinks it is time to stop.
... will be best shown through your (already proven to be excellent) roleplaying. Same with communication. And if she's not good at something, like swimming, she'll probably avoid it rather than jump into a situation that would require it. Of course, I can (and will) make some things harder for her based on your information and based on the character concept.
As for genuine abilities, based on your descriptions, two come to mind:
Defensive fighting- by sacrificing a number rolled in combat (not using it for any other purpose), you can roll one extra die in the resist damage phase. You can do this with up to 2 numbers.
Surprise attack- any time you can get the drop on your enemy, roll combat. For each 18, 19, or 20 rolled, do an instant point of non-resistible damage.
I do think you have too many proficiencies. Currently I see:
Quarterstaff, Spear, Sword, Shortsword, Dagger, Axe, Bows, Club, and light armour.
I'd like to drop this down to four items, your choice. I can definitely reccomend the bow (which allows you to use it for long range firing). The shortsword and the axe both seem to fit her well, too. Your call, though.
I don't mind you adding a weapon to your item list. It's fairly practical already, so it doesn't seem like that would break anything.
Anyways, the items are mostly self explanatory. Here's my notes:
- Bow and Quiver with Arrows
The bow will help you snipe enemies from afar, but it cannot be used in close quarters combat. The rule for sniping works like any other skill test, with your number of successes deciding the lethality of the attack. Rather than keep track of arrows and have to clutter our character sheets, I'll tell you if you're starting to run low. Assume you're carrying around twenty.
- Blanket
Takes up two spaces
- Hunter's Knife. Used for cutting and skinning things. Carried in her backback. Not intended as a weapon.
Since you don't intend it as a weapon, I won't give it any damage bonuses. If you take the dagger proficiency, though, I will rule that you can use this and not suffer the -4 penalty
- Potion of Laumspur
Prevents 5 damage in combat, or heals 2 damage outside of combat
Sadly, you are the only one who brought a water canteen ^_^ But then, that sort of, admittedly very important, thing does often get forgotten in RPGs, doesn't it? Along with food and proper sleeping gear... I would've overlooked it myself, not to sound like a lackaluster GM or anything (looks other way while scratching head).
Your stats, then, will be as such:
Combat: 3/3
Mental: 2/2
Toughness: 1/1
Skills: 4/4
Your skills you don't need to worry about so much, at least not in the usual sense of keeping track of what skills you are good at. This is more a role playing thing. For instance the following things...
- Commanding others and leadership. She will most likely rub people the wrong way if forced into this role.
- Easily gets moody if she gets pressed to continue onwards when she thinks it is time to stop.
... will be best shown through your (already proven to be excellent) roleplaying. Same with communication. And if she's not good at something, like swimming, she'll probably avoid it rather than jump into a situation that would require it. Of course, I can (and will) make some things harder for her based on your information and based on the character concept.
As for genuine abilities, based on your descriptions, two come to mind:
Defensive fighting- by sacrificing a number rolled in combat (not using it for any other purpose), you can roll one extra die in the resist damage phase. You can do this with up to 2 numbers.
Surprise attack- any time you can get the drop on your enemy, roll combat. For each 18, 19, or 20 rolled, do an instant point of non-resistible damage.
I do think you have too many proficiencies. Currently I see:
Quarterstaff, Spear, Sword, Shortsword, Dagger, Axe, Bows, Club, and light armour.
I'd like to drop this down to four items, your choice. I can definitely reccomend the bow (which allows you to use it for long range firing). The shortsword and the axe both seem to fit her well, too. Your call, though.
I don't mind you adding a weapon to your item list. It's fairly practical already, so it doesn't seem like that would break anything.
Anyways, the items are mostly self explanatory. Here's my notes:
- Bow and Quiver with Arrows
The bow will help you snipe enemies from afar, but it cannot be used in close quarters combat. The rule for sniping works like any other skill test, with your number of successes deciding the lethality of the attack. Rather than keep track of arrows and have to clutter our character sheets, I'll tell you if you're starting to run low. Assume you're carrying around twenty.
- Blanket
Takes up two spaces
- Hunter's Knife. Used for cutting and skinning things. Carried in her backback. Not intended as a weapon.
Since you don't intend it as a weapon, I won't give it any damage bonuses. If you take the dagger proficiency, though, I will rule that you can use this and not suffer the -4 penalty
- Potion of Laumspur
Prevents 5 damage in combat, or heals 2 damage outside of combat
Sadly, you are the only one who brought a water canteen ^_^ But then, that sort of, admittedly very important, thing does often get forgotten in RPGs, doesn't it? Along with food and proper sleeping gear... I would've overlooked it myself, not to sound like a lackaluster GM or anything (looks other way while scratching head).